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Solo Roleplaying And So Can You!
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body { counter-reset: h2 0; } h2 { font-size: 3rem; font-family: Palatino, "Palatino Linotype", "Book Antiqua", Georgia, "Times New Roman", serif; text-align: center; &::before { content: "\2116" counter(h2) "."; counter-increment: h2; display: block; } } .links { border: dashed 1px light-dark(var(--color-dark), var(--color-light)); padding: 1rem; margin: 2rem 0; } hr { overflow: visible; padding: 0; border: none; border-top: medium double light-dark(var(--color-dark), var(--color-light)); color: light-dark(var(--color-dark), var(--color-light)); text-align: center; margin: 3rem 0; &:after { content: "ยง"; color: light-dark(var(--color-dark), var(--color-light)); display: inline-block; position: relative; top: -0.7em; font-size: 1.5em; padding: 0 0.25em; } } ## Contents 1. [About](#about) 2. [Definitions](#definitions) 3. [The Least You Can Do](#the-least-you-can-do) 4. [Structured And Fast](#structured-and-fast) 5. [How Every Game Works](#how-every-game-works) 6. [Gamebooks](#gamebooks) 7. [Answering Prompts And Journaling](#answering-prompts-and-journaling) 8. [Your Approximate Self](#your-approximate-self) 9. [Continuity Of You](#continuity-of-you) 10. [Games That Are Solo On Purpose](#games-that-are-solo-on-purpose) 11. [Adapting Classic Ttrpgs For Solo Play](#adapting-classic-ttrpgs-for-solo-play) * [Oracular Spectacular](#oracular-spectacular) * [Tables](#tables) 12. [Commitment and Investment](#commitment-and-investment) 13. [Other](#other) 14. [Now Go](#now-go) ## About Look I am no expert okay? On anything. Least of all solo roleplaying. But I've done it, and have had fun doing it, so I would say that I am experienced and successful at it. Don't believe me? Art thou a doubter? I anticipated that, you Dubious Thomas, you Missourian, and am prepared to present to you a couple of game logs that I have published over the years: - https://tilde.town/~dozens/castiron/ - https://tilde.town/~dozens/clericthief/ - https://tilde.town/~dozens/pistol/ What does this prove? Why, nothing at all of course. *** A couple weeks ago ~aisha, over on tilde.town, was lamenting that she really wanted to try out solo roleplaying but didn't know how to get started. All this article is, is an answer to that implicit question. Each subsequent section is designed to convey you along a journey through the methods and procedures of solo roleplaying, from the most simple to the more complex, and will provide you links to external resouces. ::: links The "link box" looks like this, and contains "entries" : An entry will have a blurb or explanation... : and a url ::: Okay that's enough introduction, let us begin. ## Definitions Let us begin with the preliminaries. What follows are some essential definitions and justifications. - **SOLO**: By yourself, on your lonesome. Why? Why not! Because it's there! Any reason really. Maybe you're tired of other people at the moment. Or you're struggling to schedule time with your friends and or enemies. Or you want to play a game or setting that you know your friends and or enemies are uninterested in, tedious bores that they are. Or you have 30 minutes RIGHT NOW and want to play a firebending dwarf wizard immediately. Again, any reason will do really. - **ROLE**: An identity or persona you adopt, often unlike your own in some way^1^, from whence comes the joy of having experiences that are not your own. - **PLAY**: A structured activity of imagination and skill designed for fun. ^1^ An identity somewhat unlike your own, but also potentially much like your own! This is not contradictory. See "[Your Approximate Self](#your-approximate-self)" below. ## The Least You Can Do The least structured and most fast thing you can do is this: Imagine yourself in some fantastical situation. For example: - Exploring a vast underground cavern. It full full of mystery and wonder! - Sailing the seas on a pirate ship. Whoa an enemy ship! Whoa a giant whale! - Exploring a poisonous jungle. There are insects bigger than an elephant! - Now you're on a spaceship! Uh-oh! A danger happens! What do you do?? There, now you're playing a game in your mind. ::: links *Top 10 Games You Can Play in Your Head, by Yourself* : This is a very earnest book about imaginative play that is disguised as a joke. : https://www.goodreads.com/book/show/44166209-top-10-games-you-can-play-in-your-head-by-yourself ::: ## Structured And Fast A lot of the styles of play discussed in this article fall on the Fast/Slow + Structured/Unstructured continuum.
| | Fast | Slow | |------------------|-------------|------------| | **Unstructured** | Imagination | Journaling | | **Structured** | Gamebooks | Classic |
Table: Structured and Fast -- A Framework
A simple game of imagination is both fast and unstructured: there are no rules to speak of, and no prep required. "Classic" gaming, by which I mean choosing a game full of rules and procedures meant for group, guided play, and then adapting it to solo play, is slow and structured. One would expect a reasonable amount of prep involved in creating a character, learning the rules, and more. Gamebooks and Journaling games fall somewhere between the two extremes. ## How Every Game Works This is how every game works: 1. Describe the situation 2. Describe what you do in response 3. The world is changed in some way 4. Repeat ๐Ÿ”ฅ **HOT TIPS** ๐Ÿ”ฅ - Make sure there is always something at risk. - Something is always happening! - Nothing never happens! ::: links *What's So Cool About Outer Space* : At one point Jared Sinclair removed all of their content from itch.io, including *What's So Cool*, which contains the above advice, "Something is always happening! Nothing never happens!" Fortunately, the spirit of *What's So Cool* lives on and can be seen in the *What Is So Cool About Jam*. It is full of little pocket guide / quickstart rules for myriad scenarios and settings. : https://itch.io/jam/what-is-so-cool-about-jam/entries ::: ## Gamebooks The next least structured thing you can do is play some gamebooks. This is "interactive fiction" and perhaps a form of hypertext. There are basically like the CYOA books you read as a kid. ::: links *Sherlock Holmes Solo Mysteries* : https://archive.org/details/sherlock-holmes-solo-mysteries-07-the-royal-flush *Joe Dever's Lonewolf* : https://www.projectaon.org/en/Main/Books *Steve Jackson's Fighting Fantasy* : Steve Jackson developed *Fighting Fantasy* and *Advanced Fighting Fantasy* and wrote a whole series of gamebooks for them. : e.g. The Warlock Of Firetop Mountain: https://archive.org/details/isbn_9781407184258/ ::: ## Answering Prompts And Journaling The next most least structured thing you can do is play a "solo journaling" game in which you read prompts and think about them and then write stuff down about it. This in my opinion is where things really start getting great. This isn't just freeform daydreaming. There's some structure. But it also isn't following somebody else's pre-written path for you. It instead is the perfect mixture of both! You get the benefit of the author providing a setup, a situation. And then being turned loose to, instead of "Go to 48", respond howsoever you want. ::: links *Thousand Year Old Vampire* : A wildly immersive and evocative game about being a doomed vampire : https://timhutchings.itch.io/tyov *The Wretched* : The original deck of cards + tumbling block tower (i.e., Jenga) solo journaling game of dread and suspense. : The original game: https://loottheroom.itch.io/wretched : The SRD (System Reference Document) https://sealedlibrary.itch.io/wretched-alone-srd : The jam: https://itch.io/jam/wretched-jam : *The Sealed Library* is the first known game based on *The Wretched*: https://sealedlibrary.itch.io/the-sealed-library : Another good Wretched & Alone game: https://litzabronwyn.itch.io/bloom *Anamnesis* : A game inspired by *The Wretched* that gained a lot of popularity in its own right. : https://blinkingbirchgames.itch.io/anamnesis : Inspired tons of hacks (https://itch.io/c/3862482/anamnesis-hacks-supplements) and a game jam (https://itch.io/jam/anamnesis-jam/entries) : ratfactor's submission to the Anamnesis jam, for which they drew an entire original, and very cute tarot deck: https://ratfactor.com/hoo/game/wrapper.html *Alone Among the Stars* : A delightful small game about exploring stuff in space : https://noroadhome.itch.io/alone-among-the-stars : A collection of hacks: https://itch.io/c/486917/alone-at-the-table *PRINCESS WITH A CURSED SWORD* : A small game that uses tarot cards to guide your princess through exploring the ruins. : https://w.itch.io/cursed-sword : A whole bunch of hacks here: https://itch.io/c/1130591/princess-sword-games *Fox Curio's Floating Bookshop* : Cute as hell game about sailing up and down the river on your floating bookshop : https://lostwaysclub.itch.io/floating-bookshop *Koriko: A Magical Year* : Be a witch having a magical year : https://mouseholepress.itch.io/koriko *Mechs Into Plowshares* : https://anomalousentertainment.itch.io/mechs-into-plowshares *Lisergia* : A surreal "drifting" game that bridges the gap between imaginative play and structured play. : https://capacle.itch.io/lisergia *The Librarian's Apprentice* : Explore an infinite, liminal library : https://almostbedtimetheater.itch.io/the-librarians-apprentice *Last Tea Shop* : A cozy game about tea and conversation : https://springvillager.itch.io/last-tea-shop-complete *A Visit to San Sibilia* : Visit the eternally shifting city : https://jimmyshelter.itch.io/a-visit-to-san-sibilia ::: ## Your Approximate Self This is an okay time to introduce the idea of an approximate self When you play a journaling game (or any solo game honestly) there might be some mental overhead required to invent a total stranger of a character out of thin air. Much easier is to play some approximate version of yourself. Maybe a version of you that is slightly more adventurous or suave or reckless or brave or heartless or whatever. The benefit of this is that you already have a pretty good idea of who you are so you can make a few tweaks to your base model ("you") and then start playing now! ::: links *The Ink That Bleeds* : Paul Czege's manifesto on solo gaming, with a focus on immersion, bleed, and the approximate self : https://www.paulczege.com/ *The Ink That Bleeds Review โ€“ An Immersive Dive Into Immersive Journaling* : https://cannibalhalflinggaming.com/2023/07/15/the-ink-that-bleeds-review-an-immersive-dive-into-immersive-journaling/ ::: ## Continuity Of You Here's a ๐Ÿ”ฅ **HOT TIP** ๐Ÿ”ฅ If you always play some approximate version of yourself in your games then there's always SOME degree of continuity of character from game to game You can use the same notebook to play 5, 10, 15, 20 games! Or more! Maybe the character in each game is always the same person. Maybe not. Maybe they're aware of previous games they played in. Maybe there are other recurring characters from game to game. What a weird wacky world these characters live in! ::: links *A Town Of You* : A Town Of You is a single-player journaling game played by importing and exporting your OCs. : https://kumada1.itch.io/a-town-of-you ::: ## Games That Are Solo On Purpose There are some games that are like full blown roleplaying games but that are also designed for solo play ::: links *Ironsworn* : Probably the very best free game that there is in terms of gameplay and production. Created for solo, coop, or guided play; and has tons of great tables : https://tomkinpress.com/ *Tunnels & Trolls* : One of the original ttrpg games, and famously included rules and material for solo play. I don't know that I necessarily recommend it though because I always found the rules kind of complex and confusing. : https://archive.org/details/tntFRPG : https://archive.org/details/tntpocketadventures *Risus* : Risus straddles the line. It was *not* designed explicitly for solo play. But it is extraordinarily fast to start playing, and does have a fair bit of solo content. It is one of my favorite "I want to start playing NOW" games. : Risusiverse: https://www.risusiverse.com/ : Solo Adventures (no GM required): https://www.risusiverse.com/home/adventures#h.9jk3638mco7j : Ring of Thieves (gamebook): https://www.drivethrurpg.com/en/product/172019/risus-ring-of-thieves-a-free-fantasy-solitaire-adventure ::: ## Adapting Classic Ttrpgs For Solo Play It is possible to solo games that are not designed for solo play at all! Remember our fast/slow + structured/unstructured framework? This style of play occupies the far corner of the structured and slow quadrant. This is one of the hardest but sometimes most rewarding types of solo play. It requires some extra work but with a little effort and experience you can play any game. You might want to do this to try out new games without having to convince other people to play with you. Or even if you do convince others to play with you, maybe you want to test out the mechanics before running the game to get a feel for it. You will need some oracles and probably some tables and maybe a "GM Emulator". ### Oracular Spectacular An *oracle* is something that answers a question. If you flip a coin, or shake a magic 8 ball and look at it, etc, that is using an oracle. A yes/no oracle can be as simple as flipping a coin, or rolling a six-sided dice: the higher the number the better or more emphatically yes the answer is, the lower the opposite.
| d6 | Result | Explanation | |----|----------|---------------------------------------| | 1 | No, and | It's worse than you thought | | 3 | No | Just no | | 2 | No, but | It's not as bad as it could have been | | 5 | Yes, but | Yes but there's a complication | | 4 | Yes | Just yes | | 6 | Yes, and | Even better than expected |
Table: The Die of Fate
::: links *Recluse* : I think this is one of the very best, most simple yes/no oracles there is. It allows for degrees of success and failure, and for surprises! I use it all the time. : https://gravenutterance.com/2019/03/24/recluse-solo-engine/ *One Page Solo Engine* : This is really fun because you can use a deck of cards, which is simply fun. And it includes scene interupts and altered scenes. : https://inflatablestudios.itch.io/one-page-solo-engine *Mythic GM Emulator* : Kind of the gold standard for this kind of thing. It has everything! Its killer features are the chaos factor, scene interupts, and list and thread management. : https://www.wordmillgames.com/page/mythic-gme.html : Here's a video I made about using 1st edition Mythic GME to run a co-op game: https://tube.tchncs.de/w/8u9AAGdT9hxk2fbZ1vDejh ::: ### Tables Random tables can be very helpful to have on hand while doing solo play. They can help you populate a city, or determine random encounters in the wilderness, or build an NPC. ::: links You can get very far by just searching online for "good osr tables," but here are a few links to get started. *Cairn* : https://cairnrpg.com/ *Knave* : https://questingbeast.itch.io/knave : https://questingbeast.itch.io/knave-second-edition *Maze rats* : https://questingbeast.itch.io/maze-rats *Ironsworn* : https://tomkinpress.com/ *Cut Up Solo* : This series is really fun. The author takes a bunch of genre fiction and then just jumbles up all the text so you can browse or roll and get some inspiring snippets and phrases to direct your play. You can of course to this kind of *bibliomancy* with any book on your bookshelf! : https://www.drivethrurpg.com/en/browse?keyword=cut%20up%20solo ::: ## Commitment and Investment One of the benefits of solo play is that you are entirely in charge of how you play, and for how long you play. A single session may stretch on for hours, or it may span mere minutes. You are in control of your own destiny here! ## Other - Need some names? https://www.fantasynamegenerators.com/ - Need a city, or a town, or a dungeon? https://watabou.itch.io/ - Need another, more different dungeon? https://donjon.bin.sh/5e/5_room/ - Want to draw your own dungeon real quick? https://app.dungeonscrawl.com/ - Standard notation for solo logging: https://zeruhur.itch.io/lonelog - A big bundle of solo games: https://itch.io/b/770/solo-but-not-alone ## Now Go One last brief word of encouragement. The best advice I can give you, about anything really, is to begin. Just do it. Do it. Don't let your dreams be dreams. Do it. If there's something you want to do, don't let fear or uncertainty prevent you from starting. Just start. It's the only way anybody ever did anything, and then got better at it. So read this article (or just the bits that are interesting to you) and then pick a way to get started, and begin. Go now. There are other worlds than these. ::: {style="text-align:center;margin:2rem 0;font-variant:small-caps;"} The End ? :::
f9df2fe7074e35eb60ce8ba13c3a448a555d4864
Blog Buddies Kickoff
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Hello and welcome to Blog Buddies! To the best of my knowledge this format was recently pioneered by Mint / @theresattrpgforthat and Josh / @goblincow. https://www.tumblr.com/theresattrpgforthat/789959230903943168/blog-buddies-goblincow ...and when sean shared it over on his discord we both thought it was so utterly cute that we decided to apply that most cherished and time-honoured of ttrpg traditions, stealing inspiration from others, and do our own! So without further ado... --- Hello sean! Thanks for suggesting we do this! I think it's going to be very fun. I think for this first post, I'm going to focus on establishing and elaborating on our relationship, and wrap up with a few questions. And then we'll just see where this conversation takes us! Just now before I started writing this, I was trying to remember precisely how and when we actually met. And I have to admit I can't remember exactly. But if I had to guess, I would say it was through the Troika! community. I started getting really into Troika! in 2020. As a late-comer to the ttrpg hobby, it was my first non-D&D experience and it was everything I wanted in a game at the time: fast, quick, light, quirky, and kind of surreal. It was a real breath of fresh air! Incidentally I see you have Troika! Numinous Edition in an "i have worked upon" collection on itch. Did you work on that edition?? Anyway, the first thing in my notes + logs that I can find about us playing together was a 2021 game of Smithy of Sacrilege. The "Anvil" open sandbox. Remember that? I played Birel, a weathered old pirate with an All-Purpose Shield. (It was kind of an Oops! All Pirates! game.) Since then we've played together a lot over the years, never the same system twice I don't think, and I've really enjoyed each and every time! This was still somewhat early on in the Covid Years, and at the height of my live-text and play-by-post phase. Did a lot of discord, and a bit of irc / email. Never could really get the knack of checking forums. Still can't. They're just too external to my already well-established online routines. But at least now I know not to sign up for a forum game in the first place. So, I know that you really cut your teeth on Fighting Fantasy books and consequently have/had what I think of as a uniquely British ttrpg experience. We didn't really have those books in the US as far as I can tell. But their legacy lives on in Troika! and in your own hacks Quarrel and Fable, and OOWL & Weasel, which are FF by way of assorted OSR titles, and 2400 respectively. And also there's your extensive knowledge of Titan, the default setting for FF titles, that I've seen pop up now and then in your games. You seem to have a really deep and extensive knowledge of old titles and games and TSR modules that I find really impressive. Especially considering that I consider your style to be very inventive and experimental: you've got a knack for remixing old ideas with new stuff and coming away with a really fresh take. Okay! I feel like I should wrap this up with a few questions for you. That will make this feel less like some form of personal fan letter. - Q. Your games always seem to include elements of minimalism, nostalgia, and experimentation. Do you consciously think about towing the line between tradition and innovation, and adding stuff vs trimming away? It can be a hard balance to strike! - Q. What secret or unfinished games do you have cooking right now? What are you excited about? FUN FACT: I learned the solitaire card game Osmosis by reading/playing Exuviae! And I still play it sometimes what I'm playing solitaires. Kind of reluctantly at times, haha. It's more of a pastime than a game, really, isn't it? There's not really any strategy or choice to it. It's just kind of a way to move cards around. - Q: What is a game? Okay that's it! Thanks, bye! Write back soon! LINKS - Troika! -- https://www.troikarpg.com/ - Quarrel & Fable -- https://seanfsmith.itch.io/quarrel - Smithy of Sacrilege is a delightful small hack of Nate Treme's Tunnel Goons. Find it at https://seanfsmith.itch.io/puffin - Tunnel Goons is the widely influential, much adapted, oft hacked "analog adventure game for nice people" -- https://natetreme.itch.io/tunnelgoons - Exuviae: Relics of House Dragonfly is an amazing supernatural investigative pulp horror game about insectoid body snatchers with a unique card mechanic -- https://seanfsmith.itch.io/exuviae - oowl + weasel is Troika!/FF by way of 2400 -- https://seanfsmith.itch.io/oowl - 2400: the lo-fi all-purpose sci-fi plug-and-play toolkit -- https://jasontocci.itch.io/2400
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Welcome to Blue Harbor
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## CONTENTS 1. [INTRO](#intro) 2. [GENESIS](#genesis) 3. [WORLD HISTORY](#world-history) 4. [WORLD GEOGRAPHY](#world-geography) 5. [LOCAL GEOGRAPHY](#local-geography) 6. [DUNGEON BREACHES](#dungeon-breaches) 7. [DEATH](#death) 8. [SKY FAUNA](#sky-fauna) 9. [SELECT DENIZENS](#select-denizens) 10. [FRONTS](#fronts) ## INTRO I first ran Blue Harbor, "an idyllic seaside town where not everything is as it seems," as a setting in 2019 for a series of oneshots. It was my first time ever running a game. I wanted a cute little seaside town where weird stuff keeps happening. My touchstones were Eerie Indiana, Twin Peaks, The X-Files, Goosebumps, etc. The explanation for this was that the town unknowingly sits on top of a huge access point to the Underdark, where weird monsters live. Today, Blue Harbor is the setting for my first entirely homebrew campaign. And it is now merely the anchor point in a much larger world. It is chock full of fantasy trope and lame cliche, because tropes and cliches exist for a reason and are fun to engage with if you yourself are playing a cliche, tropey fantasy roleplaying game. What follows is a first draft setting document in broad strokes and outlines. ## GENESIS IN THE BEGINNING: Banankoki used to be a pangea . Io the mother of all dragons and Aman the father of all giants created the first dragons and giants to live there and then took a cosmic nap for a thousand years or so. They came back to find the giants and dragons warring ceaselessly with each other. So they split the earth into Banan in the east for the giants and Koki in the west for the dragons. A divine timeout. Then they took another cosmic nap for another thousand years or so. Rather than heal any wounds, isolation bred suspicion and hatred, and only intensified hostilities. The giants with their great technology called down the moon to crush Koki, creating the immense Koki Gulf, the large island of Kormoru and its archipelago of smaller islands. The dragons with their great magicks tore Banan asunder into northern Panru and southern Banwel. Having nearly wiped each other out, and chastened by global destruction, the giants and the dragons retreated and today are so rarely seen that they have become creatures of myth and legend. See: [Confessing My Worst DM Secrets Part II](79.html) ## WORLD HISTORY The Draco-Jotun wars were the First Age. The Second Age was the Age of Empire, as the Ancient Ones spanned the globe. This is the reason the Common Language and the Common Calendar are universally understood. This is the time the Old Gods, The Twelve, rose to power. The Second Age ended violently with the collapse of the Ancient Empire and the disappearance of the Ancient Ones The New Gods appeared and overthrew and imprisoned the Old Gods bottom side. The Third or Modern Age is the diverse age of man. Old roads, crumbling statues, and strange relics remain from the Age of Empires. ## WORLD GEOGRAPHY The world of Banankoki is flat. Or kind of cake shaped? At its core is a primordial ocean, a soup of creation, the Underdeep, the Quiddity. The Underdeep is the domain of the Wardens, predating the gods, predating Io and Aman themselves. When the New Gods banished the Old Gods to Bottom Side, they appointed the Wardens as their keepers, and charged them with forbidding them to ever again cross the center back to Top Side. The land masses huddle at the center of the Top Side surrounded by ocean that cascades off the edges and flows back into the earth's core, from where it spouts back out creating the oceans of both Top Side and Bottom Side. ## LOCAL GEOGRAPHY Blue Harbor is situated on the west coast of northern Banwel. It has a shielded harbor, and a large bay, and the Blue River flows through it. (See: [Confessing My Worst DM Secrets Part III](83.html).) Its five main roads run out from the center like spokes from a hub. Concentric rings of roads mark where the town wall has been in previous generations. The five main roads terminate at the wall at the five main gates. Outside the wall is farmland. Blue Harbor's rival town, Beartown, is nestled in the mountains to the east. It is a hot spring oasis, and a haven for lizardfolk, dragonborn, and other reptilian folk. The annual Blue Harbor Beartown ice hockey game is a highlight of the year. ## DUNGEON BREACHES Dungeons are natural phenomena. They push up from the Underdeep and occasionally breach the surface, allowing creatures of the underground easy access to the above ground. The structures are made of breachstone, a black glassy stone, and for some reason make poor attempts to create structures that appeal to humans: staircases that go nowhere, door and windows that open onto nothing, tables and chairs grown out of living stone, eerie dens and kitchens and libraries. Much of the novice Adventurers Guild member's first assignments will consist of breach cleanup. ## DEATH When you die Top Side, you magically appear Bottom Side in your new Death Body. Mostly the same, but also changed in some fundamental way. Natives of Bottom Side likewise appear Top Side. You only get one Death Body though. After that, it's all over. ## SKY FAUNA Much of the ocean life of Banankoki has adapted to life in the air. Immense jellyfish and koi can almost always be seen drifting through the sky. The upper strata are the domain of skywhales. Under the right conditions, the iridescent and bioluminescent jellies can light up the night sky in a dazzling display of lights. ## SELECT DENIZENS - ELFS: The elfen diaspora came from across the sea sometime in the latter second / early third age. Elves don't die of old age or natural causes. Upon reaching maturity they regenerate every couple hundred years. It is common for elves of a certain age to reach a certain melancholy. Some go adventuring with shorter lived people to try to feel feelings of youth and vigor. Some set sail for the elfen homelands. Orcs are just muscle elves. - DWARFS: Dwarfs appeared from under the mountains some time during the second age. All dwarfs grow beards, usually long thick ones. Dwarfs have two genders: miner and blacksmith. - KOBOLDS: Kobolds are funny little creatures. Naturally doglike in appearance, and eagerly helpful in temperament. They are corrupted by the proximity of dragons and slowly become more reptilian and more obsessed with serving the dragon. - PORCS: Analogous to kobolds and dragons, porcs a servitor race to giants. They are portly porcine pink-skinned humanoids slightly smaller than a human, with small tusks, broad flat noses, and round bellies. Usually meek and docile. In the presence of giants, they turn blue and become ravenous and grow to a prodigious size and shed their fat and grow raw muscle and become quick to anger and prone to violence. - GOBLINS: Ubiquitous and ever present. Genetically unstable, mutagenically adapted to nearly every environment. Reluctantly incorporated into the cityscape since there's no getting rid of them anyway. All gas, no brakes. All mischief, no wisdom. ## FRONTS So what's going on in the world? - Knowledge of the Old Gods has been systemically suppressed for millennial. Nonetheless, some cults have appeared bearing the triple cross of the Twelve. - Rumors of reptilian kobolds in the west and blue porcs in the east suggest somebody(s) is making progress toward the resurrection of the dragons and the giants. - The Wardens tire of the silly games of the gods, and begin to assert their own rightful dominion of the world. - The New Gods walk the earth, vain, lazy, and idle. Meanwhile the Old Gods plan their ascent. - The Gilded Gastropod, King of the Desert, has combined and gathered up the mollusk tribes and has laid siege to the town of Blue Harbor in retaliation for a perceived offense, and for control of its harbor and trade.
68ee20881bd5e6ae2a49f2c1383345c01f99151d
Year In Review
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HELLO THERE how would you like a gaming year in review? Yes? Good, okay. ## Contents 1. [Playing Games](#playing-games) * [Family Honey Heist](#family-honey-heist) * [Oneshots for my Friday Night group](#oneshots-for-my-friday-night-group) * [End of Magic Girls](#end-of-magic-girls) * [New Campaign For My Tuesday Night Group](#new-campaign-for-my-tuesday-night-group) * [Obojima Being Cute](#obojima-being-cute) * [Home Away From Home](#home-away-from-home) * [Lancer and Failure To Launch](#lancer-and-failure-to-launch) 2. [Making Games](#making-games) 3. [Blogging and Other](#blogging-and-other) 4. [Goals for 2026](#goals-for-2026) ## Playing Games According to my notes, which can be relied upon to be marginally accurate, I played 42 games this year, which is one game every week of the year. Minus 10 weeks. In previous years I have made a pointed effort to seek out games, and have spent time scrounging up oneshots, either hosting them myself or joining up with others both to try out new systems and settings and playing with new people, and also to just get a quick fix with a familiar system. This year I didn't do that so much. I had a couple of regular campaigns and I guess just felt really comfortable with that regularity and reliability. Here are some highlights from the year. ### Family Honey Heist This spring I ran a game of Honey Heist for my brother and my Dad. Neither of them had ever played a tabletop roleplaying game before. It was a hoot. I especially enjoyed getting to see my dad have a good time playing a cute but chaotic panda bear. He has this self-story of "not having a creative bone in his body," he is in fact a very creative fellow! I would like to play more with him and help him experience and internalize that fact. ### Oneshots for my Friday Night group This year I ran two oneshots for my Friday Night D&D group on the occasion whenever our DM needed a break. I ran a one session of Troika! which they liked. ("Findlay's Lamp Emporium" from the 2024 One Page Dungeon Contents, including a game of ROLL & DRAW SPIDERS as a contest against a demon.) And one session of Blades In The Dark, which they also liked. I especially enjoyed getting to see our DM play a character at the table and have a good time. ### End of Magic Girls After a little over a year, our game of *Girl By Moonlight* ended. Season 1 of it did at least. This was a beautiful, beautiful experience. Loved the game, loved the players. ### New Campaign For My Tuesday Night Group I left Girl By Moonlight so I could start Blue Harbor Adventurers Guild (D&D) with some friends, new and old. This has been terribly fun. I have enjoyed homebrewing up a setting and watching my players interact with it. ### Obojima Being Cute Obojima is the cutest. It is a Ghibli inspired setting for D&D. I had a lot of fun playing this game with some new friends until our DM abruptly decided to end it. ### Home Away From Home This was such a special treat! While away from home for a couple months, found a small public library in a small nearby town that ran 1 or 2 games a week. Most multi-generational table I've ever played at. Players ranged from 14 to 60-something. ### Lancer and Failure To Launch I started a play by post game of Lancer. Was really excited about it initially but unfortunately the start of this game coincided with a major depressive episode, and it ended being over before it really had a chance to begin. ## Making Games I published two games to itch this year. Usually my games are tiny and/or low-to-medium effort, and mostly for the laughs. Bute there are a little bigger and a little more complete and a little less silly than what I usually do. I guess this was my year of Being Earnest. Both of these games were also designed for print media first, making them proper zines I guess. This is also new for me because I usually just export to pdf without much thought of printing. NO ONE EVER LEAVES is an experimental haunted house "succession solo" multiplayer deck of cards solo journaling game. I wrote it this spring during a weird time while I was visiting my baby brother after our grandmother died. I was and am a little obsessed with the idea of a haunted house. In a home that is unwelcoming, how do you find belonging or a place to be yourself? This game is bleak, your characters always "succumb to the house" whatever that means to you. I like this game and am proud of it. I've played it myself a lot more than I've played any of my other games. https://dozens.itch.io/haunting A Very Special Lyrmwithmas is a solo journaling game and activity book that I wrote this spring for my Friday Night gaming group for our annual D&D holiday. It's about loss and tradition and community and grief. My boy grendel has been playing it with a cool twist: there is no actual dragon, but instead a mass delusion that leads to the villagers themselves causing the destruction, allowing growth and rebirth to blossom in its wake. https://dozens.itch.io/lyrmwithmas Finally, Shoes in the Dark, an old classic of mine, got an update this year. Somebody reached out and offered to do an Italian translation, so we collaborated on that and now we have Italian Shoes. https://dozens.itch.io/shoes-in-the-dark/devlog/1087220/shoes-in-the-dark-italian-translation I made about $30 on itch sales this year, which is cool considering almost everything I make either has free copies available or is donation based. About a third of it was from new material published this year with minimal advertising or promotion. About a third of it was from my annual "Spookerween!" Halloween bundle sale which I advertised just a little bit on mastodon. And a little less than a third was from my back catalog. ## Blogging and Other I made 30 posts to this blog, which seems like a lot. I spent a lot of time thinking and reading about investigative mysteries while working on a "Cryptid Capers" game that I haven't finished. As is tradition, I worked on my "Yule Goat Arson Bingo" game again this winter and again didn't finish it. For like, the fourth year in a row. Maybe next year. ## Goals for 2026 Keep my two current campaigns going: DMing Blue Harbor, and playing Dark Sun. There are two games from the 1980s I would really like to play: Ghostbusters, and Teenage Mutant Ninja Turtles. Maybe I'll whip up some oneshots and run them. Get more into solo journaling. Read through my backlog of weird itch games. Make more weird itch games. That's all! Happy New Year! I love you! Bye!
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italian shoes in the italian dark
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I got an email the other day from Francesco Catenacci, a kind internet stranger, who offered to make an Italian translation of Shoes in the Dark. I immediately said yes, and now there are Italian shoes! In the Italian dark! It's been a couple years since I've looked at this game. I cleaned up the layout a wee bit in Scribus, and changed it to pull content from a markdown file instead of just writing all the content directly into Scribus. This is good for source control, and also I uploaded the markdown files to itch.io in case anybody out there wants the plain text source. https://dozens.itch.io/shoes-in-the-dark
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TWERPS: The World's Easist Role-Playing System
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I forget exactly how I came across this, but there is a tiny little game from 1987 written by Jeff and 'Manda Dee and published by Reindeer Games. (It was their only game.) It was called TWERPS: The World's Easiest Role-Playing System. GURPS had come out the previous year, and the name is an obvious reference. Even though it was already ten years old at the time, D&D was still in its infancy. The current version was AD&D. TWERPS was a response to both. To the complicated nature of GURPS and also to the fact that D&D was becoming more and more *advanced* if you will. Games were getting complicated. By comparison, the entirety of TWERPS fit on 8 small pages. There were no character classes or races. Characters have one stat: Strength. (To determine starting strength, roll a single d10 and look up the result on a table.) And there is one mechanic: roll d10 + Strength +/- any bonuses versus a target number. In combat, the target number is the opponent's own defense roll of d10 + Strength + modifiers. Outside of combat, it's a Difficulty Level between 1 and 10. (This rule is described in the section titled How To Do Everything.)
scan of the original 8 pages of TWERPS 2nd Edition
scan of the entire 8-page 2nd edition by zigmenthotep
You collect Victory Points for winning battles, which can be used for increasing your Strength. Thus, the point of the game can be determined: to seek out danger and be victorious in battle. There are a few additional rules for combat and movement and such, but that's really it! That's the game. It's like other popular fantasy wargames, except just scaled down in every way. Even the choice to make the d10 the main/only dice used seems like a very intentional and deliberate move away from the bigger spikier d20. Damage is done directly to a character's Strength stat, so it definitely has more of a death spiral feel than a sudden-death feel like D&D has. (That is, as you take more damage, you become less capable. As opposed to in D&D where you remain as powerful on death's door at 1 hp as you are at full health. Pros and cons. D&D combat just doesn't feel that interesting to me because of sudden death, and because even at 0 hp it's kind of hard to die outright if you have party members with potions and/or healing spells.) It may be tempting to disregard TWERPS as mere parody with no legs of its own to stand on. But when I look at it, I think it's actually pretty valid and great on its own merits. (But then again, I have little to no interest in crunch, or simulations in my tabletalk games; if that's what I wanted, I'd go play a video game or something.) Contrary to expectations, and despite its appearance as a "toy" game, TWERPS did in fact enjoy a bit of success. There was a printing of the expanded rules, *How To Do Everything Better*, that included rules for magic. And there were splatbooks printed for playing cyberpunk, space opera, superheroes, martial arts, and even X-Files parody games. (Jeff Dee apparently sold TWERPS to Lou Zocchi of Gamescience for pennies. You can still [get the basic rules on drivethru](https://www.drivethrurpg.com/en/product/96367/t-w-e-r-p-s-basic-rules-2nd-edition) but judging from their website, Gamescience seems to have no interest any longer in publishing any of the titles it owns; they're here to make dice, and only to make dice.) It's not that serious of a game. But it seems surprisingly capable. I can see a direct lineage between TWERPS and Risus, the "anything" comedy rpg: both are minimal; both embrace the death spiral; both have little cartoon guys; both deploy tongue-in-cheek humor that might tempt the reader to dismiss the game as unserious. (https://www.risusiverse.com/) I wasn't able to find any digital copies of any of the supplement books, so I'm not sure how, for example, magic works. But it seems like the setting books provide bonuses based on profession or class. In a dungeon fantasy setting, e.g., you might have a Warrior with +1 to hit with melee weapons and a Ranger with +1 to Tracking and Trapping rolls and a +1 to hit with ranged weapons. (Similarities to Risus intensifies: we are basically inventing Cliches from first principles here.) Meanwhile, nearly 40 years later in 2023, Mark Conway, aka blark, published his own, unrelated, "Your only stat is Strength" game called Meatheads (https://halforc.itch.io/meatheads). Whereas TWERPS is kind of a gonzo deconstruction of old school D&D, Meatheads is more of a jovial reconstruction of some of the good parts of old school D&D. It's great and you should check it out. I can't really think of any other games that have ONE STAT. The infinitely hackable and remixable Lasers & Feelings has one stat called "number," but even "number" is really a kind of an abstraction over the game's two stats: lasers, and feelings. https://johnharper.itch.io/lasers-feelings Further resources: - https://writeups.letsyouandhimfight.com/gradenko2000/twerps-the-worlds-easiest-roleplaying-system/ - https://en.wikipedia.org/wiki/TWERPS - https://www.youtube.com/watch?v=HdLJmOuj7R0 - https://www.gamegrene.com/node/86 - https://www.angelfire.com/pq/pineappleleader/ - https://members.tripod.com/~The_Ev_Web/TWERPS-Ev.htm - https://fustians.blogspot.com/p/twerps-stuff.html
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DERPS: Dozens's Excellent Role-Playing System
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## CONTENTS 1. [ABOUT](#about) 2. [WELCOME](#welcome) 3. [CHARACTER CREATION](#character-creation) * [STRENGTH](#strength) 4. [THE COMBAT SYSTEM](#the-combat-system) * [TIME AND DISTANCE SCALE](#time-and-distance-scale) * [MOVEMENT](#movement) * [ORDER OF MOVEMENT AND ATTACK](#order-of-movement-and-attack) * [MOVEMENT RESTRICTIONS](#movement-restrictions) * [COMBAT](#combat) * [OTHER ACTIONS](#other-actions) * [DAMAGE](#damage) * [WEAPONS](#weapons) * [ARMOR](#armor) * [MULTIPLE CHARACTERS IN MELEE](#multiple-characters-in-melee) * [HEALING](#healing) 5. [HOW TO DO EVERYTHING](#how-to-do-everything) 6. [ADVENTURES](#adventures) * [VICTORY AND ADVANCEMENT](#victory-and-advancement) ## ABOUT What follows is more or less the verbatim text of TWERPS: The World's Easiest Role-Playing System by Jeff and 'Manda Dee, 1987. I did just a little bit of reorganizing, and made a couple of tweaks and adjustments for clarity. ## WELCOME Welcome to DERPS, Dozens's Excellent Role-Playing System. To play, you will need: - a Referee, - at least one Player, - some paper and pencils, - and some 10-sided dice (d10). Now go start playing. ## CHARACTER CREATION ### STRENGTH Every DERPS character has a single attribute, and that is their Strength[^str]. To determine a character's beginning Strength, roll d10 and consult the table below. [^str]: Initially, I changed Strength to "Power" because while Strength should in theory be a perfectly fine word to refer to all kinds of physical, mental, and spiritual fortitude, in reality the ttrpg *lingua franca* of our day provides a very specific and limited definition of the attribute. But then I said, "Fuck it, it's fine," and changed it back. DIE ROLL CHARACTER STRENGTH -------- --------------- 1 3 2-3 4 4-7 5 8-9 6 10 7 Table: Character Creation Naturally, the higher the Strength, the more powerful the character is, and the better they are at doing stuff. ## THE COMBAT SYSTEM ### TIME AND DISTANCE SCALE The game is played on a hexagonal grid. 1 space represents a distance of 10 feet; one round of combat represents 10 seconds. To fight within melee range, the combatants must be together in the same hex. Up to four characters may be in a single hex at the same time. Only two allied characters may be in a single hex at one time. ### MOVEMENT Characters move in order of their current Strength scores, from lowest to highest. Each character can move up to as many spaces as they have Strength points at present. If a character runs, they may do nothing else in the turn, but they may move twice their normal movement (see [Other Actions](#other-actions)). ### ORDER OF MOVEMENT AND ATTACK When comparing current Strengths to find the order in which characters go, on a tie, player-characters always take priority. If multiple players are tied, or multiple NPCs, they may decide among themselves who goes first. ### MOVEMENT RESTRICTIONS A character must stop upon entering a hex containing a hostile opponent. When in such a hex, the character cannot leave unless they have scored a hit on their opponent in the previous round without being hit by him. If this is the case, the character may retreat 1 normal move at a cost of their action for the turn (see [Other Actions](#other-actions)). During each round, a character may move once, and act once. A character with Strength 9 who acts on turn 9 but is wounded on turn 8 for 2 points (reducing their Strength to 7) does not get to go again on turn 7. However, wounds do apply if the character hasn't gone yet; if the 9-point character is wounded for 2 points on turn 10, then their current Strength becomes 7, and they must now wait until turn 7 to act. ### COMBAT Characters attack in the order opposite of movement, from highest current Strength to lowest. To resolve an attack, the attacker and defender each roll a die and total their results with their current Strengths. If the attacker's total exceeds the defender's, then the attack hits and the defender takes damage (see Damage). ### OTHER ACTIONS Characters can do other things besides fighting, of course: picking pockets, manipulating machinery or items, casting spells, sneaking, running, etc. But they must do so in place of attacking in their turn. Success in non-combat activities is covered under "[How To Do Everything](#how-to-do-everything)". ### DAMAGE When a character takes damage, it reduces their current Strength. When current Strength is one (1), the character is rendered unconscious and will not wake up until the end of the fight, or until another character uses their turn to awaken him. When current Strength is zero (0), the character dies. ### WEAPONS Characters may use weapons in combat. Using a weapon may modify a character's chances of hitting or allow more damage to be inflicted. Weapon Plus to hit Damage ------ ----------- ------ Bare Hands 0 1 Dagger 0 2 Sword 1 2 Club 1 1 2-hand Sword 2 2 Table: Sample Weapon Statistics Missile Weapons are weapons that can strike from a distance. Weapon Plus to Hit Damage Range (Hexes) ------ ----------- ------ ----- Rock -1 1 3 Dagger 0 2 4 Bow 1 2 7 Pistol 0 2 5 Rifle 1 3 10 Table: Sample Missile Weapons No missile weapon may be fired at an opponent in the attacker's own hex. There is a Range Modifier to missile attacks: range in hexes/3 (round down) is subtracted from the roll to hit. For example, firing a bow 4 hexes is within its 7 hex range, and is possible. But it will incur a 4/3 (-1, rounded down) Range Modifier. The final roll to hit would be `d10 + Strength - 1`. ### ARMOR Armor protects characters from being hurt. Its value is added to the defensive roll during combat. Armor Plus to defensive Strength ------- -------------------------- Leather 1 Chainmail 2 Plate Mail 3 Table: Sample Armor Statistics For example, if a character is wearing chainmail, they would roll `d10 + Strength + 2` to resist being hit in combat. ### MULTIPLE CHARACTERS IN MELEE An attacker may only engage one opponent at a time, and only that one opponent is subject to Movement Restrictions. ### HEALING After combat, any characters wo are still alive may restore their Strength scores to their original values. ## HOW TO DO EVERYTHING When characters try to do anything too difficult to be a sure thing, they must make a Saving Throw. A Saving Throw is just like a roll to hit, except that the defender is not another character, but rather a "Difficulty Level" from 1 to 10 set by the Referee[^diff]. If the character's total beats the Difficulty total, then the character is successful. [^diff]: The original text provides no guidance on difficulty levels, so the *Sample Difficulty Levels* table is just numbers that I made up. Furthermore, the text is a little ambiguous about whether the Difficulty Level is a flat target number, in which case the table can be used as-is, or whether the Difficulty Level is to be treated as a Strength level. That is, whether the Referee should roll d10 and add the Difficulty Level. In which case, a Difficulty Level of 5 would be extemely difficult instead of a "Medium" challenge. (In which case, I would consider a DL of 1 or 2 a Medium challenge.) Evidence in favor of this being the indended case includes the phrasing of "A Saving Throw is ***just like a roll to hit,*** except that the defender is not another character ..." and also the presence of a "Difficulty total" that seems separate from the Difficulty Level." This makes Saving Throws very unpredictable. So you will have to decide: do you want to handle Saving Throws as written and intended, and have success be largely random? Or do you want to have your players save against a static target number and give your players a better and more predictable chance of success? Difficulty Target Number ------- ------------- Easy 3 Medium 5 Hard 7 Very Hard 10 Table: Sample Difficulty Levels ## ADVENTURES Players go on adventures. The Referee either makes it up on their own or uses a pre-packaged one. NPCs are run by the Referee. They determine their identities, Strengths, and behavior. Random Strengths can be rolled on d10. ### VICTORY AND ADVANCEMENT After a battle, each surviving character on the winning side gets 1 Victory Point (VP). VPs can be traded in for a Strength increase. The cost for a Strength increase of +1 is the present Strength in VP. For example, to increase Strength from 6 to 7, a player must spend 6 VP.
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DERPS Dungeon Fantasy
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## CONTENTS 1. [ABOUT](#about) 2. [CHARACTER CREATION](#character-creation) 3. [ANCESTRY](#ancestry) 4. [PROFESSIONS](#professions) 5. [GEAR](#gear) * [WEAPONS](#weapons) * [ARMOR](#armor) * [EQUIPMENT](#equipment) 6. [THE MAGIC SYSTEM](#the-magic-system) * [SPELL LEVELS](#spell-levels) * [ARMOR](#armor) * [RECHARGING](#recharging) * [ENCHANTMENT](#enchantment) 7. [VICTORY AND ADVANCEMENT](#victory-and-advancement) 8. [APPENDIX: SPELLS](#appendix:-spells) ## ABOUT This DERPS/TWERPS expansion provides some additional options for character creation and playing with MAGIC so that you can have an adventuring experience that is simultaneously both more classic and more contemporary! These rules complement and expand the existing rules. So you will need a copy of [DERPS](89.html) or [TWERPS](88.html) to use them. ## CHARACTER CREATION 1. Roll for starting Strength as normal 2. Choose your Ancestry 2. Choose a Profession(s) 3. Choose Starting Gear: 1 weapon, 1 armor, and 3 pieces of equipment ## ANCESTRY Choose or roll an ancestry. Optionally, blend your ancestry by choosing the primary feature from any one ancestry plus the secondary feature from any second ancestry. d10 Ancestry Primary Secondary ---- ---------- ---------------------------------- ---------------------------- 1 Human none none 2 Dwarf +1 to hit melee weapons +2 poison restistance 3 Elfin +1 to hit ranged weapons -2 strength rolls 4 Hobblit +2 speed +1 defense vs magic 5 Goblin +1 defense -1 damage 6 Giant +1 damage -1 defense 7 Scalykind Can breathe water and air Bite (+2 to hit, 2 damage) 8 Ribbit Latching tongue (counts as whip) Prodigious Leap (+2 speed) 9 Owlin +2 stealth Limited Flight (+1 speed) 10 Meowth Infrared vision Beastspeech Table: Dungeon Fantasy Ancestries ## PROFESSIONS Professions provide situational bonuses, and are how DERPS characters are distinguished from one another. The types of professions available will vary depending on the game setting. Roll or choose 1 starting profession. Choose additional professions at a cost of -1 Strength each. (You must maintain a minimum of 2 Strength.) d10 Profession Bonus ----- --------------- --------------------------------------------------------------------------------------------------------------------- 1 Warrior +1 to hit with melee weapons 2 Adept Start with 1 Level of magic and 1 Spell. (Additional Levels and Spells cost -1 Strength each) 3 Thief +1 to sneaking and thieving. +2 to all perception and detection. 4 Ranger +2 to tracking, trapping, nature, and survival rolls. +1 to hit with ranged weapons. Animal companion 5 Monk Can hit twice with Bare Hands. Can always exit a hex occupied by an opponent. +1 movement 6 Acolyte +1 to using Holy Symbol. +1 to healing and medicine rolls. Start with Holy Symbol, Holy Water. +1 damage with Mace. 7 Merchant +1 to haggling and negotiating. 10% off all items in shops. Double starting money. 8 Entertainer Start with a musical instrument. +1 to performance, persuasion. Half off at inns and taverns where you can play. 9 Occultist +2 to monster lore, occult/esoteric lore, myths, research and library rolls. 10 Archaeologist +1 to hit, +1 damage with whip. +1 to searching, identify treasure, identify curse. Table: Dungeon Fantasy Professions ## GEAR ### WEAPONS Type Damage To Hit Range ----------------- -------- -------- ------- Battle Axe 2 0 Bow 2 1 7 Club 2 0 Dagger 1 1 Mace 2 1 Open Hand 1 2 Short Sword 2 0 Spear 2 1 5 Staff 2 0 Sword 2 1 Throwing Dagger 2 0 4 War Hammer 2 0 Whip 1 1 2 Zweihander 2 2 Table: Weapons ### ARMOR Type Defense Bonus Attack Bonus ----------------- --------------- -------------- Padded +1 0 Leather +1 0 Studded Leather +1 0 Chainmail +2 0 Plate +3 -1 Shield +1 0 Helmet +1 0 Table: Armor ### EQUIPMENT d66 item d66 item ----- -------------------- ----- ----------------------- 11 Acid 41 Chalk 12 Blanket 42 Healers kit 13 10\' Chain 43 10\' Ladder 14 Crowbar 44 Pot of Honey 15 Pick 45 Shovel 16 Hammer 46 Tent 21 Holy Water 51 Waterskin 22 Animal Traps 52 Artisans Tools 23 Lantern & Oil 53 Bedroll 24 Magnifying Glass 54 Flint & Steel 25 Musical Instrument 55 Mule 26 Iron Pot 56 Steel Mirror 31 50\' Rope 61 Iron Spikes 32 Fool\'s Gold 62 10\' Collapsible Pole 33 Spyglass 63 Caltrops 34 Pen & Parchment 64 Thieves Tools 35 Antitoxin 65 Grappling Hook 36 Candle 66 Rations Table: d66 Equipment[^equip] [^equip]: Here I broke from the design choice of only using the d10 for all tables and rolls. It's a d66 table because I just really like d66 tables. I will not apologize, nor explain or elaborate further. ## THE MAGIC SYSTEM ### SPELL LEVELS A magic profession may start with 1 Level of magic, and 1 Spell. Additional Levels and Spells may be purchased during character creation at a cost of -1 Strength per Level or Spell. A magic user can cast spells in combat during the action phase of their attack. When casting, select the spell and the Level at which to cast it. For example, a caster with 3 Levels of magic may cast 1 spell at Level 3, 3 spells at Level 1, 1 spell at Level 2 and 2 spells at Level 1, etc. When the magic user runs out of Levels, they may no longer cast spells during that battle. Levels are spent whether the spell is successful or not. Spells must hit the target (as applicable) as a to-hit roll roll melee or ranged combat. If the spell misses, it is discharged. ### ARMOR Armor does not protect against spells. Armor worn by the caster hinders their use of magic. Add the caster's armor points to the target's defense roll. ### RECHARGING After combat, the magic user recovers all of their Levels if they are still alive. ### ENCHANTMENT Casters may attempt to permanently enchant an object. Roll to hit vs. item defense Strength 1. Invest a number of magic Levels into the enchantment. If to hit fails, the spell Levels are lost. On a success, choose one: - Permanent effect on something. e.g. permanent sleep on a princess. - Permanently imbue an object with a spell. e.g. a Wand of Fear created at 1 Level would allow the user to cast unlimited Level 1 Fear spells. Or, enchanting weapons, armor, or equipment with +1 to hit, or damage, or defense per Level invested. All spell levels used in an enchantment are lost, and must be replaced via VP purchase. ## VICTORY AND ADVANCEMENT Magic spells or Levels cost 4 VP per spell or Level. New professions cost 5 VP. ## APPENDIX: SPELLS L = Spell Level; item = object able to be lifted with one hand; object = anything up to human size. Unless otherwise noted, all spells with ongoing effects last up to Lx10 minutes, and have a range of up to 40 feet. d10 Effect Description ------ --------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1 Bend Fate Roll L +1 d10s. Whenever you must roll a d10 after casting the spell, you must choose and then discard one of the rolled results until they are all gone. 2 Charm L creatures treat you like a friend. 3 Disassemble L body parts may be detached and reattached at will, without causing pain or damage. You can still control them. 4 Elasticity Your body can stretch up to L x10ft. 5 Elemental Wall A straight wall of ice or fire L x40ft long and 10ft high rises up from the ground. 6 Filch L visible items teleport to your hands. 7 Hover An object hovers, frictionless, 2ft above the ground. It can hold up to L humanoids. 8 Hypnotize A creature enters a trance and will truthfully answer L yes-or-no questions you ask it. 9 Manse A sturdy, furnished cottage appears for L x12 hours. You can permit and forbid entry to it at will. 10 Miniaturize You and L other touched creatures are reduced to the size of a mouse. Table: d10 Leveless Spells from Knave by Ben Milton d10 Effect Description ------ --------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1 Mirror Image L illusiory duplicates of yourself appear under your control. 2 Pacify L creatures have an aversion to violence. 3 Pit A pit 10ft wide and L x5ft deep opens in the ground. 4 Push Pull An object of any size is pulled directly towards or away from you with the strength of L men for one round. 5 Raise Dead L skeletons rise from the ground to serve you. They are incredibly stupid and can only obey simple orders. 6 Raise Spirit The spirit of a dead body manifests and will answer L questions. 7 Shroud L creatures are invisible until they move. 8 Shuffle L creatures instantly switch places. Determine where they end up randomly. 9 Sleep L creatures fall into a light sleep. 10 Telekinesis You may mentally move L items. Table: d10 More Leveless Spells from Knave by Ben Milton
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DERPS Dungeon Actual Play
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## Contents 1. [About](#about) 2. [Getting Started](#getting-started) 3. [The Secret Undercrypt of the Demon Duke](#the-secret-undercrypt-of-the-demon-duke) 4. [Entrance](#entrance) 5. [Traps](#traps) 6. [Shrieker](#shrieker) 7. [Conclusion](#conclusion) ## About This is a playthrough of DERPS with DERPS Dungeon Fantasy options. ## Getting Started Procedure 1. Make a couple of derps. 2. Download a dungeon from https://donjon.bin.sh/fantasy/dungeon/ 3. ADVENTURE Kino is an hunter of aberrations and abominations. She has a hawk named David. - Name: Kino - Strength: ~~5~~ ~~4~~ ~~3~~ 4 - Victory Points: 0 - Ancestry: Human / Human - Profession: Ranger Occultist. +2 to tracking, trapping, nature, and survival rolls. +1 to hit with ranged weapons. Animal companion. +2 to monster lore, occult/esoteric lore, myths, research and library rolls. - Weapon: Bow and arrow (+1 to hit, 2 damage) - Armor: Studded Leather. +1 Defense - Equipment: Iron Pot, Iron Spikes, Bedroll - Spell Levels: 2/2 - Spell: Bend Fate Chaax Kri is small and mighty. - Name: Chaax Kri - Strength: ~~6~~ 5 - Victory Points: 3 - Ancestry: Hobblit / Dwarf. +2 speed, +2 poison resistance - Profession: Warrior Thief. +1 to hit with melee weapons, +1 to sneaking and thieving. +2 to all perception and detection. - Weapon: Short sword (2 damage) - Armor: Padded Leather (+1) Helmet (+1) - Equipment: Hammer, Mule, Magnifying Glass ## The Secret Undercrypt of the Demon Duke Kino and Chaax Kri arrive at the entrance to the crypt. Their goal, make it to the center of the crypt and steal the demon lord's treasure hoard.
This is the layout of my dungeon. Characters enter at the top left, and proceed from there.
## Entrance Description: 3 stuck doors. Someone has scrawled "Beware the basilisk" on the east wall, and a metallic odor fills the room 2 x 1st Level Warrior Orc. Treasure: 140 gp First, we'll have to get into the room. The door ahead is stuck. Chaax Kri confidently approaches the wooden door and heaves. d10 (5) + 5 = 10 vs. Difficulty level 1 = d10 (5) + 1 = 6. The rusty hinges groan loudly as he pries the door open, alerting the room's occupants to their arrival. Two orcs (Str 3) get the drop on our heroes and take a swing at Chaax Kri as he opens the door. They each are wielding a club (+1 to hit, 1 damage). 10 + 3 + 1 = 14, 5 + 3 + 1 = 9 vs 5 + 5 + 2 = 12, 7 + 5 + 2 = 14. The first attack hits and the second misses. He takes 1 damage. Current Str = 4. Regular combat commences. Kino backs up to line up a shot on the orcs. Nobody else moves. Chaax Kri thrusts his sword at the first orc, the one who just clubbed him. 9 + 5 + 1 = 15 vs 4 + 3 = 7. The orc takes 2 damage to Str, reducing it to 1, rendering it unconscious. Kino fires at the remaining orc. 10 (d10) + 3 (str) + 1 (ranger) + 1 (bow) - 1 (range) = 14 vs 8 + 3 = 11. The 2nd orc drops unconscious. Chaax Kri rubs his ribs where he just got clubbed and he and Kino head into the room. Total treasure: 140gp Two doors lie ahead. Chaax listens at both of them, doesn't hear anything. Flips a coin: south it is. 14 vs 7, Chaax Kri quietly unsticks the door and opens it up revealing a corridor up ahead. They pass two closed doors as they explore the hall. They find a stairs leading down to lower in the dungeon, but decide to ignore them for now. The crypt's heart is on this level for sure. The hall abruptly dead-ends, and several adventurer corpses are scattered along the corridor where it ends. Suspicious. The warrior-thief looks around. 10 + 5 + 2 = 17 vs 1 + 3 = 4. He finds a door behind the pile of bodies concealed behind a statue of severe looking man grasping a chalice delicately between his fingers. He looks at Kino and raises his eyebrows, questioning her. She shrugs and nocks her bow. He nods and opens the door. The room is empty. ## Traps Backtracking, they pass through an archway and find another empty, medium-sized room. Chaax Kri tries the other door in this room and finds it locked. They backtrack further to some of the first closed doors they found and find one unlocked. 8 + 5 + 2 = 15 vs 9 + 5 = 14. They step into the room, Chaax Kri in the lead, clutching his sword, and Kino trailing behind him, her bow loaded and ready, pointed to the ground. Chaax stops just in time, noticing a net trap. Kino steps forward to disable the trap (10 + 3 + 2 = 15 vs 8 + 5 = 13) and does so with no trouble. An archway leads south into a room featuring a large iron door. Chaax checks it out and finds it stuck. (10 vs 7) The iron plate starts to heat up with alarming speed, threatening to sear his flesh and burn it off! Chaax draws his hand back just in time. Kino attempts to disable the trap (11 vs 6) and is able to disconnect the heating element. The door swings open silently. Through a corridor, they enter a small room. A lifeless mud golem in the corner lurches to life and staggers toward them! Chaax Kri rushes forward to meet the homunculus, (7 vs 9) swings his sword but the creature bats the blow away with one hand and brings the second down like a club (11 vs 16) but Chaax counter perries. Kino shoots an arrow into the fracas (9 vs 8) and strikes the creature (Str 5 -> Str 3). Chaax swings again (7 vs 7) and there is a mighty clench as the edge of the blade gets stuck in the thing's arm. The homunculus tries again to batter the hoblin-dwarf (10 vs 16) but Chaax Kri again ducks out of the way. The two wrestle as Kino fires another shot! (6 vs 12) The arrow goes wild. (6 vs 11) Chaax struggles to get his blade freed (14 vs 10) and the monster kicks out striking him in the knee (Str 5 -> Str 4). Kino desperately flies another arrow (5 vs 4) and it thuds into the monster's chest with a sound like striking mud. (Str 3 -> Str 2) The homunculus falters, stumbles, and falls to the ground. Chaax likewise collapses to the ground exhausted from the struggle. He takes a minute to catch his breath, and finally wrenches his blade free of the now lifeless pile of mud. Total treasure: 210gp .note { border: solid 1px light-dark(black, white); padding: 1rem; } .note:before { content: '๐Ÿ’ก'; } ::: note I have been forgetting to award Victory Points! 2 points to Chaax Kri and Kino each. Not enough to do anything with yet. But Kino can at least level up after one more victory. ::: ## Shrieker
This is what it looks like when I play this game by the way. On the left is a text editor (neovim) open onto a text file of markdown. The lower right is an image of the dungeon where I can move characters around. The top right is a browser with the dungeon legend, a dice roller, and the game rules open.
The pair venture south (14 vs 8) disarming a spear trap along the way and find themselves in a remarkable room with a stair that ascends to a catwalk hanging between the east and west walls, and several pieces of blood-soaked clothing scattered throughout the room. Through an archway to the south, a faded and torn tapestry hangs from the east wall, and a cube of solid stone stands in the south-east corner of the room. There is a shrieker here. ::: note Rolled a 1 for the Shrieker, for 3 strength. This seems a little weak for a boss fight. So I'm going to give the Shrieker a "shriek" attack as a Rifle: +1 to hit, 3 damage, 10 range. And as a dagger (+1 to hit, 1 damage) up close. Fingers crossed! Good luck! ::: Chaax Kri, Kino, and the Shrieker rush each other from across the great hall. Kino closes her eyes and utters a quick prayer, giving her the gift of premonition. (10, 4) As they start to close the distance, the Shrieker suddenly stops digs its feet into the ground and swells up as it inhales deeply. It shudders and shakes as it screams. A practically visible sound wave shoots through the air toward Chaax. (7 + 1 - 3 = 5 vs 7 + 5 + 2 = 14) Fortunately Chaax Kri sees it coming in plenty of time to dodge out of the way! The Shrieker actually starts to draw back as Chaax continues his charge. Kino releases David the Hawk pointing at the Shieker. "David, KILL!" ::: note David will be a Str 3, +1 speed spear. (+1 to hit, 2 damage, 5 range.) I think it might be funny to see what happens when he can move 4 hexes, and then hurl himself up to 5 additional ones haha. Within melee, he will attack as a dagger. ::: The Shrieker digs in again, inflates like a balloon, and then vibrates furiously as it screams again at Chaax. (7 + 1 - 2 = 6 vs 8 + 5 + 2 = 15) Chaax slides under the torrent and pops back up to his feet and continues rushing undaunted. He is starting to close in on the Shrieker and will soon be within striking distance. David screams, and flies across the hall, talons out, laser focused on the Shrieker. And Kino is running trying to get within range to fire her bow. The Shrieker screams again. (10 + 3 - 1 = 12 vs 5 + 5 + 2 = 12) At close range, this time Chaax barely dodges out of the way. The sonic spear tears at his armor. It screams a second time as Chaax closes in, ready to pounce. (9 vs 16) Chaax leaps high, over the sound spear, his sword raised high up overhead, and swings it down at the Shrieker (8 vs 10) but overextends himself as the creature abruptly stops and changes direction. Chaax raises his sword in a defensive stance and blocks its retreat. David screams and drops from the sky like a bullet (8 vs 10) but the Shrieker leaps over him. Chaax swings (11 vs 13) as the Shieker lashes out with its claws (9 vs 10) and both warily circle each other. Kino is almost within firing range David scratches at the monster (4 vs 11) as Chaax swings again (15 vs 12) and finally makes contact (Str 3 -> Str 1) laying the creature out. Kino finally arrives, out of breath. She scowls at David, and at Chaax, who laughs haughtily. It takes several trips to carry the 2,000 gold pieces back to the entrance of the crypt. ::: note Victory points! Kino increases her Strength to 4. ::: THE END ## Conclusion You can really feel the difference between Strength levels. The homunculus was Str 5, equal to Chaax, but a lucky arrow quickly took it down to Str 3, evening the odds. Kino's Str 3 (specifically her Speed of 3) kept her from participating meaningfully in the final fight, which she (and I) was pretty upset about. She didn't even get to use her divination rolls! Regardless, DERPS/TWERPS remains a perfectly cromulent game system for some quick and easy dungeon crawling.
08346474990f1162a0e68d6619fb8993d25aa4af
Beholder the Man
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Hubris, paranoia, and genius always served Beauregard Freeholder well. He was obsessive, secretive, and severely talented. He pursued magic with a singular, determined focus. For him it was a zero sum game: the more others had, the less he had. And the more he had, the less anyone else could challenge him. He surreptitiously stalked other wizards. He thieved wands, tomes, scrolls, and spells. Of particular help in this endeavor was the amulet he wore around his chest. A medallion in shape of small bullseye lantern that, when activated, nullified the magic of anything it cast its gaze upon. With its help, he was able to easily bypass magical wards and traps, and also overcome wizards and mages who had become too comfortable and overreliant on their own spells. As his collection and his knowledge grew, he soon established himself as one of the most sought-after, if eccentric and difficult wizards in Banwel. --- The first time Morgan met him, Freeholder had just moved into the newly erected tower just inside the city wall by Broad Gate. His accomplishments and undeniable skill had earned him a position with the city of Blue Harbor. Every city of a certain size โ€” once large enough to require certain unsavory but necessary deeds โ€” finds itself in want of an official Unethical Wizard on the payroll to perform enchantments, transmutations, and necromancy that no other respectable wizard would agree to. And Blue Harbor is no exception. For a small salary, plus a stipend for books and research, and access to a tower, the city gains the benefits of all the unscrupulous and questionable magicks that the wizard is capable of offering. And the other city wizards get to sleep soundly at night maintaining their sterling, impeccable reputations. Freeholder is physically striking. Very tall and very round, with long dark hair and a long dark mustache that he waxes and curls at the ends. He lost his right eye in a lab accident and wears a studded eyepatch. He is in the habit of wearing a bandoleer of magic wands so he has a veritable arsenal of spells at his disposal wherever he goes. One of his earliest successes for the city was a bit of transmutation, necromancy, and domination that created the "corn beasts", mostly mindless golems that lurk in the fields outside the city walls ignoring most everything except the dire crows that had previously regularly decimated the crops. --- When the Mollusk Wars broke out between Blue Harbor and the Gilded Gastropod, Freeholder should have been more than capable of at least partially alleviating the siege of the city. In theory it should be trivial to reprogram the corn beasts to recognize the giant slugs as pests. But as it was, due to lack of beak and feather, the beasts stood idly by as the slugs invaded and quickly destroyed the year's crops. Freeholder more or less disappeared during the siege and his duties to the city remained unfulfilled, and the giant slugs laid waste to the food supplies outside the city, poisoning the earth in their wake. He wasn't really missing of course. At least, he knew exactly where he was and what he was doing. Freeholder was feeding an obsession. A breach had surfaced out in the bay, opening a rare direct passage to the underworld below and its fell magicks. A voice called to him from beneath, drowning out everything else and overwhelming him. It called, in his sleep and in his dreams, and he answered. --- It fell onto the shoulders Morgan and her pals to deal with both the giant poisonous slugs in the fields, and also the giant clams filling the harbor and piercing the hulls of merchant ships as they tried to enter or leave the port. Eventually a truce was brokered with the cephalopods (what passes for lawyers among the mollusks) and an uneasy peace returned to Blue Harbor. In the aftermath, they eventually did find Freeholder. Gaunt, sallow, and missing an arm. Paranoid as he was, he had not yet succumbed so completely to his own madness that he would go so far as to dispatch his hirelings and minions. So rumors began to circulate that Freeholder returned from the breach with a relic. A large orb covered with glyphs and runes. Freeholder secluded himself in his tower until he finally deciphered and correctly read the sigils on the stone. The carvings glowed and pulsed briefly before a seam appeared on its surface and split open revealing a red, glaring eye. --- As he physically weakened, Freeholder created artificial limbs and appendages to assist him in his lab. Various magical lenses he could peer through to better perceive the Dreamstone's arcane properties. Extra hands for holding magical wands and trinkets for more steady precision casting His own hands began to weaken and tremble as the stone slowly leeched his strength. The Dreamstone's wakefulness could not be compelled, nor predicted. The baleful eye would snap open sometimes multiple times a day, sometimes not for weeks. It would remain open for minutes or hours. All according to its own schedule and based on no pattern that Freeholder could discern. Freeholder handled and studied the relic. And the stone fixed him with its unblinking eye, bathed him in the dark light of the void out of which it peered, and slowly worked its foul magicks on him. His hair fell out. Then his teeth. When he became so swollen and bloated he could not lift his own body, he delighted in levitating his bulk around his lair. His remaining limbs withered and wasted away. No matter, he further modified his artificial limbs and grafted them directly onto his body. Each one, specialized and topped with its own magic lens, resembled a wavering eye-stalk and lended him an arachnid sort of appearance. His elastic face drifted across his body until his one remaining eye and his gaping mouth came to dominate his whole self. A tentacled levitating orb of greed and power. --- The creature (he had at some point stopped thinking of himself as the man Beauregard Freeholder) destroyed all his servants in a fit of paranoia, fled his tower with the stone, and established a new lair in the tunnels beneath the city where he could plot and plan and scheme and research in peace and solitude. The Dreamstone now slept. This creature, once a man, may not be capable of waking its slumbering master, that eldest thing which sleeps and dreams beyond space and time, beyond our powers of perception. But it could at least let its master's maddening dreams wash over it and warp it, reshaping and reforming it in a manner the master would find pleasing. And in doing so, let a little bit of otherworldly madness loose in the world. And thus did Beau'holder the Tyrant take up residency beneath Blue Harbor.
853f2d7fa93ccc31f16af020cc55ce8276c6d21b
From Hexcrawl to Pointcrawl
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[Previously](77) my players did a hexcrawl from Blue Harbor to Beartown [to investigate their own death](78). The hexcrawling was fine. What I did enjoy was the random encounter tables I came up. What I did not enjoy was calculating travel speeds and being like, okay you traveled 6 miles out of this hex and 2 miles into this one. That felt like too much finicky bookkeeping. So on the way back, we abstracted the travel into a pointcrawl. Each region or terrain was a point, and it took x number of turns to make it from one point to another. This ended up being much better suited to our style of play.
```graphviz graph G { Mountains -- Hills [label="3"] Hills -- Forest [label="2"] Forest -- Plains [label="3"] Plains -- "Blue Harbor" [label="2"] } ```
graphviz!
G Mountains Mountains Hills Hills Mountains--Hills 3 Forest Forest Hills--Forest 2 Plains Plains Forest--Plains 3 Blue Harbor Blue Harbor Plains--Blue Harbor 2
Graphviz Pointcrawl!
The "distances" are just kind of estimated based on feeling. I guess if you wanted to be particular, you could take your Travel Modifier By Terrain Type table, and give each edge a number based on that value.
Terrain Normal Trail Road ------- ------ ----- ---- Plains 3/4 1 1 Forest 1/2 1 1 Hills 1/2 3/4 1 Mountains 1/2 3/4 3/4
TERRAIN TYPE TRAVEL MODIFIER
You can do something like $(1 - x) * 4 + 1$ to get the distance.
Terrain Normal Trail Road ------- ------ ----- ---- Plains 2 1 1 Forest 3 1 1 Hills 3 2 1 Mountains 3 2 2
DISTANCE PER TERRAIN TYPE
But like I said, I just went based on vibes. So anyway here's the new procedure: 1. The number between each point is how many encounters happen before arriving at the next location. Use the existing random encounter, proximity, mein, and landmark tables per terrain. 2. Each encounter, roll d6. Something happens 1-2: in the morning, 3-4: in the evening, 5-6: at night This means that something is always happening. Each terrain still has its unique flavor. And I don't have to actually track fiddly travel speed, miles traveled, etc. Point crawl!
b79c80d84d8b038fb93d7f9d30900996f48836a3
D&D Ace Attorney Courtroom Legal Drama
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## Contents 1. [Introduction](#introduction) 2. [Research](#research) 3. [Mystery](#mystery) 4. [Prep](#prep) 5. [Pushing Back](#pushing-back) 6. [Legal Procedure](#legal-procedure) ## Introduction After slowly building up to it over several sessions of plot advancement, I finally ran my "Ace Attorney" D&D courtroom legal drama this week. It was super fun! The setup was this: my players' favorite NPC was framed for the murder of the leader of the local Adventures Guild. They were named by the defendant as their Legal Champions. So they were thrust into the role of private investigator and also defense lawyer. My main inspirations were: - The Residence (2025): super fun White House murder mystery with a quirky detective played by Uzo Aduba. - Phoenix Wright: Ace Attorney (2001): the classic, genre-defining trial investigation video game. I just finished playing through the original 4 chapters on my DS, and am still slowly playing through the DS-exclusive "Rise from the Ashes" chapter. ## Research When I first thought of running an Ace Attorney style game, I did a little reading and a little asking around. I was curious whether there was some kind of a mini-game that could be tacked on top of D&D for this. (We had great success, for example, adding a fishing mini-game that uses poker dice.) The first thing that happened was a brigade of extremely online people told me to stop trying to fit every square shape into the D&D shaped hole, that D&D wasn't designed to support this kind of gameplay, and to choose some other system that would be a better fit. This was extremely unhelpful! Especially considering that I fully expected this reaction because this response is practically a meme at this point, and I tried to avoid it by explaining that I am in the middle of a D&D campaign and don't have the luxury of choosing some other system. But nevertheless. Some people are rude. Secondly, I read some anecdotes about running this type of encounter with straight up plain vanilla D&D rules. That is, with ability checks. This is ultimately what I did, and I'm here to tell you that yes, you can indeed just play D&D about it. The only thing I did was add a few progress clocks to provide the players with some feedback and a little tension. (I have always thought of "clocks" as a Blades in the Dark invention, but allegedly they were introduced in Apocalypse World! I do think that Blades did a lot of work in mainstreaming the concept though.) ## Mystery This was not a mystery! The players knew who the murderer was pretty much from the beginning. Their job was not to discover who did it, but to gather enough evidence and enough witness testimony to clear their client's name. In the end, they did not successfully implicate the real killer. But they did get their client declared not guilty. That's a win! This is a great outcome for me, because now they can take the fight directly to the killer in the future. I think this was a great way to set up this session because already knowing who did it, the players were able to really focus their energy and attention on the characters and locations that would have the most payoff for them. There was never any groping in the dark or grasping at straws. ## Prep Here's what I knew at the start of the session: The guild leader, Loden, had been poisoned and also stabbed through the heart. His body was found in his office. The cup he had been drinking from was on the ground near his hand. The knife was missing. He wrote the name of his killer, Durr, in blood before dying. The real killer was an assassin that the players had met before, disguised as Durr. That's about it! Everything else we figured out together through play. Their questions and their investigation lead to finding out that Loden's stash of favorite mushroom tea had been laced with giant spider venom in the breakroom. They found the murder weapon stashed in the back alley. They determined that there was a surprise witness who saw the assassin fleeing the scene, and they ultimately secured an alibi for Durr. The murder weapon was obviously used in religious rituals, but none of the local clerics would claim it as theirs, suggesting that it might belong to the cult of some illegal god. (Illegal gods are a thing in this world.) This is a good future hook. None of this was planned out ahead of time. ## Pushing Back I did have to steer my players a little bit to keep things moving. "No, you think you've found everything there is to find here." "No, there are some background, unnamed NPCs running around, but there's nobody else here you think would be helpful to talk to." And because I was being super permissive and collaborative with clues, I didn't already have an airtight timeline. There were one or two times where I had to be like, "You're right, you just found a plot hole. Let's rewind and do that differently." Or, "Let's retcon that." ## Legal Procedure Finally, here are the notes I made for myself when I was developing a procedure for this game. Now you have them too! For a "Phoenix Wright: Ace Attorney" game experience. (It's just D&D with a few FitD-style clocks.) You are a Defense Attorney. 1. By law the case must be closed in 3 days. Prove your client's innocence by then, or they will be found guilty. 2. Each day will have 2 phases: the INVESTIGATION phase, and the TRIAL phase. 3. During INVESTIGATION, you can wander around interviewing people and looking for clues and evidence. Use Insight, Intimidation, Perception, Investigation, etc. You can only do about 3 "things" during the investigation phase. 4. On Day 1 Trial, start with OPENING STATEMENTS 5. During TRIAL, you will cross-examine witnesses, present evidence, point out contradictions and lies, and try to prove your client's innocence. Use Persuasion, Insight, History, Performance, Intimidation, Deception, etc. You can roll against witnesses and/or the Prosecution. Keep each trial phase to 1 - 2 witnesses. 6. There is no jury, only the judge. You must convince them of your client's innocence. 7. OPTIONAL: Witnesses have a 4-segment COMPOSURE clock. If you catch them in a lie or find a contradiction, fill in a segment. When the clock is full, they lose composure and stop resisting, lying, etc. They come clean, and start to cooperate. 8. OPTIONAL: Represent the judge's favor with an 8-segment Tug-of-War clock. Start half-full. Defense wins if it empties. Prosecution wins if it fills up. (Label the two sides "Defence" and "Prosecution.") Add and remove ticks when either side makes a decisive move or e.g. crits, or wins an opposed role by ten or more. 9. OPTIONAL: To speed things up, on a success roll d6: 1-3 = 1 tick; 4-5 = 2 ticks; 6 = 3 ticks. At the top of your playsheet, draw a 2x3 grid to track time: Day 1 Investigation and Trial, Day 2 Investigation and Trial, Day 3 Investigation and Trial. Then draw the 8-segment Tug-of-War clock, and mark 4 segments. Label the left side "Defense Wins" and the right side "Prosecution Wins." Draw the 4-segment clock for witness composure. My playsheet was my battlemap, so clocks are rows of squares drawn in marker that can be filled with extra dice. The COMPOSURE clock starts all the way full with four dice, and the witness slowly loses dice as they lose composure. This goes nicely with the Tug-of-War clock where the more dice you lose, the closer you are to winning. Take that!
077328f44d1944d34669aba810bf47f27242d94d
GAME: Dread Locks Monster Barber
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You are an expert barber who just opened up a shop in Monstertown. You know that a haircut is never just a haircut. It's an opportunity to be daring, to re-invent yourself, to try something new, to see yourself in a new light. Each client has a special occasion they want to celebrate, for which they need a snappy new do. But each also has a challenging situation that will test your barber skills. To play, you will need 1 four-sided dice (or a dice rolling app) and a pen and paper to write, doodle, and daydream in. Roll the dice. Count that many rows down the table. That client walks in with that situation, and that occasion. What do you do? How do you adapt to the situation? Does your client leave highly satisfied? Once you have finished with that client, cross out that row and roll again, skipping over any crossed out rows. You can close up shop early any time you want to. But to reach the end of your shift, keep rolling until you land on the final row of the table, spooky 13. Reflect on the challenges you faced, and on how you shaped your clients so they can rise to their opportunities as their best selves. OPTIONAL CHAOS RULES: roll the dice not once for the row, but three times, once for each column. So you might get a furry skeleton, etc. Instead of crossing out a whole row, cross out each table cell as you finish with each client. ------------------------------------------------ No. Client Situation Occasion ---- -------- ------------------- ---------- 1 Skelington No Hair Got a new Houseplant 2 Wolfman So Furry New Pet 3 Medusa Bites Back Just Wants to Look Cute 4 Ghost Intangible Dinner 5 Invisible Man Can't see what Art Show you're doing! 6 Bride of The "Marge" Celebrating Frankenstein a Promotion 7 Ghost Rider On Fire Visiting Family 8 That Which Sucking Void Birthday Devours 9 Mummy Keeps it under Moving in together wraps 10 Dracula No Reflection Soberversary 11 Sea Creature So Wet Tattoo Reveal 12 Frankenstein Afraid of New Grandchild sharp instruments 13 END OF SHIFT ------------------------------------------------
08b29903a5b8bafd1289f23b2ff5745715822a3f
Diplomacy in FKR and open-strategy matrix games
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## Contents 1. [Diplomacy](#diplomacy) 2. [Hyperdrift Stories](#hyperdrift-stories) 3. [From Wargames to Matrix Games](#from-wargames-to-matrix-games) 4. [From Wargames to Free Kriegspiel](#from-wargames-to-free-kriegspiel) 5. [Conclusion](#conclusion) 6. [Appendix: Floor Games](#appendix:-floor-games) 7. [Links and Resources](#links-and-resources) ## Diplomacy My boy Villainous Nate was just telling me that he's playing his first ever game of Diplomacy, which is a strategy wargame notorious for its freeform negotiation phase: ostensibly the point of the game is to move your military units and occupy spaces, but you can only really be successful by negotiating and making promises, and through alliances and betrayals. This is in fact the main part of the game. All the meaningful bits take place off the board, and there are no rules for how they should take place. It requires the players to make demands and compromises of each other using nothing but language and charisma. Nate said he found it very stressful! The lying and backstabbing and trickery can be hard to stomach if you value directness, honesty, and cooperation. ## Hyperdrift Stories I have never played Diplomacy. But I did play a game once that was 100% negotiation, scheming, and alliances, with few to no rules, and which was therefor very much Diplomacy-like in nature. In 2022, Sigve over at Revenant's Quill ran an experimental game he called Hyperdrift Stories. He ran two games in parallel: 1. An opentable game of space combat/exploration/trade oneshots using "Cosmic Highway" from Jacon Tocci's 2400 series as its ruleset, plus some additional rules that Sigve tacked on for ship to ship combat. 2. A "social matrix" game to create the political factions and the "situations" that the players in Game 1 get to respond to. This followed the rules of Chris McDowall's "Sunrise Expansion Open Strategy Game" I played in Game 2, the matrix game. It was a really neat experience in that it was even more diplomacy than Diplomacy, which requires at least moving some pieces around a map at the end of each negotiation phase. This game, while it did have a map, instead had no pieces. Only political clout and imagination. I played WOLF-359, a distant star system within the players' galaxy. Each turn I (and each other player in this game) submitted to the referee three things: 1. ACTION: I can do pretty much anything within the fiction that I can justify 2. OUTCOME: What do I hope to accomplish through this action? 3. LEVERAGE: Why do I think I would be successful at it. And the referee would either just make a judgment to decide the success or, if the outcome is uncertain, may roll some dice. And that's it! You can talk to other factions between turns all you want to create alliances, make promises, etc. Here's my turn 3 from the game I played: ``` WOLF-359 Turn 3 Action: Withdraw delegates from the TSU congress Outcome: Weaken the TSU and establish the United Federated Outer Systems Leverage: Support from Outer Systems Alliance, Ross-123, and Tua Ceti. Potential support from Groombridge. ``` I had done enough politicking to convince several of the outer systems to withdraw their delegates from the Terran Systems hegemony and establish our own outer systems congress, thus destabilizing the political power of the inner systems and strengthening our own. This was a huge highlight of the game for me! ## From Wargames to Matrix Games > In \[wargames\] you compare lists of statistics and peer at complicated books > of rules containing someone else's idea about what things are important, > before rolling a dice. It takes a long time and can be very difficult to > explain to a newcomer. Instead, in a Matrix Game you simply use words to > describe why something should happen, the Umpire decides how likely it is, > and you roll a dice. If you can say "This happens, for the following > reasons..." you can play a Matrix Game. > > http://www.mapsymbs.com/wdmatrix.html Chris Engle developed a style of play in the late 1980s that he initially called "verbal analysis wargaming" and which became known as matrix games because the playsheet originally contained a "visual representation of concepts" called a "verbal matrix." > What \[a verbal matrix\] is, is a format in which small phrases are grouped together in a meaningful way > > Verbal analysis wargaming, NUGGET 44 May 1988 ...or as I like to call it, "words." It replaced rules and mechanics with words and arguments and language. The actual, physical matrix of small squares in which players are meant to write down their representation of concepts was eventually dropped from the game. But not soon enough, because "matrix" and "verbal matrix" are overly technical and confusing terminology. But by that time the name had stuck. Matrix games were an evolution of traditional wargaming, the purpose of which was to simplify and expedite gameplay. ## From Wargames to Free Kriegspiel A hundred years prior in the 1870s, like-spirited sentiments in the German wargaming community lead to the Free Kriegspiel or "Free Wargaming" movement which similarly tossed out thick rulebooks and lengthy turns in favor of a trusted Referee or Umpire who was empowered to adjudicate as they see fit based on their own experience, expertise, and common sense. In the late 2010s and early 2020s, the spirit of this movement inspired some old-school D&D players to apply the same concepts to their games, and collaborate with each other as part of the "Free Kriekspiel Revolution." ## Conclusion This is the context in which Sigve started Hyperdrift Stories, a high-trust, rules-light FKR game with a social matrix companion game. One FKR touchstone is "play worlds, not rules." And running a parallel social matrix game is a brilliant way to create a vibrant world full of situations for the players to address and respond to. To say nothing of how satisfying it is for both styles of play to reconverge after independently branching from overly complicated wargaming traditions and trying to solve the same problems. ## Appendix: Floor Games In a document titled "A couple of Matrix Games," Chris Engle provides some imagined rules for the style of play described by HG Wells in *Floor Games*. For some players and designers, one objective of FKR is to recreate the experience of childhood play through the elimination of complex rules and the elevation of consensus through persuasion and agreement. Consequently, I expect a certain kind of FKR player to salivate and go absolutely bananas over these "Rules for Floor Games." - Father will lay out the toys and say what the game is about. - The boys play by taking turns adding to the story. Listen and donโ€™t talk over one another no matter how excited or angry you get. - Work together to tell an exciting story. - One boy picks up a toy and says what happens. Move the toys around as you speak and make appropriate noises as you go. Animal cries, machine sounds, and conversations between toy people are all okay. - After adding to the story let your brother have a turn. - Your brother may add to or even change your story. If any boy doesnโ€™t like a change they may ask father to flip the Queen Victoria Penny to see who wins. - Donโ€™t get cross or knock the game over if your favorite toy gets killed. Say how they are saved. - Father can add problems to the game. He may also say no to any addition if it is unfair and will make the boys fight. - The boys may shoot marbles at toys whenever they like. If they fall over they are dead. - The game ends when Father says so or when Mother calls us for dinner. ## Links and Resources - https://en.wikipedia.org/wiki/Diplomacy_(game) - https://diplomacyworld.net/ - https://www.revenant-quill.com/ - Hyperdrift Stories Open Table Campaign, Revenant's Quill https://web.archive.org/web/20220707102358/https://www.revenant-quill.com/p/hyperdrift-stories.html - Sunrise Expansion Open Strategy Game, Chris McDowall https://docs.google.com/document/d/15d5X3CxJ9-Nrmp-hdtE6_Nkt1X2_Gg01-oNHoL4CZg0/edit?usp=sharing - 2400 Lo-fi Sci-fi RPG, Jason Tocci https://jasontocci.itch.io/2400 - Matrix Games http://www.mapsymbs.com/wdmatrix.html - Free Engle Matrix Games https://sites.google.com/view/free-engle-matrix-games/home - FKR โ€“ Free Kriegsspiel Revolution https://followmeanddie.com/2021/10/02/fkr-free-kriegsspiel-revolution/ - HG Wells Floor Games. A couple of Matrix Games By Chris Engle. https://docs.google.com/document/d/1YaspJG_2G2fGNGChczjtMI2MYdFzhVpUZTgi5AHYB_A/edit?tab=t.0 - FLOOR GAMES, HG Wells. https://www.gutenberg.org/cache/epub/3690/pg3690-images.html
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Confessing My Worst DM Secrets Part III
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Blue Harbor is the primary location, the base of operations, in [my Banankoki game](79.html). It is a coastal trading city with a bay and a harbor and a river running through the middle. There are mountains to the east, a desert beyond them, and farms to the north. It's just San Diego. When it came time to give my players a map of the area, I just traced an old visitors map. Please don't tell my players.
42bfdc1295c0a9c5101838ab6cb6151fb0213576
Dungeon Decimal
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I recently started running a new campaign for my friends. I have used vimwiki to organize my previous two games, and the wiki format has worked really well for me, so I'm using it again this time. It's really convenient to be able to link easily between documents, and to search quickly. The challenge with wiki organization in the past has been orphan pages. I might make a quick page to jot down some ideas, but never link it anywhere. And then I'd never find that page again unless I looked at a list of all pages, or suddenly organically remembered to search for that content. In practice, it's not that big of a deal. Vimwiki can easily generate a list of all pages to create an index. But I don't always update the index after creating pages, and so there's just enough friction there to make it a little difficult. With this campaign, as I said I'm keeping vimwiki, and as an experiment I'm adding a decimal index a la Johnny Decimal.
``` 00-09 System 00 Index 00.00 Index 01 Inbox 00.01 Random Ideas 02 Someday Maybe 03 Bookmarks 04 Decisions 10-19 Communications Logistics 10 System 10.01 Inbox 10.02 Someday Maybe 10.03 Bookmarks 10.04 Decisions 11 Communications 12 Schedule Cadence 13 Players 14 Safety and Worldbuilding 14.01 Lines Veils 14.02 World Palette 14.03 X-Card 20-29 Characters Groups Factions 20 System 20.01 Inbox 20.02 Someday Maybe 20.03 Bookmarks 20.04 Decisions 21 Player Characters 21.01 Morgan Fightmaster 21.02 Vito Matu 21.03 Ani diPlanko 21.04 Korvac Oathsworn 22 Non Player Characters 22.01 List Of Npcs 23 Factions 23.01 Mollusks 23.02 Fungoids 30-39 Worldbuilding 30 System 30.01 Inbox 30.02 Someday Maybe 30.03 Bookmarks 30.04 Decisions 31 History 31.01 First Age Draco-Jotun Wars 31.02 Second Age Goblin Empire 31.03 Third Age Modern Age 32 Geography 32.01 Banankoki 32.02 Panru 32.03 Banwel 32.04 Banti 32.05 Koki 32.06 Komoru 33 Cosmology 33.01 Moons 33.01 Selene 33.02 Dion 33.03 Moonmoon 34 Politics 35 Religion 35.01 Pantheon 36 Races 36.01 Elves 36.02 Dwarves 36.03 Humans 36.04 Goblins 36.05 Goliaths 36.06 Tieflings 36.07 Ratkin 36.08 Dragons 36.09 Giants 36.10 Centaurs 36.11 Kobolds 36.12 Porks 37 Dungeons and Underground 37.01 Whence and Wherefore Dungeons 37.02 Underworld 38 Monsters and Non-Playable Races 38.01 Bitebat 38.02 Snat 39.03 Bush Brat 40-49 Sessions Plots Arcs 40 System 40.01 Inbox 40.02 Someday Maybe 40.03 Bookmarks 40.04 Decisions 41 Session Recaps 41.2025-04-22 Sessions 0 and 0.5 41.2025-05-07 Tainted Spring I 41.2025-06-03 Tainted Spring II 41.2025-06-17 Travel 41.2025-06-24 Beartown 41.2025-07-15 Breach I 41.2025-07-29 Breach II 42 Future Planning 42.2025-05-07 Taint 43.2025-06-03 Hex 43.2025-06-24 Beartown 43.2025-07-08 Breach 43.2025-08-12 Bounty 43 Arcs 44 Fronts 44.01 The Underdeep Rises 44.02 Mollusk Wars 44.03 Draco-Jotun Awakening 50-59 Reference Materials 51 Procedures 51.01 Hexcrawling and Overland Travel 51.02 Crafting 51.03 Fishing 51.04 Tension 51.05 Renown 52 Random Tables 52.01 Weather 52.02 Terrain Type Travel Modifier 52.03 NPC Reaction 52.04 Encounter Type 52.05 What Are They Doing 52.06 Recurring NPC 52.07 Giantkin 52.08 Underworld Denizen 52.09 Point of Interest 52.10 Dragon 52.11 Wizard 52.12 Overtable 52.13 Grassland 52.14 Forest 52.15 Hills 52.16 Mountains 52.17 Road 52.18 Omens 52.19 Riddles 52.20 Rumors 52.21 Lesser Griffins 52.22 Beartown Denizens 52.23 Encounter Proximity 52.24 Puzzles 60-69 Currently not in use 70-79 Currently not in use 80-89 Creative Inputs 81 Design Elements 82 Texts 83 Images 84 Photos 85 Audio 86 Video 87 Platform-specific instructions 90-99 Creative Outputs ```
Figure: Dungeon Decimal
This is the landing page of my wiki. It keeps things relentlessly organized. No new pages get created without first being listed here in the index. There are never orphan pages any longer. Every "leaf" of the tree in the indexโ€”that is, every line with a decimal pointโ€”is a wikilink to another page. Over time I have started to create a mental model of the system. I know I spend most of my time in the 40s prepping sessions, and in the 50s creating random tables and documenting procedures, and in the 30s doing worldbuilding. Handouts and materials for my players get documented in the 80s and 90s. But in practice, I don't ever remember that, e.g. `51.03` is the procedure for our fishing minigame. I just start searching for "fishing" and vimwiki finds it. Things that are not actually wiki content like handouts and materials are not capable of existing in the wiki. At least not the way vimwiki does wikis. But I store the PDFs, source files, and what have you alongside the wiki files and the index still lists the filenames so I can quickly find them and open them. In this way, the index is perfectly capable of refering to things that exist outside the wiki, in the filesystem, online, or even in the physical world. ("Where are the paper minis I made for that ogre encounter?") It is working well for me at the moment. Most of the time, it seems overkill. But it doesn't take any time to administer, and it keeps things super organized. So I don't see any downside to it right now.
dcc9438332771f261fc4995bec4bf35589079d76
Dwarvish Drinking Games
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1. Never Have I Ever: one person says something they have not done, and everybody says whether they've done it or not, then everybody drinks. 2. Liars Dice: everybody rolls five dice, then go around the table making increasingly outlandish claims about the number and value of dice rolled until somebody calls somebody else's bluff. Everybody drinks. 3. Rock Paper Scissors: On 3, everybody shows a fist, a flat hand, or two fingers. Everybody drinks. 4. Heads or Tails: flip a coin while it is in the air, shout out what you think it will land on. Everybody drinks. 5. Idiot: Anybody can initiate the game by placing their finger on their nose. The last person to notice and put their finger on their nose is dubbed the "Idiot." Everybody drinks. 6. Drinking: Everybody drinks
54dd64c98ff891dedc2bf5e6bc44e2a28b54c1f5
Confessing My Worst DM Secrets Part II
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When I sat down to create the world map for my new D&D campaign, I drew on all of the skills and experiences I gained in Kindergarten fingerpainting class, and sketched two rudimentary shapes on a piece of paper. First, a long banana shape, which became the eastern continent Banan. Second, a blob of a cookie shape, which became the western island-continent Koki. Then, for variety, I split Banan into two continents, "Upper Banana" and "Lower Banana." To name them, I shuffled the letters around, crossed some out, and shifted some sounds to similar ones[^consonant]. Upper Banana became Panru, and Lower Banana became Banwel. Finally, Banti ("Banana Tip") became a floating island city off the coast of Banwel. [^consonant]: Like sounds include `P` and `B`, `K` and `G`, `M` and `N`, `T` and `D`, `F` and `V`, `J` and `CH`, and `R` and `L`. These in fact are the complimentary sounds that form the basic "alphabet" in Gregg Shorthand. Koki gained a huge gulfโ€”as though somebody took a biteโ€”and a large island and archipelago called Komoru (from "Cookie Morsel"). And that's the story of how the world of Banankoki came to be. Please don't tell my players. ![Banankoki world map](img/banankoki_world.png "Banankoki world map")
9e8ff91fa42e58e1401df529307e421037de0b9f
Confessing My Worst DM Secrets Part I
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I ended the session on a cliffhanger: > "You receive a letter. It is a summons to a remote mountain town to identify the body of (Insert PC Name Here)." The players were gobsmacked and thunderstruck. What followed was half a dozen sessions of trekking to the town, investigating the body, exploring the surrounding area, talking to villagers, and delving to the bottom of the dungeon. They uncovered magic fungal clones, side quests, red herrings, a dying race, a looming threat, and other conniving plots that had long term implications for the setting and the characters. Confession: I had no preconceived notion of how any of this would play out. I wanted to see what they would do. And it was all because I saw the following meme and thought it was funny. Please don't tell my players. ![Nope he says, body isn't his](img/nope.jpg "Nope he says, body isn't his")
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How To Do A Hexcrawl
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## Contents 1. [Introduction](#introduction) 2. [Speed, Distance, and Time](#speed,-distance,-and-time) 3. [Supplies](#supplies) 4. [Weather](#weather) 5. [Keying Hexes](#keying-hexes) 6. [Watch Procedure](#watch-procedure) 7. [Terrain Type](#terrain-type) 8. [Overtable](#overtable) 9. [Proximity](#proximity) 10. [NPC Reaction](#npc-reaction) 11. [What Are They Doing](#what-are-they-doing) 12. [Drawing a Map](#drawing-a-map) 13. [Conclusion](#conclusion) 14. [Resources](#resources) ## Introduction The adventurers decided to answer their summons and travel overland from Blue Harbor to Beartown. So I decided to do something I have never done before. I decided to do a HEXCRAWL.
Figure: Hexmap of the combined Blue Harbor / Beartown region. Each hex is 12 miles from side to side.
I have never done a hexcrawl before. Neither as a player nor as a DM. The closest I have come is playing a couple games of *Barbarian Prince*. And that experience informed a lot of what I know about crawling hexes: hexes have terrain, different terrains have different chances of getting lost and different travel speeds, and there are random encounters. So this is what I came up with to emulate some of that and run a hexcrawl for my table. ## Speed, Distance, and Time First some mathy preliminaries. There's really no way to avoid it. Group travel speed = Slowest PC speed / 10. My slowest character has a speed of 30 so the group travel speed is 3 mph. Units: - 1 Watch = 4 hours - 1 March = 8 hours Distance: - Distance per Watch = Speed x Watch = Speed x 4 hrs. In our example, 12 miles. - Distance per March = Speed x March = Speed x 8 hrs. In our example, 24 miles. - Day = 2 Watches of Travel + 2 Watches of Activity + 2 Watches of Rest. That's 8 hours of travel; 8 hours of foraging, eating, repairs, etc; and 8 hours of sleep. ## Supplies Optional food and water rules: each player character needs 1 pound of food and 1 gallon of water per day. It is helpful to assign one character the role of quartermaster to keep track of all the provisions. At the end of each day, have them update the group supplies. It seems fair to me that characters can go `3 + Con Modifier` days without eating, or 3 days without drinking, before taking Exhaustion. We didn't get into this because the players stocked up on plenty of food and water. ## Weather At the start of each day roll d66 (2d6 and read them left to right) for weather on the "HOT AND WET" weather table: any 1s are Hot and Wet, respectively. Any 6s, opposite. (Relative to the expected weather for the season.) D6 FIRST SECOND -- ----- ------ 1 hot wet 2-5 normal normal 6 cold dry This procedure was created by Sean F. Smith. ## Keying Hexes I don't key hexes up front. Mostly. I mean, I know where the two settlements are. But otherwise, I let the random encounters and landmarks establish what's in each hex. And then I write that down, and that becomes the map key through play. ## Watch Procedure The four-hour Watch is the fundamental unit of time. Each Watch, you will roll for an encounter and a landmark. You will need to six-sided dice that you can tell apart. Or two identical ones and just read them lift to right. I will refer to them below as light and dark. The procedure below is what I ended up doing at the table to try to prevent doing lots of re-rolls. - Roll 2d6, one dark (Encounter) one light (Landmark) - Consult the Chance for Encounter + Chance for Landmark for the current terrain type - If Encounter, total both dice and use that on the combined Overtable + Terrain table. Use the OTHER die for Proximity. Total dice (or roll again) for NPC Reaction. Optionally roll What Are They Doing - If Landmark, use the OTHER die for Terrain Landmark I haven't introduced the terrain type tables, or the overtable yet. Let's remedy that! ## Terrain Type Here is my current "Forest" terrain sheet.
FOREST - Encounter: 2 in 6 - Landmark: 1 in 6 ENCOUNTERS 2d6 Result --- ------ 3 Giant toad sitting on a giant egg 4 Bush brats racing some pixies through the forest 5 Lumbering Honeybear 6 Awakened Shrubs blocking the path == Unused == - Shardik / The Biggest Bear == Used == - Path is flooded because a dire beaver dammed up the river - Fauns guarding a concrete slab LANDMARKS 1. Waterfall 2. Cave / Dungeon Breach 3. Big Tree 4. Eerily Silent Meadow 5. Crystal Lake 6. Collapsed Bridge
I have one of these for every major terrain type including grasslands, hills, mountains, forest, etc. They don't take much work. You need 4 possible encounters (plus maybe a few extras to bank) and 3 or 6 possible landmarks. Notable features include: - There is a 1 in 6 chance of a Landmark (roll on Landmarks at the bottom) - There is a 2 in 6 chance of an Encounter (roll on the combined Overtable + Terrain table; more on that below.) - I try to keep a few ideas in "Unused" to slot into the encounter table after moving an encounter to "Used" Also note: every terrain has a travel speed modifier. I currently have these in their own table, but probably ought to include them in each terrain type page. Terrain Normal Trail Road ------- ------ ----- ---- Plains 3/4 1 1 Forest 1/2 1 1 Hills 1/2 3/4 1 Mountains 1/2 3/4 3/4 So if normally you can travel 12 miles per Watch, in the forest you can only travel 6 miles unless following a trail or road. ## Overtable The overtable creates an overall cohesive feel for the world while also providing local flavor: 8 - 11 are four "world encounters" that can happen anywhere, 3 - 6 are four local encounters provided by the current terrain type. 7 is always a recurring NPC, 2 is always a dragon, and 12 is always a wizard. This format is taken from *Structuring Encounter Tables, Amended & Restated* over at Papers and Pencils. https://www.paperspencils.com/structuring-encounter-tables-amended-restated/
2D6 RESULT --- ------ 2 Dragon 3 - 6 LOCAL 7 Recurring NPC 8 Moleman looking for escaped animals 9 Bitebats 10 Mollusks 11 Underworld Denizen 12 Wizard == UNUSED == - Lesser Griffin - Bards == SPENT == - Bejeweled Snails collecting taxes for the Gilded Gastropod - Starving dire bear escaped from an abandoned moleman zoo deep underground
I keep a table of recurring NPCs, and tables to roll up weird wizards and terrible dragons. ## Proximity D6 RESULT -- ------ 1 Encounter spots players at a distance 2 Players spot encounter at a distance 3-4 Signs / Tracks 5 Oops no five! 6 Lair ## NPC Reaction 2D6 REACTION --- -------- 2 Hostile, reacting as negatively as is plausible 3-5 Negative, unfriendly and unhelpful 6-8 Neutral, reacting predictably or warily 9-11 Positive, potentially cooperative with PCs 12 Friendly, helpful as is plausible to be NEEDS 1. Sustenance (water/food/air). 2. Shelter. 3. Rest or recovery (includes being injured). 4. Security. 5. Stability. 6. Friendship. 7. Acceptance. 8. Respect or status. 9. Recognition. 10. Creativity or achieving self-defined potential. ## What Are They Doing Unintelligent creature, roll d12. Intelligent creature, roll d30 (d6/2 * 3 + d10). 1. Lost 2. Hurt 3. Trapped 4. Sleeping 5. Eating 6. Sick 7. Tracking Prey 8. Lying in Ambush 9. Mating Behavior 10. Starving 11. Returning Home 12. Fleeing 13. Plotting 14. Holding Captives 15. Scavenging 16. Building a Camp 17. Demolishing 18. Doing drugs or drinking 19. Artistic pursuits 20. Spying 21. Committing a crime 22. Searching 23. Religious ritual 24. Setting, putting out, or fleeing a fire 25. Weeping 26. Excreting 27. Bathing 28. Socializing 29. Gloating 30. Something that isn't on this table. Source: I stole this from somewhere but didn't write down where. So, sorry! I'll update this if I find it. ## Drawing a Map I used HexKit by Negative Cone of Energy (https://cone.itch.io/hex-kit) to draw the map, with the Fantasyland tile set (https://cone.itch.io/fantasyland). While drawing the map I tried to present options: a safe route that will take longer, or a shorter route that might be more dangerous. They chose danger! I used gimp to colorize it and glitch it up a little bit because that's my jam. ## Conclusion Okay I think that's everything I used to run the hexcrawl! It allowed me to feel pretty prepared without feeling as though I had to do tons of prep. It took 2 sessions for the players to make the trip. We had some memorable encounters along the way. The "recurring NPC" entry on the overtable made for some fun when a sleazy city goblin showed up miles from town to collect on a debt. "You owe me a bag of teeth!" In summary: - Draw a map with some terrains and roads and stuff. Decide on a scale, typically 6 or 12 miles. - Come up with a few encounters and landmarks per terrain. - Use your tables - Have fun! ## Resources - https://dwarfstar.brainiac.com/ds_barbarianprince.html - https://www.prismaticwasteland.com/blog/hexcrawl-checklist-part-two - https://www.paperspencils.com/structuring-encounter-tables-amended-restated/ - https://viridianvoid.bearblog.dev/d666-tables-for-triangle-agency/ - https://blog.d4caltrops.com/2018/03/wilderness-hexes-version-10.html
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First Impressions Of Daggerheart
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It ain't D&D! Here are some of the innovations / changes that D-Heart brings to the table - An asymmetrical, 2-dimensional Action Roll. Players roll 2d12 versus a target number, which gives them reliable success, while the GM rolls 1d20 for swingy, spikey, unpredictable rolls. Also the player's of two d12, one is a Hope die and the other a Fear die. So you suddenly have orthogonal outcomes: Success with fear, success with hope, failure with hope, failure with fear. (And doubles are criticals.) This is a little bit Genesys Narrative Dice and a little bit Swords Without Master, and I think it's awesome. - Hope and Fear. When you roll with hope (as above) you gain Hope, which is a currency you can spend to activate certain features or perform certain actions. When you roll with fear (as above) the GM gains Fear, which is a currency they can spend to do certain things and to introduce complications. - Six Stats. Agility (gross motor skills), strength, finesse (fine motor skills), instinct (kind of like wisdom), presence (kind of like charisma), knowledge (kind of like intelligence). So they split Agility in two and got rid of Constitution. - Narrative Combat. No initiative, no turns, no order. Players say what they do. GM gets to move by spending fear, or whenever a player rolls fear. When a player rolls with hope, then the players get to narrate again. - Advantage and disadvantage. Tempered. Instead of rolling twice, you roll a d6 and add or subtract it from your 2d12. - Health track. Okay so in combat you do an Action Roll vs Evasion. On a hit you roll damage. Now, there are three possible degrees of damage: minor, major, and severe. And you have Damage Thresholds, one minor/major threshold and one major/severe threshold. So say your thresholds are 7 and 14. If you take damage less than 7, that's minor damage and you mark 1 hp. If you take 7 or higher but less than 14 then you take major damage and mark 2 hp. If you take 14 or greater that's severe damage and you mark 3 hp. Starting characters have 6 hp. - Stress Track. You have a stress track similar to your health track. Activating certain features and using certain skills costs stress. When your stress is full, you become Vulnerable and overflow is marked on your health track - Conditions. There are three: hidden, restrained, and vulnerable. How refreshing. - Experiences. Come up with a couple of tropes or cliches to describe your character. During play you can spend Hope to invoke an experience for a bonus to a roll. This is a little bit like how aspects work in FATE. - Heritage. Ancestry and community give a lot of flavor and a couple features. There are very simple rules for blending any two ancestries which is really neat. Simply take the 1st trait from one and the 2nd trait from another. - Domain Cards. This is interesting. So every class has access to two domains. Warriors are blade and bone, wizards are spendor and codex, etc. You have access to every card in both decks that is equal to your tier rating or lower. But you can only hold five active cards. (This is your "loadout". The remaining cards are your "vault.") You can swap cards out during downtime, or during play by marking stress equal to a card's recall value. - Classes. Tight. You get a class feature and a hope feature. Each class has 2 subclasses that provide three major class advancements: the foundation feature you take at level 1, and then the specialization (level 5) and mastery class (level 8) features. - Levels and Tiers. Characters cap out at level 10. This is fine. Most D&D campaigns never see anything near level 20 anyway. Levels are organized into tiers: level 1 = Tier 1. Levels 2 - 4 = Tier 2. Levels 5 - 7 = Tier 3. Levels 8 - 10 = Tier 4. You get upgrades and bonuses each time you advance a tier. - Multiclassing, such a hallmark of D&D, doesn't work the same way the same way in D-Heart. It is only available at tiers 3 and 4 (levels 5 and 8). When doing so, you give up the chance to take a subclass upgrade in your starting class, but you get the foundation feature of your new class, and access to one of its domain decks, and you can only take domain cards from this new deck equal to half your level.
6e2274f80b3a92e5d313e082f13391d0546d1e5e
Ttrpg in the night-time economy
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I hooked up with a new group of players trying to start a new game. There was an initial struggle to figure out where to play. I would normally offer to host but we just downsized and moved into a small apartment and got rid of our big table. The DM was in a similar situation: in a small space with no table. So the question was posed: what is a public space where can we play on a Sunday evening? I subsequently spent tens of minutes researching where one might be able to rent a table. Methodology: 1. Search meetup.com and yelp.com for *Dungeons & Dragons*. 2. Search for "24 hours" and "nightlife" with <city name>. Ignore all the Dennys and Waffle House results. (Mistake?) 3. Try to organically and spontaneously think of other places I remember maybe having a back room or table. Results: 1. Public Library. There's a local branch that actually offers after-hours room reservations until as late as 10:00. I was surprised by this free, truly awesome service. Libraries are fucking awesome. 2. Friendly Local Game Shop. There are three shops nearby that might host us. They each have different models: some are free, some are not. All were already booked for the time we wanted. 3. Local church. There is a local D&D group on meetup.com that meet in a community room at the local LDS church. This is very funny. 4. Brewery or taphouse with a room or table. I can think of one pub nearby that has a semi-private back room that is used for events sometimes. And I've been to plenty a taproom that offers up their tables for groups and meetups, often on a first-come-first-served basis. Maybe we could use something like that. Potentially free, but not very private: higher chance of somebody drunkenly interrupting the game. 5. Local Community College. There's a small campus nearby that has study rooms and community rooms. It is expensive to rent the community rooms though. 6. Rec Center Community Room. Also expensive. 7. Coworking spaces. I didn't seriously consider this option because membership would be expensive. But the benefit is that you typically have 24/7 access to the space. 8. A hotel or apartment building. Tricky. They probably have a meeting room, but I bet you have to be a guest or resident to use it. Probably offers late access though. 9. The hookah bar. Open from 5pm to 12am. One reviewer says that they organize their DND game there. 10. Bowling alley? The one near me is open till 1AM. Can you reserve a room for cheap without reserving a lane? 11. Some open air space like a public park? There are some spaces I can think of that have picnic areas that have tables that could seat 4 comfortably, maybe 6 if you squeeze. But also they're that metal mesh material that would be hard to write or roll dice on. I guess you could get by with dice trays and a hardback notebook, etc. But then there is also the matter of lighting, and exposure to the wind and the elements. Could be really fun! But also challenging. The most complicating requirement for us was that we wanted to play Sunday evenings. That ruled out most places on account of being closed weekends, and especially weekend evenings. Ever since posing the question I have been looking at my neighborhood with new eyes, with a new perspective. Ttrpg is typically by necessity a night-time activity because of daytime obligationsโ€”jobs, family, children, etc. So where do players go when they want to meet up and play in public late at night? Would this coffee shop stay open late for us? Would a yoga studio even have a table? What about this community theater? Nightlife and night-time economy is a topic that is getting more attention and more discussion. (At least, I have noticed it being discussed more. But that might be some kind of frequency bias of mine.) Service workers, and night shift workers, and club-goers, and teenagers (and other people) whose internal bioglogical clocks naturally skew them toward later hours, and people who need to rent a room in the evening for ~4 hours to play D&D all need amenities and support and service. Several larger cities have appointed a Night Mayor to oversee the night-time economy for this exact reason. This experience was an occasion for me to reflect on what a private, secret activity ttrpg usually is. There are certainly meetups that use space at bars. But I have never played anywhere but around a large table at somebody's house. Which to be honest is a lot of privilege that plenty of folks don't have either due to economic disadvantage, or because of choosing to live in a smaller space without a big game table. In the end, we were able to avoid having to answer the question. Our DM found an adequate secondhand table and we were able to play at their place. If that hadn't happened the solution would probably the Night Library, which I am still impressed is even an option. But the problem still remains: where does public, night-time D&D happen? And also can we make it more of a thing? Because honestly it sounds awesome. I would love to see people playing in the back of a bar, or in a public park in the open air, or in a late night coffee shop or hookah bar.
09b2ee52e1c4bc26abea82fef9419bdae1622c6f
Ghostbusters is a paranormal investigation action comedy tabletop roleplaying game from 1986
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## Contents 1. [Introduction](#introduction) 2. [Character Creation](#character-creation) 3. [Playing the game](#playing-the-game) 4. [Running the game](#running-the-game) 5. [Paranormal Investigation](#paranormal-investigation) ## Introduction Ghostbusters is a pretty great game! There are two books: the Training Manual which isโ€”to use the rosetta stone of tabletop gamesโ€”essentially the Players Handbook; and the Operations Manual which is like the Dungeon Masters Guide. I'm not sure what made me want to go back and re-read this recently, but I'm glad that I did! It's a cute little game. Very streamlined, minimal rules. Quick startup and quick character creation. Quite conversational and silly in tone. It is definitely a cash in on the success of the recent movie: little cartoon Bill Murrays, Dan Akroyds, and Harold Ramises are all everywhere, as well as others to a lesser extent. Sandy Petersen worked on this game in 1986 after publishing Call of Cthulhu in 1981. A very different type and flavor of paranormal investigation. AD&D 2e wouldn't be published for another 3 years. So this is from pretty early on in the history of the hobby. Allegedly this is the first d6 dice pool mechanic. West End Games would go on to refine the system in Star Wars: The Roleplaying Game, and eventually release the D6 System. Today its direct influence can be seen in Graham Walmsley's Cthulhu Dark, whose Insight Die works more or less exactly the same as the Ghostbusters Ghost Die. And I guess in any game that uses a pool of d6. ## Character Creation Character creation is fast: You have four traits: Brains, Muscle, Cool, and Moves. Each start at 1 point. Distribute 8 more points however you want to a maximum of 5 points per trait. Choose or create 1 talent per trait. (Just something specific that falls under a trait that you are good at.) Start with 20 brownie points. Choose a Personal Goal (worth brownie points if you achieve it). That's it! Brownie points are a metacurrency you can spend 1:1 to add dice to a roll, or to resist a consequence. (Because brownie points exist, it is encouraged to regularly put the ghostbusters in the hospital or in the morgue.) You can spend 30 points to raise a trait by one point. In a pinch, you can spend a trait point for 20 brownie points. ## Playing the game Mechanically, it's a dice pool vs target number game. 5 = easy, 10 = normal, 20 = hard. To attempt a task, roll dice equal to your trait rating. Add three if you if you're using your talent. One of the dice in your pool must be the Ghost Dice. Rolling a six on the Ghost Dice always means a complication. That's it! There are few more fiddly rules around bonuses during hand to hand combat, and for how much equipment you can carry, and the specifics of how to actually capture a ghost. But that's the game how she is played. At the end of a mission, you are awarded (or penalized) brownie points based on your success. The bread and butter of the game is obviously catching and containing ghosts. But the game also encourages you to branch out into the generally paranormal and encounter vampires, time travel, monsters, etc. Highlights: the ghost die. If there's a 1-in-6 chance to roll a ghost for each and every action, then there is always suspense. And it adds a little bit of nuance: there is no longer a binary pass / fail state, but instead a four-way branching path: fail with complication, fail, pass with complication, pass. Downside: Brownie points seem complicated. On the one hand, they seem like a great way to have dire consequences, and to also give the players a mechanism for resisting or lessening them. E.g. avoid death, or add dice to a crucial attempt at investigation or persuasion. ## Running the game The operations manual a big book of adventures and advice and tables for playing ghostbusters. It goes out of its way to make you feel better about running a game: "You got this," "read the rules but don't stress if you forget," etc. Several full adventures, and a bunch of ideas for making your own. Long lists of NPCs and ghosts. Big 3 x d66 table for making up random scenarios. Novel 4 x d6 procedures for car chases, obtaining permits, and going to court. There is a loose procedure for doing Weird Science to invent a gizmo to give you an advantage in the game. Lots of tee-hee snide remarks about that "Other Game (TM)". Big fan! I feel like I def want to play me some ghostbusters. ## Paranormal Investigation The actual investigation bit seems like it is straight out of Call of Cthulhu. First the keeper, I mean ghostmaster, makes a mystery centered around a spooky ghost with a motivation. Then the ghostbusters have to investigate by going to locations like the city records office or the library or the precinct and interviewing people and finding clues. Either the ghostmaster gives them a clue if they're in the right place and they ask the right question, or the player rolls a trait. There's a little bit of a disconnect for me here. In a game where the point is busting ghosts and blowing stuff up, I don't 100% see the point in the investigation phase. Unless the ghostmaster deliberately and carefully makes it a requirement: you can't bust a ghost if it doesn't materialize, and this ghost won't materialize unless you know its name and its backstory for some reason. Or maybe you're a pacifist ghostbuster who wants to give ghosts a more natural ending by resolving their unfinished business instead of just shunting them off into the containment unit. Either way, the investigation procedure is not novel or interesting. Very rote and typical considering its lineage. It's fine. It does, however, warn the ghostmaster against using red herrings. They waste time and sow distrust. Sound advice.
27d6b1746199b0eb7a5de2d560b250216ff48e90
New Campaign Who Dis
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## Contents 1. [Intro](#intro) 2. [Session 0](#session-0) * [Agenda](#agenda) * [Why play D&D](#why-play-d&d) * [Logistics](#logistics) * [Safety](#safety) * [World Building](#world-building) * [Character Creation](#character-creation) 3. [Session 0.5](#session-0.5) * [Setup](#setup) * [Situation](#situation) * [Solution](#solution) ## Intro Started a new D&D campaign last week. It was super fun! I bought all of the new 5.5e rulebooks, and they look mostly familiar but with a few changes that I think are going to be really fun. (I'll have to write about my thoughts on 5e vs 5.5e at a later time, maybe after we've played a few sessions.) We're playing in person, which I'm stoked about. Face-to-face 3d just hits different. Better engagement, better banter without the imperceptible video conference delay. We kicked things off with a big session 0 and then a "session 0.5" or "halfshot" (as opposed to a oneshot) to roll some dice and play for a little bit. ## Session 0 Session zero is when you have the meta-conversation about governance and playstyle, and when you establish how rulings are going to go and decide what kind of behavior and content is and is not welcome at the table. It is very important! Especially in a group like this. I have four players. Two, I've played with a bunch over the years. The other two I have never met. One of them has played a fair bit of D&D, and the other has never played a ttrpg! So we needed to establish some expectations and group norms. I made a "slide deck" ahead of time. That is, I made a few headings and a few dotted lists to organize my thoughts[^slides]. I did not have a screen or a projector, so I did not present the deck. [^slides]: My favorite way to make slides is to write a markdown document and then use pandoc to turn them into a reveal.js slideshow. Or something like maaslalani/slides. - https://pandoc.org/MANUAL.html#slide-shows - https://revealjs.com/ - https://github.com/maaslalani/slides But we basically followed the agenda nonetheless. This all took about two hours, probably most of which was character creation. Here are the "slides": ### Agenda - Why play D&D - Logistics - Safety - World Building - Character Creation - Everything Else - Halfshot? ### Why play D&D - To feel things deeply - To create awesome stories with friends How? - By putting characters in interesting predicaments - And seeing what they do The most important thing to me is that everybody have as much fun as possible. ### Logistics - Cadence / Scheduling - Session Length - Location We agreed to play at H's house every other week for ~3 hours. ### Safety - VCR Rules: Fast-forward, pause, or rewind/redo for pacing and safety - X-Card: The safe word is "X-Card." Normalize it. Use it often. - Lines: Hard No - Veils: Soft no, "fade to black" - EXERCISE: Write down your Lines and Veils ### World Building - Yes Please - No Thanks I forget where this exercise originally came from, but I call it a "World Palette." The group collaboratively makes a list of stuff they would like to explore and experience in the game, and things they would rather not. This helps establish a tone (serious but lighthearted) and a sort of setting: heroic fantasy vs grimdark vs science fantasy, etc. ### Character Creation - Ability Scores: Standard Array - Sources: PHB 5.5 + Approved Source - Trinkets: I love the D&D trinkets table and was glad to see it made it into the 2024 rules. They are so weird and gross! My players ended up with a glass vial filled with nail clippings, a metal can that has no opening but sounds as if it is filled with spiders, a gemstone that looks like a lump of coal when examined by anyone but you, and a bag containing forty-seven teeth (one of which is rotten). - Connections: Go two turns around the table creating connections between the characters. Questions are like, "Choose one player and ask them why your character trusts theirs with their life," and, "Ask another player what lesson your character learned from theirs." This was very fun, and was the first thing we did that felt like play involving our characters. - Sequel Rule: Pretend this game is the sequel to the movie of your origin story. You all know each other and trust each other. You've got some backstory together. ## Session 0.5 What follows is a quick play recap. This was all improved on the spot, but loosely follows the start of my gamebook, Cornquest[^quest]. [^quest]: Cornquest is a gamebook I wrote and published in Tilde Town Zine no. 7 mostly for the fun of doing it, but also to experiment with an esoteric authoring workflow including recutils, groff, and graphviz. - https://tilde.town/~zine/ - https://git.tilde.town/dozens/cornquest/ - https://tube.tchncs.de/w/hsiLFG8WqA7XxNr4tcW3LE ### Setup Tis the eve of the annual Corn Harvest Festival in Blue Harbor. The corn-ival is in full swing. Barbarian and Artificer hit up the food stalls and partake of some tamales from Tito's Tamale Tavern. Bard and Monk enter the corn husking competition. The decimate the competition but not in the way you might think: Monk ridicules an elf child until they cry, and then notices that the gnome is cheating! The contest halts so the allegations can be investigated. They don't "win" but they get participant ribbons. ### Situation Jermaine's mill has been overrun with snats! (Snake-rats: long neck, venomous bites.) Production and delivery of corn meal has been halted, making it impossible to meet the demand for tamales and other corn treats. ### Solution Bard and Artificer pied-piper half the snats away from the mill and through town, kicking off a new and beloved tradition: the Running Of The Snats. They ultimately deliver the snats an Unethical Wizard's tower for experimenting on. Barbarian and Monk smoke out the other half of the snats and discover Jermaine's jealous brother, Marlon, has been letting them into the mill on purpose. He never gets a turn at operating the mill, sad face, pouty face. They broker a truce between the brothers and deliver a sack of corn meal to Tito, saving the corn-ival and saving the day!
983835e6535b4eea9e20c55f0211cbc56a549f77
Investigative Mysteries
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## Contents 1. [Previously on Dozens and Dragons](#previously-on-dozens-and-dragons) 2. [Less Prep More Collaboration](#less-prep-more-collaboration) 3. [Turning Failure Into Success](#turning-failure-into-success) 4. [Games Are Not Simulations](#games-are-not-simulations) 5. [Conclusion](#conclusion) 6. [Further Reading](#further-reading) ## Previously on Dozens and Dragons The implied values of "[How Different Games Do Investigative Mysteries And Clues From Worst To Best](71.html)" are that less prep is good, and fail states are bad. ## Less Prep More Collaboration Prepping an Adventure - Create a couple NPCs. Give them desires and mannerisms. - Prep a couple locations, maybe some encounter tables per Prepping a Mystery - Create a couple NPCs. Give them desires and mannerisms. - Prep a couple locations, maybe some encounter tables per - Concoct a CRIME, a WRONG, or an INJUSTICE - Create a REASON, a MOTIVATION for the injustice - Create a VICTIM for it to happen to - Conceal a part of the story from the players: the WHY, the HOW, the WHO, etc (This is what makes it a Mystery!) - Conventional wisdom is to concoct THREE CLUES for every Conclusion the players should arrive at (because players can be relied upon to miss the first two) Prepping a mystery like this is somewhere between "a little more" and "much more" work than prepping a "normal" adventure. Executing a mystery game prepped this way feels railroady to me. One of my north stars of ttrpg is "Put the characters in an interesting situation and see what they do." Not "Put the characters in a situation with one and only one correct solution." That's not the kind of game I like to play. This is why I lean into investigative mysteries that require less prep. Not just because it's less work and I'm lazy. But also because ttrpg is intrinsically and inseparably collaborative. I'm not in it to tell ## Turning Failure Into Success Take another look at the final item from the list above. > Conventional wisdom is to concoct THREE CLUES for every Conclusion the players should arrive at (because players can be relied upon to miss the first two) This happens first of all because players are not themselves master detectives. (More on that in a bit.) They can be relied upon to blow past clues and overlook them. Secondly, if players must roll for finding a clue then there is always a chance that they will fail. Obviously it feels bad as a player to miss a clue because you failed an investigation roll, and for forward progress to falter or halt. So why do we even do this? Just give the clues out for free! It is important to note, however, that it can create a lot of really fun tension to have the story advance despite your best efforts: the killer strikes again, or takes special interest in the investigators and makes it personal. That makes for a good story with high stakes! There's a quotable little section of guidelines in Jared Sinclair's *What's so cool about outer space*[^space] that goes something like, "Something is always happening! Nothing never happens!" [^space]: I'd link to it but Jared wiped all his stuff from itch. You can still find the ghost of it on the *What Is So Cool About* jam: https://itch.io/jam/what-is-so-cool-about-jam That said, I still don't think that failed investigation rolls are fun. In a game where clues are the currency, the very lifeblood of the game, and are vital to its pacing, I don't think they should be withheld. Fail forward, what not. Give the clues out for free. Shift the effort from finding the clues to interpreting them correctly. That's there the potential fail state is. That's the game. You tell me: what's more fun? Investigating a mystery and failing because you come up empty handed, or getting a bunch of clues and failing because you pinned it on the wrong suspect thus making a new enemy and also letting the real criminal slip away? ## Games Are Not Simulations This line of discussion raises the issue of solving a mystery versus playing a game about solving a mystery. Some players want to be Sherlock Holmes in the game, not play a game about Sherlock Holmes. The problem is, nobody is capable of being Sherlock Holmes. That's why we have procedures and mechanics to simulate detection and deduction. No player is a master detective. Think about the difference between playing a game about the behind-the-scenes drama at a chess tournament, and playing a game of chess. Preferring the latter to the former is totally valid. But if that's the case, then go play chess. If all you want out of D&D, for example, is precise tactical combat and strategic thinking, then maybe you don't want to be playing D&D. Maybe you just want some kind of modern historic wargame. The point is that no ttrpg is a perfect simulation. Or if it is, then I don't want to play it. I play ttrpg for two reasons. To feel things deeply, and to tell awesome stories with my friends. If I run an investigative mystery, it's going to involve tricky predicaments, hard choices, and high stakes. Not devilish puzzles solvable only by a fictional genius. ## Conclusion You ain't Sherlock babe. This is first and foremost a game, and it's a game about investigating a mystery. To make up for the fact that you ain't Sherlock. ## Further Reading Fast Mysteries: Dicepool Carved From Brindlewood : https://amag111.itch.io/dicepool-carved-from-brindlewood Doing a Cool Move : https://samsorensen.blot.im/doing-a-cool-move A Small Rant about Investigation in RPGs : https://www.failuretolerated.com/a-small-rant-about-investigation-in-rpgs
0f585c6176469ec79db93f7defb46587d0f583c7
how different games do investigative mysteries and clues
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## Contents 1. [Dungeons & Dragons](#dungeons-&-dragons) 2. [Gumshoe](#gumshoe) 3. [Cthulhu Dark](#cthulhu-dark) 4. [Carved From Brindlewood](#carved-from-brindlewood) 5. [We Used To Be Friends](#we-used-to-be-friends) ## Dungeons & Dragons D&D, Pathfinder, etc. First plan a whole mystery with suspects and clues and a correct answer and everything. Roll Intelligence (Investigation). If you pass, you find a clue. If you fail, then you don't, and the entire game grinds to a halt. Conclusion: D&D is a tactical wargame for simulating heroic adventures. Do not use it for mysteries. No amount of three clue rule[^threeclue] will save you. The classic investigative horror game Call of Cthulhu also falls under this category because of its binary pass / fail investigation roll. https://www.5esrd.com/using-ability-scores [^threeclue]: https://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule ## Gumshoe Trail of Cthulhu, Essoterrorists, Bubblegumshoe, etc. First plan a whole mystery with suspects and clues and a correct answer and everything. Never roll for clues. If you're in a place that has a clue, and if you can apply an appropriate character skill, then you just get the clue. Awkwardly, the rules allow you to sometimes ask for a fake roll just to build some suspense, but then instruct you to disregard the result and just provide the clue anyway. Conclusion: it might feel kind of groundbreaking that the game is about interpreting rules and not finding them. But it doesn't really do anything with this advancement. You still have to interpret the clues correctly. It doesn't save the GM any prep time. And once you figure out this One Weird Trick, you can just play D&D with The Gumshoe Rule by handing out clues where they exist instead of rolling for them. https://en.wikipedia.org/wiki/Gumshoe_System https://pelgranepress.com/2013/10/24/the-gumshoe-system-reference-document/ ## Cthulhu Dark Trophy Dark / Trophy Gold First plan a whole mystery with suspects and clues and a correct answer and everything. Uniquely a *horror* game and not a mystery game, Dark is included here because of its investigation roll: on the worst rolls possible you get between "the bare minimum needed to proceed" and "everything a competent investigator would find," so it's really difficult not to advance the story at every roll. But the central conceit of the game is that the mystery isn't what it seems, and it practically doesn't matter: investigating too well is actively harmful to the investigator. And getting to the true heart of the mystery effectively destroys the investigator. Conclusion: doesn't really save any prep time. Clues are free but cost you your mind. https://www.drivethrurpg.com/en/product/341997/cthulhu-dark ## Carved From Brindlewood Brindlewood Bay, The Between, etc. Plan a whole mystery with no obvious solution including suspects, locations, and a list of generic clues that don't implicate anybody in particular. This is a Powered By The Apocalypse game which means there are Playbooks and an investigation Move (called *The Meddling Move*) that allows the murder maven to investigate. On a Hit (2d6 + Modifier >= 7) you find a clue. Sometimes with a complication. Like Dark, if you roll too well, you might gain dangerous insight into the bigger occult conspiracy. But you nearly always find a clue when investigating. Finally there is a Theorize move that effectively ends the game in which the players "have a freewheeling discussion" about their clues and invent a possible solution to the mystery. If they roll well, their solution is correct. Conclusion: mindblowing upon first encounter, this game puts the solution to the mystery in the hands of the players. Not only is there little to no chance of stalling the game for not finding clues, there is little to no chance of a binary pass / fail when trying to guess the solution. Much less prep needed by the GM: you don't need to come up with elaborate plots and then conceal and obfuscate them; the players will do that for you with their twisted little minds. https://www.gauntlet-rpg.com/brindlewood-bay.html ## We Used To Be Friends First, do not plan a mystery. This is another PBTA game with Moves that generate clues. This time though, clues are not predetermined like they are in Brindlewood. They are an abstraction: you make them up on the spot and at the moment they don't mean anything or implicate anybody. When "Putting It All Together," a player plays banked clues onto a suspect. Players decide based on feelings when the final clue has been placed, and then narratively resolve the mystery and the aftermath. Conclusion: probably the least well known game on this list, WUTBF is also the most abstract and also the most pure from a "playing makebelieve with friends" perspective. Instead of the plot being premeditated and predetermined by the GM, the game is much more collaborative and consensus based. Where Brindlewood takes the conclusion of the mystery and leaves it up to wild conjecture and validates it with a dice roll, Friends says YES AND, what if we do that for the whole thing! Crime, suspect, motive, clues, and all! https://firestormink.itch.io/we-used-to-be-friends-ashcan
993ae3c0683cee261300d40570c2125ed8390550
NO ONE EVER LEAVES
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) 'woff'; } p { text-align: justify; hyphens: auto; } header p { text-align: center; } tbody tr:nth-child(2n+1) { background: rgba(0,0,0,0.05); } td { vertical-align: top; } figcaption { text-align: center; } .photo { margin: 0 auto; border: solid 1px black; display: block; } h2.nav + ul { margin: 0; padding: 0; list-style-type: none; } .card { font-family: 'Dicier'; } ## CONTENTS {.nav} - [LIST OF TABLES](#list-of-tables) - [LEGAL](#legal) - [THIS OLD SPOOKY HOUSE WILL BE A MUCH NEEDED FRESH START FOR OUR FAMILY I CAN'T BELIEVE IT WAS LISTED FOR SO CHEAP SURELY IT WILL BRING US CLOSER TOGETHER AND WE WILL REGRET ABSOLUTELY NOTHING ABOUT THIS LIFE-ALTERING DECISION ](#this-old-spooky-house-will-be-a-much-needed-fresh-start-for-our-family-i-can't-believe-it-was-listed-for-so-cheap-surely-it-will-bring-us-closer-together-and-we-will-regret-absolutely-nothing-about-this-life-altering-decision-) - [ABOUT](#about) - [SAFETY](#safety) - [GETTING STARTED](#getting-started) - [OVERVIEW](#overview) - [HOW TO PLAY](#how-to-play) - [TONE](#tone) - [RANDOM NUMBERS](#random-numbers) - [A NOTATION FOR RANDOM NUMBERS USING CARDS](#notation) - [NUMBERS BETWEEN 1 AND 4](#c4) - [NUMBERS BETWEEN 1 AND 6](#c6) - [NUMBERS BETWEEN 1 AND 10](#c10) - [CREATE A FAMILY](#create-a-family) - [REACTIONS](#reactions) - [EXPERIENCES](#experiences) - [MEMORIES](#memories) - [APPENDIX: GLOSSARY](#appendix-glossary) - [APPENDIX: MAP OF THE HOUSE](#appendix-map-of-the-house) - [APPENDIX: CARD MEANINGS](#appendix-card-meanings) - [APPENDIX: BASEMENT DELVING](#appendix-basement-delving) - [APPENDIX: NO CARDS NO PROBLEM](#appendix-no-cards-no-problem) - [APPENDIX: CREDITS AND INSPIRATION](#appendix-credits-and-inspiration) ## LIST OF TABLES {.nav} - [PHASES OF PLAY](#table-phases){.toc} - [TONE](#table-tone){.toc} - [RANDOM NUMBER BETWEEN 1 AND 4](#table-c4){.toc} - [RANDOM NUMBER BETWEEN 1 AND 6](#table-c6){.toc} - [ERA](#table-era){.toc} - [FAMILY SIZE](#table-size){.toc} - [NAMES](#table-names){.toc} - [GENDER](#table-gender){.toc} - [AGE](#table-age){.toc} - [CONVICTION](#table-conviction){.toc} - [REACTIONS](#table-reactions){.toc} - [EXPERIENCES](#table-experiences){.toc} - [PROXIMITY](#table-proximity){.toc} - [SUIT MEANINGS](#table-suits){.toc} - [CARD MEANINGS](#table-card-meanings){.toc} - [EXPLORATION](#table-exploration){.toc} ## LEGAL "No One Ever Leaves" by dozens is published under the CC BY-NC-SA 4.0 license with additional terms and restrictions specified in the Haunted House License (see below). For exceptions to the creative commons license, contact the author. There are no exceptions to the haunted house license. https://creativecommons.org/licenses/by-nc-sa/4.0/ Dicier, the analog gaming typeface by Speak the Sky, licensed under CC BY 4.0 (https://speakthesky.itch.io/typeface-dicier). The basement picture appearing in APPENDIX: BASEMENT DELVING is a modified version of the original by Thomas Bresson via wikimedia commons, licensed CC BY 3.0. The image and floorplan from APPENDIX: MAP OF THE HOUSE is "Impressive English Tudor Plan 11603GC" from architecturaldesigns.com, all rights reserved. All other images are in the public domain and require no attribution. HAUNTED HOUSE LICENSE: You are now permanently a part of this work and it is now permanently a part of you. Your fates are inextricably intertwined. There is no escaping it. It will follow you wherever you go and accompany you throughout your life. It is your burden. It feeds on you. You will be changed forever and you will never be able to go back to the way things were. Should you ever be so foolish to think that you think you might finally be free of it, you will notice it lurking around corners just out of sight in your periphery. You can never be rid of it. It will haunt you forever. ## THIS OLD SPOOKY HOUSE WILL BE A MUCH NEEDED FRESH START FOR OUR FAMILY I CAN'T BELIEVE IT WAS LISTED FOR SO CHEAP SURELY IT WILL BRING US CLOSER TOGETHER AND WE WILL REGRET ABSOLUTELY NOTHING ABOUT THIS LIFE-ALTERING DECISION
![](img/haunt/haus4.jpg){style="display:block" class="photo"}
## ABOUT Imagine a home. Imagine laboriously and painstakenly building one piece by piece for you and your family. A place where you have a strong sense of self and identity. A sense a safety and belonging. A place that is yours, a place that protects you. Sturdy walls around a warm hearth to keep out the cold and the damp. Now imagine being made to suddenly feel like a stranger in your home. Having your sense of place and comfort taken away from you piece by piece. The walls no longer keep the monsters at bay. Worse yet, you are made to believe that you yourself might be the monster. This is what means to be haunted: for a sense of the uncanny to invade your sense of home. This is a game. Just by reading this you are already playing. Welcome. It is a haunted house game where each turn a new family moves into the old house, is haunted by its previous occupants, and ultimately joins their ranks to haunt the next owners. It is a [solo](#glossary-solo){.link} [journaling](#glossary-journaling){.link} horror game designed specifically to support [succession play](#glossary-succession){.link}.
![](img/haunt/haus1.jpg){.photo}
## SAFETY This is a horror game. It is designed to evoke strong feelings including creeping despair, acute terror, isolation, and dissociation. Hopefully that sounds like a good time to you! Of course you'll be the one creating these feelings for yourself so you have a modicum of control over the situations you find yourself in. But be careful nonetheless.
![](img/haunt/cross5.gif){.photo}
After every couple of hands return here and see how you're doing. Take an emotional and physical self-inventory using the lists below. If you're mostly in the green, then continue playing if you like. If you are in the yellow, then proceed with caution. If you are in the red, take a little break before playing again. GREEN - [ ] This is awesome! - [ ] Yes please! - [ ] This should be a movie - [ ] That was so cool - [ ] So curious what happens next - [ ] I am really connecting with this character right now YELLOW - [ ] I feel alert but relaxed - [ ] I got totally absorbed in this moment - [ ] Lost track of time - [ ] I feel transported - [ ] I felt challenged but in control - [ ] This really tapped into my feelings and I liked it RED - [ ] I didn't feel in control of what was happening - [ ] I feel tense and nervous - [ ] My heart rate is speeding up - [ ] Fidgety and restless - [ ] Fear or anxiety - [ ] This really tapped into my feelings and I didn't like it ## GETTING STARTED You will need: - This book so you can refer to its rules and tables. - At least one standard deck of 52 playing cards. - A journal, paper or digital, or some other a way to keep notes such as dictating to a scribe or notetaker. - And a pen or other favorite writing utensil. If you don't have a favorite writing utensil then use your least favorite. - Time and space to read and think and write and feel. ## OVERVIEW This game is like your favorite 7-layer dip: it's got layers! The game consists of turns. One turn is a complete playthrough during which a family will move into the house, have experiences, and ultimately succumb to the haunting. Think of it as season 1 of "Haunted: The Televison Series" where subsequent turns / seasons tell the story of other families encountering the same house and the ghosts of families from previous seasons. The house will appear in different time periods from turn to turn. It may appear in physically different locations, in different neighborhoods, in different towns, states, or countries. It may look very different from turn to turn with different a floor plan and layout, and in different states of repair and upkeep.
![](img/haunt/overview.png){ class="photo" style="border:none;" }
Play structure
At the start of a turn, you will create a new family for awful things to happen to. They will be fleeing something from their old life, and in search of some kind of a new beginning. Each family member will have a distinct personality that will make them capable of having complex reactions to experiences. Once a family is created, the turn continues with phased play. Each turn is made up four distinct phases that escalate in spookiness and in severity of consequences for the family: the move in, the haunting, the perilous phase, and the finale. Each phase of play consists of an average of 4 dealt hands. A hand is a self-contained thematic scene of related experiences. It is a three-part act: 1. The family gets to have a number of experiences, either individually or as a whole. 2. And then they (and the haunts involved) react to the experiences. 3. Based on their reactions and convictions, the tension will either escalate or deescalate during the fallout of the experiences, creating some kind of outcome as you get ready to transition to the next hand. At the end of each hand, each family member creates memories based on the experiences they had. These memories can become beliefs that guide their behavior during play, and that they will take with them into the afterlife as haunts. When all of the hands in a phase has been played, then it's time to move on to the next phase. During the final phase, the finale, drawing [KING_SPADES]{.card} at any time immediately ends the game. The family succumbs to the house and is added to the ledger, the list of haunts. You get to write an epilogue. The memories of the existing haunts have a chance to fade. Then you can start a new turn. Or if you are playing the succession rules, you can pass the game on to the next player.
![](img/haunt/haus2.jpg){.photo}
## HOW TO PLAY Sound fun? Here's how to play! 1. FAMILY: At the start of each turn, shuffle your cards and [create a new family](#create-a-family){.link} 2. PHASES: Separate your deck of cards into four suits. Shuffle each suit separately, and keep them separated. There is one suit for each distinct phase of play: first clubs, then diamonds and hearts, and finally spades. 3. OVERTONE: At the start of each phase, draw a card to [establish the overtone](#tone){.link}. Hint: when drawing for tone or making other auxiliary or supplemental draws (draws that are not for experiences), draw from a suit / phase pile that is currently not being used so that you don't deplete your current hand of experiences.
Table: [Phases Of Play]{#table-phases}
Name Suit Mood Description Arrival [CLUBS]{.card} Tense New beginnings. Family moves into house. Ignorance, hope, beginnings, structure, opportunity Haunting [DIAMONDS]{.card} Weird Weird stuff happens. Conflict, corruption, deception, secrets Perilous [HEARTS]{.card} Dangerous Isolation, violence, courage, delirium, captivity, prophecy, aid Finale [SPADES]{.card} Fatal Entombed, succumb to the house. Surrender, judgment, ending, renewal, loss
4. EXPERIENCES: [Deal c6 cards](#table-c6){.link} facedown into a single hand. Turn the cards in hand face up one at a time, looking each one up on the [Experiences Table](#table-experiences){.link}. Resolve them one at a time, or consider them together all at once. 6. JOURNAL: Pause to consider your experiences and make a note in your journal. Add your experiences to your memories if you can. 7. REACTIONS: Decide or randomly choose which family member(s) and haunt(s) are involved in, or most affected by, the experiences from this hand. Have each of them [react](#reactions) and then add up all of their [conviction](#reactions) together. If the total is greater than zero, things get complicated and the tension gets worse. If it is zero or less, then things let up. Some of the tension resolves. The larger the number the greater the effect. 8. OUTCOME: After the reaction, there is an outcome or fallout. Some logical conclusion of experience plus reaction. Write it down. 9. MEMORIES: Add experiences to character [memories](#memories), rephrasing them as you like. 7. CONTINUE: Repeat until you have finished the clubs phase. Then continue with the diamonds, hearts, and spades phases. The risks should get riskier with each subsequent phase. The haunts more severe. Whenever you turn over [KING_SPADES]{.card}, your family immediately succumbs to the house. Add them family to the Ledger so they can haunt the next family. 8. EPILOGUE: Write about the final moments of your family, or what happens afterward to them, the house, the neighborhood. 8. FADING: Erode the [memories](#memories){.link} of the existing haunts in the Ledger. 9. REPEAT When playing, be sure to skip forward and backward as needed, adding and revising details as you like to characters, experiences, etc. Don't feel like you need to address and incorporate every single card you draw if you don't want to. If it doesn't spark inspiration, set it aside for now. You can come back to it later to address it after the fact once you've gotten inspiration for how to interpret it. Or you can ignore it entirely. The rules and the cards are here to assist you and guide your intuition. Not bind you. If you perceive or intuit something that will make the story better or make the game more fun for you, then that takes precedence over the rules as written.
![](img/haunt/haus5.png)
## TONE Look, this is a haunted house story. It's always going to be kind of dark and spooky. But the tone is more nuanced than that, and it changes over time. A shift in tone marks shift between scenes, and gives each one its own specific flavor of spookiness. At the start of each phase, draw a card to establish the overtone. Allow this overtone to color your experiences and inform the overall mood throughout all phases of play. Feel free to draw an optional undertone at the start a new hand and consider the combination of overtone and undertone. Perhaps a moment of quiet resolve and determination in the midst of a chaotic and thrilling chase. Or maybe a sudden outburst during a scene of quiet melancholy.
Table: [Tone]{#table-tone}
Card Result Description [DIAMONDS]{.card} [HEARTS]{.card} or [ACE]{.card} - [SIX]{.card} Bright Intense, loud, boisterous, violent, passionate, reckless, mocking, frivolous [SPADES]{.card} [CLUBS]{.card} or [SEVEN]{.card} - [QUEEN]{.card} Dark Melancholy, quiet, intense, contemplative, weary, brooding, cool, quiet, introspective, calculating
![](img/haunt/haus3.jpg){.photo}
## RANDOM NUMBERS Playing cards can be used with little to no effort to simulate rolling four-sided, six-sided, and ten-sided dice. That said, it is even less effort to use dice if you have them around. So, optional rule: you can use dice if you want to. But the default rules are to use cards. So here's how to do that! ### A NOTATION FOR RANDOM NUMBERS USING CARDS {#notation} But first: The phrase "Draw on the 'Random Number Between 1 And 6' table" or even "draw a number between 1 and 6" can grow to be tedious and verbose. Let's develop a convenient shorthand. To roll a six-sided die is to "roll d6." So let's say that to draw a random number between 1 and 6 is to "draw c6." Where d = dice, c = card. Let's use this notation from now on. When you see "draw c6" now you'll now what that means. And if you see "draw 2c6" you'll know that means to draw twice on the 'Random Number Between 1 And 6' table, and so on. ### NUMBERS BETWEEN 1 AND 4 {#c4} You can use cards to simulate a four-sided die to get a random number between 1 and 4.
Table: [Random Number Between 1 And 4]{#table-c4}
Card Result [CLUBS]{.card} 1 [DIAMONDS]{.card} 2 [HEARTS]{.card} 3 [SPADES]{.card} 4
### NUMBERS BETWEEN 1 AND 6 {#c6} This one is the most complicated because it requires a little math (dividing and rounding). But it's not that bad and you'll get the hang of it once you do it a few times. You got this. To use cards instead of a six-sided die, divide a card's value by 2 rounding down. Ignore aces.
Table: [Random Number Between 1 And 6]{#table-c6}
Card Result [ACE]{.card} Draw again [TWO]{.card} - [THREE]{.card} 1 [FOUR]{.card} - [FIVE]{.card} 2 [SIX]{.card} - [SEVEN]{.card} 3 [EIGHT]{.card} - [NINE]{.card} 4 [TEN]{.card} - [JACK]{.card} 5 [QUEEN]{.card} - [KING]{.card} 6
### NUMBERS BETWEEN 1 AND 10 {#c10} Getting a random number between 1 and 10 is simple. Draw a card and look at its value. A = 1, 2 = 2 ... 9 = 9, 10 = 10. Ignore face cards (jacks, queens, kings) and draw again. ## CREATE A FAMILY 1. Draw an era for this haunting. The house is simultaneously present in the past, present, and future all at the same time. Just like you are. Make up a location for the house that is interesting to you. You can be familiar with it or not. What does the house look like in this time? What do the neighbors think of it? Does it have a nickname that the neighborhood children call it? Are there any interesting landmarks nearby? Does it have any interesting lawn features like a gazebo or a vegetable garden or a small pond? Write it down.
Table: [Era]{#table-era}
Card Result [ACE]{.card} Draw again [TWO]{.card} - [THREE]{.card} Distant past [FOUR]{.card} - [FIVE]{.card} Proximate past [SIX]{.card} - [NINE]{.card} Present [TEN]{.card} - [JACK]{.card} Proximate future [QUEEN]{.card} - [KING]{.card} Distant future
2. Family size should be a couple humans. Around 1 - 3 give or take. [Give them some names](#table-names){.link}, [ages](#table-age), [pronouns](#table-gender), etc. Why did they move here? What new start are they looking forward to? What are they leaving behind? Write down what the family is fleeing, and what they are in search of.
Table: [Family Size]{#table-size}
[CLUBS]{.card} [SPADES]{.card} [DIAMONDS]{.card} [HEARTS]{.card} Single 2 or more adults One or more children No Children Pet(s) No Pets
3. Fill out the [Reaction Wheel](#reactions){.link} for each family member. 4. Age and gender: you may already have an idea of the age and gender for each family member when you are create them. But if you don't, and would also like to leave such things to chance, draw on the [gender table](#table-gender){.link}, and draw `c6 * 10 + c6` for age. (E.g. [FOURCLUBS]{.card}, [THREESPADES]{.card} = `2 * 10 + 1 = 21`.) (See [age table](#table-age){.link}.) Optionally, when you draw an ace, discard it and draw again as usual, and multiply the result of the new card by 2 for the rare chance of a 132 year old resident.
Table: [Gender]{#table-gender}
Card Gender [ACE]{.card} Draw again [TWO]{.card} - [THREE]{.card} Man [FOUR]{.card} - [FIVE]{.card} Woman [SIX]{.card} - [SEVEN]{.card} Both [EIGHT]{.card} - [NINE]{.card} Neither [TEN]{.card} - [JACK]{.card} Trans [QUEEN]{.card} - [KING]{.card} Other
Table: [Age]{#table-age}
Card Tens Ones [ACE]{.card} Draw again Draw again [TWO]{.card} - [THREE]{.card} 10 1 [FOUR]{.card} - [FIVE]{.card} 20 2 [SIX]{.card} - [SEVEN]{.card} 30 3 [EIGHT]{.card} - [NINE]{.card} 40 4 [TEN]{.card} - [JACK]{.card} 50 5 [QUEEN]{.card} - [KING]{.card} 60 6
Table: [Names: Male/Female/Surname]{#table-names}
Card [CLUBS]{.card} [DIAMONDS]{.card} [HEARTS]{.card} [SPADES]{.card} [ACE]{.card} Josiah/Terri/Phillips Emanuel/Lila/Gonzalez Leland/Cassidy/Sanchez Brooks/Kiara/Hill [TWO]{.card} Jerald/Lesley/Smith Finn/Hanna/Wilson Guy/Karla/Clark Curtis/Jasmine/Flores [THREE]{.card} Judah/Ebony/Johnson Christopher/Karen/Anderson Kirby/Maeve/Ramirez Alijah/Kaylin/Green [FOUR]{.card} Mauricio/Juliette/Williams Bart/Paola/Thomas Owen/Suzanne/Lewis Romeo/Hayden/Adams [FIVE]{.card} Eugene/Marie/Brown Aron/Beulah/Taylor Ivan/Shelby/Robinson Nick/Lacey/Nelson [SIX]{.card} Quincy/Ciara/Jones Carlo/James/Moore Cleveland/Julissa/Walker Drew/Gianna/Baker [SEVEN]{.card} Asher/Makayla/Garcia Ned/Maci/Jackson Jonathan/Brenda/Young Tracy/Ariel/Hall [EIGHT]{.card} Kent/Candace/Miller Ignacio/Adalyn/Martin Dillon/Breanna/Allen Forest/Amira/Rivera [NINE]{.card} Leslie/Ethel/Davis Ayden/Camila/Lee Ellis/Eunice/king Justin/Pamela/Campbell [TEN]{.card} Felix/Shelly/Rodriguez Lorenzo/Hope/Perez Branden/Sasha/Wright Carson/Addison/Mitchell [JACK]{.card} Felipe/Reese/Martinez Elias/Tonya/Thompson Emmett/Krystal/Scott Lukas/Susie/Carter [QUEEN]{.card} Guillermo/Allie/Hernandez Tucker/Mya/White Barrett/Kerri/Torres Arnold/Penny/Roberts [KING]{.card} Eric/Shirley/Lopez Kellen/Sage/Harris Everett/Tanya/Nguyen Joaquin/Raven/Gomez *Random selections from the top 1,000 US names (updated for 2023) from namecensus.com*
## REACTIONS Both occupants and haunts are nuanced and unpredictable people capable of a variety of reactions. Each reaction has a likelihood, its chance of occurring, and a conviction, how strong the reaction is and whether it is calming or intensifying. 1. Draw on the [Reactions table](#table-reactions){.link} 2. Draw on the [Conviction table](#table-conviction){.link}. Positive numbers will escalate tension and negative numbers will deescalate tension.
Table: [Conviction]{#table-conviction}
Card Conviction [ACE]{.card} Ignore and redraw [TWO]{.card} - [THREE]{.card} -3 [FOUR]{.card} - [FIVE]{.card} -2 [SIX]{.card} - [SEVEN]{.card} -1 [EIGHT]{.card} - [NINE]{.card} +1 [TEN]{.card} - [JACK]{.card} +2 [QUEEN]{.card} - [KING]{.card} +3
3. [Draw c6](#table-c6){.link} to determine a reaction likelihood between 1 and 6. Fill in that number of pie segments on the character's reaction wheel. Label it with the Reaction + Conviction.
Table: [Reactions]{#table-reactions}
Card [CLUBS]{.card} [SPADES]{.card} [DIAMONDS]{.card} [HEARTS]{.card} [ACE]{.card} Lonely Suspicious [TWO]{.card} Confused Violent [THREE]{.card} Remorseful Arrogant [FOUR]{.card} Sorrowful Agitated [FIVE]{.card} Compassionate Patient [SIX]{.card} Frightened Jealous [SEVEN]{.card} Emotional Haughty [EIGHT]{.card} Professional Frightened [NINE]{.card} Trusting Guilty [TEN]{.card} Honest Manipulative [JACK]{.card} Decisive Broken [QUEEN]{.card} Friendly Aggressive [KING]{.card} Curious Dishonest
Example: Below is a blank reaction wheel. It has ten segments.
Figure: Blank Reaction Wheel
![](img//haunt/pie.png){style="width:50%;display:block;margin:0 auto;"}
Let's fill it out. I start by drawing 3 cards for reaction, conviction, and likelihood. I drew [TEN_CLUBS]{.card}, [NINE_HEARTS]{.card}, and [QUEEN_CLUBS]{.card}. That's Manipulative +1 with 6 likelihood. So I'll fill in 6 segments and label it, and will keep drawing three cards at a time until all 10 segments are filled.
Figure: Reaction Wheel Step 1
![](img//haunt/pie-1.png){style="width:50%;display:block;margin:0 auto;"}
Next hand is [SIX_CLUBS]{.card}, [ACE_CLUBS]{.card}, and [SIX_DIAMONDS]{.card}. That's Jealous -3, 3 So I'll fill in the next 3 segments with "Jealous -3".
Figure: Reaction Wheel Step 2
![](img//haunt/pie-2.png){style="width:50%;display:block;margin:0 auto;"}
Only 1 segment left. It doesn't really matter what my Conviction is; this next hand will complete the track. [QUEEN_DIAMONDS]{.card}, [NINE_CLUBS]{.card}, [ACE_DIAMONDS]{.card} = Friendly +1 ... and we normally would need to redraw the [ACE]{.card}. But again, there's only one segment left, so it doesn't matter.
Figure: Reaction Wheel Step 3
![](img//haunt/pie-3.png){style="width:50%;display:block;margin:0 auto;"}
Now we have a complete Reaction Track! From now on, When you are uncertain how a haunt or occupant would react to a situation, [draw c10](#c10){.link} on this wheel, and then you'll know! Note: You don't always have to draw on the reaction wheel every time! During play, if you there is an obviously logical or interesting way for a family member or haunt to react to a situation, then have them react that way! The reaction wheel is merely a tool to help you if you are uncertain. ## EXPERIENCES
Table: [Experiences]{#table-experiences}
Card [SPADES]{.card} [ACE]{.card} Objects fly off the shelves when you enter a room [TWO]{.card} Furniture moves itself, rearranging itself into bizarre patterns and configurations [THREE]{.card} The feeling that somebody who's not there just brushed past you [FOUR]{.card} All the electronics suddenly turn on at full volume at the same time [FIVE]{.card} Blood pooling on the floor or spattered on the walls [SIX]{.card} Shadowy figures darting through hallways, appearing briefly in doorways [SEVEN]{.card} The pervasive smell of rotting meat coming from inside the walls [EIGHT]{.card} A new door appears somewhere in the house leading somewhere unfamiliar. [NINE]{.card} Bruises appear on your body in the shape of a hand print [TEN]{.card} Rooms and hallways suddenly seem the wrong size. Slightly larger or smaller than they should be. [JACK]{.card} Waking up with scratches on your arms, feeling like something heavy is sitting on your chest [QUEEN]{.card} Doorknobs crumble and walls splinter when you touch them [KING]{.card} You become one with the house
Optionally, you may [draw c4](#table-c4){.link} for Proximity for an experience.
Table: [Proximity]{#table-proximity}
Card Proximity [CLUBS]{.card} Distant [DIAMONDS]{.card} Near but in another part of the house [HEARTS]{.card} Close, in this room [SPADES]{.card} HERE AND NOW
## MEMORIES A memory is a container for experiences, a way to periodically summarize a character's experiences in the house. The character will carry their memories with them into the afterlife when they become a haunt, at which point their memories will slowly erode until they eventually lose touch and forget what brought them here. A character has four memory slots. Each memory can hold up to four experiences. You can add experiences to memory slots in any order, grouping them thematically, crossing out experiences and adding new ones, etc. Memories change over time after all. When a memory is complete, when it holds four experiences and seems stable, write a short line summarizing it. This will often naturally be phrased as a new belief based on the collection of experiences. And these new beliefs may guide and influence that charaters's choices and behaviors as the game continues. Here's an example of one memory slot from my first playthrough belonging to eight year old Guillermo. - I fell and hurt myself skating - Gomez got hurt protecting us from coyotes - My mom has gone crazy from the house - The house is hurting - SUMMARY: I guess pain and suffering is a part of life Consequently, Guillermo grew to expect pain and disappointment and developed an unflinching acceptance of it. Poor kid! For haunts, memories erode at the end of each turn. For each haunt [draw c6](#table-c6){.link}. On a six, cross out one extant experience, or one empty memory for that haunt. What does it mean when to cling to a memory or belief when you can no longer remember any experiences to back it up or justify it? What happens to a haunt who longer has any memories? ## APPENDIX: GLOSSARY [Conviction]{#glossary-conviction}: : A number between -3 and +3 that describes how strong a reaction is. When added together with all other convictions at the end of a hand, determines whether the scene ends with escalation or deescalation. [Experience]{#experience}: : A single thing that happens during a single scene. Corresponds to a single draw during a game phase. Usually happens in groups of experiences called hands. [Hand]{#glossary-hand}: : One scene. A single deal of 1 - 6 experiences. Hands are dealt repeatedly until the current phase is over. [Haunt]{#glossary-haunt}: : A ghostly resident of the house. A shade of a former occupant made up of fading memories and strong reactions. [Journaling game]{#glossary-journaling}: : A game where you read prompts and then think about them and then write about your thoughts and feelings and experinces. Each entry can be a few words or a few sentences or much longer. [Likelihood]{#glossary-likelihood} : A number between 1 and 6 associated with a reaction that is both how many segments of a [reaction wheel](#glossary-reaction-wheel){.link} a reaction occupies, and also the percent chance that a character reacts that way during a hand. [Memory]{#glossary-memory}: : Comprised of up to four experiences. Memories are built up during an occupant's time in the house, and then slowly decay over time after they become haunts. [Phase]{#glossary-phase}: : One of four periods of play comprised of a number of hands [Reaction]{#glossary-reaction}: : A reaction or temperament, but also its [conviction](#glossary-conviction){.link} and [likelihood](#glossary-likelihood){.link}. [Reaction wheel]{#glossary-reaction-wheel} : A ten-section clock, wheel, or track that tracks the likelihood and strength (conviction) of a character's possible reaction to a scene. [Solo game]{#glossary-solo}: : A (role-playing) game that you play by yourself. There are lots of reasons to play solo: you want to play Right Now and don't have any friends around; you want to play soon-ish but can't seem to schedule time with friends; you want to play at your own pace, your own speed, and have private experiences; you want to experience something that is for you and you alone; etc. In a solo game you adopt the role of, and play as, either a character that you create for the express purpose of playing the game, or some approximate version of yourself (you, but older or younger or braver or stronger, etc), or some kind of combination of the two. [Succession game]{#glossary-succession} : A style of play where the game is played using the solo rules, but also passed each turn from player to player in succession. It is a kind of "group play with solo rules." [Tone]{#glossary-tone}: : Bright vs Dark. Each phase has an overtone that describes the overall vibe or mood of a scene. [Turn]{#glossary-turn}: : One complete playthrough of all four phases. A complete narrative experience of a family moving in, being haunted, and succumbing to the house. During succession play, the end of a turn is when the game is passed to the next player. ## APPENDIX: MAP OF THE HOUSE
Floorplan of the house
![](img/haunt/floorplan.jpg){style="display: block"}
## APPENDIX: CARD MEANINGS Additional meaning of cards inspired by tarot and numerology. If you are ever looking for a little extra inspiration, then draw a card and consider its meaning based on your own intuition, or based on the tables here.
Table: [Suit Meanings]{#table-suits}
[CLUBS]{.card} [DIAMONDS]{.card} [HEARTS]{.card} [SPADES]{.card} Class Artisans, laborers Merchants Clergy Nobility, military Element Fire (hot, dry) Earth/mud (cold, wet) Water/steam (hot, wet) Air (cold, dry) Domain Magic Opportunity Compassion Understanding Meaning Passion, inspiration, willpower, creativity Nature, physicality, wealth, stability Spirituality, emotion, love, relationships Logic, ideas, intellect, communication
This is a hierarchical order from the tarot based on social clout and social status: clubs represent artisans and laborers, and are the lowest rank; diamonds are the merchant class; hearts the clergy; and spades, the military and nobility, rule the suits. This is also, come to find out, the same order used for contract bridge. An alternate order based on the tarot symbolizes the manifestation of the spiritual (clubs/wands) to the physical (diamonds/pentacles), through emotion (hearts/cups), and intellect (spades/swords). The classical elements associated with these realms are fire (clubs), water (hearts), air (spades), and earth (diamonds). Using this sequence, low to high (diamonds, spades, hearts, clubs), to evoke the sublimation of the physical to the spiritual is certainly appropriate for this game as you guide your families from their earthen forms to their new ghostly ones.
Table: [Card Meanings]{#table-card-meanings}
Card Meaning [ACE]{.card} Beginning, opportunity [TWO]{.card} Balance, duality [THREE]{.card} Growth, creativity [FOUR]{.card} Stability, structure [FIVE]{.card} Change, conflict [SIX]{.card} Cooperation, communication [SEVEN]{.card} Knowledge, reflection [EIGHT]{.card} Accomplishment, mastery [NINE]{.card} Attainment, fruition [TEN]{.card} Completion, renewal [JACK]{.card} Knows (domain) [QUEEN]{.card} Has (domain) [KING]{.card} Is (domain)
## APPENDIX: BASEMENT DELVING DO NOT GO INTO THE BASEMENT! But sometimes you just might have to go into the basement to retrieve an artifact or a loved one, or to seek hidden information, or just to explore its hidden depths. Note that "basement" can refer to almost any part of the house that is spooky and that is much larger than it should be. It can be the actual basement, or the attic, or that one boarded up bedroom nobody is allowed in, or even a wardrobe. You will need: - A deck of cards - Maybe a small token like a coin to mark your place on the map. Remove [KING_SPADES]{.card} from the deck and shuffle the remaining cards. Deal out 24 cards face down. Set the deck aside. Add [KING_SPADES]{.card} to your 24 cards so that you now have 25, and reshuffle. [KING_SPADES]{.card} represents your GOAL, your reason for entering the basement. (Make sure you know what your GOAL is before proceeding.) Deal the cards into a staggered 5x5 grid: ``` A B C D E 0 o o 1 o o o 2 o o 3 o o o 4 o o 5 o o o 6 o o 7 o o o 8 o o 9 o o o ``` Flip the bottom middle card face up. This is the basement entrance. If / when you turn over a card of the same color and face value, this is an exit to a deeper level of the basement. For example, If the basement entrance is [FIVEHEARTS]{.card}, then [FIVEDIAMONDS]{.card} is an exit. When entering a new room, turn that card over and look it up on the [exploration table](#table-exploration). With the cards remaining in the deck, [draw 3c6](#table-c6){.link} to determine the exit locations for that room/area. ``` 1 .---. 6 | | 2 | | 5 | | 3 '---' 4 ``` Exits: 1. North 2. Northeast 3. Southeast 4. South 5. Southwest 6. Northwest Doubles = A dark, winding hallway (10 x pips) feet long Triples = No exit! The layout of the basement is bewildering and disorienting. You will often find doors leading back into rooms where there was no door before. Some rooms are not reachable by any door or hallway. Remove them from the grid.
Table: [Exploration]{#table-exploration}
Card [SPADES]{.card} [CLUBS]{.card} [HEARTS]{.card} [DIAMONDS]{.card} [ACE]{.card} - [TEN]{.card} Nothing Something Bad [JACK]{.card}, [QUEEN]{.card}, [KING]{.card} Something good A small comfort or respite
For inspiration draw on the [experiences table](#table-experiences) or draw a card (or two) and look it up on the [suit meaning](#table-suits) and [card meaning](#table-card-meanings) tables.
![](img/haunt/basement.jpg){.photo}
## APPENDIX: NO CARDS NO PROBLEM Featuring patent pending FINGER JAB technology! All you gotta do is close your eyes and jab your finger a few times at this table, or bounce the eraser of your pencil on it a few times, or wave your pen around over head a few times and then let it fall where it will on the page. There! Now you have a random card.
Figure: Finger Jab Card Table
``` 3H 2S 6S 3H 0D 9S QC 3C 9H 4H 0S KH KD 9S 6C 6C KC 6H 3S QC 2D 2D 3C 3C 8H 9H KC 9D 2C 3H 9D AH 5H AC KH QD 8D JD QH QS JC 2H KD AH QS 7D 7D 3H AH 7D 6C 9C 4S 9S KH JS 8C 5C 7C 6H QD 4C 6S 7S JS 5D AD 3D 0D 3C JS AS 9S 9C 2D 3D 9C JS 2C 0H 7S JC 2S 7C 7C 0C KC 5C QS AC 4H QS 9C 4H AC 2D QH 5S 0C 6C 7H 8H 4S 7S 6S 0D QD KH AS 5H 0C KC 5D 9H 4C 4D 4S 4C 5C KS 5S 2S 0H 6C AC QC 0D JC 5C 5D JH JC QC 0S 9D 8S 0H 4D 8S QD AD AD QH 5D 9S 7H 3D 5S KD 5H 8D QD JD 0S 6H 3H QS 8C 7C 5S QS 4H 5C 5D 5C 8D 0C AC 7H KH 5S 8C 3D KC 9D 9H 9C AH 8S 6D AC KC 0C 4H QD 2D 2C 0D 0C 8S 7H QC 8D 8H 2S KH KS 2D AD 5H 2C KS 8C AC 8C JC 9H 4S 5D JD JD 5D 0H 6D 9S AH 7D 9H 8D KC 2C 9D QS 4D 2S KS 0D 2S QC 5D 5D KC JD AS 6S 3D KS 3C QC 6S 9H 0S 7C 4H 3C 7C 3S 5H 4H 8C 2H 8H JH AD 6S JC 9C 8D 3S 2H KH 3S 0S AS JH 8C 4H QH 5H 6D 3D 6H 7C KC AD 4D AH 3S 5C 0S 5H AC JD JC 4C 6C QD QC KC JH 6D QD 0H 6C 6C 8S 8C QD JH 7H 6C 4S JS 5C 6D 3C 4D 2H 8D JS 0C KS 9H 2C 3D 3S 6H 8D KS 9H 2D AS QS 4H JH 8S 7S 9C 7D JS QH QD 2C 5S 6D 7C 8H 0S 5S 8D 2H 4H AS 4C JD 9C 6D 8S 2H 3H 2C 8S 5S KD JS 9C 3S AD JC 7D 4D 6H 9H JH JD QS AS 9C 2H 4D 7H 8S KC QS 3S 7S 8D AC 4S 0H JH 9D 0C 0C AS 2H 7H AD QS 4C 0S 5D 2S 4S QH 5H 0H 7H KS 0H JS 0D 3D 6C 0D 2C 8S KD 6H AD 9D 9D 3S 4S QH 2S 7D QH 5H JD 0H 5S KH JH 2H 4S 2C 8H 0D 3C 4D 4C AS 0D 6C 9S 3D 5D 9S 2C 4D KH JS AC KH QC 6S AS 2D KD 2H 7S 7C JC 7C 9H 4C JD 6H 4H 0C QH 6H 3D 5H 2S 2S KD QH KD 7H 7D 8H 7D 4C AS QD 4C 2D 3H 3H QC 2S 0S 5S 0H 5C 2H AH 4D 4S JC 6H 7S JS 3H 8H 4C 7D 2D 4S 7H 5C AD 0H 6D AD QH QC KD KS 8C 6D 6S KS 8H 9D 6S 7S 2D 3H 7H 6S 7D AH 3H 0S 9D 7S KD 8H 9S 3C 8C JH 8D 8C 0C 3S 3S 5H JC AH AH 7C 5S 9C 5C 8S 6H 6D 9S 3D 7S 0S 3C 3C KD 8H AH 9S AC 4D 7S JH 9D KH 6D 6S 0D KS JD 4H AS 4C JD 9C 6D 8S 2H ```
## APPENDIX: CREDITS AND INSPIRATION Stuff I have been reading, watching, playing, thinking about while making this Haunted Houses : American Horror Story Murder House : House of Leaves, Mark Danielewski Succession Game : Boatmurdered (Dwarf Fortress Game): https://en.wikipedia.org/wiki/Boatmurdered Card and Dice Mechanics : Alone Among The Stars: https://noroadhome.itch.io/alone-among-the-stars : The Quiet Year: https://buriedwithoutceremony.itch.io/the-quiet-year : Swords Without Master: https://epidiah.itch.io/worlds-without-master-issue-3 : No Cards No Problem: https://serialprizes.itch.io/no-cards-no-problem-0c0p : One Page Solo Engine: https://inflatablestudios.itch.io/one-page-solo-engine Memories as Inventory : Thousand Year Old Vampire (One of the spookiest and best solo journaling games there is): https://timhutchings.itch.io/tyov Safety : The Support Flower https://the-act-apart.itch.io/the-support-flower Reactions and Conviction : Cloud Empress Solo Rules: https://cloudempress.com/ Card based exploration : Cardtography: https://koboldpress.com/howling-tower-cardtography/ : Carta SRD: https://peachgardengames.itch.io/carta-srd
32c2dcb7278099e69d59640ba7460c3f15f4bbb7
a very special lyrmwithmas
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## CONTENTS - [ABOUT](#about) - [HOW TO PLAY](#how-to-play) - [ANSWER BUBBLES](#answer-bubbles) - [DESERT BLOOM](#desert-bloom) - [PLAYBOOK](#playbook) - [BOONS](#boons) - [GLOOMS](#glooms) - [BEATS](#beats) - [APPENDIX: SPARKS](#appendix-sparks) - [APPENDIX: 1dEVERYTHING](#appendix-1deverything) - [APPENDIX: RECIPES](#appendix-recipes) - [APPENDIX: THE BALLAD OF LYRMWITH (EXCERPT)](#appendix-the-ballad-of-lyrmwith-excerpt) - [APPENDIX: CREDITS AND INSPIRATIONS](#appendix-credits-and-inspirations) ## ABOUT This is a game in which you imagine what it's like to be part of a culture that celebrates Lyrmwithmas, a holiday of destruction and renewal. Of loss and hope. Tragedy and community. ## HOW TO PLAY You play by answering questions and writing in your journal. Your journal is a safe place for all of your cherished Lyrmwithmas memories, trials, hopes, and dreams. Lyrmwithmas is an annual holiday of remembering all that which Lyrmwith has destroyed and taken from you. Of appeasing Lyrmwith so that she doesn't destroy you or your loved ones. But also of celebrating life and togetherness and community, and not being destroyed for at least one more year. In other words, Lyrmwithmas is a time of GLOOM and BOONS. For the great and terrible Lyrmwith, she giveth and she taketh away in equal measure. To play, all you need is this book, a pencil or a pen if you're feeling particularly resolute. And a quiet space and some time to think and write. When you have finished answering the prompts as instructed in the PLAYBOOK, the game is over. At the end, you will have a lovely Lyrmwithmas keepsake journal full of your own special and unique memories, traditions, hopes, and fears. ## ANSWER BUBBLES Each GLOOM and every BOON presents you with a prompt and then offers you a choice of options: YES AND, YES BUT, and NO BUT. You can choose any option you like, but when you do you must come back here and fill in an Answer Bubble for that option. When an options bubbles are all filled in, you can no longer choose that option any longer. This is Lywmwith's blessing to you: that your life may be varied and interesting, that you will not tread the easiest path, nor the most difficult. Your journey will have ups and downs.
ANSWER BUBBLES ------- --------- YES AND YES BUT NO BUT
Table: Answer bubbles
## DESERT BLOOM But before you begin... Lyrmwithmas is a season of joy and celebration. But also one of loss. This game explores themes such as grief and loss. The DESERT BLOOM is a flower with yellow petals surrounding a red center, surrounded by green leaves. As you play, return here any time you see a flower (๐ŸŒธ) in the playbook. Note which physical and emotional sensations you are experiencing on the flower below. How often are you in the green? What connects the moments that tend to be green? How can you seek out more of those moments and feelings? If you're in the green most of the time, things are going well. How often are you in the yellow? These moments are deeply engaging. A mix of green and yellow is often the ideal playing experience. Are you dipping into red? This is a sign that things may be a little too intense for you right now. Think about what brought you here, and consider staying away from those things. Consider taking a break. ### GREEN - [ ] This is awesome! - [ ] Yes please! - [ ] This should be a movie - [ ] That was so cool - [ ] So curious what happens next - [ ] I am really connecting with this character right now ### YELLOW - [ ] I feel alert but relaxed - [ ] I got totally absorbed in this moment - [ ] Lost track of time - [ ] I feel transported - [ ] I felt challenged but in control - [ ] This really tapped into my feelings and I liked it ### RED - [ ] I didn't feel in control of what was happening - [ ] I feel tense and nervous - [ ] My heart rate is speeding up - [ ] Fidgety and restless - [ ] Fear or anxiety - [ ] This really tapped into my feelings and I didn't like it ## PLAYBOOK There are three types of prompts: BEATS, GLOOMS, and BOONS. The playbook will tell you which BEAT to read. But you get to choose any GLOOM or BOON. Choose at random, or based on what you like, or roll a dice. Each time you choose an option, remember to check off an Answer Bubble. Read the prompts, choose a response, think about it, and then write in the pages at the back of your journal. That's the game. When you write, you can write as yourself, an approximate version of yourself, or a totally different fantasy version of yourself. There six GLOOMS and six BOONS but you will only be instructed to choose three of each while playing. Some experiences you don't get to have. That's what choice means. 1. BEAT: Lyrmwith 2. Choose a GLOOM 3. Choose a BOON 4. BEAT: Caroling 5. Choose a GLOOM 6. Choose a BOON 7. BEAT: Platters 8. Choose a GLOOM 9. Choose a BOON 10. BEAT: Reflection Welcome to your lyrmwithmas journal! This book belongs to: 1. BEAT: LYRMWITH 2. GLOOM

~ ๐ŸŒธ ~

3. BOON 4. BEAT: CAROLING

~ ๐ŸŒธ ~

5. GLOOM 6. BOON

~ ๐ŸŒธ ~

7. BEAT: PLATTER 8. GLOOM

~ ๐ŸŒธ ~

9. BOON 10. BEAT: REFLECTION

~ ๐ŸŒธ ~

## BOONS There are six boons listed here. Your playbook will instruct you to select three of them. Each time you are instructed to select one, you can choose one that calls out to you, or pick one at random using a six-sided die. When answering questions, feel free to pause and look at the results of your 1DEVERYTHING roll, or consult APPENDIX: SPARKS to help set the mood and tone for your answers. ### 1. TRADITION An elder tells you about how they celebrated Lyrmwithmas back when they were young. Who are they to you? What forgotten tradition do they share with you? Do you help revive the old time tradition? - **YES AND** it catches on like wildfire! The older ones catch nostalgia and the younger ones find it novel. How do Lyrmwithmas celebrations change as a result? - **YES BUT** there is an unexpected consequence. How does reviving the past change Lyrmwithmas in an unintended way? - **NO BUT** you listen to and spend time with your elder. How does your bond change as a result? ### 2. HOPE Times are hard and getting harder. You have lost too much and endured too much. But you believe in a better way. Choose somebody you think needs hope this Lyrmwithmas. Do you share your vision of the future with them? - **YES AND** they are comforted by your words. Describe how hope changes their outlook and their actions. Does having somebody share your hope change you, or your community? - **YES BUT** your words fall on deaf ears. Why are they unale to feel hope? Does this rejection change your relationship? - **NO BUT** you keep your hope alive and stoke it in the flames of your heart, keeping it warm and well and alive. Why don't you trust your friend with your secret? ### 3. DECORATION There are many traditional Lyrmwithmas decorations. Some are old traditions, like eggs and coins and shiny platters. (Anything round and/or shiny, really.) And some are newer, like streamers (colorful!) and pineapples (scaly). This Lyrmwithmas the responsibility of decorating the hall falls to you. What does the hall look like? Who do you enlist to help you? Do you keep with tradition and use the tried and true decorations? - **YES AND** your decorations are a smash hit! The elders cannot remember the hall ever looking so festive! What small favor do you win for your decor? - **YES BUT** try as you might, it just doesn't come together. You stay up all night decorating, but all the attention goes to your rival, whose decorations are the talk of the town. Who is your rival? How did they manage to show you up despite all your preparations? - **NO BUT** in a flash of brillriance you decide to come up with your own decorations! What do you choose, and what does it symbolize to you? Your avant guard decor scandalizes the elders, and confuses many of your peers. But those who get it, love it. What new art movement have you started in town? ### 4. MEMORY You have a cherished Lyrmwithmas memory. Something from when you were younger and inexperienced in the ways of the world. What is it? Now you are older, and you make new memories with new friends. Perhaps with new family. Do you forget your cherished memory to make room for the new? - **YES AND** it is lost to you forever. What is your new memory you have made? The memory persists without you. Who or what feels the loss of you moving on? - **YES BUT** you retain some momento or souvenier but can no longer remember its significance. What is it? - **NO BUT** clinging tightly to the past means missing out on the present goings on. While you were indulging yourself in reminicing, something big was happening in town, and now everybody is talking about it. What did you miss out on? ### 5. COMFORT Lyrmwithmas is without a doubt a season of hardship. What do you find soothing and comforting during these long hot nights and long hot days? Is it comfort that you are able to share with others? - **YES AND** they now come to you comfort and rely on you. What is your new role in the town? - **YES BUT** as more flock to you for comfort, you draw the attention of they who would have the needy for themselves. Who now watches you closely? How do they attempt to impede you? - **NO BUT** you draw strength from your comfort. Others can tell you have some reserve of strength. What prevents you from sharing your comfort with others? How does it make you stand apart and alone from others? ### 6. GIFTS Giving and receiving gifts is an important Lyrmwithmas tradition. Choose somebody to be a recipient of your gift this holiday season. Who is it? What do you give them? Do they seem happy with your gift? - **YES AND** they reciprocate with the perfect gift! Your relationship is strengthened. What did they get you, and how did they know it was exactly what you wanted? - **YES BUT** they didn't get you anything in return. You realize that you invest more in this relationship than you get in return. How does this relationship wear on you, or strain ties with this person? - **NO BUT** they act pleased with it, even though you can tell they are disappointed. You both pretend you haven't drifted apart, but it's obvious that you have. Do you keep up the pretense and spare each others feelings, or be honest with them and risk irrevocably altering the relationship? ## GLOOMS There are six glooms listed here. Your playbook will instruct you to select three of them. Each time you are instructed to select one, you can choose one that calls out to you, or pick one at random using a six-sided die. When answering questions, feel free to pause and look at the results of your 1DEVERYTHING roll, or consult APPENDIX: SPARKS to help set the mood and tone for your answers. ### 1. FEAR It is wise to fear Lyrmwith. Just as it is wise to fear the ocean if you don't respect it and fail to heed signs of danger. But an experienced sailor knows these signs well and knows better than to sail into a storm. You grew up by the ocean and are familiar with its ways. Do you fear the danger Lyrmwith represents? - **YES AND** Lyrmwithmas is peak danger season. The coming storm. A tsunami. What is it like participating in this holiday amidst feelings of imminent danger? - **YES BUT** a healthy amount of fear means being ready. What extra steps do you take to prepare for Lyrmwithmas this year? - **NO BUT** you damn sure respect it. Just as Lyrmwith demands. How do you prepare for her arrival to ensure the best possible outcome? ### 2. TRAGEDY Your community routinely endures public, enduring loss at the hands of Lyrmwith. It has lasting effects on you and your loved ones. And in the aftermath, you always rebuild. Does shared tragedy strengthen your community? - **YES AND** the indomitable spirit at the heart of this community can never be stamped out by a little lightning and fire. How do your support each other in the wake of tragedy? - **YES BUT** though it wears them proudly, your community is undeniably scarred. In what residual ways does your community continue to suffer despite attempts to heal? - **NO BUT** it will heal eventually. In the meantime, how is grief apparent in your community? ### 3. LOSS In seasons past, you lost someone or something that was important to you. Who or what was it? Do you take time to remember your loss this Lyrmwithmas? - **YES AND** it makes you feel better - **YES BUT** it inconveniences you - **NO BUT** it's fine! You can just shove those feelings down, deep down inside you. When do the negative feelings come bubbling up at the worst possible time? ### 4. DESTRUCTION Peace is temporary, beauty is fleeting, and happiness is ephemeral. It can all disappear tomorrow through violence and destruction. Pick a vital or beloved part of the village that Lyrmwith has destroyed in the past. Did you rebuild it? - **YES AND** in fact it's even better than it was! How have you demonstrated resilience? How have you bounced back from destruction? - **YES BUT** it's not the same. How has the relationship changed? - **NO BUT** it's fine. You're learning to adapt and to do without. What has appeared to fill the void left in destruction's wake? ### 5. TRIBUTE Every year the village pays tribute to Lyrmwith, and hopes the offering will be sufficiently to her liking that she will allow them to live another year. What do you offer to Lyrmwith as tribute? What is its value to you, and how will it be missed? Is Lyrmwith pleased with your offering? - **YES AND** she spares your village, leaving its buildings and bodies in tact. How do you celebrate? - **YES BUT** the cost is so great. Lyrmwith may not have brought doom to your village, but you feel the heavy loss. - **NO BUT** she only rains a little bit of death and destruction on your village. ### 6. SACRIFICE Everybody must learn to do without. Pick a vital resource that is in great scarcity this season. Does doing without make you better appreciate what you have? Does doing without make you feel small and exposed? - **YES AND** it is making people feel angry and resentful. How does tension and distrust fracture the community? - **YES BUT** there is strength in community. How do people come together in times of scarcity to help each other? - **NO BUT** you recognize that it could be a lot worse. What measures are taken to ensure that the most vulnerable never have to do without? ## BEATS ### 1. LYMWRITH Lyrmwith is also known as the Doom of the Desert. She is great and terrible. What does Lyrmwith look like? What does Lyrmwith want? What does Lyrmwith already have plenty of? What is Lyrmwith afraid of? ### 2. CAROLING Lyrmwithmas caroling is a cherished tradition. Every year there is a song writing competition, and the winner has their verse added to The Ballad of Lyrmwith. It is currently 47 verses long. And the rhyme and meter and tempo and everything all changes from verse to verse. It's kind of a mess honestly. But everybody loves it. Will yours be verse number 48? Write a new verse to The Ballad of Lyrmwith. ### 3. PLATTER Shiny round platters are a traditional Lyrmwithmas ornament. Their reflective surfaces allow vain Lyrmwith to gaze upon herself. In a pinch, they can be used as an improvised buckler to fend off an attack. And of course they're good for heaping piles of food on top of. Feasting and sharing good food is a very important part of any Lyrmwithmas celebration. What dish is featured at this year's celebration? What traditional food is missing? Why? ### 4. REFLECTION The year's celebrations draw to a close. As you look back and reflect on the festivities, and on what Lyrmwithmas means to you, what stands out as significant? What would prefer to leave behind you? What do you want to remember? ## APPENDIX: SPARKS For a spark of inspiration, close your eyes and bounce the eraser of a pencil or jab your finger at this page a couple times, and open your eyes to see what word(s) you have selected. Let them guide you. ::: sparks fails ruins dragon intense tail whales vanity feast hoard treasure gloom flat pails fire candy wrath talon loss tails horn heat crackling tooth stories sand lightning tradition flames flammable gifts abundance fang wyrm community worm togetherness electricity gold scales family dust immense hope celebration doom destruction wing booming boon dunes tales ::: ## APPENDIX: 1dEVERYTHING Gather up a fistful of one of each: d4, d6, d8, d10, d12, and d20. Feel the hefty weight of them and roll them all at once to set the scene and establish the setting for this year's Lyrmwithmas celebration. ### d4 Weather What is the climate 1. Hot 2. Dry 3. LOCUSTS 4. Flood ### d6 Strangeness What is uniquely weird about Lyrmwithmas this year.. 1. Someone new in town from faraway. Their ways and traditions are unfamiliar. 2. All the small animals in town have disappeared. 3. A distant storm on the horizon grows ever larger 4. Everybody has started having the same dream night after night, waking up just before it ends 5. A rare desert flower is blooming for the first time in 3 generations 6. The moon at night is eerily huge, full and bright, and blood red ### d8 Things Lost The town suffers in the absence of... 1. The library and all its books. 2. The church. 3. The wall 4. The well: low on water! 5. The grain stores. Food will have to be rationed. 6. The school. 7. the statuary 8. a herd of beetle megafauna ### d10 Celebrations Traditional festivals 1. the lightning of the lanterns 2. festival of lights 3. paper 4. tea ceremony 5. jade 6. burning of sage 7. egg party 8. potato party 9. peyote ceremony 10. sweat lodge ### d12 Feasts and drinks What's on the banquet table 1. shortbread cookies 2. sweet nut breads 3. sweet apple drink 4. Cactus juice 5. roasted giant isopod 6. poached lizard eggs 7. armadillo steaks 8. crab cakes 9. vulture wings 10. frog legs 11. snake eggs 12. toasted insects ### d20 Trinkets A strange gift from the desert 1. A ceramic egg that fits in your palm and rattles when you shake it. 2. A smooth shard of black desert glass with a humanoid shaped blemish. 3. A small invulnerable dragon scale 4. A small mummified imp in a small sealed jar 5. A shiny mirrored platter 6. A weird translucent egg. Something writhes around inside it. 7. An unstoppable armored beetle 8. Found Ancient Ones Tech 9. A hamster with gold teeth that need constant filing 10. A gilded scarab 11. A vintage adventure journal travelogue 12. A scroll with the seal of a long dead king entitling the holder to the king's favor 13. A fine gaming set 14. A set of vellum cards depicting a tableau of a lush, verdant forest 15. A small, oddly shaped pebble that constantly sweats and drips moisture 16. A candle that produces an unwavering black flame 17. Chalk that always writes or draws something other than what you intend 18. A small wooden box with a hinged lid. Something heavy rattles inside when you shake it, but when opened it is empty 19. A black cat that fits in your pocket 20. A fat, lazy desert toad that belches when it hears a lie ## APPENDIX: RECIPES > Dungeons and dragons > Make believe with friends > That dinner is good ### Dragon Noodles by Mike I looked at a few recipes, but couldn't find anything I really liked. Dragon noodles called for pork and oyster sauce a lot. Instead, I went with a really simple sauce and lots of veggies. I stir fried things in batches, put them aside and combined it all together at the end. Ingredients: - 1 Onion - 2 carrots - 2 deseeded jalapeรฑos - Napa cabbage - big green onion slices. The leafy bits. - small green onions - diced pineapple - sliced tofu, 1lb - cornstarch, 2.5 T - ginger powder, 1tsp - ginger, 1 T - garlic, 1 T - salt - pepper Steps: - Stirfry and set aside: Onion, carrots, jalapeรฑos, ginger, and garlic. - Stirfry and set aside: Napa cabbage and green onion slices - Stirfry and set aside: sliced tofu, cornstarch, ginger powder, salt, pepper. - Once everything is cooked, Incorporate them all together. - Small Green onions and pineapple added at the end. Sauce Ingredients: - soy sauce, 3T - brown sugar, 3T - rice vinegar, 1T - sesame oil, 1tsp - cayenne pepper - gochujang pepper - red pepper flakes Steps: - mix it all together - Added red pepper flakes at the end for spice. ### Pineapple Drink by Kat Ingredients: - Rum (Malibu), 1 oz - Blue curaรงao, 1 oz - Pineapple, 3 oz - OJ, 1.5 oz - Coconut Cream, 1 oz - Cream of Coconut Steps: - Blend ### Brimstone Brownies by Charlie Thank you! I'm glad you had fun and I'm glad I didn't accidentally kill Dara! Yah, I sorta followed the coloring and method from here (like, there's black food coloring in the brownies and red and orange food coloring in the 'cream cheese' part): https://thetiptoefairy.com/brimstone-brownies/ But I used the brownie recipe from here: https://rainbowplantlife.com/the-absolute-best-vegan-brownies/ For the cream cheese part, followed the recipe in the first link, except I used vegan cream cheese and instead of an egg, I used 3 tbsp aquafaba, beaten with 1 tbsp sugar til thick (about 4 minutes on high). I took the sugar from the half cup powdered sugar so I wasn't adding extra really. I also simmered my aquafaba to reduce it by about 1/3 and then let cool beforehand, cause I saw that in a YouTube video ## APPENDIX: THE BALLAD OF LYRMWITH (EXCERPT) ``` Oh, she flies from a land From a faraway place Where intrepid adventurers roam Where it's flat and immense And the heat is intense It's barbaric, but hey, it's home She's the doom of the desert Your fiery death Everything turned to dust Come on down stop on by Kiss your children goodbye It's time for lyrmwithmas! Lyrmwith above, torment beneath More likely than not You'll die and you'll rot And gnash down your teeth Lyrmwith above, a fiery doom Charged corpses and bones In flammable homes Out there on the dunes ``` ## APPENDIX: CREDITS AND INSPIRATIONS - https://timhutchings.itch.io/tyov - https://the-act-apart.itch.io/the-support-flower - https://researchonline.jcu.edu.au/81119/1/JCU_Merrick%20et%20al%202023%20AAM.pdf - https://gwyllgi.itch.io/ask-a-diceless-oracle - https://breathingstories.itch.io/logan
c207bb6575b2048d8982ab9f5fb64dbdab72dbb6
carabao game
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## CONTENTS 1. [INTRODUCTION](#introduction) 2. [WHAT IS A ROLEPLAYING GAME?](#what-is-a-roleplaying-game?) 3. [MAKE A LIL GUY](#make-a-lil-guy) * [YOU HAVE THREE STATS](#you-have-three-stats) * [STAT MODIFIERS](#stat-modifiers) * [FILL IN THE REST](#fill-in-the-rest) * [EXAMPLE CARABAO](#example-carabao) 4. [DOING STUFF](#doing-stuff) 5. [GETTING STARTED](#getting-started) 6. [AFTERWORD](#afterword) ## INTRODUCTION You are a majestic swamp water buffalo. Large, strong, beautiful. There is a man behind you in a small two-wheeled chariot flogging you with a whip, urging you forward down a muddy track. What do you do? ## WHAT IS A ROLEPLAYING GAME? A roleplaying game is when you [MAKE A LIL GUY](#make-a-lil-guy) to go on adventures for you. Adventures can be, but are not limited to: 1. Exploring, 2. Doing smooches, 3. Doing violence, or 4. Just feeling things deeply. In this particular game, your LI'L GUY is a water buffalo---specifically a Filipino swamp water buffalo called a *carabao*---who has a unique opportunity to deliver VENGEANCE and/or FORGIVENESS unto its oppressors. To play you will need: - These rules. - Two six-sided dice. The kind from whatever board games you have in your closet. Or a dice roller app something. ## MAKE A LIL GUY Here is everything you need to know to make a lil carabao guy! 1. Add [STAT MODIFIERS] to each of your [THREE STATS][YOU HAVE THREE STATS]. 2. [FILL IN THE REST](#fill-in-the-rest). ### YOU HAVE THREE STATS You have three stats that describe things that you are especially good, or maybe not so good at. They are: HORNS, MAJESTY, and WALLOW. HORNS: : You have 2 sickle shaped horns that curve backward from your head. You are mighty and powerful and capable of impressive physical feats like running, leaping, gouging, and violence. MAJESTY: : You are a large, majestic, beautiful creature who inspires awe. You are charismatic and can persuade, inspire, convince, and lead because of your towering beauty. WALLOW: : Carabaos like to wallow in mudholes that they make with their horns. You thrive on aquatic plants and in times of flood will graze submerged, raising your head above the water and carrying quantities of edible plants. You are cool, placid, and serene. You bide your time. You are capable of smarts, cunning, sneaking, guile, planning, plotting, and deception. ### STAT MODIFIERS A stat modifier is a little bonus that you add to each of your stats. Assign either +0, +1, or +2 to each of your three STATS. No repeats! Now in the future when you see something like "Roll +WALLOW" you will roll your two dice and add them together and add the bonus you just assigned to WALLOW. ### FILL IN THE REST Choose a name for your carabao. Describe what they look like. Do cows have pronouns? They do now! Jot them down. Choose something they're good at, and something they're not so good at. Add any other details you want to make note of. ### EXAMPLE CARABAO **NAME**: Muddy Cade Gray Gil (she/her) **DESCRIPTION**: A tall, beautiful carabao with large dark eyes and extra long horns. She is a cool slate gray color and has a long swishy black tail. She is a little embarrassed by the size of her feet, but is proud of her voice, and tends to act before thinking. **STATS**: +2 HORNS +1 MAJESTY +0 WALLOW ## DOING STUFF To do stuff in this game, most of the time you just say you do it, and then it happens. That's the power of make believe! But there are some situations that involve an amount of *uncertainty*: 1. When you are attempting something risky. 2. When the outcome of an action is uncertain. 3. If failure would be interesting. 4. If it would be just plain fun to roll dice. When any of the above happens, first clearly state what you hope to accomplish, and also agree on what the consequence of failure is. That way you can choose not to accept the risk and try a different approach. If you decide to accept the risk of failure, then roll two six-sided dice (this is called rolling 2d6!) and add the results together. And also add a STAT MODIFIER based on whether the situation calls for HORNS, MAJESTY, or WALLOW. TOTAL OUTCOME ----- ------- 2-6 SUFFER 7-9 SETBACK 10+ SUCCEED Example: Muddy Cade Gray Gil wants to avoid some violence by intimidating a dairy farmer. Depending on their actual approach I think this could be a +HORNS or a +MAJESTY roll: based on how the player describes what their carabao is doing, the intimidation could be a display of physical might or a display of terrible beauty. But the player convincingly advocates for +HORNS, so they roll a 6 and a 3, and add +2 HORNS for 11. Success! If they hadn't been able to add their HORNS bonus they would have rolled a mere 9: a SETBACK. You must interpret the actual outcome of the roll on your own. Here are some guidelines to help you do it: **SUFFER**: : You probably do not achieve the thing you are attempting. Or maybe you do, but something really bad happens as a result. **SETBACK**: : You achieve the thing you are attempting, but at cost. It's a mixed success. You get what you want, but there is a complication. **SUCCEED**: : You do the thing! Maybe something special happens and things even get better! Example: Let's pretend Muddy Cade Gray Gil actually rolled a 9 to intimidate the dairy farmer. That's a SETBACK. The farmer does not escalate to violence. But in their fright, they accidentally knock over a lantern and start a fire! Oh no! Now you have two problems! Something interesting always happens when you roll doubles. DOUBLES : There is something you overlooked. A surprise. Somebody unexpected appears. Something is amiss. A new mystery appears. Something totally changes the current situation. BOXCARS : Rolling 6-6 is extra good. A little too good. Awfully, terribly, painfully good. You get to fly a little too close to the sun. SNAKE-EYES : Rolling 1-1 is extra bad. Like, really really bad. Like, oh-my-gosh, gee-willikers, jeepers-creepers bad. ## GETTING STARTED You are a majestic swamp water buffalo being forced to participate in the carabao races. There is a man behind you in a small two-wheeled chariot flogging you with a whip, urging you forward down a muddy track. Two buffalo trail behind you, one is ahead. You are flanked on either side by cheering fans who cry and shout. Beyond them to your left, the town where perhaps your revenge lies. Beyond them and to your right, the swampy wetlands where your people wallow peacefully in mudholes. WHAT DO YOU DO? \pagebreak ## AFTERWORD Here are some things I was thinking about when I was writing this game. Carabao_Racing.jpg : This whole game happened just because I was enamoured and enraptured by this amazing picture. And then me and my friends subsequently played a spontaneous game of Carabao on IRC. : https://commons.wikimedia.org/wiki/File:Nueva_Ecija_-Carabao_Racing.jpg : In the original game, several people played a single carabao. It speared its rider with its horns, leapt majestically over the heads of the nearby bystanders, reduced a local butcher shop to smoldering rubble, and then convinced its rider to join it in its quest for vengeance and freedom. What a wild ride! The Book of the Dun Cow : One time I was working as a barrista at a coffee shop, and one of my coworkers said she was reading this book to her kid and she really liked it. I was curious so I picked it up at the public library and was absolutely captivated by it. It is dark and mysterious and magical and like a really fun fairy tale. It was apparently the 1978 New York Times Best Childrens Book of the Year. Which is wild to me because it's kind of fantastical and kind of dark. I guess maybe maybe the Young Adult designation didn't exist back then? : https://en.wikipedia.org/wiki/The_Book_of_the_Dun_Cow_(novel)
e1191d7419313a11f496fa3414904b68b0504661
combining troika backgrounds
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## CONTENTS 1. [BACKGROUND](#background) 2. [MULTIBACKGROUND](#multibackground) 3. [METHODS](#methods) * [1. SMOOSH THEM TOGETHER](#1.-smoosh-them-together) * [2. PICKLIST](#2.-picklist) * [3. MINI BACKGROUNDS](#3.-mini-backgrounds) 4. [APPLICATION](#application) ## BACKGROUND Imagine an investigate mystery game like Call of Cthulhu by way of Troika called *Cryptid Capers!* There should be at least one standard "professional" background available as a base. Detective / investigator by default. But also I want each player to have an additional supplemental background. For flavor. In a game of *Cryptid Capers!* that supplemental background is a cryptid. Bigfoot, Nessie, Chupacabra, etc. ## MULTIBACKGROUND So the question is, how do you create a single background in troika out of two base backgrounds? I was sure I'd be able to find some prior work on merging backgrounds, but after looking on reddit and itch and the discord the only thing I found was the "From Another Dimension" on the technical grimoire generator. https://www.technicalgrimoire.com/troikagenerator ## METHODS Here are a couple ways off the top of my head I can think of to combine backgrounds. ### 1. SMOOSH THEM TOGETHER Create full backgrounds and then simply combine them. Here, by the way, is what the SRD says about Creating Your Own Backgrounds > When creating your own Backgrounds, as a general rule, stick to 10 or so > total points distributed in a range of 1 to 3 with 3 being someone who has > already mastered their trade. [...] The > Backgrounds need not be balanced or equal to one another but should instead > be fun and flavourful. After making a new Background take a moment to > consider the reaction of someone receiving it instead of some other entry in > your particular and ever changing list. Balance the enjoyment rather than the > numbers. > > Troika SRD CONSIDERATIONS: - Creating full backgrounds is more work than creating partial backgrounds. - Overpowered? Twice as many skill points as normal = harder to GM for? - Overwhelming? Twice as many skills as normal = complicated to play? EXAMPLE: 66 Zoanthrop + 31 Gremlin Catcher: - 4 Tunnel Fighting - 4 Trapping - 3 Run - 3 Climb - 2 Wrestling - 2 Tracking - 2 Strength - 2 Sneak - 2 Fist Fighting - 2 Club Fighting - 2 Club Fighting - 2 Awareness - 1 Swim That's 31 points! Whoo wee! That's just really kind of a lot. Too much? Probably! Also note the double Club Fighting. Should we just add them up and make that 4 Club Fighting? ### 2. PICKLIST Create full backgrounds and then figure out a way to choose a couple skills / features from each list. CONSIDERATIONS: - Still creating full backgrounds - Gotta come up with a way of picking. Most backgrounds in the numenous edition seem to have 6 - 8 advanced skills / spells and 10 - 12 skill points spread amongst them. Choose d4 per background? Or a flat 3 - 4 per background? - Replay value: randomness makes it possible to combine different skills from the same combination of backgrounds. - More limited / balanced skills list with more player agency: players get to CHOOSE d4 skills from the existing skill list. EXAMPLE: d4 66 zoanthrop + d4 31 gremlin catcher: - 2 Awareness - 2 Club Fighting - 2 Sneak - 2 Strength - 2 Tracking - 3 Climb - 3 Run 16 total skill points! That's kind of normal ish. But that's with a high roll of 4 and 3. Let's try one more time, for science. - 4 Tunnel Fighting - 3 Climb - 2 Club Fighting - 1 Swim 10 skill points, with a roll of 1 and 3. Still reasonable! ### 3. MINI BACKGROUNDS Create mini backgrounds with only a few skills and fewer total skill points, maybe 5 - 7, and then just smoosh them together. CONSIDERATIONS: - Faster and more simple than Picklist Method - Consistent: Not as swingy or random as the Picklist method. - Less player choice than Picklist Method. - Mini backgrounds are not troika compatible as-is. EXAMPLE: Mini 66 zoanthrop: - 4 Tunnel Fighting - 3 Climb - 2 Strength Mini 31 gremlin catcher: - 2 Sneak - 2 Club Fighting - 2 Tracking Combined: - 4 Tunnel Fighting - 3 Climb - 2 Strength - 2 Sneak - 2 Club Fighting - 2 Tracking ## APPLICATION Okay let's try this out for reals. I think I'm leaning toward the Picklist Method because of how it offers randomness and choice. Here are a couple of starter backgrounds. Detective Talents: - 4 Observant - 3 Friends in High Places - 1 Locks - 1 Sneak - 1 Etiquette Detective Situations: - 3 Powered by illicit substances - 2 Friends in Low Places - 2 Plagued by a guilty secret - 2 Mob Debt - 2 Disgraced Bigfoot: - 4 Gigantic hairy man-ape - 2 Elusive - 2 Blurry - 2 Celebrity - 1 Night Vision - 1 Morse Code So d4 from each list gives me a new combined background: Detective Bigfoot - 4 Observant - 4 Gigantic hairy man-ape - 2 Friends in Low Places - 2 Plagued by a guilty secret - 2 Mob Debt I rolled 1, 3, 1. Not the best rolls. But not a terrible background either! I'd play this.
0404dc947572235dcd9449f0203587d58436e660
making a plain text battlemap for lancer
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::: warning > **WARNING**: > if you are one of my lancer townies, > know there are minor spoilers herein > for our current campaign ::: ## Contents 1. [Lancer is two games smooshed into one](#lancer-is-two-games-smooshed-into-one) 2. [Starting with a oneshot](#starting-with-a-oneshot) 3. [Battlemap](#battlemap) 4. [Links](#links) ## Lancer is two games smooshed into one So I'm kicking off a play-by-post campaign for Lancer, the mech-pilot space sci-fi fantasy roleplaying game. As far as I can tell, Lancer is actually two games smooshed together: 1) a lightweight, freeform, narrative roleplaying game; and 2) a grid-based, turn-based, tactical combat minigame. It is basically a lightly themed D&D. Whichever one of the previous editions was focused on tactics. I don't know, I've only played 5e. The narrative game is easy enough to run in a play-by-post game. As a GM, I describe a situation and say WHAT DO YOU DO and the players narrate what their characters do. Maybe sometimes they roll dice to resolve risk.
```dot digraph { GM -> Player [ label = "Describes the situation" ] Player -> World [ label = "Narrates what their character does" ] World -> GM [ label = "The situation has changed" ] } ```
The Quintessential[^1] RPG Game Loop in dot notation[^2]
[^1]: "Quintessential" means "Fifth Most Essential" [^2]: https://sketchviz.com/graphviz-examples
GM GM Player Player GM->Player Describes the situation World World Player->World Narrates what their character does World->GM The situation has changed
The Quintessential RPG Game Loop: SVG Edition
The combat game is another story. In this medium more than others, this interrupts the game loop. Or at least, there is much more interpretation, litigation, and adjudication involved in deciding what the character can do to change the situation and impact the world. And this back-and-forth is very time consuming and painful in a slow-paced, async play-by-post game. It just gobbles up too much time. So I don't know what I'm going to do about that. That's a procedural problem. How can we speed up rounds? How can we expedite rolls? How can we batch things together? How can we shorten the feedback loop? Can we reduce the mental overhead by getting rid of the map and just using theater of the mind? A matter of rules and procedures. It's a hard problem because I expect we'll run combat as written maybe once and then abstract it somehow in order to save everybody time and keep the game on track. On the other hand, this is a mech-piloting game and nobody wants to deny these pilots the opportunity to pilot their mechs! Unfortunately they only really ever come into play during combat. Maybe that's a solution: more narrative mech mechanics? ## Starting with a oneshot I found *Oil, Water, & Blood* on the Lancer One-shot Module Jam on itch. What a trove of resources! It's what I'm running as the first scenario of the campaign. I think it is a nice example of how to create a module! 1. Start with a setting (eco-conservation world), stat out a few NPCs (friends and enemies), and create an objective (stop the poachers; save the giant capybara) 2. Include a little Bite-Sized Dungeon pointcrawl a la Traverse Fantasy 3. Include an advancing clock mechanic with some consequences. 4. Pick a sitrep from the lancer book (a gauntlet) for the combat encounter It's all very straightforward in execution, but also there is lots to play with and engage with! ## Battlemap In the meantime, I still expect us to run the combat minigame. At least once. Which calls for fine-tuned tactics, field control, areas of effect, cover, and more. Which means we need a battle map.
an image quilt of a bunch of screenshots of all the software and assets
*Oil, Water, & Blood* includes a great map. But I don't feel like I can use it as is because the game I'm running is very plaintext forward. We are in fact playing by logging into on a remote server with no graphics and posting on a local message board. And chatting on irc. It's all just words, words, words. So the solution I'm imagining is a plain text hex map that I can update each turn and then post to the message board. A map where a player can be like, "Move me to space L12: I take soft cover and fire my rockets at the mech on space F6." So I grabbed cuddlyclover's Fantasy Hex Tiles from itch and created a new tileset in Tiled, and then very roughly redrew the map from the module by hand. With this, I can export the map as an image in case I ever do want to redirect the game to an html page or something. And I can also export all the map data as json. After writing some real quick and dirty javascript I was able to turn the json into a map. ``` . . . " / / / / / / / / " " . . " " / / / / / / . . . . " " " " " " " " " . . . . , " " " " " " . . . . . . " , " , " . . . . o . . , , , . . . ~ . . . . . , , , , , . . . o o o . . . . . . . ~ . . . . . . . , . . . . . . . . . . . . . . . ~ . . , , . . . . . . . . . . . . . o o . . . ~ ~ ~ , o o . . . . . . . . . . . . . o . . . ~ ~ ~ ~ ~ ~ ~ . o o . . . . . . . . . . . . . ~ ~ ~ " " ~ , ~ ~ o . . . . . . . . . . . . . ~ ~ ~ . / / " " , , ~ ~ . . . . . , . . . . . ~ ~ ~ . / / / / / " " . . ~ . . . , , / / / " . ~ ~ . . / / " " " " . " . ~ ~ . . , " / " " " ~ . / / / / " " " . . . . . . . ~ ~ . " " " " ~ ~ . / / / / " . . . . . . . . . ~ ~ . . . ~ ~ . . . . . / / . . . . . . . . . . . ~ ~ . . ~ ~ o o . . . . . . . . . . . . / . . . ~ ~ ~ ~ . . . . . . . . . . . . . . . / / . . . ~ ~ . . . . . . . . . . . . . . o . / / . . . . . ~ . . , . . . . . . . . . . o o . . / . . . . . ~ , , , " " . . . . . . . . o . . . . . . . . . ~ , , / " " " . . . . . . . . . . . . . o o . . ~ , , / / / " . . . . . . . . . . . . . o . . . ~ / / / / / . . . . . . . . . . . . . . . . . . ~ . . . / . . . . . . . . . . . . . . . . . . ~ ~ . . . . . . . . . . . . . . . . . . , . . . ~ . . . . . . . . . . . . . . . " " " , / , . . ~ . . . . . . . . . . . . . . . " " / / / / . . ~ . . . " . . . . , , . . . . . . / . / . . . . ~ . " " " " . . . , . . . . . . . . . . . . . . ~ . / / / / . . . . . . . . o o . . . . . . . . ~ . . / / / . . . . . . . . . o . . . . . . . . ~ . . . . . . . . . . . . . . . . . . . . . . . ~ . . . . . . o o . . . . o o . . . . . . . . . ~ . . . . . . o . . . . . o o . . . . . . . . . ~ . . . . . . . . . . . . LEGEND . - ground , - tall grass (soft cover) " - brush (height 1 hardcover) o - boulder (height 1 hardcover) / - trees (height 2 hardcover) ~ - water (difficult terrain) ``` I think this will work okay. Part of the javascript I wrote flattens layers. The clock mechanic I mentioned? It dictates whether the river is flooded or not, resulting in more or less difficult terrain. So there are two different water layers. This means I can also create a Characters layer in Tiled and track PC and NPC movement there, export to json, and regenerate the map. ## Links - https://massif-press.itch.io/corebook-pdf-free - https://itch.io/jam/lancer-one-shot-module-jam/entries - https://lxcoco.itch.io/oil-water-blood - https://traversefantasy.blogspot.com/2022/11/bite-sized-dungeons.html - https://libresprite.github.io/#!/ - https://itch.io/queue/c/2074196/hex-kit-tiles - https://cuddlyclover.itch.io/fantasy-hex-tiles - https://www.mapeditor.org/
eaa5e29d54b4e11ffe7c7bdb70bd4da0331f38de
README: a personal play document
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## Introduction Some friends and I are discussing starting a game of Lancer. And somebody who is interested in playing remarked that they want to know who the GM is going to be and what kind of campaign we'll be running before they commit to signing up and making a character. I think this is a reasonable request! In the tech world and especially in tech management there is a current trend of making a personal README document that explains one's management style, and also how best to work with the author. It answers questions like, in what channels for what purposes does this person prefer to communicate and how often? How do they like to receive and deliver feedback? Are there times when they are not available? And so on. In that spirit, here is a gaming README. A document that answers questions about how to play with me at the table. Particularly about how I prefer to run games as a GM. ## Readme These are some of the principles that guide me when thinking about, playing, or running a game. 1. **Purpose:** The purpose of a roleplaying game is to create a great story in order to have awesome experiences and to feel things deeply. 2. **Safety First:** Roleplaying requires vulnerability. And games can venture into territory that is for whatever reason uncomfortable. I employ the X-Card, and encourage its frequent use to normalize it. I establish Lines and Veils up front. If we don't get it right the first time, it is always possible to back up, rewind, and do it over until it's right. 3. **Autonomy and Agency:** Just as my right to swing my fists wherever I want ends at your nose, my right to narrate fictional outcomes and consequences ends at your character's reactions and behaviors. Nobody may tell you what your character does. They are yours and yours alone to play. Anybody playing one of my games knows this, so if they try to, it was probably a slip up. X-Card that right away so we can back up and try again and keep playing. 4. **Inclusion over Reality:** If a new player joins the game, or if a character dies and a player needs to make a new one, the new character should be introduced as soon as possible. Realism should be sacrificed for inclusion and for players having fun. 3. **Inclusion over Reality II: Open Table:** Join when you can. Drop out when you can't. If you need to drop out in the middle of a scene, your character will simply fade into the background until you get back. No need to explain it in the fiction. If you re-join in the middle of a scene, your character will be included as though they were there the whole time. No need to explain it in the fiction. 4. **Collabortive Worldbuilding:** As a gamemaster, I like to start a new campaign by collaboratively making a list of stuff we definitely want to see or experience in this game, and stuff we definitely do not. This isn't Lines and Veils stuff, but stuff like: "In our sci-fi game, we want to encounter intelligent alien life. Advanced technology can appear magical, but we don't want overt Magic." That way we're all on the same page about the kinds of awesome experiences we want to have, and what tropes we want to stay away from. I forget who coined this process "making a world palette," but that's what I call it now too. I may also put players in charge of details of the fictional world relating to their character's background and experience. 5. **Rulings over Rules:** If confusion or a dispute over a rule happens at the table, expect for a ruling to be made in the moment in order to return to play as quickly as possible. Rules can be looked up and researched later when they're not interrupting gameplay, and they may overrule the ruling! 6. **Tone:** Depends on the game but look, this is a game and games are meant to be fun. That means not taking it too seriously but also not losing focus because of The Giggles or in pursuit of The Lulz. On a spectrum from meme lord to rules tyrant, I'm somewhere just right of center. 7. **Crunch:** I don't have much of an appetite for tactical, turn-based, grid-based wargaming. Nor for pages of character customization options, nor loads of crunch. It's not what I'm here for. I think it all gets in the way of roleplay. If allowed, I will always abstract over combat with dice rolls. If combat deserves to be zoomed in on, I will always prefer theater of the mind over grid-based tactical combat on a battlemap. I prefer lightweight rulesets that get you up and running quickly and into the action as soon as possible with as few barries as possible. That said, as a gamemaster, I recognize when a player needs that and needs something crunchy to chew on in order to enjoy the game. Example: for my player Chaffingdish, engaging the crunch is the primary way for them to enjoy a game; so I created an optional alchemy system them so their Artificer can obsess over finding ingredients and discovering what they do and combining them to make weird potions. This gave them some Rules that they could Exploit in exchange for exclusive / rare in-game Effects, and was enough to satisfy their crunch cravings. 10. **Be a Team:** Bring a character who wants to participate in the fiction with the other characters. Here is a magical phrase to guide you: "Pretend this game is the sequel to the first movie about your adventures together." You've already met and bonded and are ready to adventure together again. My favorite games go a step further and include a step during character creation where you establish links and relationships between each character. ## Links - https://agilepainrelief.com/glossary/personal-readme - https://massif-press.itch.io/corebook-pdf-free
f8d8ea447824315aa95eec58c036910c1e181d68
cataloging my game collection
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## Contents 1. [Growing My Collection](#growing-my-collection) 2. [Defining Metadata with EXIF](#defining-metadata-with-exif) 3. [Cataloging](#cataloging) 4. [Links](#links) ## Growing My Collection I have been collecting ttrpgs for a lot of years now. At first they were all just in my Downloads folder all willy-nilly with no thought or effort given toward organizing them at all. Eventually I moved them from my Downloads folder into a `rpgs` folder in Documents, where I maintained a directory heirarchy based on system. And finally I imported all of them into a calibre library so that I have my rpg library along side my ebook library. This has been convenient because I have a 4TB external hard drive hooked up to a raspberry pi in my office running calibre-server. So everytime I binge and download a dozen new games from itch.io I upload them to the web ui and they are added to my collection. I either read the games right away, or I read them later at my leisure on my laptop or ipad or any other networked device in my house that can read a pdf. ## Defining Metadata with EXIF But then comes the laborious part: cataloging them. Almost NOBODY adds metadata to their final pdf files. When they are imported into calibre, I'm lucky to get "Unknown" as the author. And I'm often just as likely to get an author's itch store name as I am to get their actual name. So I have to remember to associate names with each other and cross reference them, or I have to arbitrarily choose one over the other and then change all instances of the of the other name to the one I picked. For a title, I'm likely to get something like "instructions-2024-0a.pdf" or "draft" or "White and Black Minimalist Simple Page Border" or "PowerPoint Presentation." If I'm unlucky, then the author used a starting template or document as the base for their game, and the final product has somebody else's name on it: the name of the template author. And I have to just notice that the name in the metadata doesn't match the name in the document. I don't know where they come from, but sometimes the "tags" field contains random gibberish, or a lengthy description of the document, or some other nonesense. Sometimes tags include "tabletop" or "ttrpg," which is useless noise. It's all very chaotic! ::: warning If you take nothing else from this post, please please update the metadata fields in whatever it is you use to export your final document! ::: I get it. It's hard to remember sometimes. This is a soapbox of mine, and yet even I myself sometimes forget to do it myself. I personally don't consistantly use any one tool to create my pdfs. Sometimes it's groff, othertimes it's markdown + pandoc, or google docs + download as pdf, or scribus, or inkscape. So I use `exiftool` as a post-processing step, which I installed on my macbook with `brew install exiftool`. It is a bit of a swiss army knife for exif data. I can then add the metadata with a quick little oneliner: ``` exiftool \ -Author=dozens \ -Title="The Haunting of Floating Cow Ranch" \ -Keyword=module \ -Keyword=risus \ -Keyword="wiked grin" \ -CreationDate="2022-10-20" \ export.pdf ``` ## Cataloging This section is the real reason I'm writing this post. It's a way for me to brain dump a sort of schema that I want for my collection. A way for me to imagine the metadata that I want to see when I open up my collection and start to search through it. There are currently 2,180 items in my rpg library. And nearly all of them have metadata that requires cleaning up on import. At bare minimum, I must have a correct Author and Title for each. Optionally, I will also have a link or description for where the item came from. Then there are the tags. Tags are where I try to create a schema for everything else. Type: - system/rulebook - dungeon - setting - map - module: usually a setting + dungeon + map + npcs + hooks - character Sheet - tools - fanzine Game: troika, pbta, shadowdark, shadowrun, etc, etc Dice: - d20 - 2d6 - dice pool - diceless - (other) Players: - solo - duet - gmless Prep: - lite Materials: - playing cards - tarot - journaling - jenga Production Level: - ashcan - quickstart - srd Format: - onepage - pocketmod - trifold - business card - bookmark Genre: comedy, zombies, pirates, vampires, scifi, space, solarpunk, cyberpunk, urban fantasy, mythology, meta, lovecraft, mystery, superheroes, victorian, etc Series: - one page dungeon - (insert name of itch.io game jam) This is a ridiculous overuse of tags. I wonder if I can just add custom fields to a calibre collection. But these are the kinds of things that I want to be able to click around and sort/search by in my collection. ## Links - https://calibre-ebook.com/ - https://en.wikipedia.org/wiki/Exif - https://www.exiftool.org/TagNames/PDF.html#Info
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Creating A Pantheon
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> Preface: > This is an exercise I did > back in summer of 2022 > for my > "Cleric + Thief" > solo game. > It is an execution of > KJ Davies's > Polyhedral Pantheon Design, > and was really quite fun! > What follows now > is the original post > I made in my gaming journal, > with additional edits for clarity. We're gonna make a whole bunch of gods. Like, way too many gods. Here are the core concepts: 1. This process is abstractly based on polyhedral geometry, namely the dodecahedron: a twelve sided die has 12 faces (the flat bits with the numbers on them), and 20 vertices (the pointy bits around the edges of each face). But you can safely ignore all that and just remember: 12 faces/majors, 20 vertices/minors. 2. Assign one DOMAIN to all 12 faces and all 20 vertices. 3. Each face touches a couple of vertices. Each vertex touches a couple of faces. These are that thing's NEIGHBORS. Note that neighbors cross the Major/Minor boundary. This is interesting! 4. That's kind of it. Each face and vertex now represents a god with a PORTFOLIO consisting of its own assigned domain as its primary focus, but also the domains of each of its NEIGHBORS as secondary focuses. Here are the benefits of this system: 1. Complex, interesting, overlapping portfolios 2. Major and minor deity tables that you can roll a d12 or a d20 on. Let's begin! Start by creating 12 domains, one for each face. These are gonna be our "Big Twelve" gods. Our Olympians. 1. Law 2. Magic 3. Healing 4. Chaos 5. Life 6. Death 7. Plants 8. Dreams 9. Time 10. Sun 11. Animals 12. Moon Second, each vertex will also get a domain. These will become our "Minor Twenty" gods. Lesser gods, local gods, demigods. A) Trickery B) Metal C) Fertility D) Water E) Change F) Creation G) Destruction H) Fire I) Madness J) Storms K) Courage L) Wealth M) Air N) Earth O) Weather P) Wisdom Q) Strength R) Protection S) Travel T) Pain Note: The distinction between Major and Minor here is at this point I think merely political. Notice that Wisdom is a Minor domain and Plants are a Major domain. I think it makes good sense for these to be swapped. And I'm sure that the gods constantly vie and struggle to be promoted, and to demote their rivals. At this point though, we'll just leave it all as is and see what happens. Okay so each god, major and minor, gets their own domain. And each god has its neighbors: every vertex (minor god) borders 3 faces, and every face (major god) borders 5 vertices. (More polyhedral geometry!) If that doesn't make sense to you, go get a 12-sided die or a picture of one and stare at it real hard until it makes sense. Or don't, and just accept it and move on. So what we have done here is set up each god to have a primary domain (its own assigned domain) and a number of secondary domains (its neighbors' domains). That is, each major god gets its own domain, plus 5 secondary domains. And each minor god gets its own domain, and 3 minor domains. Thus the major gods attain more power / diversity / responsibility. The following templates mostly just tell you who the neighbors are for each face and vertex. Major Gods Template: | FACE | PRIMARY DOMAIN | SECONDARY DOMAINS | | ------ | ---------------- | ----------------- | | 1 | Law | ABCDE | | 2 | Magic | AEFNO | | 3 | Healing | ABFGH | | 4 | Chaos | BCHIJ | | 5 | Life | CDJKL | | 6 | Death | DELMO | | 7 | Plants | QRGHI | | 8 | Dreams | FGOPQ | | 9 | Time | PTMNO | | 10 | Sun | STKLM | | 11 | Animals | RSIJK | | 12 | Moon | PQRST | Minor Gods Template: | VERTEX | PRIMARY DOMAIN | SECONDARY DOMAINS | | ------- | ---------------- | ------------------- | | A | Trickery | 1,2,3 | | B | Metal | 1,3,4 | | C | Fertility | 1,4,5 | | D | Water | 1,5,6 | | E | Change | 1,2,6 | | F | Creation | 2,3,8 | | G | Destruction | 3,7,8 | | H | Fire | 3,4,7 | | I | Madness | 4,7,11 | | J | Storms | 4,5,11 | | K | Courage | 5,11,10 | | L | Wealth | 5,6,10 | | M | Air | 6,9,10 | | N | Earth | 2,6,9 | | O | Weather | 2,8,9 | | P | Wisdom | 8,9,12 | | Q | Strength | 7,8,12 | | R | Protection | 7,11,12 | | S | Travel | 10,11,12 | | T | Pain | 9,10,12 | Okay let's fill out the templates: For each face or vertex, look up the Secondary Domains on the opposite table and fill them in! Note: I discovered at this point that it's best to shuffle your initial list of domains lest your domains be thematically clumped. For example, when brainstroming, I wrote out all my elemental domains at once. This resulted in a god of fire, water, earth, and water. Which both doesn't make much sense, and also isn't that interesting or fun. So spread your domains around thematically if you're doing this. By the way, in my game every god is merely an aspect of the god-above-all-gods, PATRICK. Wanna see how it turned out? The major gods: | ID | Name | PRIMARY DOMAIN | SECONDARY DOMAINS | | --- | ---- | -------------- | ------------------- | | 1 | Unutrik | Law | Trickery, Metal, Fertility, Water, Change | | 2 | Dutrik | Magic | Trickery, Change, Creation, Earth, Weather | | 3 | Tritrik | Healing | Trickery, Metal, Creation, Destruction, Fire | | 4 | Kvartrik | Chaos | Metal, Fertility, Fire, Madness, Storms | | 5 | Kvintrik | Life | Fertility, Water, Storms, Courage, Wealth | | 6 | Sestrik | Death | Water, Change, Wealth, Air, Weather | | 7 | Septrik | Plants | Strength, Protection, Destruction, Fire, Madness | | 8 | Oktrik | Dreams | Creation, Destruction, Weather, Wisdom, Strength | | 9 | Nautrik | Time | Wisdom, Pain, Air, Earth, Weather | | 10 | Dektrik | Sun | Travel, Pain, Courage, Wealth, Air | | 11 | Eltrik | Animals | Protection, Travel, Madness, Storms, Courage | | 12 | Dotrik | Moon | Wisdom, Strength, Protection, Travel, Pain | AND the minor gods: | ID | NAME | PRIMARY DOMAIN | SECONDARY DOMAINS | | ---- | ---- | ---------------- | ------------------- | | A | Aatrik | Trickery | Law, Magic, Healing | | B | Batrik | Metal | Law, Healing, Chaos | | C | Catrik | Fertility | Law, Chaos, Life | | D | Datrik | Water | Law, Life, Death | | E | Eatrik | Change | Law, Magic, Death | | F | Fatrik | Creation | Magic, Healing, Dreams | | G | Gatrik | Destruction | Healing, Plants, Dreams | | H | Hatrik | Fire | Healing, Chaos, Plants | | I | Iatrik | Madness | Chaos, Plants, Animals | | J | Jatrik | Storms | Chaos, Life, Animals | | K | Katrik | Courage | Life, Animals, Sun | | L | Latrik | Wealth | Life, Death, Sun | | M | Matrik | Air | Death, Time, Sun | | N | Natrik | Earth | Magic, Death, Time | | O | Oatrik | Weather | Magic, Dreams, Time | | P | Patrik | Wisdom | Dreams, Time, Moon | | Q | Qatrik | Strength | Plants, Dreams, Moon | | R | Ratrik | Protection | Plants, Animals, Moon | | S | Satrik | Travel | Sun, Animals, Moon | | T | Tatrik | Pain | Time, Sun, Moon | So now I have d20 minor gods, and d12 major gods. Neat! A lot of things here *just work* when you look at them. The god of madness and chaos? The god of life and fertility? Others are interesting. The god of Law and Trickery? The god of Healing and Destruction? Nautrik is the god of Time and Wisdom, but also of Time and Pain. I also really like how subdomains overlap. There are, e.g., five minor gods with a Law subdomain. This could mean that they all have fealty to Unutrik, the primary god of Law. And that they all vie and jostle for his favor. And for Unutrik, it might mean that there are 5 lesser gods all gunning for his job and trying to stab him in the back. Built in political drama! I imagine none of these gods will use actual names in my game. Or if they do, mortals probably won't know them. They will instead remain rather loosely conceptual, going by an epithet when it is necessary to refer to them. I also admit that this is all a little bit over the top. Do I really need 32 gods in my little make believe game? No, I do not. But now I can have some readymade, weird, jumbled portfolios that I can draw on when I want to, all of which are random and jumbled enough that they ought to be quite interesting. To tie theory back to practice, In Cleric + Thief, the titular heroes are (were) disciples of Martik, the vulture-headed god of Air and Death. Until Martik was murdered, that is. And now they are guardians of a newborn godling who might one day ascend to the pantheon. And in the meantime, they intend to identify the godslayer--- be it man or god---and bring them to justice. And now I have a deep roster of suspects who might have done it. Some fun resources on pantheons: - - - -
7a83ccd9fcdde726139d1bcd33e8170d9dbdee67
Library Game
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This is a game that I play every time I go to the library. Now you can play it too! What : When you find yourself at the public library, choose a random three-digit dewey decimal number. Read it forwards and backwards so now you have two numbers. For each, go to that section of the stacks and find the book at, or nearest to, that number. Pick it up and look at it. Read the back. Read the table of contents. Skim the index. Skim the introduction. Either return it to the shelf, or check it out and take it home and read it. How : Method 1: Roll 3 ten-sided dice. Either the tangible ones you keep in your pocket, or the digital ones you keep in your mobile pocket device. : Method 2: Look around you for any kind of printed writing. A sign, a poster, a warning, a flier, a label. Read it from the beginning, or backwards from the ending, or from a random spot of your choosing. Make special note of any letters occurring in the special phrase ACORN TILES. The appearance of each letter corresponds to the number of the letter in that phrase. For example, start reading from the beginning of this sentence. The phrase letters, in order of appearance, are O (second letter of For), R (third letter of For), and E (first letter of example). O is the 3rd letter of ACORN TILES, R is the 4th letter of ACORN TILES, and E is the 9th letter. (S, the 10th letter, stands for 0.) So your number is 349.
824bda2718d96f69bee4219998b18ea94d7ff0dc
d66 grid to d20 + d6 tables
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## Mechanic I don't know what to do with this thing, but I am quite enamored with it.
``` . 1 2 3 4 5 6 1 a b c d e f 2 g u u w w h 3 i u y y w j 4 k x z z v l 5 m x x v v n 6 o p q r s t ```
Figure: A two dimensional d66 grid
It is a two dimensional d66 grid. You roll two six-sided dice (or one die twice), one for the x-axis and one for the y-axis. And then look up the corresponding letter on the grid. And then look up that letter on a table of 26 letters. This table is generally split into 20 rare / specific items and 6 common / general items. I never really thought about how a 26 letter alphabet can be represented by a d20 table and a d6 table. But that's not even the clever part. Look, the first 20 letters of the alphabet are all clustered around the outer ring of the grid. You can only get one of them by rolling either a 1 or a 6 on one of your dice. Any other roll will get you one of the six letters clustered in the center. Probability heavily favors the last six letters of the alphabet. The first twenty letters are more rare. This mechanic is, according to some random person on discord, allegedly from the game Traveler, where it served as a Rumor Generator: six common rumors, and twenty specific rumors. So this mechanic, with one roll, randomly determines the rarity of a result. And then randomly determines the result itself from a provided table of 20 and 6 options. Which you don't need a mechanic for: you could certainly decide for yourself whether the hot piece of gossip your character just heard is "common" or "specific" based on circumstances. And then, if it's obvious to you, you can decide what that piece of gossip is on your own. But if you don't want to, or cannot, readily determine those things on your own, then this is a very neat little mechanic indeed! And it's all opt-in as well! You could just roll on the grid to determine the rarity. Or you could roll a d20 on the rare list. Or you could roll a d6 on the common list. Or any combination of the above. ## Example Question: What is the goblin hoard doing with all those ....? 1. Bottle caps 2. Mismatched socks 3. Broken mirrors 4. Rusty keys 5. Marbles 6. Doll heads 7. Rubber ducks 8. Buttons Answer: Roll 2d6: ``` . 1 2 3 4 5 6 1 a b c d e f 2 g u u w w h 3 i u y y w j 4 k x z z v l 5 m x x v v n 6 o p q r s t ```

    Uncommon:

  1. Forming an orchestra from makeshift instruments
  2. Hosting the annual goblin Olympics
  3. Establishing a goblin spa and resort where they offer unconventional treatments
  4. Trying to teach themselves how to read because they discovered poetry
  5. Hosting a goblin poetry slam
  6. Making costumes for an underground wrestling league
  7. Forming a goblin detective agency to solve goblin crimes
  8. Trying to find an appropriate venue to host a goblin art show
  9. Forming a goblin Night Choir to serenade the moon in hopes that it will rain moondust on them
  10. Training a pack of misfit animals to perform circus tricks
  11. Building a miniature replica of a nearby human village
  12. Preparing for their annual competitive snail race
  13. Holding a banquet to celebrate the union of two rival goblin clans
  14. Sabotaging a banquet celebrating the union of two rival goblin clans
  15. Turning into sharks!
  16. Trying to play a prank on a minor woodland deity
  17. Building a secret goblin library
  18. Making weird puppets in the likeness of important townfolk
  19. Brewing a mysterious potion
  20. Recovering a cursed artifact from buried ruins

    Common:

  21. Hosting a masquerade ball
  22. Baking weird bread
  23. Trying to sneak out of the city
  24. Smuggling an indignant woodland critter into the city
  25. Building an arcane contraption
  26. Trying to make friends with an unwilling party
Note: this is maybe not the best example because there's no rhyme or reason to what is considered rare vs common here. But that's okay, because I just made it all up myself! You get the idea.
51f6c2ac9d25dc34124f0fc6547bd94363140dd8
Rovoron Kullter Luxury Electric Scooter (Only rode 5 times) - $1,100 (Denver)
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## For Sale By Owner > Rovoron Kullter Luxury Electric Scooter (Only rode 5 times) - $1,100 (Denver) > > Too fast and too powerful. Fell down twice I can't ride this > > 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) ## About This is a precarious dice stacking tower building role playing game about trying to ride a scooter that is too fast and too powerful. Try to ride it five times without falling down twice challenge (difficulty: impossible). You will need: - a whole bunch of six sided dice. - maybe a pen and paper or other journal shaped object if you want to write down some thoughts and observations about your trips ## How to Play PHASE 1: TRIP PLANNING To begin, grab 5 dice and roll them all at once to determine your destinations, or choose your favorites (adapt or modify to your liking): 1. To the local public library to drop off your Monk Season 3 DVDs and check out the new titles. 2. To the coffee shop to meet up with a friend. 3. To the bookstore to pick out a birthday card and a gift. 4. To the community theater to catch a show 5. Down to the riverfront to watch the sunset and the ducks. 6. To the corner market to get some sugar so you can finish baking your cookies. Now line up those 5 dice in a neat little row or some kind of little shape. They should be close to each other but not too close to each other. PHASE 2: VROOM VROOM TIME Now, roll a different die to see how your trip goes: 1) Easy peasy, smooth sailing: stack 1 die on each of your dice. 2) A little fast but still okay: stack 1 die on each of your dice. 3) Whew okay, take a little breather. 4) Too fast: drop 1 die from six inches above your row of dice and within three inches of them. 5) Too powerful: drop 2 dice from six inches above your row of dice and within three inches of them. 6) Too fast and too powerful! drop 3 dice from six inches above your row of dice and within three inches of them. If / when one of your stacks gets knocked over, you fall down. Oof! Ouch! Owie! Your bones and your flesh! What happens as a consequence of not making it to your destination? If any of your stacks get to 5 dice high then you successfully get to your location. That's great! What do you do there? What happens there that is unexpected? At any time, you can decide that falling down x number of times is enough! This scooter is too fast and too powerful! You can't ride this. And decide to sell it on craigslist. ## Additional Details If you buy this you will get 1. Extend Protection Plan for 2 years 2. Fast charger and new standard charger 3. Two New extra handles, One extra new suspension Specifications - Battery: 60 volt - 31.5 Ah - 1,890Wh - LG cells - Charge time: 18 hours with standard charger, 4.8 hours with the quick charger - Max mileage: 65 miles (mileage may vary depending on rider weight, road conditions, and ambient temperature) - Max Speed: 15mph when speed limited, 45+ for off road use - Climbing Grade: 43% or 23 degrees depending on rider weight and state of charge - Braking System: Front and Rear Zoom Hydraulic Disc Brake with ABS Standard - Tires: 10x2.7 inch tubeless - Max Load: 265 lbs - Scooter Weight: 68 lbs - Product Material: Frame and Handle are aviation grade 6063, 6082 aluminum alloy, the shaft is SCM440 steel, and plastic covers Details - bicycle frame material: other/unknown - bicycle type: other - brake type: other/unknown - condition: like new - frame size: 60cm? - handlebar type: other/unknown - make / manufacturer: Minimotors - model name / number: Rovoron Kullter Luxury E scooter - suspension: other/unknown - wheel size: other/unknown ## Credits This game is inspried by this post from craigslist: https://denver.craigslist.org/bik/d/denver-rovoron-kullter-luxury-electric/7720784000.html and by Time To Plant The Beans by Richard Kelly: https://kumada1.itch.io/its-time-to-plant-the-beans
7e38a10fc2e4d67245c39f2ab785236c216bf057
Giant Mutant Hybrid Bighorns
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## Contents 1. [About](#about) 2. [Your Evil Plan](#your-evil-plan) 3. [How To Play](#how-to-play) 4. [Codex](#codex) 5. [Dice Pool](#dice-pool) 6. [Progress Tracks](#progress-tracks) 7. [Credits](#credits) ## About You are octogenarian mad scientist Montana Jack. You have an evil plan to get rich by creating giant mutant hybrid bighorn sheep. It is an affront to nature and an insult to god, and the feds are after you. This is a solo journaling role playing game about mad science and crime based on a true story. You will need: - pen and paper - one deck of standard playing cards - a handful six and eight-sided dice ## Your Evil Plan For some reason you have decided that your path to glory involves creating giant mutant hybrid bighorn sheep. 1. Illegally obtain "parts" of the Marco Polo Argali, the worlds largest sheep. 2. Use mad science to clone embryos from the genetic material. 3. Implant embryo clones in Bighorn ewes. 4. Wait until one of the ewes gives birth to a genetically pure Marco Polo Argali. 5. Breed the Marco Polo with the bighorns and other wild sheep, creating Giant Mutant Hybrid Bighorns. 6. Sell the GMHB to a hunting preserve in Texas for huge profit! ## How To Play In brief: Play revolves around a LOOP that includes using your playing cards to uncover challenges and tasks that need to be done, and then resolving those tasks with dice rolls. Then mark progress toward your goals (and the feds' goals!) on a progress track. Finally, reflect on your progress and write in your journal. The game is over when you succeed, or when the feds catch up to you. In detail: Shuffle your playing cards and set the deck face down in front of you. 1. DEAL: Roll a six-sided die. Deal that many cards face down in front of you. Each deal represents an abstract block of time. A couple days, a week or so. Turn the cards over one at a time, interpreting the cards as you go using the CODEX. 2. ROLL: Resolve all the cards at once using the DICE POOL. 3. TRACK: Fill the CRIME and HEAT tracks based on the outcome. 4. JOURNAL: Write about the challenges and outcomes in your journal. ## Codex Each card is an open ended prompt. You will need to reflect, and then interpret it in a way that makes sense to you. The card's suit determines the card's DOMAIN: - CLUBS: Law (Fish & Wildlife, FBI, Local law enforcement, Nosy kids, Intrepid reporters) - DIAMONDS: Science (technology, smarts, labs, operation, genetics) - HEARTS: Nature (husbandry, balance, frailty, ruggedness, chaos, illness) - SPADES: Crime (contacts, forgery, bribery, intimidation, smuggling, traffiking) The card's value determines the card's FOCUS: - A: Items - 2: People - 3: Creatures - 4: Foes - 5: Environments - 6: Discoveries - 7: Places - 8: Sensations - 9: Creatures - 0: Items - J: People - Q: Creatures - K: Foes ## Dice Pool Assemble a pool of six-sided ACTION dice and eight-sided CHALLENGE dice. - Always begin with one ACTION die. Add an additional die to a maximum of 5 for each of the following that is true: you have a skill that can help you, you have an item or piece of equipment that can assit you, somebody is helping you, there are other circumstances established by the game narrative that are beneficial to you. - Always begin with two CHALLENGE die. Add an additional die to a maximum of 4 for each of the following that is true: you are unprepared, outnumbered, outclassed, or surprised; the situation pushes on a flaw, hindrance, or fear; there are other circumstances established by the game narrative that hinder you. - Roll all the eight-sided CHALLENGE dice. Line them up in a row from highest to lowest. - Roll all the six-sided ACTION dice and assign one or more of them to each challenge die so that the ACTION dice total is greater than the CHALLENGE die value. Each roll has multiple outcomes. Here is how to interpret the outcome for each individual challenge die in the dice pool: - ACTION > CHALLENGE: Success. You get what you want. Mark one progress on your CRIME track. - ACTION = CHALLENGE: Mixed outcome. You get what you want, but at cost. Choose one of the following: mark one progress on both the CRIME and the HEAT tracks; mark one progress on the CRIME track but suffer a condition (automatically add one CHALLENGE die to your next roll); mark one progress on the CRIME track and make a hard choice. - ACTION < CHALLENGE: Failure. You don't get what you want and things potentially get worse. Mark one progress on the HEAT track. Special outcomes: - CATASTROPHE: There is a CHALLENGE die that does not have an ACTION die allocated to it. A tremendous setback. What happens? Mark an additional 2 progess on the HEAT track. - SPECTACLE: You have all successes and an ACTION die is leftover unallocated. Excessive, extravagent success. You succeed with a little too much gusto, a little too much brilliance. Mark an additional 2 progress on the CRIME track, and 1 additional progress on the HEAT track. ## Progress Tracks You have two tracks: CRIME and HEAT. If you fill either of them, the game is over. You either successfully pull of your weird crime, or the feds catch up to you and seize all your equipment and mutant sheep and haul your ass to court. Each track is six boxes. On the CRIME track, each box represents one step of your EVIL PLAN. On the HEAT track, each box represents the feds closing in on you. To mark progress on a track, draw a slash across the box from corner to corner (like making an X) or from side to side (like making a +). Once there are four slashes in the box (it has an X and a +) that box is complete. Start marking progress in the next box. TIP: For a quicker game, Consider a box full with only 2 lines, either an X or a +. ## Credits This game is based on a true story: https://cowboystatedaily.com/2024/03/13/montana-man-80-nailed-by-feds-for-creating-mutant-hybrid-bighorns/ Inspirations: The Goblin Pulls Out A Gun, Viditya Voleti: https://vidityavoleti.itch.io/goblin-pulls-out-gun The Wretched, Chris Bissette: https://loottheroom.itch.io/wretched Ironsworn, Shawn Tomkin: https://shawn-tomkin.itch.io/ironsworn One Page Solo Engine, Karl Hendriks: https://inflatablestudios.itch.io/one-page-solo-engine
8c6f0057f22462ce7df390ccd07e9f5cb234b136
Diceless Random Number Generators
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## CONTENTS 1. [INTRODUCTION](#introduction) 2. [ARSINO D6](#arsino-d6) 3. [MULTIPLY WITH CARRY](#multiply-with-carry) 4. [POCKET DICE ROLLER](#pocket-dice-roller) ## INTRODUCTION What is up, here are three random number generators so you can roll dice without any dice for when you are gaming on the go! The first two you can do entirely in your head. The third will require printing or copying a sheet of paper. ## ARSINO D6 I've seen variations of this one around, but here I am presenting ARSINO d6 by Colin Kloecker of Terribly Beautiful Games as the canonical version. All you have to do is remember the word "ARSINO". Then look around for any printed word. A sign, a poster, a label. Anything. Start reading it, and stop when you come across a letter also present in ARSINO. That letter's number position in ARSINO is your result: A = 1, R = 2, S = 3, I = 4, N = 5, O = 6. Repeat as needed. Other dice sizes: - for d12, do as above and then flip a coin. Heads, take the number as it is. Tails, add 6. - for d10, do as above, but use the phrase ACORN TILES. - for d20, "roll" a d10 and flip a coin. Heads, take the result as is. Tails, add 10. If you have no coin, just "roll" d6. If the letter you find appears in the first half of the word, count that as Heads. If it appears in the last half of the word, count that as tails. Source: https://terriblybeautiful.itch.io/arsinod6 ## MULTIPLY WITH CARRY I don't know what to call this one. The "Multiply By Six" method? Its author calls it "multiply-with-carry" so we'll go with that despite it not being very evokative. 1. Pick any random 2 digit number to begin with. e.g. 42 2. Multiply the ones digit by six, and add it to the tens digit. e.g. 4 + 2 * 6 = 4 + 12 = 16 3. The result is the ones digit of the new number. e.g. 6 4. Repeat steps 2 - 4 with your new number. i.e. 16 Example sequence: Current Next Result ------- ---- ------ 42 16 6 16 37 7 37 45 5 45 34 4 34 27 7 37 45 5 Uh oh, this sequence repeats. Maybe you could use it for a while and then choose a new seed. Source: George Marsaglia on the sci.math usegroup via hillelwayne: - https://groups.google.com/g/sci.math/c/6BIYd0cafQo/m/Ucipn_5T_TMJ - https://www.hillelwayne.com/post/randomness/ ## POCKET DICE ROLLER This one lacks the benefit of the first two in that you can't do it in your head with no other materials. It is kind of neat though. First download and print out the sheet. Or copy it down by hand onto a sheet of paper. 1. Randomly choose a letter A - F to begin with. 2. Flip the book around a few times to randomize its orientation. It can be read upside down, right side up, frontwards, and backwards. 3. Turn to the page number indicated by your chosen letter. 4. Read the number number next to your chosen letter. This is your result. It is also the page number for your next roll. Subsequent rolls are similar: flip the book around a few times, and then turn to the page number from step 4. Select a random letter A - F, and look up your result / next page number. Repeat. Variations: - For d10, follow the steps above but choose letters A - J - For d12, follow the steps for d6 and flip a coin. Heads, take the number as is. Tails, add 6. - For d20, roll a d10 and flip a coin. Heads, take the number as is. Tails, add 10. Source: https://preview.drivethrurpg.com/en/product/195037/Pocket-Dice-Roller
1d47f6e0211ae184c366c2479844ed473183d584
2023 In Review
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## CONTENTS 1. [BLOGS I BLOGGED](#blogs-i-blogged) 2. [GAMES I PLAYED](#games-i-played) 3. [GAMES I PUBLISHED](#games-i-published) ## BLOGS I BLOGGED I did 17 bloggers in 2k23, the year of the Barbie Movie. I keep the source of all of my blog posts in these m4 files. And luckily they all include metadata including title and date. So I do some funky sed regex search and replace to format them in such a way that I can do a recsel on them. And then I have queryable blog post data! Look at this silly bash oneliner. ```bash fd "^[0-9]+.m4" \ | xargs grep -e timestamp -e title \ | sed -e 's/^.*\([0-9]\{4\}\)-[0-9]\{2\}-[0-9]\{2\}.*$/date: \1\n/' -e "s/^.*title, \`\([^']*\)'.*$/title: \1/" \ | recsel -p "date,Count(title):total" -G date ``` It gives me all my posts per year: ``` date: 2020 total: 11 date: 2021 total: 10 date: 2022 total: 18 date: 2023 total: 17 ``` And then you can do a few more transformations... ``` ... | recfmt "{{date}} {{total}}" \ | gsed -e '1i .G1' -e '$a .G2' \ | groff -G -Tutf8 ``` And you get get a pretty text graph! ``` โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ” 18โ”€โ”ค โ€ข โ”‚ โ”‚ โ€ข โ”‚ 16โ”€โ”ค โ”‚ โ”‚ โ”‚ โ”‚ โ”‚ 14โ”€โ”ค โ”‚ โ”‚ โ”‚ โ”‚ โ”‚ 12โ”€โ”ค โ”‚ โ”‚ โ€ข โ”‚ 10โ”€โ”ค โ€ข โ”‚ โ””โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”˜ โ”‚ โ”‚ โ”‚ โ”‚ 2020 2021 2022 2023 ``` Up and to the right! Number go up! This section of the blog is bought to you by m4, recutils, and groff. That's how you know it was written by me, dozens. ## GAMES I PLAYED I also keep my gamelogs in a recfile. - http://tilde.town/~dozens/gamelog/ - https://dozensanddragons.neocities.org/gamelog/ - https://git.tilde.town/dozens/gamelog This year, in the year of the Barbie Movie, I played 13 games. 3 as a DM, 10 as a player. SOLO GAMES I have sadly ignored all of my solo games for what feels like 3/4 of the year. I would really like to get back into them in 2024, because I enjoy each of them. They all have a different vibe and feel. - cleric+thief: mystery political adventure featuring the titular duo. http://tilde.town/~dozens/clericthief/ https://awkwardturtle.itch.io/brighter-worlds - 36 Corollaries of Lisergia: surreal experiential drifter. https://capacle.itch.io/lisergia - Castiron Sworn: epic adventures http://tilde.town/~dozens/castiron/ https://www.ironswornrpg.com/ PLAYER GAMES - Newton Handle and Planar Nexus: okay these were a couple of dungeon crawl live text games that were run by sean and tibbius respectively. it was the three of us in each game. and there was a lot of thematic overlap, and it felt like they were mirror images of each other a lot of the time, which made them feel a little surreal. neat experience. - D&D Holiday Oneshot: festive holiday oneshot with coworkers. the party was 60% bards! - Sleepaway: really wanted to have fun with this one, but it was too freeform and loosey goosey for my high tactics wargaming group. fizzled out before it really took off. sadface. https://possumcreekgames.itch.io/sleepaway - Betrayal at House on the Hill: a creative one shot with coworkers. basically a haunted house dungeon crawl using the tiles from the board game. - Fantasy Traveler Ultraviolet Grasslands: playing a game of spreadsheets and budgets with kensanata and the boys. have never played anything quite so focused on inventory management. having a lot of fun. https://campaignwiki.org/wiki/MontagInZ%c3%bcrich/Ultraviolet_Grasslands - Twilight Dungeon of the Void Magus: Quickie. A Lunchtime Live Text One Hour Oneshot (LTLT OHOS) skill/stam/luck dungeon crawl with sean and florik. fun fun fun. - Dark Sun: My irl gaming group plays a highly comedic grimdark 5e D&D game every two weeks. So much fun! DM GAMES - Spelljammer: My 5e spelljammer completed this year. It was fun! Despite the shortcomings of the spelljammer sourcebook. - Troika: Ran Small Medium Large, the winner of the 2022 One Page Dungeon Contest, for a bunch of discordians. Had a blast. I friggin love Troika. https://www.dungeoncontest.com/opdc-2022 - Basement Quest: The best game in the universe! Currently on hiatus. New years resolution: kick this game back off again. http://tilde.town/~dozens/quest/ ## GAMES I PUBLISHED Sadly, I do NOT have my itch.io stats in a recfile. 2024 goals. This, the year of the Barbie Movie, was also the year of the absurd Giraffe / Horse TTRPG. - SPORTS HORSE: https://dozens.itch.io/horse - Horses on the Brink! https://dozens.itch.io/horses-on-the-brink - Best Leaves Girafferific!! https://dozens.itch.io/best-leaves It was also the year of Vumpire! The world's only Vampire Sports + Baseball Simulator in which you play a vampire umpire. - VUMPIRE! https://dozens.itch.io/vumpire It was also apparently the year for games with exclamation marks!! Game sources: - https://git.tilde.town/dozens/horse - https://git.tilde.town/dozens/giraffe - https://git.tilde.town/dozens/vumpire I made $68 total from itch.io this year. Which I consider to be pretty good because I don't really promote my games that much, and also I always offer a free download option. The forest game is still by best selling game, now followed by vumpire. https://dozens.itch.io/forest But Shoes in the Dark is still my most downloaded. https://dozens.itch.io/shoes-in-the-dark
eab2763ebae12a7a191b7cf3b0ac84ff65d00dad
some games you can play
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This is for my boy acdw who asked for suggestions for games he can play with his wife. ## Contents 1. [Games](#games) 2. [Oracles](#oracles) 3. [Scenarios](#scenarios) ## Games I don't know if a table is the best way to show this data, but that's what I'm going to use. name vibe facilitation materials pros cons cost url url_2 ------------------------------------- ----------------------------------------------------------------------- --------------------------------- -------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------ ------------------------------------------------ ---------------------------------------------------------------------------------------- ----------------------------------------------------------------- Cthulhu Dark Dark, ominous mysteries Guided d6 easy d6 resolution Free 2 Page Version. Paid Full Version http://www.catchyourhare.com/files/Cthulhu%20Dark.pdf https://preview.drivethrurpg.com/en/product/341997/Cthulhu-Dark Brindlewood Bay Cozy \"Murder She Wrote\" mysteries Guided d6 Novel mystery mechanic: once you\'ve found enough clues, you hypothesize and roll dice, and if you roll good, that\'s what happened! (There is no pre-written solution to the mysteries!) pretty open-ended Free https://preview.drivethrurpg.com/en/product/410316/brindlewood-bay-kickstarter-edition Dungeon Heroes Almost a \"Choose Your Own Adventure\" kind of adventure vibe None / Solo / Co-op polyhedral dice Dead simple. Quick start. No prep. At least 9 little adventures to play through. Very linear, not much player freedom. Free https://lonespelunker.itch.io/dungeon-hero Any Planet Is Earth Space exploration Co-op with Oracle? d6 heavy table driven Paid, but with Free Community Copies Available https://classless-kobolds.itch.io/any-planet-is-earth Alone Among The Stars Space exploration none / solo / co-op d6 + deck of cards super simple not really a game, but an experience generator free https://noroadhome.itch.io/alone-among-the-stars A Visit To San Silba Visiting and Exploring a Strange Town. Kind of dreamy and liminal. none / solo / co-op d6 + deck of cards super simple Paid, but Free Community Copies Available https://jimmyshelter.itch.io/a-visit-to-san-sibilia Ironsworn Epic Fantasy Adventures Fueled by the Power of Promise co-op polyhedral dice simply one of the best games there is for the price. also lots of hacks to be found on itch. slightly complicated rules free https://www.ironswornrpg.com/ The Quiet Year Cozy Map Drawing Game co-op d6 + deck of cards novel gameplay Paid https://buriedwithoutceremony.com/the-quiet-year I\'m Sorry Did You Say Street Magic Creating A City with Magical Locations and Residents and Secret Names co-op index cards, writing materials freeform Paid https://seaexcursion.itch.io/street-magic ## Oracles name: One Page Solo Engine url: https://inflatablestudios.itch.io/one-page-solo-engine name: Recluse url: https://gravenutterance.itch.io/recluse ## Scenarios Fire up that chatgpt yo, ask it to write an adventure prompt for you
6b39f3ce3bb0666d8258e807d1ce3a02b42e18df
TIL genesys dice
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okay so once upon a time there was this star wars roleplaying game by fantasy flight games. it used these colorful six, eight, and twelve sided dice that instead of having numbers had these weird abstract symbols. they are oddly compelling with their mysterious glyphs and their red, yellow, green, purple, black, and blue. then ffg decided to abstract this system into a generic roleplaying system called genesys. they changed up the symbols a little bit to make them a little less star wars-y and a little more... generic. and they call them "narrative dice." here is my own emoji based interpretation of the dice faces.
| type | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |-------|-------|-------|----|------|------|----|---|---|---|----|----|----| | boost | โฌ›๏ธ | โฌ›๏ธ | ๐Ÿ’ฅ | ๐Ÿ’ฅ๐Ÿ‘ | ๐Ÿ‘๐Ÿ‘ | ๐Ÿ‘ | | setback | โฌ›๏ธ | โฌ›๏ธ | ๐Ÿšซ | ๐Ÿšซ | ๐Ÿ‘Ž | ๐Ÿ‘Ž | | ability | โฌ›๏ธ | ๐Ÿ’ฅ | ๐Ÿ’ฅ |๐Ÿ’ฅ๐Ÿ’ฅ | ๐Ÿ‘ | ๐Ÿ‘ | ๐Ÿ’ฅ๐Ÿ‘ | ๐Ÿ‘๐Ÿ‘ | | difficulty | โฌ›๏ธ | ๐Ÿšซ | ๐Ÿšซ๐Ÿšซ | ๐Ÿ‘Ž | ๐Ÿ‘Ž | ๐Ÿ‘Ž | ๐Ÿ‘Ž๐Ÿ‘Ž | ๐Ÿšซ๐Ÿ‘Ž | | proficiency | โฌ›๏ธ | ๐Ÿ’ฅ | ๐Ÿ’ฅ | ๐Ÿ’ฅ๐Ÿ’ฅ | ๐Ÿ’ฅ๐Ÿ’ฅ | ๐Ÿ‘ | ๐Ÿ’ฅ๐Ÿ‘ | ๐Ÿ’ฅ๐Ÿ‘ | ๐Ÿ’ฅ๐Ÿ‘ | ๐Ÿ‘๐Ÿ‘ | ๐Ÿ‘๐Ÿ‘ | ๐Ÿ’ฏ | | challenge | โฌ›๏ธ | ๐Ÿšซ | ๐Ÿšซ | ๐Ÿšซ๐Ÿšซ | ๐Ÿšซ๐Ÿšซ | ๐Ÿ‘Ž | ๐Ÿ‘Ž | ๐Ÿšซ๐Ÿ‘Ž | ๐Ÿšซ๐Ÿ‘Ž | ๐Ÿ‘Ž๐Ÿ‘Ž | ๐Ÿ‘Ž๐Ÿ‘Ž | ๐Ÿ’ฃ |
โฌ›๏ธ = blank, ๐Ÿ’ฅ = success, ๐Ÿ‘ = advantage, ๐Ÿšซ = failure, ๐Ÿ‘Ž = threat, ๐Ÿ’ฏ = triumph, ๐Ÿ’ฃ = despair
so the gist of it is that you assemble and roll a big colorful dice pool: 1. start with some number of green d8 ability dice and yellow d12 proficiency dice based on your skills and abilities.[^1] [^1]: so you have six stats like in dnd, with something like 1 - 3 points assigned to them. and then you have skills, also like in dnd, with 0 - 3 points assigned to them. if you were going to do a "strength (athletics)" check (which doesn't exist in genesys; i'm using dnd as a lingua franca here), then you'd look at strength and athletics. one of them will be a higher value, and you start with that many ability dice. then you take the lower number, and you upgrade that many ability dice to proficiency dice. 2. the gm determines the difficulty and gives you some number of purple d8 difficulty dice and red d12 challenge dice. 3. add some number of blue d6 boost dice and black d6 setback dice based on situational advantages and disadvantages. and then you roll em! your ability, proficiency, and boost dice will give you some number of successes and advantages. (and maybe a special 'triumph' from the proficiency dice.) your difficulty, challenge, and setback dice will give you some number of failures and threats. (and maybe a special 'despair' from the challenge dice.) successes and failures cancel each other out, and so do advantages and threats. if you have more successes than failures, then you succeed at the task! but advantages and threats still apply regardless of success or failure! so you can fail at a task and still gain an advantage. or you can succeed at a task and still suffer several threats. it seems like a system that heavily favors roleplay. you don't want to be rolling this dice pool all the time. and you don't really want to be using it for turn-based, grid-based tactical combat. i imagine you do a lot of roleplaying, and then roll the dice once or twice to resolve a situation or scenario. it has a weird fan base online. people seem to really enjoy its nuance. but also reddit and the threadiverse seem to build a consensus that you should just use a dice rolling app instead of trying to use the dice for some reason. i, on the other hand, think the dice are super appealing. although i have never rolled any, nor tried to read the little glyphs. i also imagine the negotiation while building the dice pool to be pretty fun. you might try to convince your gm that you have advantage on a roll because you have the high ground or something. and they might agree and give you a boost dice. anyway, i just found out about this system. and i think it looks pretty fun. and now you know about it too! you're welcome.
51f91ad927315006392aaed6d58346edeacf91b5
Everyone Is Fishblade
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## CONTENTS 1. [PREFACE](#preface) 3. [ABOUT](#about) 4. [YOU WILL NEED](#you-will-need) 5. [GETTING STARTED](#getting-started) 6. [FISHBLADE](#fishblade) 7. [FISHFINGERS](#fishfingers) * [ALTERNATIVE RULES: COINS OF FATE](#alternative-rules:-coins-of-fate) 8. [FISHFIGHT!](#fishfight!) 9. [PLAY](#play) 10. [SCORING](#scoring) 11. [CREDITS](#credits) ## PREFACE Hi! I just found this in a draft folder. I wrote it back in January back when there were a bunch of Fishblade memes going around. And then I never did anything with it. Until now. Now it's yours. Enjoy! ## ABOUT Fishblade is a competitive, diceless, GM-less storytelling game in which a party of vengeful Spirits struggle for control over one inept fish with a knife. ## YOU WILL NEED - 1 - 4 humans with hands and fingers - (optional) 1 - 3 coins ## GETTING STARTED Each player embodies a Spirit of Vengence that will from time to time inhabit Fishblade's body and make it do stuff. Write down 2 or 3 things that you're good at. Examples: swimming fast, stabbing, lying, hiding, bribery, etc. Choose 2 or 3 OBSESSIONS. Things that you, as a Spirit of Vengeance, thirst for. A compulsion. A wild desire. A wrong---real or perceived---that must be righted. Rank each one as EASY, CHALLENGING, or EPIC. Examples: steal from the flounders (EASY), become the baddest fish in the reef (CHALLENGING), destroy the fisherman who wronged you (EPIC) If you are playing solo, create 2 Spirits. You will alternate between playing both of them. ## FISHBLADE Fishblade is an inept FISH with a KNIFE who is possessed by Spirits of Vengeance. Fishblade struggles to accomplish normal tasks. When you are in control of Fishblade and attempt a task that has a chance of failure, you must consult the [FISHFINGERS] to determine success and to retain control of Fishblade. ## FISHFINGERS 1. Reach a consensus on how likely it is that Fishblade can succeed at this task. Express the odds in a way that can be counted on your fingers. e.g. 1 in 2, 1 in 3, 3 in 4, 2 in 5, etc. 2. Increase the odds of success if you can apply a SKILL, if you are prepared for this task, or if you are willing to make a sacrifice. 2. Choose one person on the fly (not the Spirit in control of Fishblade) to be the FISHFINGERS. 3. They will put one hand behind their back, close their fist, and extend a finger(s) that is the winner. (1 = Thumb, 2 = Index, 3 = Middle, 4 = Ring, 5 = Pinkie) 4. The Spirit tries to guess correctly. If you are successful, you do the thing. If you are unsuccessful, things go poorly, and you LOSE CONTROL (see [FISHFIGHT!]). ### ALTERNATIVE RULES: COINS OF FATE If you are playing solo, or if you want to use coins, use these alternative rules. Flip one coin for each of the following that is true: - You are a FISH with a KNIFE - You are prepared or can use a SKILL - You are willing to make a sacrifice Count the number of heads: - 0: Things go poorly. You LOSE CONTROL (see [FISHFIGHT!]) - 1: You do the thing, but at a cost. There is a complication, a hard choice, or a twist. - 2: You do the thing! Good job, Fishblade! ## FISHFIGHT! When Spirits compete for control of Fishblade, one must win a contest of willpower against the other Spirits of Vengeance to retain control of Fishblade by winning a round of FISHFIGHT! Everybody declares EVEN or ODD, and on the count of three extends one or two fingers. Count up all the fingers. If the evenness/oddness of the sum matches your declaration, you proceed to the next round. Otherwise, you're out. Continue until one player wins, and gains control of Fishblade. If you are playing solo, declare EVEN or ODD, extend one or two fingers, and then flip a coin. Add 0 if it landed TAILS. Add 1 if it landed HEADS. ## PLAY Fishblade wakes up in a strange location. Immediately, the Spirits of Vengeance should compete for control of the body. The Spirit in control makes decisions for Fishblade and drives the story forward. Other players can play other characters, or aspects of the world. When there is a lull in the action, when the current Spirit LOSES CONTROL, or when the timing feels right, Fishblade will briefly fall asleep or go into a brief fugue state. At which point the Spirits should once again compete for control. After a new Spirit takes control, Fishblade will probably wake up in a new unexpected location. Or a significant amount of time will have passed. Or both. ## SCORING During play, keep track of the number of times you satisfy your OBSESSIONS. At the end of the session, determine your score by multiplying the total number of Easy accomplishments by 1, Challenging by 2, and Epic by 3. Sum the totals. The player with the highest score wins. Example: | OBSESSION | TALLY | RANK | MULTIPLIER | TOTAL | |-----------|------ |-------------|------------|-------| | Stealing | 3 | Easy | x1 | 3 | | Badness | 2 | Challenging | x2 | 6 | | Destroying| 0 | Epic | x3 | 0 | Your total score is 9. If you score the highest, you win! ## CREDITS - Fishblade: https://twitter.com/thomas_violence/status/1616568000244768768 - Everyone Is John: https://rtwolf.github.io/Everyone-is-John/ - Coins are from Princess with a Cursed Sword: https://w.itch.io/cursed-sword - FISHFINGERS is from Micro RPG:
79c94f17b2d970e0662250713d3453ab66f5ab9d
Dead Dog Beach
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Dead Dog Beach is the unofficial but universally acknowledged name for the isolated stretch of rocky cliffside beach at the south end of Blue Harbor, just past Point Kel. Practically inaccessible from the popular sandy beaches north of the point, Dead Dog Beach can only really be reached from Lee Luthier's Pet Mortuary atop Point Kel. Nearly everybody in Blue Harbor visits Lee's at some point. At least once. Next to the funeral home is a wide grassy hilltop pet cemetery, at the far end of which is a narrow switchback footpath that winds carefully down the steep cliffside to Dead Dog Beach. The trail is maintained by Lee himself, who made the first of what would become many treks down to the beach after the passing of a beloved dog whose owners didn't want to take possession of its remains. (Which is a perfectly fine decision, by the way. The possession and disposal of the remains of a loved one can be a daunting and even overwhelming responsibility.) Since then, the ashes and remains of countless pets and animals have been scattered on the rocky shores of Dead Dog Beach. Not all---few in fact---of the remains that end up on the beach are of abandoned or neglected pets. Far from it. For many residents of Blue Harbor, Dead Dog Beach is the preferred final resting place for their beloved pet. It is a widely known secret that twice each month on the night of the king tide, when the water recedes, the ghosts of all of the permanent residents of Dead Dog Beach frolic and cavort and run and play on the rocky beach and in the shallow waters. Those who question the phenomenon mostly assume it is due to some magical quality inherent to the beach, to the celestial bodies, and perhaps to Lee Luthier himself. But why look a gift horse in the mouth, as it were? (There are in fact at least three horses who join the fortnightly incorporeal events.) Some point to the more dormant, restful nature of those buried in the cemetery on the cliff up above, and suggest that it must be the kind-hearted sea who relents and releases the pets to romp and play, and it is the cold-hearted earth who jealously guards that which is given over to him. But even the most curious minds are ultimately content to be thankful for the promise of being reunited with their loved ones for a short time. And none appear more thankful than the pets themselves.
2dee06d2e0d647c9ad6dd656024509e497de93ed
LOLRPG
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## CONTENTS 1. [ABOUT](#about) 2. [CREATING A CHARACTER](#creating-a-character) 3. [DOING STUFF](#doing-stuff) 4. [RESTING AND RECOVERY](#resting-and-recovery) 5. [ADVANCEMENT AND GETTING BETTER](#advancement-and-getting-better) 6. [DEATH AND RETIREMENT](#death-and-retirement) 7. [VIOLENCE](#violence) 8. [ENCOUNTERS](#encounters) 9. [ADVENTURES](#adventures) 10. [RESOURCES AND INSPIRATION](#resources-and-inspiration) ## ABOUT This is a heroic fantasy role-playing game for people who like making lists. Players will create characters and play the role of their characters. Except for one player who will assume the role of List Keeper and will play the role of the world and its inhabitants. Their responsibility is to engage with and react to the player characters. In this game there is only one stat and it is LIST. Everything is a list: - You character sheet? Just a freeform list of attributes, skills, traits, and descriptions - Encounters? Stat blocks are also just a list. - Adventures? List of encounters. - Advancement? Add a new list item to your character sheet. - When you die / retire? Read a eulogy (aka a list of accomplishments). Take a moment to reflect. And then continue playing by creating a new list and a new character. To play this game you will need: - these rules - paper and pencil (or the digital equivalent thereof) - a handful of six sided dice (or the digital equivalent thereof) ## CREATING A CHARACTER Give your character a name and some pronouns, and then create a list by writing down 5 - 6 things on a piece of paper about your character. Good things to start out with include: - ancestry / background - training / profession - unique skills and talents - significant possessions - impulses, beliefs, and instincts Also leave room for a LIST OF ACCOMPLISHMENTS. (See: DEATH AND RETIREMENT) Examples characters: > Name: Hrothgar Stonehammer (she/her) > > - [ ] Dwarf: sturdy, stout, sure of foot, long of beard > > - [ ] Can drink anybody under the table > > - [ ] Can lift a boulder twice her size > > - [ ] Former Axeman and Hammer Thrower of the Legion From Under The Mountain > > - [ ] Bearer of the legendary warhammer Icebreaker > > - [ ] Slow to trust, fiercely loyal > > - [ ] Metal plated armor > Name: Yngrith the Wise (they/them) > > - [ ] Fae-touched elven sorcerer, explorer of the unknown, and keeper of mysteries > > - [ ] Learned scholar of the Hidden Library > > - [ ] Member of the Inner Circle of the Order of the Seven Stars and the Golden Cross > > - [ ] Bearer of the cursed onyx dagger Heartstopper > > - [ ] Will sacrifice almost anything for arcane knowledge > > - [ ] FIREBALL > > - [ ] Caw-caw, their raven shaped familiar ## DOING STUFF 80% of the time the game loop is this: - The List Keeper describes the situation your character is in. - You say what your character does. - It happens. - The List Keeper describes how the situation has changed as a result of your actions. The other 20% of the time, the List Keeper may decide to have you roll dice for any of the following reasons: - You character's action is risky. - The outcome of the action is uncertain. - Failure might be interesting. - It might just be fun to roll dice. When the List Keeper calls for a roll, look at your Character Sheet and select any number of list items that could reasonably assist your character with their attempted action. Check those items off your list. You can roll that many six-sided dice, and you *cannot use those list items again until you have rested.* Roll a number of six-sided dice equal to the number of list items you checked off. Read your highest roll. - 1 - 3: You do not succeed at the task, and you suffer a consequence, complication, or condition - 4 - 5: You succeed at the task, but with mixed results, or at cost. - 6: You accomplish the task and get exactly what you wanted. If you are not satisfied with the outcome of your roll you may continue to roll an additional die for each additional item you check off your Character Sheet for as long as you want, until you run out of list items. (And as long as you can justify or describe how the item helps you in this situation.) The cost, obviously, is list items. At any point, you may ask the List Keeper for a DEVIL'S BARGAIN which if accepted will give you an extra die to roll and will also create a complication for your character, whether you succeed or not. ## RESTING AND RECOVERY At any time you may take a moment to rest and catch your breath. This restores all of the checked items on your Character Sheet. If you do this while in a risky situation, the cost is that all enemies and obstacles also recover all of their own list items too. Let the fiction of the story dictate the type and duration of rest required, be it a couple breaths and a sip of water, or two weeks recovering and tending your woulds at an inn. ## ADVANCEMENT AND GETTING BETTER At the end of every 2 - 3 sessions, or whenever it feels appropriate to the story, add a new list item to your character sheet. Make the list item relevant to your in-game accomplishments. ## DEATH AND RETIREMENT Create a LIST OF ACCOMPLISHMENTS on your character sheet. At the end of every session, reflect on your progress and write down any significant accomplishments. When the story demands that your character stop adventuring due to death, dismemberment, or retirement, use your LIST OF ACCOMPLISHMENTS to memorialize them. ## VIOLENCE There are no special procedures for violence or combat. It is up to the player and the List Keeper to work together to zoom in and zoom out, and to fast forward or slow down as desired. You can resolve an entire combat scenario with a single roll to speed things along. (A potentially very risky roll!) Or you can roll blow by blow for a more dramatic, cinematic experience. While engaging in violence, a failed roll or even a mixed success (see: DOING STUFF) may carry extra weight. The List Keeper, for example, may have the player check an item off their character sheet as a consequence. ## ENCOUNTERS Non-player characters, hostile or friendly, may have lists just like the player characters. Here are some example creatures. > Bush Brat > > - [ ] Annoying little trickster > Woodboggle > > - [ ] Forest sentry, attuned to nature > - [ ] Deft archer > Mossman > > - [ ] Shambling organic plant creature > - [ ] Resistant to bludgeoning > - [ ] Vine whip > - [ ] Thorn blast ## ADVENTURES Here is a special list for creating on the fly adventures: delving into dungeons, exploring the wilderness, pulling off a heist, or whatever else you please. Generally, you will start somewhere between the beginning and the middle of the list, and then work your way down to the bottom of the list. And perhaps then back up to the top of the list. (see below: INTRODUCING BIAS) - Omen (Light) - Beat - Omen (Light) - Encounter (Light) - Beat - Omen (Gray) - Treasure - Beat - Omen (Gray) - Encounter (Gray) - Beat - Omen (Dark) - Treasure - Beat - Omen (Dark) - Encounter (Dark) - Treasure Definitions: - Beat: a moment, the passage of time, sands running through the hourglass, dwindling resources. Ticking clocks advance: torches burn down, the cultist's dark ceremony is one step closer to completion, the waters rise another foot, the wandering sentry moves to another location, the silent stalker gets closer, etc, etc. - Omen: a portent, a sign of things to come, tracks, spoor, a clue. Evidence of an upcoming encounter, or a local oddity. A secret revealed or a hidden passage. Alternatively, just create some space and some ambiance here: the river trickles over the rocks, a breeze whistles through the tunnels, some strange mushrooms grow on the walls. On the light half of the list, omens are minor or even light-hearted. Near the dark side of the list, omens are dark and foreboding. - Encounter: a chance meeting, a surprise, a conflict, an unexpected friend or ally. You meet somebody. Or something. Near the light end of the list, encounters will be neutral or even friendly. Near the dark end, they will invariably be aggressive, and may fight to the death. - Treasure: it's treasure. Fortune favoring the characters. Here's how to use the list: - Get two six-sided dice that you can tell apart. One dark and one light. - The dark die is for going down the list toward the bottom, into the heart of the dungeon, metaphorical or otherwise. - The light die is for going up the list toward the top, out of the dungeon and back to safety. - Roll both dice and keep the LOWEST result. If the dark die is lowest, move that many spaces down the list. If the light die is lowest, move up the list. INTRODUCING BIAS: If you want to draw the players deeper into the adventure, exchange the light die for one of a larger size. e.g. an eight-sided die. Or add +1 or +2 to the light die roll. ## RESOURCES AND INSPIRATION Source of the whole List idea: : An Unfinished FKR Game to Play Your 5E Character Source for the Adventure List: : Ladder Tables Or, A Random Table With A Memory Stocking the Adventure List: : Exploding the Encounter Die : Overloading the encounter die Mechanics: : Action Roll from Blades in the Dark Other inspirations and references: : Dungeon Hero : A blog that is just a bunch of lists : Dwemthy's Array : List of Lists of Lists : The advantages of queues on logs
b5be30a523a0a1378b410b00304c39eed4d8333a
VUMPIRE!
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## CONTENTS 1. [ABOUT](#about) 2. [YOU WILL NEED](#you-will-need) 3. [INTRO](#intro) 4. [MAKE A VAMPIRE](#make-a-vampire) * [VAMPIRE NAME AND TITLE](#vampire-name-and-title) * [VAMPIRE STATS](#vampire-stats) * [BLOOD LUCK FAVOR](#blood-luck-favor) 5. [MAKE SOME BASEBALL TEAMS](#make-some-baseball-teams) * [HOMETOWNS](#hometowns) * [TEAM NAMES](#team-names) 6. [GAMELOOP](#gameloop) * [PLAY BALL!](#play-ball!) * [GET BLOOD!](#get-blood!) 7. [SCORECARD](#scorecard) 8. [ENCOUNTERS](#encounters) 9. [INSPIRATION](#inspiration) ## ABOUT > a vampire tries to remain undetected while doing a blood heist at the world series In this game you will: - play an entire 9 inning game of baseball! - use random tables to create hometowns and team names! - create a VAMPIRE with STATS and a TITLE - surreptitiously harvest BLOOD! - random encounters! ## YOU WILL NEED - these rules - dice: d6 (1) and d10 (2) at a minimum - tokens: for scorekeeping and playing baseball. coins, scraps of paper, or a bunch of d6 ## INTRO you are an ageless, ancient vampire who has managed to get a job umpiring the world series where you are planning a BLOOD HEIST. these elite athletes have such oxygen rich blood. you salivate just thinking about it. you have 9 innings. keep the crowd on your side. avoid suspicion. get the blood. don't get caught. ## MAKE A VAMPIRE there are two steps to making a vampire: 1. give them a name and a title 2. assign stats ### VAMPIRE NAME AND TITLE Make up a name and a title or epithet For example: 1. Trevor, Defiler of Dreams 2. Drusila the Magnanimous 3. Countess Lilith, Consort of Wolves 4. Horace the Exceptionally Punctual 5. Melchior the Radiant 6. Bella the Merciless 7. Standard Ed the Insatiable NOTE: gain +1 in a situation in which you can use some skill inferred by your title ### VAMPIRE STATS Assign +3, +2, and +1 to the following stats in any order you please - ANCIENT: you have accumulated a lot of mental prowess over the eons. smarts, wits - BLOODLUST: your physical prowess. dashing, leaping, lunging - CHARM: your ability to relate and manipulate. ### BLOOD LUCK FAVOR One more thing: you have resources that will go up and down as you play. You can spend them to alter outcomes of roles. More on that later. - BLOOD: You have a large, orange, 10 gallon sports drink cooler. You wanna fill this sucker full of blood. Start at 0. Max 10 - LUCK: The fickle hand of fate. It may favor you, it may spurn you. Start at 2. Max 10 - FAVOR: The support of the crowd. Start at 5. Max 5. ## MAKE SOME BASEBALL TEAMS Make two teams to play in the championship match by combining a Hometown with a Team Name ### HOMETOWNS Make up your own. Or choose or roll.
D12 FIRST LAST ----- -------- ---------- 1 Dobbs town 2 Sticks ville 3 Mud hole 4 Snake bite 5 Valley crossing 6 Sorrow sworn 7 Blood well 8 South moor 9 Muck vale 10 Blue harbor 11 Bear crossing 12 Ghost crest
Table: Hometowns
### TEAM NAMES Make up your own! Or choose or roll.
D12 NAME ----- ---------------- 1 Murderhornets 2 Horrorterrors 3 Glass Cannons 4 Anemics 5 Southpaws 6 Oopsie-Daisies 7 Redhots 8 Space Invaders 9 Sports Horses 10 Giraffes 11 Nightmares 12 Politicians
Table: Team Names
## GAMELOOP To play the game: 1. PLAY BALL! Resolve one play of the game. 2. GET BLOOD! Do a vampire move. Repeat. The game is over after 9 innings. At that time you will determine how successful you were at your BLOOD HEIST. ### PLAY BALL! Flip a coin to determine who is the HOME TEAM and who is the VISITOR. VISITOR pitches first. Then: 1. Roll d6 for the pitch
D6 RESULT ------- -------- 1 - 3 strike 4 - 6 ball
Table: Pitch
2. Roll 2d6 for the hit. Read them left to right, smallest number and then largest number.
2D6 RESULT 2D6 RESULT ---- ----------- ---- ------------- 11 Home Run 33 Triple 12 Double 34 Walk 13 Fly Out 35 Ground Out 14 Walk 36 Fly Out 15 Pop Out 44 Single 16 Single 45 Pop Out 22 Double Play 46 Strike Out 23 Ground Out 55 Double 24 Strike Out 56 Fly Out 25 Single 66 Home Run 26 Strike Out
Table: Hits
Explanation: - Double: You hit the ball and advance 2 bases. All players advance 2 bases. - Fly Out: The ball is caught in the air at the end of the field. 1 out. - Ground Out: The ball is scooped up and thrown to the baseman before the player can get there. 1 out. - Home Run: You hit the ball out of the park! Score 1 for the batter, and 1 for every player on the field. - Pop Out: An easy lob. The ball is caught and the player is eliminated. 1 out. - Single: You hit the ball and run base. All players on the field advance 1 base. - Strike Out: 3 batting errors and the batter is eliminated. 1 out. - Triple: You smash the ball and run 3 bases. All players on the field advance 3 bases. ### GET BLOOD! (Need help getting started? See ENCOUNTERS below.) Get your d6. This is your Vampire Dice. Get two d10. These are your Challenge Dice. To do a move, choose an APPROACH (Ancient, Bloodlust, or Charming) to get a +3, +2, or +1 bonus. Determine if you can apply your TITLE for a +1 bonus. Roll your Vampire Dice and add your bonuses to get your Total. Roll your two Challenge Dice. Each time your Total is greater than a Challenge Dice, that is a HIT. Each time your Total is equal to or less than a Challenge Dice, that is a MISS.
HITS OUTCOME ------ ----------------------------------------------------------------------------- 2 Strong Success! You accomplish the task. 1 Mixed Success! You get what you want, but at a cost. Or with a complication 0 Setback! You do not accomplish the task!
Table: Vampire Move Outcomes
Additionally: - For each HIT, add 1 to either BLOOD, LUCK, or FAVOR. - For each MISS, subtract 1 from either BLOOD, LUCK, or FAVOR. - LUCK: any time your LUCK is greater than one (or both) Challenge Dice, you can reset your LUCK to 0 to negate one (or both) Challenge Dice - FAVOR: if your FAVOR reaches zero, the crowd turns on you and BOOS you out of the stadium. You have lost this BLOOD HEIST opportunity, and the game is over. - DOUBLES: if both Challenge Dice roll the same number, something totally unexpected happens! ## SCORECARD Place your tokens on these tables to keep track of the game. | INNING | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | | ------ | - | - | - | - | - | - | - | - | - | | VISITOR | | | | | | | | | | | HOME | | | | | | | | | | | AT BAT | 0 | 1 | 2 | 3 | 4 | | ---- | - | - | - | - | - | | STRIKE | | | | | | | BALL | | | | | | | SCORE | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | | ----- | - | - | - | - | - | - | - | - | - | -- | | VISITOR | | | | | | | | | | | | HOME | | | | | | | | | | | | BASES | 1ST | 2ND | 3RD | HOME | | ----- | --- | --- | --- | ---- | | x | | | | | ## ENCOUNTERS Recommended: roll 4 times on the table to assemble a random combination of WHO, WHERE, WHAT, and BUT.
D6 WHO WHERE WHAT BUT ---- --------------- ----------------- ---------------------------- ------------------------------- 1 batboy dugout sabotaging equipment is afraid of getting hit 2 superfan stands causing a commotion has tickets to the wrong game 3 announcer broadcast booth waiting for The Signal has the hiccups 4 shortstop diamond secret werewolf has \$\$\$ bet on the game 5 team manager box throwing a hell of a party coked to the gills 6 hotdog vendor concessions covered in garlic vampire hunter
Table: Encounters
## INSPIRATION - those little Dice Baseball games on etsy - Ironsworn and its community of hacks, especially Winsome and Iron Valley - Vampires
8fa313f2af45e0c0368834368d6635224dfaa7c4
There is a giraffe who wants to get the best leaves but its neck is too short
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## Contents 1. [About](#about) 2. [Create a Giraffe](#create-a-giraffe) 3. [Doing Stuff (Basic)](#doing-stuff-(basic)) 4. [Doing Stuff (With Dice!)](#doing-stuff-(with-dice!)) 5. [Results](#results) 6. [Special Rolls](#special-rolls) 7. [End](#end) ## About This is a roleplaying game. Here's what you need to know. 1. You are a giraffe 2. You want to get the best leaves 3. They are so high up the tree 4. Your neck is too short and you cannot reach them. 5. Sorrow! Hunger! Yearning! ## Create a Giraffe 1. Name your giraffe 2. Choose one ADJECTIVE to describe your giraffe. e.g. brave, sneaky, observant. 3. You have one attribute called GIRAFFE. It starts at 3. ## Doing Stuff (Basic) Here's the basic procedure for doing stuff: 1. Describe the situation 2. Describe what you want to do. 3. You do it. 4. Describe the outcome. ## Doing Stuff (With Dice!) Sometimes an action is risky or the outcome is uncertain. In that case, start with the procedure above (describe the situation and describe what you want to do), but then roll a six-sided die. If you are attempting to do something giraffe-like, bestial, or animal-like, you must roll under your GIRAFFE attribute. If you are attempting to do something that is more human-like, that relies on extra cunning or deception or detailed planning or abstract reasoning, you must roll over GIRAFFE. If you can apply your ADJECTIVE to the situation, roll twice and take the best result. ## Results If your roll is successful, describe the positive outcome. If you fail, describe your failure. Alternatively, describe a partial success, or a success at cost. ## Special Rolls - **GIRAFFE?!!**: If you roll your GIRAFFE number exactly, you have a profound epiphany. A moment of insight into the ways of the universe. You learn one secret or one thing you wouldn't ordinarily be able to know. - **Exceptional Rolls**: When highs are high, and lows are low - Exceptional Success: If you're trying to roll low and roll a 1, or if you're trying to roll high and roll a 6, that's an exceptional success! Things go great and you get a bonus. - Exceptional Failure: If you are trying to roll low and roll a 6, or if you are trying to roll high and roll a 1, that is an exceptional failure. Things don't go as planned, plus there is an unforeseen consequence, and/or you gain a lingering condition such as #confused or #sprainedankle. - **EVOLVING**: Whenever you have an *Exceptional Roll*, your GIRAFFE number changes. - If you exceptionally succeed while attempting to do something giraffe-like, you become more giraffe-like: add one to GIRAFFE. If you exceptionally fail while attempting something giraffe-like, you become more human-like: subtract one from GIRAFFE. - Do the opposite for attempting human-like stuff: exceptional success = subtract one; exceptional failure = add one. ## End If your GIRAFFE attribute reaches 6, you evolve into the platonic ideal of a giraffe. Your neck is so long. You can easily reach all the best leaves. If GIRAFFE reaches 1, you devolve into a miserable human. You never get the best leaves. Instead you have to go get a job and work for the rest of your life.
84f2bf48132332a3a3701220e08457d1e2466b92
BEST LEAVES GIRAFFERIFIC!
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## CONTENTS 1. [GIRAFFE NAMES](#giraffe-names) 2. [GIRAFFE PLACES](#giraffe-places) * [1. Giraffe Home](#1.-giraffe-home) * [2. Great Tree](#2.-great-tree) * [3. Watering Hole](#3.-watering-hole) * [4. Elephants](#4.-elephants) * [5. Lions Den](#5.-lions-den) * [6. Hyenas](#6.-hyenas) 3. [GIRAFFE ENCOUNTERS](#giraffe-encounters) ## GIRAFFE NAMES Give your giraffe a name! A giraffe can have any kind of name really. But traditional giraffe names always adhere to a specific formula. Choose or roll `adjective name adjective noun`:
d6 adjective adjective adjective --- --------- --------- --------- 1 little black spotted 2 big yellow fast 3 tall brown walking 4 short jumpy thirsty 5 long hungry smelly 6 red sleepy sneaky
Table 1: Giraffe Adjectives
d6 name name name --- ---- ---- ---- 1 johnny chandler ingrid 2 irwin phoebe ricky 3 irving rachael lucy 4 thelma ross eddie 5 monica martha chloe 6 joey suzie mikey
Table 2: Giraffe Names
d6 noun noun noun --- ---- ---- ---- 1 neck spots bones 2 legs hoof tooth 3 horn kick mouth 4 tree coat face 5 leaf tree legs 6 tongue tail neck
Table 3: Giraffe Nouns
## GIRAFFE PLACES Here are some places you can go! svg { background: white; }
G home 1. Giraffe Home tree 2. Great Tree home--tree water 3. Watering Hole tree--water lions 4. Lions tree--lions elephants 6. Elephants water--elephants hyenas 5. Hyenas lions--hyenas
Figure 1: Giraffe Places
### 1. Giraffe Home - Maraffe (supportive) - Paraffe (eager) ### 2. Great Tree - Best Leaves (out of reach) - Sassy Monkey (taunting, gossipy, also out of reach) ### 3. Watering Hole - Safari Truck (lots of tools and rope, stuck in mud) - Humans (x2, frustrated) - Crocodile (hungry, snappish) - Zebras, wildebeasts (sipping, cautious) ### 4. Elephants - Mystical, dreamy, meditative - obsessed with tradition and matrilineage - pulling up tree trunks, wallowing in mud ### 5. Lions Den - Lions (lazy, sleepy, unhelpful) ### 6. Hyenas - proud, noble, hardworking - *actual* king of the jungle ## GIRAFFE ENCOUNTERS Here's how to do giraffe encounters. 1. Roll 3d6. One for `creature`, one for `want/behavior`, one for `complication`. 2. Count down that many lines in each column, skipping over any crossed out items, and note what you got. 3. Cross those items off the table. 3. Use the combination of `creature` + `want/behavior` + `complicaton` to create an imaginative encounter. 4. Repeat as many times as you like. ***Example***: *I roll 1, 3, 2: a crocodile on the hunt, but there are snakes! Roleplay out the scenario.* \ *For my next roll, 4, 4, 3, I count down that many on the columns, skipping what I've already rolled previously. I get zebra, on a pilgrimage, wounded.* If any dice rolls "best leaves" then start to wrap up loose ends and towards a conclusion. Ideally one in which you finally get the best leaves!
creature want/behavior complication ---------- --------------- -------------- crocodile hungry toothache mongoose just wants to chill snakes! lion hunting lazy/bored warthog wallowing in mud injured zebra on pilgrimage fleeing wildebeast passing through paranoid humans poaching lost wild dogs care for the dead it's a trap! cheetah laying an ambush blackmailed giraffe looking for a mate way too ugly/awkward elephant digging for water sick child at home hyena set up a lair is a baby best leaves best leaves best leaves
Table 4: Giraffe Encounters
927ecc0bbf981b14c75cda3120244f97feba8980
what i been reading
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## Contents 1. [Intro](#intro) 2. [Sunday Morning](#sunday-morning) 3. [Moonlight on Roseville Beach](#moonlight-on-roseville-beach) 4. [Cypher System](#cypher-system) 5. [House Of Cards](#house-of-cards) 6. [The Lady I Am Rescuing From Zombie Island Is Difficult To Read](#the-lady-i-am-rescuing-from-zombie-island-is-difficult-to-read) 7. [Relic](#relic) 8. [Bleak Spirit](#bleak-spirit) ## Intro Hey guess what here are some dope games I have read recently. I thought maybe you'd like to hear about them! ## Sunday Morning An as-of-yet unpublished game by ~laika in which you play the members of The Velvet Underground trying to survive being locked up in Andy Warhol's factory with a Psycho Killer. It is a no-dice-no-masters game, so it is diceless and collaborative, and I think it's just really dang cool. What's so great about it? : The setting and the characters! Haven't you always wanted to play Lou Reed in the 1960s struggling with his own inner demons and relationships while literally and or metaphorically trapped inside a Talking Heads song? Rating: : 12 out of 12 Campbells Soup Cans ## Moonlight on Roseville Beach > A Queer Game of Disco & Cosmic Horror Okay so it's 1979 and there's this isolated, queernorm little beach village where weird, paranormal things keep happening and it's up to you to sleuth around and investigate and figure out what's happening What's so great about it? : It's got this great pulp novel, kind of supernatural vibe that I love. Also the setting feels very fleshed out and vibrant. Rating: : 12 out of 12 gay dime store novels ## Cypher System At times both really simple and really complicated. For character creation, just fill in the blanks: "I am an `adjective` `noun` who `verbs`." The bulk of the book is a repository of *descriptors* (your adjective) and *focus* (your verb), both of which grant you bonuses and features. Your noun is your *type*, one of warrior, adept, explorer, or speaker. You can further customize your type with *flavor*. e.g. you can add *technology* flavor to your adept if you want to be some kind of Shadowrun technomage. So on the surface, super simple. But with a surprising amount of depth and nuance. Which brings me to the mechanics. Okay a simple 3 stat game, right? Your character has Might, Speed, and Intellect. Each is represented by a dice pool, the size of each determined by your build out. Well actually it's a 4 stat game because there's also the all important Edge, which allows you reduce the cost of reducing difficulty. The beating heart of Cypher is the gamble / trade off of spending dice from your attritute pools to reduce the difficulty of tasks. I have seen the basic premise of this mechanic---skill/attribute as a dwindling resource---ripple throughout other games such as Sean F. Smith's *Quarrel & Fable:* It also reminds me of what I consider to be the prototypical dwindling dice pool game, The Pool. Additional points of interest: - Difficulty scores: every task and foe is given a difficulty number between 1 and 10. The target number (roll d20 equal to or higher) to accomplish that task or defeat that foe is that number times 3. e.g. for difficulty 3, roll 9 or higher. For foes, hit points are equal to difficulty. - Special rolls: as opposed to just a 20 being a 'critical success', 17 - 20 are all special rolls that grant you a little something something extra. Isn't that nice? What's so great about it? : It's a wholly unique system that is really simple and elegant, with a whole lot of underlying nuance and complexity. Reducing your core attributes for situational advantage is a whole mood. Rating: : 12 out ot 12 cyphers ## House Of Cards A really dreamy game based on playing tarot card Archetypes. Just dripping with flavor. What's so great about it? : The dream world. I'm a sucker for this kind of thing. Rating: : 12 out of 12 major arcana ## The Lady I Am Rescuing From Zombie Island Is Difficult To Read I'm always excited when I see a new game from kumada1. They are an extremely prolific creator of small (and not-so-small) games usually in the cute and or surreal genre. This is a game in the "Tall Lady Castle Game" family of comedy games about miscommunicating and misunderstanding desire and longing. The dice mechanic is super fun. First roll 16 six-sided die. Discard all the 1s. Then discard all of the number you rolled the most of (or choose randomly which number to discard) and answer the prompt for that number. Repeat. So the game is super quick. It's over after 5 tosses of the dice. What's so great about it? : The premise of the flirty rescuee and the oblivious rescuer is just so darn cute. And it's really fun to throw 16 dice! Rating: : 12 out of 12 surreptitious glances ## Relic A complete GLOG ruleset with some fun classes. Really thoughtfully written and laid out. I keep reading and rereading it mostly for the templates (classes). What's so great about it? : The templates, specifically the Amazon, which is kind of a barbarian / beast master archetype that has "Big Cat" magic dice. It has old school Thundercats flavor that I love, and really flavorful Cat Doom tables. I would *love* to play this. Rating: : 12 out of 12 big cats ## Bleak Spirit A bleak but surprisingly beautiful game about a wanderer exploring world that has moved on and eventually confronting an Adversary. There is one character that players take turns playing. When you're not playing the character, you play the world or the chorus. What's so great about it? : "Leaping to Conclusions." There are restrictions around discussing motivations and lore even as you play to develop these things. Players use the "leaping to conclusions" to secretly develop these points. A very interesting way to explore the shared character and the setting that is collaborative while also keeping things mysterious and unexpected Rating: : 12 out of 12 hopeless demises
e2fc0632115c273ff30430b9cd2cc9b710d94b04
horses on the brink!
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> They can but bring horse to the water brink > But horse may choose whether that horse will drink[^brink] [^brink]: *Narcissus*, 1602. ## CONTENTS 1. [ABOUT](#about) 5. [HORSE MAGIC](#horse-magic) 6. [HORSE PLOT](#horse-plot) 7. [HORSE LOCATIONS](#horse-locations) ## ABOUT *Horses on the brink!* is a supplement for SPORTS HORSE[^sportshorse] providing a loose setting (see: [HORSE LOCATIONS](#horse-locations)) and a plot generator (see: [HORSE PLOT](#horse-plot)) and also HORSE MAGIC ([HORSE MAGIC](#horse-magic)). [^sportshorse]: The content provided herein is enough to get you started with a game of SPORTS HORSE. But it doesn't tell you *everything* you need to know. The finer details of the HORSE LOCATIONS and the resolution of your HORSE PLOT are left up to you. You must *play to find out*. ## HORSE MAGIC Behold: horse magic![^magic] [^magic]: The most "unique" verbs, adjectives, and nouns from *Black Beauty* () according to `Temmon/Bibliomantic_Oracles` ()
D20 VERB ADJECTIVE NOUN --- ---- --------- ---- 1 pat stable cab 2 gallop tight rein 3 trot smart whip 4 clean troubled stable 5 whip careless groom 6 temper strained stall 7 stroke vicious colt 8 neigh sore rider 9 strain restless hostler 10 whistle cheery harness 11 bleed uphill hay 12 flog shady bridle 13 stumble hoof oat 14 harness thoughtful hedge 15 fret airy coachman 16 chuck plucky farrier 17 heal timid bran 18 rein uncommon mash 19 lash lazy halter 20 shy lame luggage --- ---- --------- ----
TABLE: HORSE MAGIC
Here's the deal with horse magic. Roll from two columns of your choice at the beginning of each session. For example, I just rolled for *adjective noun* and got a 12 and a 3. That's *shady whip*. Spooky! Now it's all about interpreting the spell's meaning, and negotiating its impact and effect. Horse magic is freeform. The only rule is that it costs dice from your SPIRIT pool. A minor effect probably costs 1 or 2 SPIRIT. A medium effect, 3 or 4. A large effect could cost 6 or more! You can roll for a new horse spell at the beginning of each session, or when the fiction calls for it. e.g. after a momentous event, after a significant rest, etc. Flexible magic: Optionally roll twice, and then choose any two words from the *rows* that you rolled. ## HORSE PLOT Ways to use the plot generator: 1. Roll d6. Read the WHO the WANTS and the BUT. This is the plot for your game. 2. Roll d6 three times. Once for WHO, once for WANTS, and once for BUT. This creates a more random, zanier plot for your game. 3. Do any or none or both of the above. Look at the results and let them spark your imagination. Come up with your own characters, motivations, and complications.
D6 WHO WANTS BUT -- --- ----- --- 1 stableboy impress the stablemaster secretly terrified of horses! 2 farmhand create a new breed of underwater horses can't swim! 3 farrier a date to horse prom a leprechaun stole all the horseshoes! 4 photographer take first prize at the competition is a were-horse! 5 groomer replace jockeys with robots camels? 6 veterinarian develop a new technique sabotaged by a bitter rival! -- --- ---- ---
TABLE: PLOT GENERATOR
## HORSE LOCATIONS
s Stables t Racetrack s--t v Vet s--v p Pasture p--s w The Old Watering Hole w--p
FIGURE: PLACES OF HORSE INTEREST
- **THE OLD WATERING HOLE**: There is a wise old farmhand here. What a glorious mustache they have. The old watering hole is shady and cool and its muddy banks are welcoming to all creatures, tame and wild. There is a large, large tree here, its branches reaching out over the water. - **THE PASTURE**: Green, green grass as far as the eye can see. Troy, a retired show horse, can be found here and is happy to reminisce about their glory days to anybody who will listen. - **THE STABLES**: Where the horses are stabled and groomed. The farrier shoes the horses out back. - **THE RACETRACK**: Kids and spectators crowd the fences to see the horses race by. Small fortunes are made and lost each afternoon. Three-Fingered Gerald, a local gambling enthusiast, has experienced the highest highs and the lowest of lows at this track. Horse sports of all varieties are held in the infield. - **THE VET**: Where horses go to get better. Dr. Arizona Chance is working on perfecting her groundbreaking horse massage technique.
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Devlog: SPORTS HORSE
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## CONTENTS 1. [WHENCE SPORTS HORSE](#whence-sports-horse) 2. [GENERIC UNIVERSAL HORSE SIMULATOR](#generic-universal-horse-simulator) 3. [OMNIVERSAL MULTIHORSE](#omniversal-multihorse) ## WHENCE SPORTS HORSE At first, I just wanted some tables to make funny race horse names. This was probably over a year ago. So I made them and the names were funny and I was content. Then, I decided that I wanted some kind of game world for my horses to live in. And some way to interact and play with them. Something for them to *do*. Version 1 of this game included a currency mechanic so you could buy stables for horses, and you had to win competitions to win currency and then spend currency to feed them and upkeep your horses. It was not fun because too much capitalism. Your horses were your capital. And you had to squeeze them for as much currency as you could. It definitely felt like a currency management game and not a sports horse game so I scrapped it after playing it only once. Version 2 of this game was born of frustration because I wanted to just *get it out there* already. It was basically just the tables and sports shoved into Electric Zine Maker with a d20 roll under mechanic. I posted it to mastodon just to get it out of my head and forgot about it for months. Edit: I forgot, I also submitted this fever version of SPORTS HORSE to issue #6 of the tilde.town zine. Now, this is version 3 of SPORTS HORSE. I realized that The Pool might be a really fun system for this game because of the gambling aspect. And there is a long and established tradition of betting on horse games. Synergy! I quite like how it came out. ## GENERIC UNIVERSAL HORSE SIMULATOR The most astute readers will notice that there is a general purpose roleplaying system embedded in SPORTS HORSE. Your horse need not even compete in sports if you don't want it to! Given any precarious or uncertain situation all you must do is decide your approach in your attempt to resolve the conflict: moxie, razzledazzle, or gumption. Then assemble your pool as usual: 1 + Quality Bonus + Spirit Wagers Yippie Ki Yi Yay! Fling those dice and let them lay! This makes SPORTS HORSE flexible enough to handle just about any situation your horses may find themselves in. Maybe they need to solve the mystery of who stole all the sugar cubes, or maybe they must confront the corrupt horse sports judge. ## OMNIVERSAL MULTIHORSE I'm playing this meandering game of ironsworn in which my character Cassie is trying redeem herself and clear her besmirched family name. Thing is, she has a horse with whom she has a very strong bond because when she was a kid she watched her dead uncle rise as a zombie and kill her favorite mule right in front of her and she's not going to ever let anything happen to her steed ever again, not on her watch! You know, just your typical average fantasy horror ttrpg stuff. The Import/Export section of SPORTS HORSE is secretly the most important part. I wrote it so I can have some horse adventures with Cassie's horse outside the extremely high stakes context of my very serious fantasy role play game. So that the horse can have some spotlight and some Main Character time outside of Cassie's shadow. Who is (*rolls for horse name*) Perfect Thunder really? Import/Export is the crossover episode of your favorite childhood sitcom where the main characters are on vacation in Hawaii instead of in the halls of their high school or something. The Big Secret here is that once you start to use Character Import/Export in one game you begin to realize that it's actually secretly available in every game and the barriers between worlds become more permeable, the boundaries more fuzzy and more theoretical. And why not? Why shouldn't your characters be more *multiversal?* Your character may not be *exactly* the same person if you export them from Pathfinder and import them into **Horse Simulator 9k00**. But they remain an *approximate* version of themselves. Remember in one of the very first issues of *Swamp Thing* when Swamp Thing went to Gotham City and teamed up with Batman to punch some bad guys? That was kind of weird. AND AWESOME. And nobody ever really talked about it ever again, which is really too bad if you ask me. Anyway what I really mean to say here is that game worlds, your private realms of fantasy and make believe, are not nearly as discreet and isolated as you might think they are. Any character from any game can show up in any of your other games if you want them to. And once you start working on breaking down these walls, sometimes they show even if/when you don't expect them to. It recollects the way you used to play with your toys as a kid. Of course Swamp Thing, She-Ra, and Darth Vader can all be on the same team. Why the heck not? Of course they all know each other. Don't they all exist together in the expansive borderless realm of your imagination?
2e50d8eed46e27beb1edc9b59960c81fab6851a1
Horse Generator
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๐Ÿด HORSE! ๐Ÿด

window.addEventListener('load', function () { const out = document.querySelector('#output'); const run = document.querySelector('#generate'); const rand = a => a[Math.floor(Math.random() * a.length)] const generate = () => { const a = [ "Bucket Of", "We Bought The", "Exceptional", "Understood", "Electric", "Lunar", "Wild", "Soupy", "Balanced", "What", "Humble", "Tropical", "Proud", "Give Them", "Let Them Eat", "Perfect", "Handsome", "Ugly", "Too Much", "Eldritch", "Her Imperial Majesty's", "The People's", "Coal Miner's Daughter's", "Your Very Own", "Randy", "Clever", "Punctual", "My Favorite", "Effectual", "Reliable", "Mister", "Doctor", "Eventual", "Naked", "Soaking", "Blistering" ]; const n = [ "Wizard", "Apple", "Farm", "Dancer", "Cheese", "Shrubbery", "Panic", "Chocolate", "Horror", "Queen", "Tropic", "Thunder", "Pride", "Holiday", "Hangover", "Cake", "Smoke", "Echo", "Commitment", "Ransom", "For The People", "For The Win", "In A Box", "Under The Sea", "Filibuster", "Know It All", "Bluster", "Tornado", "Gravity", "Mess", "Aristocrat", "Royalty", "Slander", "Twenties", "Hope", "Science" ]; const t = [ { id: 1, name: "draft horse", gumption: 2, razzledazzle: 1, moxie: 0 }, { id: 2, name: "stallion ", gumption: 2, razzledazzle: 0, moxie: 1 }, { id: 3, name: "unicorn ", gumption: 0, razzledazzle: 1, moxie: 2 }, { id: 4, name: "pony ", gumption: 0, razzledazzle: 2, moxie: 1 }, { id: 5, name: "mustang ", gumption: 1, razzledazzle: 0, moxie: 2 }, { id: 6, name: "quarter horse", gumption: 1, razzledazzle: 2, moxie: 0 } ]; const c = [ "black", "white", "gray", "red", "brown", "tan" ]; const m = [ "no markings", "white stockings and blaze", "white splotches", "white spots", "black dots", "a star" ] const { name, gumption, razzledazzle, moxie } = rand(t) out.innerText = `A ${rand(c)} ${name} with ${rand(m)} named ${rand(a)} ${Math.random() >= 0.5 ? rand(a) : ''} ${rand(n)} with ${gumption} gumption, ${razzledazzle} razzledazzle, and ${moxie} moxie`; } run.addEventListener('click', generate) generate(); });
f077bcdc4a46d085c1d8b2d7eb5a77564856ba5e
SPORTS HORSE 3.1
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## CONTENTS 1. [ABOUT](#about) 2. [YOU WILL NEED](#you-will-need) 3. [STYLES OF PLAY](#styles-of-play) 4. [GETTING STARTED](#getting-started) 5. [HORSE QUALITIES](#horse-qualities) 6. [HORSE TYPE](#horse-type) 7. [HORSE LOOK](#horse-look) 8. [HORSE NAME](#horse-name) * [d66 Adjective](#d66-adjective) * [d66 Noun](#d66-noun) 9. [HORSE SPIRIT](#horse-spirit) 10. [HORSE SPORTS](#horse-sports) * [RAZZLEDAZZLE SPORTS](#razzledazzle-sports) * [GUMPTION SPORTS](#gumption-sports) * [MOXIE SPORTS](#moxie-sports) 11. [HORSE CHAMPIONS](#horse-champions) 12. [HORSE CLONING](#horse-cloning) 13. [HORSE RETIREMENT](#horse-retirement) 14. [HORSE IMPORTING AND HORSE EXPORTING](#horse-importing-and-horse-exporting) 15. [TOUCHSTONES AND INSPIRATIONS](#touchstones-and-inspirations) ## ABOUT You are an equiludologist. A student of Horse Sports. You also have a gambling problem. Your goal is to build a stable full of the finest Sports Horses possible. In this game you will: - Create horses - Build their spirit - Compete in daring sports - Bet on your horses - Win fabulous prizes - Horse cloning! - HORSE SPORTS ## YOU WILL NEED - These instructions! - A whole bunch of six-sided dice. Like maybe 12 or more. - Maybe some pen and paper to chronicle the adventures of your horses. ## STYLES OF PLAY 1. **TIMED**: Play two rounds of HORSE CHAMPIONS and see how wonderful are your horses 2. **FREE PLAY**: Play forever, just you and your horses. 3. **SOLO**: Play by yourself! 4. **AMONG FRIENDS**: Play with others. 5. **MULTIVERSAL OMNIHORSE**: Import and export your horses, taking them with you between games! ## GETTING STARTED To make a horse, use the tables below to give your horse a Type (which will determine their Qualities). Then give them a Look and a Name. Finally, gather up your dice for your Spirit pool. Then you will be ready to play SPORTS HORSE. ## HORSE QUALITIES Every horse has three basic qualities. 1. **RAZZLEDAZZLE**: speed, agility, precision, showmanship 2. **GUMPTION**: brawn, boldness, impulsiveness, aggressiveness 3. **MOXIE**: cunning, smarts, know-how, insight Your Horse Type will tell you what your horse is naturally good at. (And not-so-good at.) ## HORSE TYPE Roll or choose a Horse Type and note your Horse Quality modifiers. d6 TYPE GUMPTION RAZZLEDAZZLE MOXIE -- ---- -------- ------------ ----- 1 Draft horse 2 1 0 2 Stallion 2 0 1 3 Unicorn 0 1 2 4 Pony 0 2 1 5 Mustang 1 0 2 6 Quarter horse 1 2 0 ## HORSE LOOK To determine the look of your horse, choose or roll (twice) on the table below for Base Color and Markings. d6 BASE COLOR MARKINGS -- ---------- ----------------- 1 Black None 2 White White stockings and blaze 3 Gray White splotches 4 Red White spots 5 Brown Black dots 6 Tan Star ## HORSE NAME Roll d6 to determine how many times to roll on the tables below. d6 Roll... --- ---------- 1 - 3 Adjective Noun 4 - 6 Adjective Adjective Noun ### d66 Adjective Roll 2d6 and read them in order from left to right to create a two digit number between 11 and 66. e.g. if you roll a 2 and a 4, that is 24. d66 ADJECTIVE d66 ADJECTIVE ---- ---------- ---- --------------- 11 Bucket Of 41 Too Much 12 We Bought The 42 Eldritch 13 Exceptional 43 Her Imperial Majesty's 14 Understood 44 The People's 15 Electric 45 Coal Miner's Daughter's 16 Lunar 46 Your Very Own 21 Wild 51 Randy 22 Soupy 52 Clever 23 Balanced 53 Punctual 24 What 54 My Favorite 25 Humble 55 Effectual 26 Tropical 56 Reliable 31 Proud 61 Mister 32 Give Them 62 Doctor 33 Let Them Eat 63 Eventual 34 Perfect 64 Naked 35 Handsome 65 Soaking 36 Ugly 66 Blistering ### d66 Noun d66 NOUN d66 NOUN --- --------- --- --------- 11 Wizard 41 Commitment 12 Apple 42 Ransom 13 Farm 43 For The People 14 Dancer 44 For The Win 15 Cheese 45 In A Box 16 Shrubbery 46 Under The Sea 21 Panic 51 Filibuster 22 Chocolate 52 Know It All 23 Horror 53 Bluster 24 Queen 54 Tornado 25 Tropic 55 Gravity 26 Thunder 56 Mess 31 Pride 61 Aristocrat 32 Holiday 62 Royalty 33 Hangover 63 Slander 34 Cake 64 Twenties 35 Smoke 65 Hope 36 Echo 66 Science ## HORSE SPIRIT Start every game with a pool of at least nine dice. This is your Spirit pool. It represents your horse's wild, untamed, noble essence. At some point, you will choose to gamble away your horse's Spirit in order to win competitions. If you finished last session with more than nine dice in your pool, begin the next session with that many. If you finished last session with less than nine, begin the next session with nine. ## HORSE SPORTS Each Horse Sport has an associated Horse Quality. To compete in a Horse Sport you will assemble and roll a Horse Sport dice pool. Your Horse Sport dice pool is made up of a Gift, your Type modifier, and Spirit: - Always start with 1 dice. This is a Horse Gift. Don't question it, accept it. You never look a horse gift in the mouth. - Add a number of dice equal to your Horse Type modifier (+0, +1, or +2) for this kind of Horse Sport. - Add as many dice from your Horse Spirit pool as you are willing to gamble, between 0 and all of them. Once you have assembled your Horse Sport dice pool, then it's time to roll all those dice! Here's how to interpret the results. - **WHINNY**: If any die shows a 1, then you win! Describe a favorable outcome. Add 1 die to your Horse Spirit pool. - **NEIGH**: If there are no 1s, then you have lost the Horse Sport competition. Describe a less than favorable outcome, or a setback or a complication. Also your horse loses Spirit: any dice you have gambled from your Horse Spirit pool are lost. ### RAZZLEDAZZLE SPORTS These Horse Sports require agility, precision, and showmanship. 1. **Ring Jousting**: the horse must carry its rider so that they can spear and capture a ring with their jousting instrument 2. **Lemon Sticking**: the horse must carry its rider so that they can pierce a lemon on the ground with their jousting instrument 3. **Chariot Racing**: the horse must draw a two-wheeled chariot 4. **Ballroom Dancing**: the horse must dance with elegance and poise ### GUMPTION SPORTS These Horse Sports require brawn, initiative, and aggression. 5. **Basket Duck**: played with a live duck in a basket. The first side to deliver the duck back to their home ranch wins. 6. **Polo**: smashing balls through hoops with mallets 7. **Horseball**: similar to basket duck, but the ball is a ball instead of a duck, and it must be passed through large vertical hoops in order to score. 8. **Running And Jumping**: the runningest, jumpingest horse is the winner. ### MOXIE SPORTS These Horse Sports require cunning, smarts, and know-how. 9. **High Dive and Swimming**: a high dive competition, with a synchronized swimming event 10. **Horsegammon**: it's like backgammon but for horses 11. **Social Etiquette**: manners and social grace 12. **Rhyming and Riddling**: a battle of horse wits ## HORSE CHAMPIONS A Horse Championship Game consists of one Horse Sport of all three types. If your horse wins all three games, they become a celebrated Horse Champion. ## HORSE CLONING At any point you can create a new horse by splitting your current SPIRIT pool into two piles. Keep one pile for your original horse, and give the other one to your new horse. Give your new horse a Type, a Look, and a Name. \* **NOTE**: Yes I know this is now how cloning works, stop emailing me. If you value realism and accuracy in your roleplaying experiences then why are you even reading this? ## HORSE RETIREMENT There may come a time when it is appropriate for your horse to retire and go out to pasture. This might be because they have had a long and accomplished Horse Sports career. Maybe they had an injury or their Spirit is broken by a particularly devastating defeat. Nothing mechanically needs to be done for this. Just imagine a beautiful grassy pasture for them to graze in. You can visit them any time you want, and they will always be happy to see you. ## HORSE IMPORTING AND HORSE EXPORTING Hey are you into tabletop roleplaying games? Do you maybe play some kind of Sword and Sorcery fantasy and wish your character had a horse? Lucky for you! You can easily export any of your horses from SPORTS HORSE to your other games! Similarly you can import a horse from any other game into SPORTS HORSE. ## TOUCHSTONES AND INSPIRATIONS - horse, m455: - Sports, Viagra Boys: - The Pool, James V. West: - Town Of You, kumada1: - Horse Master
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The Dozens Law of High Stakes Dice Rolling
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The Dozens Law of High Stakes Dice Rolling says that there are two types of rolls: 1. Our lives---nay the fate of the very multiverse!---depends on this roll; and 2. How tasty is the sandwich you just made? ... and if you're doing it right, they should be the same roll.
38555f7d176ed24cd86eade9eec6184f4aa712c1
I have aphantasia
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## Contents 1. [What Is Aphantasia](#what-is-aphantasia) 3. [How It Impacts My Games](#how-it-impacts-my-games) 4. [Advice for GMs](#advice-for-gms) 5. [Frequently Asked Questions](#frequently-asked-questions) 6. [Resources](#resources) ## What Is Aphantasia I don't have the ability to visualize things in my mind. I have no inner eye or visual recall. This extends to other senses too: although I'm a music lover, I can't really imagine and "hear" a piece of music that I love and know by heart. I don't have much of an inner voice or inner monologue. It's just kind of still and quiet in my head when I try to visualize things. For most of my life I thought that "counting sheep" was just a weird saying. I meditate a lot, but never understood that people actually visualize during visualization meditations. I thought "visualization" was just another way of saying "descriptive." Come to find out, there's a reason I always found guided meditations kind of boring. It probably has a lot to do with my poor memory. I can probably tell you facts about things, but I have no immersive recall of anything that has ever happened to me. ## How It Impacts My Games I play [lots of games](gamelog)---both as a player and as a GM---in a variety of formats: in person, online, text only, voice only. *Theater of the Mind* is often my preferred mode of play. I make lots of games that I publish both on this blog and [on my itch](https://dozens.itch.io/). Aphantasia impacts my games the same amount that it impacts the rest of my life: hardly at all. Remember, to me, this is normal. The fact that all of you can willingly hallucinate on command makes you the weirdos. If I am a player in your game and you describe the following scene: > Your warrior crosses the battlefield, sword held aloft, and leaps onto the tail of the blue dragon. > The tail twitches, but the dragon is distracted by the wizard currently hurling fire bolts at its face. > You stumble but keep your footing as you scale the beast's back. > Finding your perch between its shoulder blades, you raise your sword overhead in both hands. > The wyrm throws its head back and roars in furious agony as you drive the blade deep between its wings. ... that's dope as hell, and I know exactly what's going on when you say that. I've been exposed to the same fantasy media and tropes that you have. I know what a dragon looks like, and I know what an epic fantasy battle looks like just as well as you do. I just can't "see" it the way you probably can. Speaking of battlefields, yes, maps and minis for in-person play, and virtual tabletops for online play, help me visualize distances and sizes during combat. But I think that's true for everybody. And those things are only important in wargames like D&D where tactics, range, and precision are really important. Honestly, tactical map-based combat is fun for me if it's fast and risky, but if it ever lasts more than 3 - 5 total rounds, it starts to get boring. I'm here for stories. Not for battlefield simulation: I prefer cinematics over tactics, and tend to enjoy more abstracted combat. I think my aphantasia is also a big reason why I'm such a historian / chronicler / notetaker / doodler during my games. Player or GM. It's a way for me to engage with and remember the session in the absence of being able to visually recall or think about it later. ## Advice for GMs So if you're ever running a game for me or somebody like me---and you may not ever; it is estimated that only ~2% of the population are aphantasics---then here is my advice for you. 1. Talk to your player. This is the universal number one rule for all games. For any relationship whatsoever, really. Ask them about their experience, ask them what their needs and expectations are, and be honest---with them and with yourself---about whether you can satisfy them. 2. Be patient. If the scenario in play relies on lots of visual or spatial information, you may need to repeat yourself for them. Or get out some paper and make a few squiggles. This is true for battle scenarios, who's currently injured how much, and puzzles. Puzzles especially, for me. 3. Maybe use some maps and figures? ## Frequently Asked Questions Have a question? [Let me know](contact.html) and I'll answer it here. How do you do creative stuff if you can't imagine things? First of all, I reject the premise. I have an excellent imagination. I can imagine things all day long. I just have no *visual* imagination. But if your question is, what is the creative process like for you, then my answer is probably the same as for a lot of people. I try to inject some randomness into a familiar system, juxtapose different ideas, and draw connections between seemingly unrelated things. For example, what if honeybees infected bears the same way cordyceps does ants? Then you'd have gruesome zombie bears piloted by their bee hosts like in the [Forest Game](https://dozens.itch.io/forest) Do you dream? Yes, I have vivid dreams. It is the only time I am able to visualize things in my mind, and is probably why I love sleeping and dreaming and taking naps: https://tilde.team/~dozens/dreams/ You don't know what your mother (or other loved one) looks like? Yes, I do. I just can't "see" her. I know the shape and features of her face, her size and height, her haircut, the clothes and jewelry she wears, and the sound of her voice. I probably know them as well as you know the person you know best. But I don't know what color her eyes are. Can you describe that one apartment you lived in? No, I cannot. We lived there for a brief time during an extraordinarily busy time in my life, and I have no memory of it whatsoever. What's it like when you read? I really don't know how to answer this. Most of the time when I'm reading, I hear nothing at all, my eyes just pass words straight to my brain for processing. If I slow down and actually read. each. word. or couple of words. really. deliberately. then I get a voice, sort of? Imagine a quiet voice that doesn't form words or sounds. Or it does, but it's super monotone and mostly quiet whispers on the wind. It's the difference between hearing somebody speak out loud, and reading printed word. But again, I don't know if that's a useful distinction if you can hear printed words spoken in your head. ## Resources - How It Feels To Be Blind In Your Mind - What It's Like When You Can't See Images in Your Mind - https://aphantasia.com/
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Pencils and Pennies: Adventures in Spaaace!
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## CONTENT 1. [ABOUT](#about) 3. [STATS](#stats) 4. [BUILDS](#builds) 5. [THE ROLL](#the-roll) 6. [DOING STUFF](#doing-stuff) 7. [ADVENTURE](#adventure) 8. [ACKNOWLEDGEMENTS](#acknowledgements) ## ABOUT Adventures in Spaaace! is a tiny game that you can play alone, by yourself. On a plane[^plane]. [^plane]: This is a requirement from Durrendal, who often games on planes It is built on the Pencils & Pennies core rules, included here for the first time anywhere! Pencils & Pennies is meant to serve as "emergency rules" that you should be able to play anywhere, discreetly, without the need for dice or any special materials or equipment: you just need a pencil and at least one coin. You will need: - these rules! - a pencil: the yellow kind with 6 sides - three coins (or three scraps of paper with a dot or some kind of mark on one side, and the other side blank) - probably some paper (and your pencil!) or a text editor to keep notes. ## STATS aka, the ABCs of adventure! You have three STATS. 1. AGILITY: dexterity, precision, speed 2. BRAWN: strength, power, athletics 3. CUNNING: smarts, charm, knowledge ## BUILDS Choose a BUILD and take note of its STAT BONUS. A B C BUILD EQUIPMENT - - - ------ ----------- 2 1 0 Ranger Blaster rifle 2 0 1 Operative Cloaking device 1 0 2 Augment Blood full of nanobots 1 2 0 Soldier Exoskeleton 0 1 2 Mystic Stardust 0 2 1 Engineer Plasmic core ## THE ROLL The ROLL uses a pencil and three coins to simulate d6 + d8 Preparation: with a marker or something, number each side of the pencil 1 - 6. 1. Toss or roll the pencil. note the value. 2. The coins are a binary d8. Toss them (or the pieces of paper) and read them from left to right. If the coin is heads up, that's a 1. If not, that's a 0. If the coins are all tails, that's an 8. Example Coin Tosses: - Heads Tails Heads = `4*1 + 2*0 + 1*1 = 5` - Heads Heads Tails = `4*1 + 2*1 + 1*0 = 6` - Tails Tails Heads = `4*0 + 2*0 + 1*1 = 1` - Tails Tails Tails = `8` (by definition) ## DOING STUFF Here's the standard procedure for doing stuff: 1. Say that you do something. 2. That thing happens! Here's the procedure for doing stuff if A) the outcome is uncertain, or B) there is risk or chance involved: 1. Do a ROLL 2. Add your relevant stat BONUS if any 3. Add +1 if you can use your EQUIPMENT 3. Consult THE TABLE THE TABLE: ROLL OUTCOME ---- ------- 02 - 05 Suffer 06 - 09 Setback 10 - 14 Success Here's what that might mean for you: - SUFFER: Things go badly! Suffer a condition. - SETBACK: This might be a success at cost. You get what you want, but things get complicated. - SUCCESS: You do the thing! Optional Rules: - SACRIFICE: Turn a SUFFER into a SETBACK, or a SETBACK into a SUCCESS, by breaking or losing your equipment. - DEVIL'S BARGAIN: Increase your level of success by agreeing to an undesireable consequense that happens regardless of the outcome. ## ADVENTURE Roll a couple times the table below.[^roll] [^roll]: I acknowledge that it doesn't make a ton of sense to have the adventure table be a d6+d8 roll, because that means that the roll has a curve: rolls near the center of the table are much more likely than rolls at either end. To mitigate this, you can just choose your favorite options. Or re-arrange the table so your favorite options are closer to the top and just roll d8 or d6 for a flat curve. ROLL YOU MUST THE BUT ---- ---------- ------------ ------------------ 02 Infiltrate Capital Pirates 03 Escort Princess Solar Flares 04 Disrupt Rebellion A Pod of Space Whales 05 Protect Envoy Radiation 06 Destroy Plans Lack of Fuel 07 Hide Crystal Space Madness 08 Recover Intelligence Asteroid Belt 09 Explore Planetoid No Atmosphere 10 Smuggle Cargo No Communication 11 Rescue Artifact Black Hole 12 Trade Stowaways It's a Trap 13 Mine Ore Alien Technology 14 Spy Trade Union Low Supplies ## ACKNOWLEDGEMENTS Inspired by: - Pocket Dungeon: - A Dragon Game:
099b5441ea98f3fd460c90b71497f9222465507a
Ironsworn
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## Contents 1. [Review](#review) * [About](#about) * [Multiple playstyles](#multiple-playstyles) * [Classless](#classless) * [Dice](#dice) * [Leveling and Progress](#leveling-and-progress) 3. [Actual Play](#actual-play) * [Then](#then) * [Burial](#burial) * [Castiron Vow I: Constance's Legacy](#castiron-vow-i:-constance's-legacy) * [Castiron Vow II: Cleansing of the Bog](#castiron-vow-ii:-cleansing-of-the-bog) ## Review ### About Ironsworn is a fantasy roleplaying game. It is probably the best and most complete free game available. It has complete rules, great layout, and great art. There is a complete setting with a map and history (but no settlements/towns), and a bestiary. Its Powered by the Apocalypse roots are evident enough that it should feel familiar and quick to learn if you've played that kind of game before. But it has enough uniqueness to make it stand out on its own and be really fun. Here's what you need to know at a quick glance. ### Multiple playstyles Supports solo, coop (dmless), and guided (with a dm) play. The text does a really good job of not elevating any one playstyle above the others. ### Classless All actions take the form of *Moves* a la Powered by the Apocalypse. There are no "playbooks" like some other PbtA games: all moves are available to all characters. Customization is accomplished through acquiring *assets* that grant you additional skills. Assets can be paths (classes, kind of), companions, and combat skills. You gain them during character creation, and through gameplay. ### Dice All rolls are character facing. Which means everything in the game happens from the view of the character. Monsters don't roll to hit, you roll to evade. And they don't roll damage, you roll to endure harm. Etc. This is fun because the spotlight never leaves the players. There is only one grand unified roll: d6 + stats/bonuses vs d10 d10. You want your d6 roll to be higher than both d10s. If they are, strong hit: things go great. If it's higher than one and less than (or equal to one), weak hit: mixed success. If it's less than both, that's a miss: things go poorly. There's also a *momentum* mechanic that you can use to turn the odds in your favor, but that's the gist of it. This is inspired by its Powered by the Apocalypse roots, but is more fun and interesting than rolling 2d6 vs target number because of the random moving-target of the d10 d10 challenge dice. ### Leveling and Progress In D&D, the point of playing is slaying monsters (or maybe achieving milestones) so you can gain xp and level up so you can slay bigger monsters. In Ironsworn, the point of playing is to swear vows and then make progress toward fulfilling them so you can level up and make more progress toward bigger, more epic vows. The difference is that Ironsworn feels very narrative focused and very *personal* to your character. These vows are a cultural cornerstone of the Ironlands by the way. Nothing is more important than your word. And they are always made while touching iron. Hence the name of the game. There is a novel *progress* mechanic that might be inspired by Blades in the Dark so you can track your progress toward fulfilling your vow. The same mechanic is used for traveling and journeys, and for combat. To complete one of these things, you roll your challenge dice again (d10 d10) and compare them to how full your progress track is (x out of 10). This is super interesting because it gives you the opportunity to be risky or play it safe when deciding when to try to wrap something up. It makes combat, for example, much more fun and dynamic than just trying to whittle down a big sack of health points until it dies. Ending your game also uses this progress mechanic. But it measures your progress as *bonds*, connections to people and locations you've made while playing. So when you use the *Write Your Epilogue* move, you imagine an ideal outcome for your character, and your worst fears. Then you test your progress as measured in *the friends you made along the way* to see which comes true. ## Actual Play Below is a quick play session that I did after already spending a little bit of time creating the world and creating a character. Note: my solo play style is very narrative heavy. If you just want to see some dice rolling, skip down a couple paragraphs into [Burial](#burial). ### Then Three generations ago, Constance Copperpot was universally recognized, hands down, to be the finest baker in Dolmenwatch. Possibly in all of south Havens. Until, that is, that fateful day the traveling fair came town and hosted Dolmenwatch's bi-annual baking competition, and the entire panel of judges dropped dead after trying Constance's tartberry pie. Accused of poisoning her pastries and attempted murder, she and her family were run out of town and forced to live on their own in the nearby Flooded Lands. Today, Constance died. And her great-granddaughter, Calliope Copperpot, has just sworn an iron vow to clear her grandmother's name and restore her family legacy. No matter the cost, no matter how long it takes. ### Burial Today is the day we throw Connie in the bog. It's what we've done with our dead since fleeing to the steading sixty years ago. There's no way you can bury them in the ground here. Not if you expect them to stay where you put em. They'll eventually just float back up to the surface. Critter says that's how you get bonewalkers. I wouldn't know, I've never seen one. Not sure they're even real. So anyway, whenever somebody from the steading dies, we toss them into the bog. That's what the swamp folk do. And I guess we're swamp folk now too, so. Marshwallow the troll lives out that way. We always bring him something shiny whenever we go out that way. If we wait too long between visits, sometimes he wanders into the steading and steals something. But he's mostly harmless. I pick out one of Connie's old bracelets for him. We load up Connie onto a litter and hitch up the mule. It's Auntie Cass and me and a few cousins. She's wrapped in a shroud and doesn't it doesn't seem like her, not really. I keep an eye out for Marshwallow when we make it into his part of the swamp. He can be really hard to spot because he looks like leaves and vines, and likes to hide and sneak up on us. We get to the edge of the bog without Marshwallow making an appearance. Which is unusual but not unheard of. Sometimes he disappears for a few a weeks. A few of the swamp folk are already there at the bog. I see Critter with them. Auntie Cass says a few words. Connie outlived her own daughter and one of her granddaughters. Cass was Connie's oldest living descendent. And now she's the oldest one in the family. Which makes her the Big Mama now. We unhitch the litter from Astronomer. The cousins tie a few stones to Connie's shroud and wade out into the bog with her and lower her down. ```meta Does it happen now? 50/50 88 = yes with a MATCH oh boy ``` We hang around for a little bit telling stories about Connie. Astronomer starts acting up and getting really antsy. A man---it looks like a man completely covered in drying mud---comes staggering out from the treeline. The swamp folk start yelling and scrambling. But everybody from the steading, Aunt Cass, me, and the cousins, are all kind of confused. Astronomer freaks out and bolts, and I run after him. I catch Astronomer's reigns, and turn around in time to see the mud man suddenly rush forward with unexpected speed and grab one of the cousins. The mud man shoves his fingers into the boy's chest and the boy doesn't even scream. I can hear him gasp from here though. Somebody shouts "Bonewalker!" and that seems to snap everybody into action. A couple folks from the steading rush forward to try to pull the thing off the boy, but it tosses them aside. Aunt Cass is frozen in place staring at the bonewalker and cries, "Papa?" I grab a branch and climb up on Astronomer and try to circle around the horror. ```meta Move: Enter The Fray Bonewalker (Dangerous 2/2): [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] 5 +shadow = 6 vs 2 10 = weak = +2 momentum it has initiative? ``` Astronomer and I come up on the bonewalker from behind, but at the last minute is whirls around and lunges at us. I yank hard on the reins trying to pull Astronomer up short of the thing's claws. ```meta Move: Face Danger 2 +edge = 4 vs 5 7 = miss = Pay The Price ``` Astronomer rears up. The thing positions itself underneath us, and as Astronomer comes down, it sinks its claws and its teeth into his chest. Astronomer screams and I get kicked off. I watch as the thing tears into my mule. Frantically I look around to try to find any kind of advantage. ```meta Move: Secure an Advantage 4 +wits +1 (Lorekeeper) = 7 vs 3 6 = strong hit Make another +1 move ``` I remember from my studies that the bog has extraordinary abilities to preserve bodies. That must be why this bonewalker is still so fleshy. Usually they're, you know, bones. Like the name implies. I grab a stone and fit it in my sling and throw it at the thing. ```meta Move: Strike 4 +edge +1 (Advantage) = 7 vs 3 4 = strong hit +1 harm, retain initiative Bonewalker (Dangerous 2/2): [x][x][x][ ][ ][ ][ ][ ][ ][ ] ``` The stone cracks against its head and it wails. ```meta Is the boy still alive? Unlikely: 17 = no Is the mule still alive? 50/50: 32 = no ``` I look at the boy and at the mule, at the carnage this thing has wrought in just an instant. In a blind fury, I pick up the branch and rush at the thing. ```meta Move: Strike 5 +iron = 6 vs 2 7 = weak hit Bonewalker (Dangerous 2/2): [x][x][x][x][x][ ][ ][ ][ ][ ] ``` I swing with all my might and feel the thing's ribs crunch. It howls and turns toward me, its dark, empty eyes glowing. ```meta Oracle Combat Move 98 = Attack with Power ``` It leaps at me in fury, unleashing an onslaught of blows. I raise my arms trying to protect my face and chest. ```meta Move: Endure Harm -2 health = 3 6 +health 9 vs 6 3 = strong hit Shake it off: +health -momentum, regain intiative ``` It claws at my forearms and I try to quickly scramble away and try to regroup. ```meta Move: Face Danger (to get out of reach) 6 +edge = 8 vs 7 5 = strong hit +1 momentum ``` I roll out of the thing's reach and load another stone into my sling and take careful aim. ```meta Move: Secure an Advantage 2 +wits = 5 vs 3 1 = strong hit Make another +1 move ``` I let the stone fly. ```meta Move: Strike 4 +edge +1 (Advantage) = 7 vs 4 4 = strong hit with MATCH +1 harm Bonewalker (Dangerous 2/2): [x][x][x][x][x][x][x][x][ ][ ] Oracle Action Theme = Advance Truth Gonna bank the Match for a moment because I have an idea for it later ``` It connects with its head again and seems to crack its skull. It stumbles and falters and falls to one knee. I drop the sling and run at it, screaming in pain and fury. I scoop up the branch on the way and raise it above my head in both hands. ```meta Move: End the Fight 8 Progress vs 6 1 ``` I bring the club down on the horror. It feebly reaches up and tries to claw at me but I swing and bat its hands away. I bring it down again and again until it stops moving. I drop the club and fall to the ground, heaving and crying. My forearms are torn. The boy is dead. The mule is dead. Cass steps forward and kneels beside me. At some point she unstuck herself from where she was rooted. She rolls the horror over so she can look at its face. It is beaten in, but well preserved by the bog. Again she asks, "Papa?" One of the swamp folk comes over and pulls her hands away from it. "That's not him, cherie," he says. "Not anymore." ### Castiron Vow I: Constance's Legacy Just because the Copperpots have lived in exile for over three generations doesn't mean they're not still the best bakers and chefs in the whole southeast. Truth be told, with access to new ingredients found in the Flooded Lands, their recipes have only gotten better over time. It is said that the finest Copperpot ales and sodas even have restorative and healing qualities. Calliope is a young woman armed with several kitchen knives including an oversized meat cleaver that could sever an arm with one swing, and a large spiked hammer used for tenderizing meat. Handily, most creatures and villains are made out of meat. She has a cast iron skillet, a large stock pot, and other tools of the trade. With extensive knowledge of herbs and spices (Herbalist, Alchemist) and armed with her Great-Grandmother Constance's cookbook (Lorekeeper), Calliope is ready to find out what really happened that fateful summer day. Somebody set Gramma Connie up. And she's going to find out who. And why. She clutches her skillet in both hands and vows, "I will clear our name, Grandma. I will avenge you, and restore your legacy. On iron, I swear it." ### Castiron Vow II: Cleansing of the Bog Twelve years ago, Constance Copperpot, the killer pastry chef of Dolmenwatch, died; Marshwallow the swamp troll and his worthless hoard of shiny baubles all vanished without a trace, never to return; and the dead started rising from the funeral bog as bonewalkers and started terrorizing the steading and the scattered swamp folk who live in the area. A bunch of soulless monsters driven only to destroy the living would be bad enough. To add insult to injury, these ones just happen--thanks to the bog---to be perfectly preserved family members and loved ones. Subsequently a lot has changed over the last dozen years. Now there are piked walls and night watch patrols and curfews. Funeral rites and rituals had to be changed overnight. Whereas before the dead found earthy watery rest at the bottom of the bog, they are now burned on funeral pyres, their brittle bones systematically crushed with a ceremonial iron hammer used only for that purpose, lest they too get up and start walking around trying to extinguish any and all life they come across. Twelve years ago, Calliope Copperpot wasn't even a teenager when she used a simple sling and a tree branch to destroy the first of the bonewalkers of Copperpot Steading. A bonewalker that wore the face of her grandfather, Batup. Today the scars from that battle are still visible on her foreamrs as she holds her great-grandmother's castiron skillet in both hands out in front of her at chest height. "Today I am as old as my mother was when she died. And today I leave the steading and I will not come back until I have found a way to purify and cleanse the bog. When I return, our dead will be able to rest easy once more. On iron I swear it." ```meta Move: Swear an Iron Vow 3 +heart +1 (bond) = 6 vs 5 6 = weak hit you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward. ``` "All I know is that all of this started in Dolmenwatch. So that's where I'll begin."
b63741722dc9f7964e756fee7e5817665c22d423
Publishing Games in 2022
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## Contents 1. [Introduction](#introduction) 3. [Money is an imperfect and imprecise language](#money-is-an-imperfect-and-imprecise-language) 4. [Advertising](#advertising) 5. [Games](#games) * [Forest Game](#forest-game) * [Abenteuersheet](#abenteuersheet) * [Shoes in the Dark](#shoes-in-the-dark) * [Wicked Grin](#wicked-grin) * [SPOOKERS](#spookers) 6. [Conclusion](#conclusion) ## Introduction I make games as a hobby because I enjoy writing, and the creative process of making weird settings and characters, and I like making random tables, and dabbling in art and layout and design. It's something that I've been doing for a couple years now, and I like it. Once I "finish" a game, sometimes I publish it on itch.io to share it with the community. In this post, I'm going write about making them, and how successful they are / are not. I have three additional games that I started working on this year that aren't complete yet. One is a surreal, absurdist game about collecting and competing horses like pokemon. The second is a holiday game about arson and violence. And the third one is an earnest old school rpg. Maybe you'll see them in 2023! ## Money is an imperfect and imprecise language I usually sell my games for a low cost because in some cases---such as with the forest game---I can easily spend months and months slowly working on these. Teasing them out and waiting for them to take shape. Putting them away when I'm not feeling creative, and picking them back up when inspiration strikes. And in those cases I feel it's fair to ask for some recognition and appreciation for the time and energy that goes into making them. On the other hand, I also always make everything I publish available for free through community copies, and/or I also publish the content for free on my website, and/or I make it known that you can always email me directly for a free copy. I do this because money is an imperfect and imprecise language with which to express recognition and appreciation. And it's a shame that it is the default starting language for many of our conversations about such things. Some people are disadvantaged situationally or systemically such that they can't afford to spend $3.00 on a game. Or they're not, but they just don't want to. Whatever the reason, I never want money to be an obstacle between anybody and a bit of fun fantasy roleplay escapism. Especially not any of my own making. ## Advertising I don't really advertise my games. I post a link on mastodon, share them with my friends, and post in a few discord servers, and that's it. Consequently most of my purchases come from friends and other people I know. This is a complicated feeling because it makes me feel good that my friends support me, but it also makes me feel a little embarassed to accept money from my friends. Again, money is an imperfect and imprecise language. Most traffic to my games comes from itch.io internal pages like '[New Games](https://itch.io/physical-games/newest)' or from a tag like [#ttrpg](https://itch.io/games/new-and-popular/tag-ttrpg). Some of my games got some organic word of mouth traffic. One was posted to a small subreddit. One got shared around discord a little. That was neat! ## Games In 2022, I published five games. Here they are in chronological order! ### Forest Game [YOU CAN DRIVE OUT NATURE WITH A PITCHFORK BUT IT ALWAYS COMES ROARING BACK AGAIN](https://dozens.itch.io/forest) Published 2022-03-18 495 views, 40 downloads, 8 payments ($42.00 total) My major accomplishment of 2022. My most viewed game and most purchased game, and highest revenue by a lot. This game occupied a huge amount of mental real estate for me for the better part of a year before I finally published it. It started out as a submission for [In Play Zine](https://inplay.itch.io/) before it spiraled out of control into something much bigger. I crammed a lot in here: a small hex crawl, a secret mystery that unifies several different woodland races, a rivalry between busybody sprites and layabout fauns, terrible parasitic bees that pilot dead bears and make psychoactive honey, lots of body morphing, an ancient dead sea monster, and more. The creatures in the bestiary all have a mien table a la Troika!. The hexcrawl procedures---getting lost, that is---are from Barbarian Prince, by Dwarfstar. The trinkets and atmosphere table I think was inspired by the Dungeons & Dragons 5e trinkets table. The use of *protocols* to organize the game and keep the reader from spoiling themself was inspired by [Bears Fruit by Jojiro](https://jojiro.itch.io/bears-fruit). It features pretty much zero layout or design: the PDF is made from markdown via pandoc. The whole thing is available online for free at . And the source code is online at . ### Abenteuersheet [Abenteuersheet](https://dozens.itch.io/abenteuersheet): Published 2022-06-25 397 views, 145 browser plays, 1 payment ($2.00 total) [Abenteuerspiel](https://terriblybeautiful.itch.io/abenteuerspiel) is a darling, delightful little game. And this is a character sheet and dice roller for it! Not much else I can say about it. I make a lot of overly complex web applications as my day job. Sometimes it's nice and refreshing to make something small and cute just for fun. Source: ### Shoes in the Dark [Shoes in the Dark](https://dozens.itch.io/shoes-in-the-dark) Published 2022-07-13 412 views, 60 downloads, 1 payment ($10.00 total) This is my most downloaded and most rated game. A *Roll for Shoes* + *Blades in the Dark* hack. I made it for [Basement Quest](http://tilde.town/~dozens/quest/), where it is currently being extensively playtested. I kind of love it. My goals for making this game were: A) Lightning fast character creation. My friends had expressed interest in playing a roleplaying game, and I wanted to get them started *now* before any enthusiasm had the chance to wane. No character classes, no stats, no hit points, no nothing. B) Lightning fast resolution. I knew we were going to be playing via email. So there couldn't be any kind of "Roll to hit. Okay, roll for damage..." sequences. Roll once to do anything. I drew the stabby shoe guy in [aseprite](https://www.aseprite.org/) and then glitched it up with [photomosh](https://photomosh.com/). I did the layout in [scribus](https://www.scribus.net/) which is the best open source desktop publishing application in the world, and with which I have a pretty hot and heavy love / hate relationship. ### Wicked Grin [Wicked Grin](https://dozens.itch.io/wickedgrin) Published 2022-08-19 98 views, 14 downloads, 0 payments My least viewed, least purchased, least rated game. Which is okay. I didn't really advertise this one much when I published it. I wrote this system for a [one-shot for my regular gaming group](37.html) that we never got around to playing. They were going to play the mothers of their D&D campaign characters in this investigative mystery. Anyway this is a [Risus](https://www.risusiverse.com/) hack---mostly *Risus Cookie* by Emily Franklin with some extra stuff tacked on---meant to have exceptionally fast character creation (a la Risus's *cliche* system), a unified dice mechanic, and an appendix of optional rules for modular crunch for my hopeless min-max munchkin player. For having a "unified dice mechanic", I feel like resolution is still kinda complicated due to differentiating *challenges*, *contests*, and *conflicts*. But also, it's fine. This is inherited directly from Risus, which calls them Target Numbers, Single Action Contests, and Combat, and Ross refers to them as the *unholy trinity* of Risus. It also boasts almost no design or layout: the whole thing is just a google doc exported as PDF. Oh, I tried for a long time to create some AI art for "wicked grin", imagining something like the creepy guy from [Heretic by Tibbius](https://tibbiusgames.itch.io/heretic), but was never able to create anything satisfactory. Eventually I just downloaded this raccoon which apparently has its [own page on knowyourmeme](https://knowyourmeme.com/photos/1464998-evil-plotting-raccoon). ### SPOOKERS [SPOOKERS](https://dozens.itch.io/spookers) Published 2022-10-11 100 views, 11 downloads, 1 payment ($2.00 total) A game for Halloween spookiness. Heavily inspired by [Plasma Torch](https://www.drivethrurpg.com/product/356977/Plasma-Torch-A-OnePage-RPG-of-Derelict-Spaceships). (Particularly the RESOLVE mechanic.) Sort of a spiritual successor to [SQUISHY!](https://surgeryhead.itch.io/squishy-a-quickstart-horror-ttrpg) in the sense that it is meant to be quickstart rules for survival horror, only with radically simplified mechanics and otherwise not really similar at all. It has a FINGER JAB random table (patent pending). I'm pretty sure I was inspired to make it by the [Sherlock Holmes Solo Mysteries books, which have a Random Number Table in the back](https://archive.org/details/sherlock-holmes-solo-mysteries-07-the-royal-flush/page/n208/mode/1up). If you don't have your own dice, you can close your eyes and drop the tip of a pencil on the table to simulate rolling 2d6. There is also a little bit of [Paper Girls](https://www.imdb.com/title/tt10623646/)---which I was watching at the time---in the Cliche and Gear tables. The artwork I got from the [Horror page on comicbooksplus](https://comicbookplus.com/?cbplus=horror) and patched it together in [gimp](https://www.gimp.org/). The layout was actually done in [Inkscape](https://inkscape.org/), which I'm not sure I really recommend doing. If you wanna learn more, I [made a tutorial video for peertube](https://tube.tchncs.de/w/94pQPDYJkmXSggnVcyKs5t). Mostly as a note for myself so I can remember how to do if I want to try it again some time. ## Conclusion So in 2022 I published 5 games, and made $58. I guess I didn't really have much to say after all about publishing, advertising, and making money from games. But I hope you enjoyed reading about the background of some of these games, and what kinds of ideas went into them.
a6e2a6549f5c9fbec7f41eb97506b36bebaef299
Every game I played in 2022
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## Contents 1. [Introduction](#introduction) 2. [Stats](#stats) 3. [Highlights and Awards](#highlights-and-awards) 4. [Reflection](#reflection) 5. [The Whole List](#the-whole-list) ## Introduction This is every tabletop role-playing game I played in 2022. The running gamelog is updated on this site at [gamelog](gamelog), which is built from a plaintext database that you can find at . Other entries in this series: [2021](21.html) ## Stats I played 39 games. That's 15 more games than last year! 25 as a player, 14 as a facilitator. 6 of them were campaigns, only one of which was completed (Strixhaven). The others are all dead or on infinite hiatus. Format: this was the year of Live Text, in which we set a time to meet up like in a traditional online game. But then instead of turning on cameras and microphones, we just type live text. Usually timeboxed to 60 - 90 minutes. Six of my games were live text, and I enjoyed it a lot. Six were Play By Post which I also enjoy a lot. The rest were some kind of traditional virtual tabletop + cameras online play. ## Highlights and Awards - **Best Talking About Feelings**: Agents of Edgewatch. The Pathfinder 2e game I had been playing with my irl gaming group. Turns out, nobody was having fun playing it, so we got together and talked about it, and about what we want from a gaming experience. And everybody was very mature about it, and nobody's feelings got hurt (I think), and it paved the way for us to play something else that we all enjoyed. Which leads me to... - **Best Completed Campaign**: Strixhaven. Basically "Play Hogwarts with D&D". This is the campaign that my group switched to after killing Edgewatch. It was super fun. Our Forever Dm got to play, which is nice. I got to DM, which I enjoy. I'll have to post a proper review of this campaign at some point. The [campaign wiki](campaign) is hosted on this site. - **Best Ongoing Campaign**: Basement Quest. Can't say enough about how much fun I'm having with this one, nor about how great my players are. It's a play-by-post on an email listserv. Read all about it at . - **Most Challenging Game To Run**: Brindlewood Bay, on paper, is everything I love. In practice, I struggled mightily running this game. It just never clicked for me how to handle different game phases, nor how to make it feel like there was any danger or high stakes. Even after I watched the creator of the game run it, I could never quite create the feeling at the table I wanted out of it. - **Best Horror Game**: Dragonfly D6. A cardless---and still, to my knowledge, unreleased---version of Sean F. Smith's *Exuviae*. Played as live text. The horror was palpable, the suspense was thick. My character was doomed from the start, and it gave me chills. **Honorable mention**: Cthulhu Dark. Ran a few oneshots for my regular campaign group. I thought it was just great. - **Biggest Murderhoboes**: My regular campaign group playing *Adventure Skeletons*. They went absolutely off the rails. It sounds like a cliche, but they killed a little old lady and her farmhand, and burned down their barn to cover their trail. And it just got worse from there. - **Most Wholesome Live Text**: Sean kept trying to steer us into a grim murder mystery, but me and erika kept drawing us back into a kind of Sherlock and Watson / buddy cop kind of romp. It was a lot of improv and banter, and was good fun. Read Sean's transcript: - **Most FKR Game of 2022**: OSE/The Lichway dungeoncrawl. I don't remember a ton about it other than it was fun, lots of surprises and suspense. And not one dice was rolled the entire time. - **Game That Ended Too Soon**: a game of Troika! / Acid Death Fantasy in which I played Gliftwirp, a sarong-fu master who is basically the Hamburglar, and for whom I created an entire, complicated McDonaldland inspired backstory including a monarch in decline (the Burger King), the evil jester controlling him behind the scenes (Ronald), and a banished and cursed court rival turned into a monster (Grimmace). Game fizzled out after a few sessions, which is a shame. I was loving Gliftwirp and the other characters too. - **Most Notable Mechanics**: I played a couple games that I thought had novel mechanics. 1) Tibbius's *2-bit*, in which you get a knack or a skill, and when you use it, you narrate the outcome. Then you flip a coin to see if you get to continue using that skill, or whether it is spent until you recharge it. 2) Tricube Tales, with its *karma* metacurrency. I wrote up a little [quick reference for it](32.html) here. 3) Plasma Torch, with its dwindling resource die. The dice mechanics make it easy to fail roles. And when you do, there's a chance that your 'resource die' drops in size, symbolizing your oxygen or your light or your hit points. Excellent abstraction for survival/horror. - **Best Solo Game**: *Brighter Worlds* by Awkward Turtle as adapted for my game of *Cleric + Thief*. Honestly I'm just enchanted by Brighter Worlds and its unique and adorable character classes, and didn't want to wait to play it. . **Honorable mention**: *Thousand Year Old Vampire*. An actual solo game, and a deeply haunting experience. ## Reflection It was a good year! I played a lot, had a lot of fun. I feel like I made a few friends along the way, which is the real treasure, isn't it? I learned some about mechanics and making games, and got to tell/be a part of some rad stories. What's not to like? ## The Whole List 1. Troika!, 13 Story Bizarre (DM) - Status: Complete - Length: Oneshot - Format: Play By Post - Notes: Originally supposed to be a really quick adventure with my core Troika pbp group, but has been slogging along for months now. I'm about to just end it so we can move on to something else. **Update 2022-05-12** The game is complete! Blessed Lytton, Dear Labolas, Precious Frondella 1. Pathfinder, Agents of Edgewatch (Player) - Status: Dead - Length: Campaign - Format: Roll20/Discord - Notes: Pathfinder is everything I hate about ttrpgs. I only keep playing this because it's the only way this particular friend group continues to get together, so I'll probably keep playing it forever, hating the game and enjoying the company of my friends. **Update 2022-02-02**: We killed this campaign as a group to try out something new. New system, new characters, new game. Inject some life and some fun into this struggling beast. 1. Smithy of Sacrilege, Anvil (Homebrew) (Player) - Status: Dead - Length: Campaign/Open Sandbox - Format: Play by Post - Notes: A hack of Tunnel Goons by Nate Smith. Very fun original world, hex crawly open sandbox. You can get a lot done even with hyper minimal rules **Update 2022-02-11**: Still going strong! Sean just recruited some new players to breathe some new life into the game. We abandoned the spooky haunted house which we learned is actually just a front for an arms smuggler. Then we decided to go climb an anti-crater! **Update 2022-08-30** Moving this to dead. Haven't had any movement on it in quite some time. 1. Troika, Acid Death Fantasy (Player) - Status: Dead - Length: Campaign - Format: Play by Post - Notes: Another more different ADF! Born of the APF server, but on another new server with Kunailby. Playing Gliftwirp, a sarong-fu master who is also basically the hamburglar **Update 2022-02-11**: this game fizzled out. The second ADF Troika game I've played to do so! Too bad. I enjoyed the brief time that I got to create some McDonalds cosmology. Just for fun, here's Gliftwirp expositing a little bit. > Gliftwirp bites into a burger that he swiped from somewhere, closes his eyes, and sighs happily. > "How grand that your falcon-headed god gave you his own sight as a boon! How grand that you can even know your god!" > "Sadly, my god grants no boons and answers no prayers. It is a long story with which I shall not tire you okay fine if you insist." > He settles in to tell a story. > "Long, long ago, my god (whose name I cannot say for reasons you will soon understand) was a member of high stature in the Court of the God King. And his best friend and closest confidante was the court jester, Rhahn Ald. But their friendship would end in tragedy! Just listen and you will know why." > "You see, Rhahn Ald, the trickster, had quietly and discreetly been stealing magical items from the king's coffers, slowly, over the years, accumulating glamour that he used to increase his influence in the court, to weaken the God King's mind and make him reliant on him. My god (whose name I cannot say) eventually found out and threatened to expose Rhahn Ald. So the mad jester framed his best friend, and easily convinced the God King of his guilt." > "So as punishment, everything was stolen from my god, including his name. The Court of the God King will only allow him to be referred to as the Evil Nemesis. (Bit dramatic don't you think?) He also had his handsome physique stolen from him: he now inhabits the form of a large, four-armed, purple worm. And he had his home and all his land stolen from him: he now resides in a damp cave. Most cruelly, he had his intellect stolen: he remains just barely aware of what he used to be, of what was taken from him. But his eloquence is gone. He is incapable of forming the words he needs to defend himself, or gather followers to his cause." > Gliftwirp sighs sadly and nods. "My god was cursed and exiled because of the evil trickster god Rhahn Ald." > "And in retribution for his wrongful suffering, his followers turn to holy acquisitions and righteous theft. Just as everything was taken from our beloved Evil Nemesis, so do we take and redistribute. And so we shall until he is redeemed and restored to his rightful place." > Gliftwirp continues quietly to himself, under his breath, "Robble robble, Amen," and takes another bite of his hamburger. > "I truly am happy that you get to know your falcon-headed god, Kiara. It is a gift I hope you won't take for granted!" 1. Risus, To Kill A God (Player) - Status: Dead - Length: Campaign - Format: Play by Post - Notes: pbp on rpg.net with tibbius. Playing former child actor Sender, who is a blade for hire who just wants to retire and be a mushroom farmer, who is also haunted by the ghost of his dead twin brother who he absorbed in the womb, and who is also followed around by small woodland animals like a disney princess. **Update 2022-02-11**: Moving this to dead. Never could remember to go check rpg.net for updates. One of our players dropped, and it became not enough to keep the story going. sad! First time playing Risus, a game I've long wanted to try. Don't feel like I ever got to really get a handle on it. 1. 2-bit, Numenera (Player) - Status: Dead - Length: Adventure - Format: Discord PBP - Notes: gonna start a coin-flipping game with tibbius. gonna play a witchy person. **Update 2022-02-11**: Moving this to dead. The story was really good. The system was surprisingly good. The gimmick is that you a special that you can invoke and it just happens. And then you flip a coin. Heads = you can continue to use your special. Tails = special is burned until recharged. Made for smoe really fun gameplay. See more at 1. D&D 5e, Zigs and Dragons (Player) - Status: Dead - Length: Series - Format: Roll20 + Discord - Notes: Zig's first time DM-ing! A series of oneshots on a mysterious island. Getting to play with Alex again is fun. The characters escalate from session to session from level 3 to 6 to 9 etc. Have played two so far. Having a lot of fun playing and getting to make new characters all the time. **Update 2022-02-16**: Been continuing to play this and enjoy it. It's been nice watching Zigs come into his own as a DM. It's been just man and Jaybee playing lately. Miss playing with the others, but it's also fun with just the two of us. I've played a different character each time, slowly building out the sprawling family tree. **Update 2022-08-30**: Moving this to dead. Game fizzled out after some tensions at the table escalated. 1. Cthulhu Dark, Arkham 1628 (DM) - Status: Complete - Length: Oneshot - Format: discord voice - Notes: Radsauce. Ran it with Carter, Hilary, and Jimmy. It went a bit over an hour, and the we finished it up in a bit over an hour the next day. Not positive I got all the rolls right, but the players seemed to have fun. I got a couple *wtf* moments out of them which seems like a success. I think there might need to be something said upfront about how the point of some of the weirdness is just that it is weird. That is, not every theme is a clue to the answer to the mystery. (Speaking directly of the puppet theme in this adventure.) There was interest in continuing with the othe mysteries in the text, so we might start that next week 1. Brindlewood Bay, Dad Overboard (DM) - Status: Complete - Length: Oneshot - Format: discord - Notes: okay so first of all this is a historic game because after years of inviting her to join me in my hobby, this is the first time pete agreed and actually joined. bittersweet: she did not have fun. nor did i, to be honest. this was a very challenging game to run. i felt stressed out and frustrated the whole time. the clues were super vauge. it was hard to understand a new system, and the mystery, and also stay on top of helping people play their character. There was also a bunch of the game that I should have just thrown out because it was not applicable/appropriate for a one-shot. Also all of the clues are objects. There's no way to have a clue come up in conversation without the person running away so they could find an object, or somehow describing the object for some reason. I had two players (pete and ari) who had never played a game before, pete was kind of lost. i should have thrown out abilities and had a straight 2d6 roll. that said, it was a great group. a real convergence of spheres. I don't know, i'd run it again. I imagine i'll feel more prepared the second time around. the players (except for pete) all seemed to have fun 1. D&D, Strixhaven (DM) - Status: Complete - Length: Campaign - Format: roll20 + discord - Notes: Strixhaven happen! Background: my pathfinder group agreed to disband and reform as something else. Seems we were a little burned out on the game and needed a change. (I for one have complained to anybody who will listen about how much I hate Pathfinder!) So we decided to try something a little lighter and light-hearted and we went back to 5e D&D and agreed to try *Strixhaven: Curriculum of Chaos*. Former DM gets to play, I get to DM, and we finally had our first session. Chierce showed up having not made a character and decided to just lurk quietly and watch, which was both totally okay but also kind of weird. Our planned cadence is ~1.5 hrs twice a week. We'll see if we stick to it. We got one third of the way through the first 3-part session. We might get through the next two parts next sesh. Anyway, cool, new game! Super fun! **Update 2022-03-16**: Second session went so much better! Threw out a bunch of the rules. Made the rolls a bunch more simple. Players actually solved the mystery, Got a couple glimpses into the conspiracy. It was a hoot and a holler! **Update 2022-10-06**: Finished the campaign! That was super fun! 1. maze rats, Nyolibhotepโ€™s sewers (Player) - Status: Complete - Length: Oneshot - Format: discord live text - Notes: finally got to play a game with sean! short little 2 hour live text game on discord. possibly my first maze rats ever. i played a chisled chimneysweep hippie, and we went down into the sewers to find out what the cultists were doing with all the doubleslugs. read the whole thing here: https://sean-f-smith.medium.com/play-report-maze-rats-nyolibhoteps-sewers-1003d411c39f 1. Facing the Titan, facing the titan (Player) - Status: Complete - Length: Oneshot - Format: miro + discord voice - Notes: This was a Swords Without Masters game, the first of which I've played. Played with eskur, fergus, and hoid. Very interesting system. GM-less, narrative, storytelling. Lots of fun. Interesting use of setting tones, and then freeform story telling. unique d21 tables: roll d66, and the low roll is the tens and the high roll is the ones. played for 2 hours, didn't get to finish. but really liked it. very unique to the kinds of game i usually play. 1. Old School Essentials, Lichway (Player) - Status: Complete - Length: Oneshot - Format: discord voice - Notes: played some OSE with sean and the gang. played a human thief named Myla Wygarthe (thanks dmheroes). played very fkr style: there were no rolls at all. very system agnostic. we had some fun searching a spooky dungeon for the dark enchantress. 1. Trophy Gold, a game of trophy gold (Player) - Status: Dead - Length: Oneshot - Format: live text - Notes: An ongoing series of live text play on discord. Technically a oneshot, i guess? But spread out over 1 - 2 hours of text here and there on discord. It's a Sean game with eskur, 7th Outpost, and wendi. (wendi couldn't make it this time tho) I'm playing Ifori, who is basically a *cleric of a small god* from Brighter Worlds. And who is also basically a less monstrous version of Bbblippt from Wicked Ones. She has a small turnip-like creature that she believes is an infant god. It gives her access to rituals at least. This game, we escaped and immolated some kind of sucking flesh tree, and then desecrated a shrine to some evil earth deity and then killed one of its priests. And that was about it! Short and sweet. First time playing Trophy Gold. The stress mechanic feels the same as from Cthulhu Dark. I like it. Makes things feel risky and scary, and that you're constantly on the edge of doom and disaster. Kind of like the token meta-currency. Haven't gotten a chance to actually use it yet. 1. Thousand Year Old Vampire, Orion Valentine (Player) - Status: Complete - Length: Oneshot - Format: journal - Notes: Been meaning to play this one for a while. The catalyst for doing it is that I think my players in my D&D game might at some point soon go meet a powerful vampire NPC. And I wanted them to have a compelling and complete backstory. And now they do! It was a wild ride. It ended up turning Valentine into kind of a wretched thing. Not a proud, beautiful creature, but a desperate, damaged, and unhealthy one. I'd like to play it again, at least one more time. I felt like I didn't grok it enough to create much continuity or connection across prompts. I had resources and skills, but wasn't often able to use them effectively. That's probably on me. Next time! 5 out of 5, would play again. 1. Tricube Tales, Guardians of the Shadow Frontier (Player) - Status: Complete - Length: Oneshot - Format: discord text - Notes: tibbius is running a game for me and brine and sean. I'm playing Toobin, a sneaky little bastard with preternatural senses, and who is often greedy. Joining Toobin are Khedera (sean), an agile sentinel who's quick and too often vainglorious; and Syfas (brine), an agile seer who can manipulate elements with a touch but can be blinded by vengeance. We came across a body by a waterfall, discovered that it had been killed by an archer while waiting for a lover's tryst. Took the body back to the village. People were sad about it :( And that's about all we had time for in this OHOS. We didn't have time for a OHMOS. So we'll play again next week. Did a lot more roleplay than Getting Stuff Done. Found out that Toobin is superstitious, and shy around people who aren't Guardians. Tricube is fun. Never heard of it before Tibbius suggested it. Excited to explore further the karma/resolve + quirk/perk mechanics. I kind of like the meta token currency. **Update 2022-09-28** I missed a couple games due to being out of town. But now I'm back. Tibbius is ... what's the ttrpg term for *distro hopping*? We ditched tricube for Quarrel & Fable, which he then hacked into his own "Test Metal". I missed the entire fight with the 'mirror wolves', but dropped back in just in time to pick back up the original murdered lover mystery, which is exactly where i left off. Brine left the game, sean i think got busy with something else, so it was just me and tibbs, which was just fine 1. Dragonfly D6, dragonflyd6 (Player) - Status: Hiatus - Length: Oneshot - Format: live text - Notes: almost forgot about this one! sean ran a game of dragonfly d6 for me and tibbius it is a cardless version of his very interesting insect horror survival with a solitaire card game mechanic, exuviae the first playlogs can be found on medium: in the second session, Sid and Midge arrive at the Angles house, and shit goes immediately sideways. Sid heads in to talk with speak with Isolde Angles who behaved and moved most unnatural. Meanwhile Midge tried to sneak around the side of the house but got covered in eggs, and then chased by the mosquito-stuffed skin suit of Mick the dispatcher. Sid eventually came to her rescue as Miss Donnelly climbed out of the cab. It was a total horror show. Midge was not in control. It was really fun! 1. none/fkr, Cap'n Mushroom and the Case of the Red Slipper (Player) - Status: Complete - Length: Oneshot - Format: live text - Notes: a quick true fkr game with me and erika, sean running mad fun. erika played Maelo, a tomb raider / cat burglar with a bit of razzle dazzle magic. I was Cinder, a grizzled sell-sword who has agreed to do just ONE more job so he can retire and be a mushroom farmer. He's is also a former beloved child actor, star of *Li'l Fatso's Jamboree*. We were called in to investigate the gruesome murder of Baron von Leffe's squire. They were besieged by bandits out on the road. The Baron escaped, but the boy was skewered by arrows and had his right arm cleaved off and absconded with! The latest in a string of arm thefts. Cinder and Maelo quickly established a great Watson/Holmes dynamic, and discovered that the wounds from the arrows display necrotization consistent with the Red Slipper mushroom that grows in the graveyard. In a cut scene, the two set up a trust and a will so that in the event of their unfortunate demise, the Li'l Fatso Memorial Mushroom Farm will be established to teach children the joys of composting. Sean pointed out afterwards that there were no dice rolls whatsoever, which I find delightful. 1. Adventure Skeletons, Boneheads (DM) - Status: Complete - Length: Oneshot - Format: discord live sesh - Notes: one of my players no-showed during our regular D&D campaign so we busted out a quick onepage rpg i've been wanting to play this one for quite some time because it looks silly and ridiculous. Our characters were Vinnie, a sadistic former garbage collector with a vengeance streak a mile wide; Snak, a former orc; and xxx, who used to have a gambling problem. The skeletons surfaced near a busy crossroads and encountered a shepherd who kicked Vinnie in the pelvis. Snak scared him off, and he ran away with his sheep, vowing to report them to the Visiting Lord. They regrouped in a nearby barn where they found a shrine to the Visiting Lord. They took apart a goat, Vinnie wearing its pelvis and one of its legs, xxx wearing its head as a hand. The sweet little old farm lady came by and, confusing the skeletons for her long lost Eustice, offered them soup and redemption. But they knifed her to death anyway. Bert the farmhand stumbled upon the scene and hit Snak in the pelvis with a shovel, knocking her to pieces. They took out Bert, stole a horse, and burned down the barn. They came up with a two part plan: vengeance on the shepherd boy, and confront the Visiting Lord. Snak put on a disguise and pretended to be Clarissa, the milkmaid for whom the boy pines. While he was distracted, xxx appeared on horseback and Vinnie leaped down from above and sent the boy, his love unrequited, into the wild blue yonder with one swift kick to the crotch with his +1 Pelvis Kicking Boots. Now all well disguised, they ventured into the village and found the Church of the Visiting Lord. They confronted him, and he turned out to be Eccentric Kevin, a fellow skeleton and frenemy from the wizard's dungeon. They put Kevin's skull on display on the church as a religious symbol and mouthpiece for their agenda, began to rotate through the role of the Visiting Lord themselves, and started to tax their congregants heavily. Amassing wealth and spreading their new religion became their new mission. 1. plasma torch, untitled (Player) - Status: Complete - Length: Oneshot - Format: discord live text - Notes: a one-on-one OHOS with tibbius it was short and fun! there are two parts to playing the game: 1. doing stuff: roll d6. +d6 if your background applies, +d6 if you can use your equipment. 5 - 6 = success, 1 - 4 = fail. 2. resource die: if you fail, roll d8. 1 - 2 = step down your resource die to d4, and your resources are depleted. if you fail on a d4, you die, or whatever. running the game looks super easy. there are tables for generating rooms and complications as you explore the derelict ship. i think the resource die is a fascinating way to represent health and death and resources and depletion all in one handy little mechanic. during the game, my character (Naylen, a rugged ex-convict with a crowbar) sneaked in through an airlock onto an abandoned, derelict pleasure cruiser to find some loot. they struggled a little bit to get the airlock to work, but then made their way into the hallway and down into a medical bay. (which was locked, but Nalyen guessed the password; it was 1234.) inside the medical bay, he was confronted with some kind of tentacular eldrich horror / medical experiment. it crushed him and ripped his space suit, but he bopped it with his crowbar and got away. and then we had to stop two thumbs up, would play again! tibbius said he'd be interesting in adapting the system to some kind of fantasy dungeon crawler, and i agree that would be fun. 1. Brindlewood Bay, Good Buy, Cruel World (DM) - Status: Complete - Length: Oneshot - Format: discord voice, jamboard - Notes: Boy I struggle mightily with Brindlewood Bay. It is such a challenging game to run. There's no guidance for how to play the characters. The clues that pop up lead the fiction in weird directions, and as the facilitator you're left holding the bag trying to give your players what they want when following up with questions. And at the end, there are so many red herrings and clues that don't add up, and just. The ending, the Theorize Move, is the most interesting and fun part of the game. But it rarely creates a narratively satisfying ending. I also don't know how to create tension or stakes in this game. Don't get me wrong, it's fun. I just feel like I gotta find a different system to run these characters and this story on. BTW there's no written evidence of this anywhere, but the second BB game we played was in March of this year. The first was in February. And this is the 3rd, seven months later in October Anyway, the module was Good Buy, Cruel World by Michael van Fleet, and it was great. Everybody seemed to love mallwalking and being in the mall. This is the 2nd game i've played by van Fleet, the first one being *Moon's Shot*, a oneshot for troika. Here's a character sheet if you want to use it. 1. Shoes In The Dark, Basement Quest (DM) - Status: Ongoing - Length: Campaign - Format: email play by post - Notes: This game is the cat's pajamas. it's the bee's knees. It is a play-by-post game on the tildepals email list. We've had a lot of people dropping in and dropping out, but it is mostly just sinatra and mio playing, and me facilitating. And it is an absolute blast so far. We are playing the postcard-sized *Shoes in the Dark* rules, which immensely support the free-wheeling, rules-light style of play we've naturally adopted.
50e8d225ac8ab9b4e3e6c0f4cf837ca68f02cd21
The Haunting Of Floating Cow Ranch
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body { box-sizing: border-box; } a[href^=https]:after { content: 'โ†—'; font-variant: super; font-size: small; } img { border: solid 1px black; padding: 1rem; width: 80%; } img.beast { display: block; } figure { position: relative; width: 100vw; left: 50%; right: 50%; margin-left: -50vw; margin-right: -50vw; text-align: center; } #TOC > ul { padding-left: revert; } #TOC ul { padding-left: revert; } #TOC li { list-style: revert; } figcaption { font-size: smaller; font-style: italic; } ## Contents 1. [Introduction](#introduction) 2. [About](#about) 3. [Tips For Playing And Having Fun Doing It](#tips-for-playing-and-having-fun-doing-it) 4. [Chapter 1: Bridger's Folly](#chapter-1:-bridger's-folly) * [1.1 Bog](#1.1-bog) * [1.2 Ranch House](#1.2-ranch-house) 5. [Chapter 2: Sarracenia the Enduring](#chapter-2:-sarracenia-the-enduring) 6. [Chapter 3: Yrsa The Drowned](#chapter-3:-yrsa-the-drowned) 7. [Chapter 4: Moraine The Forgotten](#chapter-4:-moraine-the-forgotten) 8. [Bestiary](#bestiary) * [Bookwyrm](#bookwyrm) * [Bridger](#bridger) * [Carnivorous Plant](#carnivorous-plant) * [Crocogator](#crocogator) * [Eel](#eel) * [Hydra Crab](#hydra-crab) * [Merbear](#merbear) * [Moraine](#moraine) * [Organ Grinder](#organ-grinder) * [Sarracenia](#sarracenia) * [Tardigrade](#tardigrade) * [Wandering Husk](#wandering-husk) * [Warden](#warden) * [Yrsa](#yrsa) 12. [Tables](#tables) * [Mutant Cow](#mutant-cow) * [Magic Tome](#magic-tome) * [Undead](#undead) * [Animal feature](#animal-feature) * [Element](#element) * [Action](#action) * [Domain](#domain) * [Enhance](#enhance) * [Diminish](#diminish) * [Sense](#sense) * [Control](#control) * [Beast](#beast) 14. [Credits](#credits) Figures: - [Figure 1: The Lakeview area including Cooper's Kettle and Twin Peaks](#world) - [Figure 2: Bog Map](#bog) - [Figure 3: Bridger's Ranch House](#ranch) - [Figure 4: Library Map](#library) - [Figure 5: Sea Map](#sea) - [Figure 6: Deep Deep Dark Map](#dark)
world map
Figure 1: The Lakeview area including Cooper's Kettle and Twin Peaks
## Introduction You are Lakeview's ~~finest~~ most affordable investigator. A sleuth, a detective, a private eye. Penelope Piecatcher has hired you to check on her uncle, the excitable Morgan Bridger. He bought some land from a shady developer out in the wetlands of Cooper's Kettle, and had the harebrained idea to raise cattle out in the bog. That was about a year and a half ago. At first his correspondence was regular and enthusiastic. But over time it became more infrequent. And for the past two months, he has stopped responding entirely. Penny attempted to contact the locals to check on him, but they were unhelpful, repeating things like "bog witch" and "lowing beast" and "cursed." ## About This adventure is about change. How people, geographies, and landscapes change and erode over time and become something different. There's also a lot of ambition, facing death, grappling with mortality, and worrying about one's legacy. And there are lots of mutant cows warped by foul necromantic magicks. It was written to be played with [Wicked Grin](https://dozens.itch.io/wickedgrin){title="https://dozens.itch.io/wickedgrin"} but can probably be adapted to other systems without too much trouble. I believe in you. ## Tips For Playing And Having Fun Doing It - Just because it has stats doesn't necessarily mean you should fight it. Each creature has a Mien table. Use the Mien tables. - This entire adventure, just like the scenarios within, is presented to you as an open-ended question. There is no written conclusion or resolution. It's all up to you. You can do it. I believe in you. ## Chapter 1: Bridger's Folly > Morgan Bridger refused to listen when the locals laughed at him for trying to raise cattle out near the bog. > > He simply wouldn't hear it. > He burned with determination to succeed. > But then all his cows drowned. > That was over a year ago. > He's been shut up inside his ranch house, and nobody has seen him since. > But recently there have been strange noises and hulking beasts lurking in the shadows. ### 1.1 Bog You begin your adventure in the bog as you approach Bridger's ranch. Atmosphere: It is boggy and muddy. Slow burning peat and pockets of natural gas mean that portions of the bog seem to always be on fire.
bog map
Figure 2: Bog Map
1. **Bog**: Thick belching mud and small bog fires make progress slow. Three things catch your eye all at once: - A delicate fawn timidly approaches a watering hole. It doesn't see the hungry [Crocogator](#crocogator) sunning itself on a log, still as stone. - A giant [Carnivorous Plant](#carnivorous-plant) is slowly digesting a small salamander that is struggling to free itself. - A bloated [Mutant Cow](#mutant-cow) carcass, Exploding (1), floats half buried in the moss. You won't notice its mutant features unless you take a closer look. If you prod at it, it explodes. ๐Ÿ”Ž Note: The players can choose one of the above to engage with. If ignored, the crocogator will eat the fawn and then flip away into the watering hole; the salamander will be digested; and the cow will sink into the bog. 2. **Gate**: You arrive at the ranch. The gate is hanging off its hinges, slumped open. A faded sign above the gate once read "Bridger Ranch" but it has been crossed out by some vandal and now reads "FLOATING COW RANCH". Below that somebody in a different hand has scrawled, "HONK IF YOU LOVE DYING AND BEING DEAD" 3. **Pasture**: A pair of [Mutant Cows](#mutant-cow) (4) are grazing here on moss. 4. **Corral**: Where the cows used to live. One [Mutant Cow](#mutant-cow) still lives here. If you can call this living. There is an entrance to the abattoir in the back of the ranch house. 5. **Ranch House**: A simple single story ranch house in slight disrepair. Bridger lives here. There is a sign on the front door that says, "Gone fishin". ### 1.2 Ranch House
ranch house map
Figure 3: Bridger's Ranch House
Atmosphere: a spooky abandoned house that is just starting to revert to nature. 1. **Entry/Hallway**: The front door is ajar. The hallway is long, narrow, and dimly lit. You hear a scrape and a shuffle coming from the first door to the left. 2. **Study**: Peat burning stove, desk and chair, books. Investigating the bookshelf reveals some books on anatomy and biology. A [Magic Tome](#magic-tome) is hidden here and can be found with a successful challenge. The papers on the desk reveal sketches of cows. Arcane runes are scribbled in the margins. > Laugh at me, will they? I'll show them! I'll bring them all back! Bigger and better than ever. Who'll be laughing then? Me, that's who. No, they'll never forget the name Morgan Bridger! 3. **Bedroom**: A lumpy bed. A plywood crate at the foot contains blankets, *cellar key*, and a charcoal sketch of a human skull with sparkling jewels in its eyes. A hasty scrawl beneath the sketch reads, *Inside my head! Won't let me sleep!* A dresser full of moth bitten shirts and overalls and some waders. Nightstand has a lantern for reading and a novel open to a passage about an evil Wyrm at the center of the earth giving birth to a monster. 4. **Kitchen**: Oven. Peat burning stove. Eating nook. Remains of a hastily prepared meal. A sedate, corpulent [Mutant Cow](#mutant-cow) (3) is here snacking from the fridge. 5. **Abattoir**: A slaughter room. Saws, scythes, pitchforks, knives, cleavers hang from the walls. Congealed blood pools around a drain in the center of the floor. A pile of discarded offal has attracted an [Organ Grinder](#organ-grinder) which hides in the refuge. A large door leads outside to the corral. 6. **Cellar**: Deep gouges scratched into the locked door. Steep stairs lead down below the kitchen. Dark, cold, damp. Hunks of meat hang from hooks on the ceiling. Floorboards are torn up: a ladder climbs down into a damp earthen tunnel. ## Chapter 2: Sarracenia the Enduring > Sarracenia didn't listen when they warned her about the dangers of dark magic. > > After the *incident*, the witch's library sank slowly over hundreds of years into the bog. > Bridger unknowingly built his ranch house right on top of it. > She calls out to him in his sleep, haunting his dreams. > And when he discovered the library far below the floorboards in his cellar, he also recovered her skull. > It speaks to him. > It speaks to anybody who will listen. > > He thinks he can use her to bring his cows back to life. > She thinks she can use him to find a new body for her to live in. Atmosphere: The library has been swallowed by the earth. Mud and stone and roots and vines press in all sides, crumbling the walls and pressing up through the floors.
library map
Figure 4: Library Map
1. **Sunken Library**: Water is waist deep and cold. A water logged [Magic Tome](#magic-tome) can be found here with a successful challenge. Two large, well-read, poorly-fed [Eels](#eel) may decide you are edible if you linger here. A [Bookwyrm](#bookwyrm) perches high up on top of the shelves. It has taken up residence here and considers these books to be its hoard. 2. **Barricade (3)**: Hastily built water-break keeps the water in the library out of the other areas. Difficult to climb. Clear the barricade and risk letting water out and flooding the surrounding areas. 3. **Laboratory**: Beakers, pipes, long worktable, and a gurney. Somehow a [Mutant Cow](#mutant-cow) has gotten down here and is running amok. A hidden hatch leads down to the Sea. (See [Chapter 3: Yrsa The Drowned](#chapter-3-yrsa-the-drowned).) 4. **Growing Vats**: Inert bodies suspended in tubes, potential vessels for Sarracenia. A [Wandering Husk](#wandering-husk) is here. 5. **Bedroom**: If you approach the bed, you notice something moving beneath the rumpled covers. Pulling back the covers, you discover that a large snail has taken up residence inside [Sarracenia's](#sarracenia) skull. She is rather indignant about it. The skull vibrates as her voice emanates from somewhere within. She will try to convince you to continue her work and find a new body for her. The husks aren't cutting it and Bridger is proving to be an inept pupil. He can't even successfully raise a cow from the dead. Most of Sarracenia's recent work is based on observing and interacting with the ghost below the laboratory, a discovery she only made in recent years. She sent Bridger down there several days ago to try to converse with the ghost. ## Chapter 3: Yrsa The Drowned > Yrsa didn't listen when they told her to surrender. > > She sailed her longship, *The Dragon Bear*, inland to escape her pursuers and eventually ran aground, capsized, and sank. > Today the wreckage of *The Dragon Bear* rests far below the library. > And its captain, the dread pirate Yrsa, is cursed to be drowned every night by her one true love, the sea. Atmosphere: Salty and briny. A cold breeze flows here making eerie whistles and moans. A pirate ghost haunts this area, also making eerie whistles and moans.
sea map
Figure 5: Sea Map
1. **Rocky Shore**: The hull of the capsized longship can be seen in the distance cresting the waters like the spine of a large creature. Beyond the ship, you can just make out an ice sheet. A lone [Hydra Crab](#hydra-crab) is here. You hear a distant voice whisper, *Stay awayyyyy*. 2. **Cold Cold Sea**: Jellies and blind cave fish. A hairless [Merbear](#merbear) and a horse-sized [Tardigrade](#tardigrade) lurk in the depths. They argue about which of them is a "true water bear of the sea". 3. **Wreckage of the Dragon Bear**: You swim up into the air pocket from below. The longship is narrow but long. 4. **Cargo Hold**: A small pile of statuettes, pearls, jewels, and gold. 5. **Captain's Quarters**: [Yrsa](#yrsa) the fearsome She-Bear is here. 6. **Brinicle**: a hollow icicle in the ice sheet that leads down below into the deep deep dark. ## Chapter 4: Moraine The Forgotten > The people of the valley didn't listen when god told them she loves them. > > Deep in the rocky caves below the shipwreck is an abandoned altar to a forgotten god. Atmosphere: Ice crystals form on surfaces. Veins of precious stones can be seen in the walls. It is dark. Luminous lichen and fungus provide dim light.
deep deep dark map
Figure 6: Deep Deep Dark Map
1. **Brinicle**: White salt rocks. [Bridger](#bridger) is here. After visiting the temple, he has lost his bravado and is in the middle of despondent existential crisis. He's given up on clearing his name and having a legacy. > What was I thinking? That resurrecting a bunch of cattle would be my legacy? What foolishness. What's the point! To die but wish to live forever? To live forever and wish to die? To shape the earth only to be forgotten? 2. **Lost Temple**: The [Warden](#warden) stands guard before the temple. It refuses to let you pass unless you agree to and win a riddling contest. 3. **Altar**: A dagger of ice is all that remains of the iceberg that carved this valley and created the bog. Inside, [Moraine](#moraine) rests. ## Bestiary ### Bookwyrm ![bookwyrm](img/cow/bookwyrm.png){.beast} Breath Attack (4), [Magic Spell](#magic-tome) (1), [Magic Spell](#magic-tome) (1) Dragonkin the size if a large house cat. Its scales are a radiant purple pink. It has two small forelegs and a long snakelike body. It has small beady eyes and is slowly getting more and more farsighted much to its consternation. It *devours* stories. Mien: Charming | Tell Me A Story | Magnanimous | Generous | Prankish | Regal ### Bridger ![bridger](img/cow/bridger.png){.beast} Inept Necromancer (1), Inept Cattle Rancher (1), Stubborn Old Coot (5). Bridger has made it down into the womb of the earth only to learn that legacy fades for even the most powerful of gods and men. He is quite distraught. Also, he's kind of scared that the Warden knows about all his experiments on cows and might hate him. Mien: Angry! | All For Naught! | Resigned | Nihilistic | Woebegotten | Self Pitying ### Carnivorous Plant Adhesive (3) An amoeba shaped plant covered in dew tipped spines. It can't do much if you don't touch it. But if you do, you'll likely get stuck. And then slowly broken down and digested. Mien: Digesting | Wilted | Famished | Sticky | Dewy | Yearning ### Crocogator Ornery (3), Crushing Jaws (2) A fearsome bog beast. Its front half is that of a crocodile. And its back half is the front part of an alligator. Mien: Ornery | Basking | Ambivalent | Peevish | Toothache | Conflicted ### Eel ![eel](img/cow/eel.png){.beast} Electric (3), Constricting (2), Small Sharp Teeth (1) Thick muscular body. This eel has spent a lot of time feeding its mind, but not feeding its belly. Mien: Curious | Sanctimonious | Snobbish | Aggressive | Intellectual | Hungry ### Hydra Crab Multiplicity (7) The fabled Hydra Crab! Two more appear for every one you squash. Mien: Crab | Crab | Crab | Crab | Crab | Crab ### Merbear ![merbear](img/cow/merbear.png){.beast} Bear (4), Fish (3) A fucking bear with the tail of a fish. You know how tuna is the chicken of the sea? It's like that, except it's the bear of the sea. Mien: Lazy | Gonna Eat Ya | Territorial | Playful | Inquisitive | Lonely ### Moraine Ageless Spirit Of Living Ice (10). Millions of years ago, an iceberg descended from the mountains and carved out this valley on its slow sojourn to the sea. Moraine, a small shard of ice, is all that is left of that berg now. She shaped the face of the earth and of countless lives in this valley. But now nobody remembers her or knows her name. Mien: Kind | Loving | Maternal | Helpful | Stern | Just ### Organ Grinder Gnashing Teeth (2), Restraining Tentacles (1) A ghoulish, monkey-like imp that that feeds on flesh and carrion. Mostly jaws and jowls and four long noodly arms for made for grabbing and shoveling food into its mouth. Mien: Hiding | Shy | Hungry | Hungry | Hungry | Hungry ### Sarracenia ![snull](img/cow/snull.png){.beast} Demilich Obsessed With Immortality (4), Persuasive Fast-Talker (2), Illusionist (1) Once the renowned and feared Bog Witch of Cooper's Kettle, Sarracenia is now an ill-tempered skull with purple amethysts for eyes. She is quite capable of speech and minor illusions and pyrotechnics. More than anything else, she wants a new body. Any body will do. Mien: Furious | Haughty | Insulting | Wheedling | Sycophantic | Impatient ### Tardigrade ![tardigrade](img/cow/tardigrade.png){.beast} Extremely Durable (7), Adorable (2) Tardigrades can easily survive some of the most extreme conditions on earth. They have eight jointless legs, each tipped with four sharp claws. They move about like they're made of jelly. Mien: Cute | Jiggly | Molting | Made Of Jelly | Wiggly | Absent Minded ### Wandering Husk ![husk](img/cow/husk.png){.beast} Zombie (3) Sarracenia stitched together a lot of different bodies as potential hosts for her spirit. Some of the rejects still wander around the library. Mien: Just Out For A Stroll | Plagued By Memories | Compliant | Braaaaains | Defensive | Territorial ### Warden ![warden](img/cow/warden.png){.beast} Minotaur (4), Riddles (1). A creature with the head and tail of a bull, the body of a man, and the intelligence of a child. It loves riddles and jokes. Mien: Sentinel | Lonely | Eager | Boastful | Overbearing | Pushy ### Yrsa ![pirate](img/cow/pirate.png){.beast} Spooky Ghost (4), Viking Pirate Captain (4) Yrsa was once the scourge of the seas, a fearsome viking pirate, captain of the *Dragon Bear*. Now she is mournful and defeated. Every day at high tide, she sinks down to the bottom of the sea and is drowned, only to return to her quarters afterwards. She yearns to escape her curse. She knows of a power below the ice sheet that might be able to free her, but is unable to travel there herself. Bridger passed through here some time ago. Mien: Remorseful | OOOOooooOOooOOooOoooo!! | Fretful | Super Cranky | Currently Being Drowned | Wrathful ## Tables ### Mutant Cow Mutant Cows start with a "Mutant Cow (3)" trait. You might add another 1 - 2 dice trait depending on how challenging you want it to be. Roll 1d3 (or more) and follow underlined words to that table: 1. [Undead](#undead) 2. [Animal feature](#animal-feature) 3. [Element](#element) ### Magic Tome Each tome includes an action and a domain: 1. [Action](#action) [Domain](#domain) ### Undead 1. Skeletal 2. Zombie 3. Rotted 4. Putrid 5. Moldy 6. Partial/Incomplete ### Animal feature Use the first and/or second term. Or roll twice and combine. 1. Horns | Chitinous Shell 2. Feathers | Extra Eyeballs 3. Extra Limbs | Tentacles 4. Wings | Spinnerets 5. Fangs | Tusks 6. Flippers | Scales ### Element For a classic element take the first word. For an exotic element take the second. 1. Metal | Slime 2. Fire | Fungus 3. Wood | Moss 4. Water | Gas 5. Earth | Shadow 6. Air | Emotion ### Action 1. [Enhance](#enhance) 2. [Diminish](#diminish) 3. [Sense](#sense) 4. [Control](#control) ### Domain 1. [Element](#element) 2. [Beast](#beast) ### Enhance 1. Heal 2. Enlarge 3. Repair 4. Strengthen ### Diminish 1. Weaken 2. Damage 3. Reduce 4. Break ### Sense 1. Communicate 2. Read 3. Seek 4. Understand ### Control 1. Shape 2. Hold 3. Command 4. Summon ### Beast 1. Cow ## Credits Original "Sea Farming Undead Ambition" concept by Panic Pillow. - Inspired by Maze Rats, Troika, Risus, and Deep Carbon Observatory. Tardigrage [by Yalik](https://www.deviantart.com/yalik/art/Tardigrade-262814980) Tools used: - - - - - - - - - - Resources and further reading - - - - -
7219466f8055fefb77e4c045b69e14c5658406ff
Expert Freelance Chicken Sexer
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.chick { text-align: center; } .prompt { margin: 1.5rem 0; } ## CONTENTS 1. [DEDICATION](#dedication) 2. [PREFACE](#preface) 3. [BACKGROUND](#background) 4. [HOW TO PLAY](#how-to-play) 5. [PROMPTS](#prompts) 6. [AFTERWARD](#afterward) 7. [RESOURCES](#resources) ## DEDICATION > i wanna learn to sex chickens. i'd really love for that to be on my resume > > katie ## PREFACE I wrote this on a whim because of an offhand comment in an internet chat room, in isolation while suffering from COVID-19. It's part fever dream, and if parts of it don't make sense, that's why. ## BACKGROUND There is no technique or theory that even the most advanced chicken sexer can ever teach you on the topic of sexing chickens. Indeed, the only way to learn chicken sexing is to sex chickens. > The best chicken sexers in the world hail from Japan. When chicken hatchlings are born, large commercial hatcheries usually set about dividing them into males and females, and the practice of distinguishing the two genders is known as chick sexing. Sexing is necessary because the two genders receive different feeding programs: one for the females, who will eventually produce eggs, and another for the males, who are typically destined to be disposed of because of their uselessness in the commerce of producing eggs; only a few males are kept and fattened for meat. So the job of the chick sexer is to pick up each hatchling and quickly determine its sex in order to choose the correct bin to put it in. The problem is that the task is famously difficult: male and female chicks look exactly alike. > > Well, almost exactly. The Japanese invented a method of sexing chicks known as vent sexing, by which expert chicken sexers could rapidly ascertain the sex of one-day-old hatchlings. Beginning in the 1930s, poultry breeders from around the world traveled to the Zen-Nippon Chick Sexing School in Japan to learn the technique. > > The mystery was that no one could explain exactly how it was done. It was somehow based on very subtle visual cues, but the professional sexers could not report what those cues were. Instead, they would look at the chickโ€™s rear (where the vent is) and simply seem to know the correct bin to throw it in. > > And this is how the professionals taught the student sexers. The master would stand over the apprentice and watch. The students would pick up a chick, examine its rear, and toss it into one bin or the other. The master would give feedback: yes or no. After weeks on end of this activity, the studentโ€™s brain was trained up to masterfulโ€”albeit unconsciousโ€”levels. > > Incognito: The Secret Lives Of The Brain, David Eagleman Interpreting the metaphorical meaning of this is an exercise left up to the reader. ## HOW TO PLAY The point of this game is to---via the CHICKEN SEX INTUITION MAP---progress from a novice chicken sexer to an expert chicken sexer so that you can begin your career as a world-renowned, globe-trotting, highly sought after Expert Freelance Chicken Sexer.
CHICKEN SEX INTUITION MAP
CHICKEN SEX INTUITION MAP
Start at A. Read the appropriate PROMPT below for this and every subsequent hex you land on. Roll 2d6, sum the two results, and move according to the legend shown at J. You can leap off the edge of the map to the hex on the opposite side, but you cannot cross over the red lines. If you get to S you become an Expert Freelance Chicken Sexer and win the game. When told by the PROMPT to roll dice, roll 2d6, plus an additional d6 for each current rank above novice: 0. Novice (2d6 total) 1. Beginner (3d6 total) 2. Competent (4d6 total) 3. Proficient (5d6 todal) 4. Expert (6d6 total) Note: J is rankless. Treat it as a Novice hex in that you only roll 2d6. If your highest single roll is **5 - 6**, you SUCCEED. Otherwise you FAIL. The stakes for success and failure are determined by the PROMPT. ## PROMPTS There's no wrong way to respond to the prompts. You can just read one and then continue playing. Or you can get out a pen and a journal and write out a response to each prompt. You can read 3 - 5 prompts and then respond to them in bulk. It's all up to you.
  1. Today is your first day as a novice Chicken Sexer. You journey begins here, now, peering into the rear of a one day old chick. Roll to make a first impression. If you succeed, the Master Chicken Sexer sees promise and potential in you. If you fail, they single you out as an example to the others.
  2. One your fellow novice chicken sexers flames out on the very first day. How embarrassing! Do you comfort them and encourage them to try again? Or are you happy to have less competition?
  3. You hear a rumor that the Master Chicken Sexer lost their left pinky finger in a horrible chicken sexing accident when they themself was a novice, and that's why they're so hard on new novices each year. That said, the master sexer is really riding your ass. This is harder than you thought.
  4. These long days of sexing are killing you! Such long hours on your feet. Even a stupid baby knows that chicken sexing is important because the chicks have different health and dietary needs based on their sex. The male chicks should never be exposed to light---especially sunlight, which will kill them---must never come into contact with water, and above all should never be fed after midnight. The female chicks. The female are taken away to be secretly schooled through years of physical and mental conditioning to obtain superhuman powers and abilities that seem magical to outsiders. The intersex chicks are exposed to the spores of the fruiting Sulfur Shelf plant, becoming psionic symbiotic superchick myconids. The outersex chicks have no viable use that can be exploited, but are considered holy and enjoy a life of leisure being pampered during their early retirement on Vacation Island.
  5. These chicks all look alike. You start to doubt that you'll ever become an expert freelance chicken sexer. Your overworked brain feverishly tries to force chicken sex patterns everywhere you look: peering into a drawer or a cabinet, peering between the pages of a book, pulling back the bedsheets before crawling into bed. You unconsciously and automatically assign them all a chicken sex.
  6. You feel like you didn't sex even 50% of your chicks correctly today. Frustration. Maybe you picked the wrong career. Your RIVAL smugly informs you that they sexed with 90% accuracy today. Later you find the master chicken sexer left today's performance reviews unguarded and are tempted to swap yours and your RIVAL's. If you do so, roll to determine the outcome.
  7. Hell Week. Your skin crawls and your nerves are frayed as you endure one grueling all day shift after another. You sex a deluge of chickens in a daze, your conscious mind retreating from the overwhelming assault. Your subconscious takes over and you proceed on autopilot, in a chicken sexing fugue. Roll to determine whether you succeed.
  8. You feel a tingling in your belly: the feeling of your intuition growing stronger. You are learning to listen to it. You hear its voice more clearly. It is growing inside you, the expert chicken sexer you will one day become.
  9. You are an advanced beginner. You smugly look back at where you were when you started and scoff at your former self with your smooth, unwrinkled brain. So incapable of thinking the advanced thoughts that your many-wrinkled brain now thinks. You were a baby then.
  10. You are teetering dangerously on the edge of a precipice, a breakthrough of great magnitude before you. Understanding is within your reach if you are willing to take the plunge.
  11. Your competence is established fact. You no longer require constant supervision, and routinely sex chickens on your own with only occasional check-ins from the master sexer.
  12. Your RIVAL challenges you to a sex off! Roll to determine the outcome. The loser is humiliated, and the winner rises in the esteem of the master sexer.
  13. In addition to perfecting your own chicken sexing, you are also tasked with mentoring one of the crop of novices. They look like stupid little babies. You can't believe you were ever that young and inexperienced.
  14. You catch your RIVAL making a mistake. Do you find compassion and help them, or take vengeance and delight in their failure?
  15. There is a big difference between knowledge and awareness. For the chicken sexer, knowledge is attainable through hard work and dedication. But awareness is beyond even the master's grasp. It is a known and well-documented unknown.
  16. You hear news that the Black Turtle chicken sexing school was wholly consumed in a freak blue lava incident. Of the five great and ancient schools of chicken sexing, only yours and the Moon Rabbit schools remain. Gone are former glory days of chicken sexing.
  17. You are recognized for your contributions to the advancement of chicken sexing. You perfect an experimental procedure for *double sexing*, a technique which is named after you and widely adopted in the chicken sexing community.
  18. You ascend to a mythic level of chicken sexing, layering instinct on top of intuition: with reasonable certainty, you can intuit the sex of a chicken before even looking.
  19. The student becomes the teacher. You have completed your training. But this is only the beginning for you. You slowly write *Expert Freelance Chicken Sexer* at the top of your resume and buy a plane ticket. To where? Why, into the bright, bright future.
## AFTERWARD All modern livestock farming practices are inhumane, unethical, and immoral. Biological sex is more complicated than many of us realize. The intersex community is largely overlooked and deserves a stronger voice and more representation. ## RESOURCES - The Incredible Intuition Of Professional Chicken Sexers: - Five Stages of Acquiring Expertise - Novice to Expert: - Hex Power Flower: - Mushroom Chickens: - Blue Lava:
006bc849115c0055b7400448be5aef3ad48e86fb
Spookers!
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## CONTENTS 1. [ABOUT](#about) 2. [YOU WILL NEED](#you-will-need) 3. [CHARACTER](#character) * [CLICHE](#cliche) * [GEAR](#gear) 4. [DOING STUFF](#doing-stuff) 5. [RESOLVE AND SPOOK](#resolve-and-spook) 6. [THE HOUSE](#the-house) * [MISSION](#mission) * [ROOMS](#rooms) * [TROUBLE](#trouble) * [ATMOSPHERE](#atmosphere) 7. [CREDITS](#credits) ## ABOUT It's kind of like if The Goonies or the Breakfast Club teamed up with the Mysteries Inc kids to explore a creepy old abandoned house, but the stakes are really high and deadly. This game is available as a downloadable PDF at ## YOU WILL NEED 1 - 3 six-sided dice, a four-sided die, and an eight-sided die ## CHARACTER Roll some d6 to determine bonuses based on your cliche and gear. ### CLICHE 1. GOTH : Anti-Authority, Occultism, Charisma 2. HICK : Animal Handling, Machinery, Strength, Shootin 3. JOCK : Strength, Agility, Speed, Hitting Stuff 4. NERD : Hacking, Smarts, Planning, Cunning 5. KID : Cute, Small, Innocent, Sneaking, Hiding 6. BURNOUT : Paranoid, Conspiracies, Drugs, Survival ### GEAR 1. Hockey stick 2. Walkie-talkie 3. Bicycle 4. Flashlight 5. Knife 6. Beer ## DOING STUFF Roll d6, plus an additional die if you can apply your cliche or your gear, for a max of 3d6. Read you highest roll: - on **5 - 6** you succeed - on **1 - 4** you fail ## RESOLVE AND SPOOK Your character has RESOLVE, a resource that represents nerve, courage, pluck, and resistance to being SPOOKED. Your RESOLVE starts at d8. Whenever you fail at DOING STUFF roll your resolve die. On a **1 - 2**, you lose resolve. you are SPOOKED, desperate, and panicky: step your resolve die down to a d4. If your fail your resolve roll while already SPOOKED, you're done-zo. You succomb to the house. Or you run away and abandon your group. Or the monster gets you. When you have a moment to catch your breath, you can roll DOING STUFF to attempt to boost your RESOLVE. If you succeed, your resolve increases to d8. If you fail, things go from bad to worse. ## THE HOUSE This section will help you run the game and figure out what you're actually doing here. ### MISSION What are you doing here? Roll twice. GOAL: 1. Loot the house 2. Find out what happened 3. Rescue your friend 4. Recover an artifact 5. Destroy it 6. Take down the boogieman THREAT: 1. Rival team 2. Infested with intelligent rodents 3. Eldritch Abomination 4. Zombies 5. Automated defences 6. Space aliens ### ROOMS What's here? Roll twice each time you enter a new area. 1. Hallway // Guarded 2. Stairs // Locked 3. Bedroom // Signs Of Struggle 4. Attic // Creaky Floors 5. Basement // Crumbling Wall 6. Closet // Leaky Ceiling ### TROUBLE If things are bad, roll d6. 1. Blood, So Much Blood 2. Ambush 3. Trapped / Locked 4. Plunged Into Darkness 5. Rubble Blocks Your Path 6. Environmental Hazard ### ATMOSPHERE When in need of some spooky atmosphere, drop the point of a pencil or jab your finger at the blob of text below. creaking -- a shadow in the doorway -- a foul breeze -- staring paintings -- oozing walls -- faint singing -- the sound of footsteps -- slamming doors -- flaring candle -- cold spot -- howling -- flying books -- clock running backwards -- charred room -- sudden eerie silence -- itching -- goosebumps -- mirror suddenly shatters -- furniture rearranges itself -- crying / sobbing -- knocking from inside the walls -- bats from the fireplace -- stains on the floors and walls -- mirrors shattering -- stairs / doors that go nowhere -- strange geometry -- creepy dolls -- rotting food -- a display case of skulls -- living taxidermy -- skeletal hand -- mirror that shows somebody else's reflection -- smoking cigar in an ashtray -- animal bones -- diary full of nonsense / same phrase repeated -- jars full of specimens -- suit of armor -- small altar with a burning candle -- spider in a jar -- teeth -- the buzzing of a thousand insects -- bee's nest dripping black honey ## CREDITS Game mechanic based on Plasma Torch by Absolute Tabletop. With inspiration from d100. Art from comicbookplus. Fonts are Gus and X Typewriter.
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Legacy and Affordance
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## Contents 1. [Legacy](#legacy) 2. [Affordance](#affordance) 3. [Conclusion](#conclusion) ## Legacy I have the epiphany over and over again that Dungeons & Dragons is, at its core, a tactical wargames simulator. And that's why I often find it so unsatisfying. All of its rules serve to make your character more and more capable, through combat, of descending into a dungeon and returning with as much treasure as possible. For better or for worse, my formative ttrpg years were spent playing D&D. It's the frame of reference I have for all other games. So anyway, I'm playing a quick-and-dirty little email play-by-post fantasy game with some friends. And this morning, one of my players (Hi, mio!) had this amazing update that threw me for an absolute loop. First of all, it was wildly creative and funny, and I loved it. Secondly, it was entirely implausable, and utilized advanced skills and knowledge that there had been no hint of them having before. My inner Dungeon Master had the knee-jerk reaction of, "Yeah, there's no way that happens." But then I remembered that we're not playing D&D. We're [playing a ruleset](https://dozens.itch.io/shoes-in-the-dark) designed to be as accomodating as possible. We don't have character classes, we don't have rules for combat. The core rule in fact is "To do anything, roll a d6". There's a big chance that the attempt will fail in some way. But you are encouraged to try *anything*. And they did. And it was awesome. And as soon as I remembered that we're not playing D&D, I felt happy embracing the awesome. Nobody is here for tactical realism combat. That's not the point of the game. The point of the game is to have an awesome time. ## Affordance In design, there is the concept of affordances. They are things that allow or suggest or encourage a certain way of interacting with the thing. A bar on a door affords pushing. A handle affords pulling. A knob affords twisting. D&D affords killing things to get xp so you can level up and kill bigger things. On the other hand, not having rules for combat affords creative approaches to conflict. My players have not killed a single thing yet (on purpose). Gaining xp on a failed roll affords trying lots of risky things. Having one catch-all rule for "doing anything" affords limitless options (as opposed to a limited set of class skills and abilities). These are the things the game encourages. ## Conclusion There are lots of games out there, my own Shoes in the Dark included, that seem minimalist to an extreme. As though they are more experimental design than an actual playable game. But having played this style for a while now, it is extremely liberating and exciting to see how creativity and imagination can blossom once freed from the constraints of a medieval combat simulator.
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Three Layers of Rules
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## Content 1. [Introduction](#introduction) 2. [Friends, Fiction, Form](#friends-fiction-form) 3. [Example](#example) 4. [Conclusion](#conclusion) ## Introduction Skimming through the table of contents of *Deluxe Tunnels & Trolls*[^trolls], I spotted section 10.02, titled "Philosophy of a Good Time". I decided to skip straight to that section because A) I love a Good Time, and B) So many games seem to take themselves so seriously that the concept of fun and the fact that it is in fact a game sometimes seem to get lost and buried beneath piles of rules, rules, rules. So naturally I want to see what any game has to say on the topic of fun. And what I found was two short paragraphs. The first was about collaboration and cooperation between players and GM, and about affording agency and control. And the second paragraph was this: > You may find it helpful to remember there are three modes of "reality" to draw on at any given time, typified by this very ordinary exchange: "I go into the room and watch for traps. I rolled 9 for my saving roll, using my Perception talent. Iโ€™m going to the kitchen to grab a snack; anyone else want one?" No one of normal mentality can fail to understand the differences. The first "I" refers to that playerโ€™s character, inside the gameโ€™s reality. The second refers to the player handling the mechanics of the game. And the third is common consensual reality and the conviviality of a group of friends playing a game together. This is the idea of "Three Layers of Rules". An idea I first saw mentioned by Jason Tocci on twitter: and later elaborated on on his blog: [^trolls]: The legacy of *Tunnels & Trolls* is being the 2nd ever published tabletop roleplaying game (after Dungeons & Dragons). It was written by a public librarian from Phoenix, Arizona (Ken St. Andre) who set out to make a less complicated D&D. Its combat mechanic is, according to somebody who knows, "literally rolling buckets of dice and summing them (but also counting instances of sixes), comparing totals and the loser takes damage equal to the difference". Which might make it the direct ancestor of Shadowrun and its "Roll every d6 you own" mechanic. More: ## Friends, Fiction, Form I'll skip over discussing the framework at face value because I think that Tocci does an excellent job of doing that in the blog post above. The 2400 series of games do a great of presenting them, and Alight addresses them in detail. Instead, I'll share how I recently used the Three Layers of Rules as a "3F" metaframework for organizing a new game with some friends. 1. **Friends** -- The humans sitting around playing a game. Scheduling, safety tools, etc. 3. **Fiction** -- The magical world of make believe! What kind of game do we want to play? What kind of imaginative world do we want to inhabit and explore? 2. **Form** -- The game rules we follow in order to play the game: how and when to roll dice, etc The first consideration for starting a new game must always be the Friends layer, in which we attempt to slay the dreaded Scheduling Beast. If you can't agree on a time to play, then the game is not going to happen[^scheduling]. [^scheduling]: This is probably the layer at which we should decide how to play together. That is, in which medium. Should this be an in person game? Remote via a virtual tabletop and some kind of voice/video chat application? A live text game, or an async play-by-post? With that decided, the Fiction planning stage is when you should answer the question of, What kind of game do we want to play? Space pirates? Heists and Soundrels? Fantasy adventures? Lawbringers on the Frontier? With those questions answered, you can address Form. What rules (or system) shall we use to play the kind of game we want to play? ## Example As an example, some friends and I decided we wanted to play a game together. At the first layer, we know that we are all busy with life and kids and such and are also spread across different timezones, so we probably want something async. We interact with each other via a text interface, so we know we're comfortable with that. We decided to play the game over email. We established a few extra expectations about safety, cadence, etc. Next we had to decide on the fiction. Most indicated that they wanted to play "D&D" so we settled on a magical fantasy dungeon-diving treasure-getting wilderness adventure sort of game. Form was--for me, the game ref--possibly the most challenging. I wanted a set of rules that seamlessly supported play-by-post without slowing things down or getting in the way, or calling for a bunch of rolls. Ultimately, I settled on [a mish-mash of Roll For Shoes and Blades in the Dark](28.html) that requires no character creation beyond "Describe your character," and which in practice requires no player-facing roles. And that's how friends, fiction, and form helped us start a new game together! ## Conclusion That's about it. I didn't have grand designs for this post. Mostly, I saw a bit in Tunnels & Trolls about the three layers of rules, and it made me think about other times I've seen and used them.
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Tricube Tales Quickref
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1. [About](#about) 2. [Character Creation](#character-creation) 3. [Doing Stuff](#doing-stuff) 4. [Karma](#karma) 5. [Effort](#effort) 6. [Advancement](#advancement) ## About I started a play-by-post game of Tricube Tales by Zadmar. It is very lightweight and has a novel metacurrency, and I'm enjoying it. I made a little quickref cheatsheet for the core rules, and thought I would post it here. You should of course read the full rules for a more complete understanding of the game, and also support the artist by purchasing their work. - - ## Character Creation 1. Choose a *trait*---agile, brawny, or crafty---and create a *concept*. Examples: - An agile thief - A brawny warrior - A crafty sorcerer 2. Create a *perk*---a special item, talent, or ability---and a *quirk*, a flaw or hinderance. Examples: - An agile thief with *shadow magic* who is *greedy* - A brawny warrior with a *magical sword* who *succombs to blood lust* - A crafty sorcerer with *fire magic* who is *arrogant* 3. Start with 3 karma tokens and 3 resolve tokens. Resolve are like *hit points* from other games. Karma will be elaborated on below. ## Doing Stuff 1. GM determines the type of roll---agile, brawny, or crafty---and its difficulty 2. Roll 2d6 and read your single highest roll. If the type of roll matches your character trait, roll 3d6. If the roll is far outside your character concept and perks, roll 1d6. | Difficulty | Meet or beat | | ------------ | -------------- | | Easy | 4 | | Standard | 5 | | Hard | 6 | Failure usually means losing resolve, or accepting a condition or a complication. If you succeed on 2 or more dice, that is a critical success. If you roll all 1s, that is a critical failure. ## Karma Karma is the metacurrency of the game. - After rolling, you can spend 1 karma to invoke your perk---if appropriate---and reduce the difficulty of the challenge by 1. - Before rolling, you can invoke your quirk to regain 1 karma and increase the difficulty of the challenge by 1. If you succeed on this special roll, you can choose to regain 1 resolve instead of regaining 1 karma. To make things interesting, the GM can offer a player karma at any time in exchange for a complication. ## Effort Some tasks cannot be accomplished in a single roll. In this case the GM will specify a number of *effort tokens*, each of which must be defeated by a successful roll. Example: A hoarde of goblins. Their large number is respresented by 3 effort tokens. That is, you must roll 3 successes to defeat them all. ## Advancement - Every 1 - 3 sessions, gain a new perk or quirk. Or convert an affliction or condition into a new quirk. - Every other advancement, you may choose instead to gain 1 max karma or resolve.
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Wicked Grin
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## Contents * [About](#about) * [1. Character Creation](#1.-character-creation) * [2. Doing Stuff](#2.-doing-stuff) * [2.1. Challenges](#2.1.-challenges) * [2.2. Contests](#2.2.-contests) * [2.3. Conflicts](#2.3.-conflicts) * [3. Getting Better](#3.-getting-better) * [4. Advancement](#4.-advancement) * [5. Equipment](#5.-equipment) * [Appendix A: Optional Rules](#appendix-a:-optional-rules) * [A.1. Character creation](#a.1.-character-creation) * [A.2. Doing Stuff](#a.2.-doing-stuff) * [A.3. Advancement:](#a.3.-advancement:) * [Appendix B: Glossary](#appendix-b:-glossary) * [Appendix B: Reactions and Rumors](#appendix-b:-reactions-and-rumors) * [Appendix C: Making Monsters](#appendix-c:-making-monsters) * [Appendix D: Treasure and Rewards](#appendix-d:-treasure-and-rewards) * [Appendix E: Credits](#appendix-e:-credits) ## About *Wicked Grin* is a lightweight set of rules for starting a game quickly. It does this via rapid character creation based on *traits*. And there is only one kind of dice roll: roll *trait*, count *hits*. Each section that follows this one includes just enough rules to get started. Additional rules can be found in [Appendix A](#appendix-a-optional-rules). In order to play you will need some human beings and a bunch of six-sided dice. You can download these rules as a PDF: ## 1. Character Creation Give your character a name and some pronouns, and then give them some *traits*. A trait is a short description that you make up that says who your character is. It can be anything. Specific is better than general. e.g. Sarcastic Sellsword (3) is better than Fighter (3). You have 10 dice to distribute between your traits however you want. You can have many traits, as long as all of them together add up to 10. And, during character creation, no trait can be greater than 4. Examples: - Cherri Zarbo: Druidic Priestess From The Trailer Park (4), Snakeperson Trying To Pass As Human (3), Tired Mother Trying Her Best (2), Mixologist (1) - Phoebe Love: Aging Rock-n-Roll Icon (4), Hippie Vegan Activist (3), Master Detective (3) - Agatha Featherquill: Fey-touched Magician (4), Spooky Goth Chick (3), Kickboxer (2), Former Child Actor (1) - Margie Peppermill: Martial Arts Master (4), Wealthy Heiress (4), Haunted Orphan (2) ## 2. Doing Stuff If an action is not risky, or if it presents no challenge, it just happens. Do not roll for it. Otherwise, doing stuff requires rolling dice. There are three kinds of rolls: [Challenges](#challenges), [Contests](#contests), and [Conflicts](#conflicts). If that sounds like a lot, don't fret! For all three, you just roll a trait, count the number of hits, and then see what happens based on the situation. ### 2.1. Challenges *Challenges* are for if you're trying to do something and nobody is actively opposing you. You would roll a challenge for environmental or abstract things like jumping a chasm, picking a lock, sneaking, or searching for clues. If an action is risky, or if the outcome is uncertain, or if it would be fun to roll dice, roll a number of dice equal to your trait. (Choose a trait that is appropriate for the action!) Each 4, 5, and 6 counts as a *hit*. | # hits | outcome | | -------- | ----------------------------- | | 0 | Failure, and things get worse | | 1 | Mixed/Partial Success | | 2 | Full Success. You did it! | | 3+ | Critical Success! You get something extra. | If you don't have an appropriate trait, roll 1 die. Only sixes count as a hit. ### 2.2. Contests When two characters oppose each other, and the conflict can be resolved by a single roll, that's a *contest*. Think of a contest as a single-action conflict for which there's nothing to be gained by a detailed, round-by-round blowout. It can help speed the story along by zooming out a little bit and resolving a situation with a single contested roll. Of the examples above, picking a lock could also be a contest instead of a challenge if you give the lock a trait of Sturdy Lock (2). Remember, anything can be a trait. And anything can *have* a trait. During a contest, both sides roll a trait and count the number of hits, just like with a challenge. Then the lesser number of hits is subtracted from the greater number of hits to determine the winner's *degree of success*. Example: > Phoebe Love is performing before an Angry Crowd (3). She is going to roll Aging Rock-n-Roll Icon (4) to try to win them over with song. > > Angry Crowd rolls `6 3 6` for two hits. > > Phoebe rolls `4 1 6 6` for three hits. > > Phoebe wins by a margin of `3 - 2`, or 1 hit. Success at cost. She wins over the crowd, but strains her voice and can only speak in a whisper now. ### 2.3. Conflicts When two characters oppose each other, and the conflict is best represented by multiple rounds of action, that is a *conflict*. Conflicts are like zooming in on a contest for suspense and dramatic effect. They represent the round-by-round combat you may be familiar with from other games. Conflicts are rolled exactly like contests, except that hits are dealt directly to the loser's trait. In Phoebe's example above, Angry Crowd (3) becomes an Angry Crowd (2) after she wins the first round, and then the conflict continues to the next round. Whenever a trait is reduced to zero, that side loses. The winner decides what happens to the loser. ## 3. Getting Better You recover lost dice in a way that is appropriate to the trait, and how the dice were lost. If Phoebe takes damage to her *Aging Rock-n-Roll Icon* trait when the crowd boos her, she might just need a pep talk to regain her confidence. When in doubt, take rest and nourishment to recover lost dice. ## 4. Advancement Award yourself 1 experience point (xp) every time you make a significant accomplishment. You can spend 6 xp to add one die to an existing trait, or to create a new trait. You cannot advance a trait beyond 6 dice. ## 5. Equipment You are assumed to have any equipment related to or needed by your trait. If you lose or damage equipment needed for trait, that trait may temporarily lose a die, or might operate at half dice, or may even be reduced to zero, all depending on how critical the equipment is that trait. For example, a Grizzled Fighter (3) may still be able to fight bare-handed if they lose their trusty battleaxe. But a Balloon Cowboy (3) will certainly be much less effective if they lose their hot air balloon. ## Appendix A: Optional Rules If you want some extra rules and a little opt-in crunch, then this section is for you! ### A.1. Character creation - Blank Slate: Having trouble coming up with traits? Reserve a couple character creation dice and spend them on traits during play in the spur of the moment. - Lucky Shots: During character creation, you can spend 1 die to gain 3 *Lucky Shots*. Spend a Lucky Shot to add 1 die to any roll. Regain all spent Lucky Shots at the beginning of each session. - Questing Dice: Give your character a personal quest! Spend 1 die to gain 5 *Questing Dice*. In a situation where your character is making progress toward their goal, spend a Questing Die to gain +1 to the roll. Regain all spent Questing Dice at the beginning of each session. Example quests: find out who killed my parents, spread the good news about the Corn God, etc. - Sidekicks: You can spend dice on sidekicks/pets/etc the same way you spend them on traits. Why bother? Well, you get a sidekick you can team up with and send on errands! - Specialties: You can choose a *specialty* for a trait, a sufficiently niche subset of that trait. Gain +2 dice to your roll when your specialty applies. Example: The Amazing Mentaro: Wizard (4) (Mind Control); Hunky Garrett: Former High School Athlete (2) (40 Yard Dash), etc. ### A.2. Doing Stuff - Pumping: Outclassed? Stuck in a death spiral? You can *pump* a second trait for extra dice, which are added to your roll, but also immediately subtracted from the second trait. The second trait can be reduced to zero in this way without you being defeated. Describe how the pumped trait helps you in this situation! Example: Agatha Featherquill---Fey-touched Magician (4), Kickboxer (2)---is battling a Cranky Eldritch Baby (6). She decides to employ a little Magic-Fu by using Fey-touched Magician (4) and also pumping Kickboxer (2). She adds 2 Kickboxer to Fey-touched Magician, and rolls 6 dice. She is on equal footing with the eldritch baby! Kickboxer immediately decreases to 0, and cannot be used again during the conflict. - Teaming Up: If you have an appropriate trait, you can give another player +1 to their roll if you agree to share the risk. ### A.3. Advancement: - Splitting Traits: If you want to further develop a trait that is already at 6, split it into two 3 level traits. ## Appendix B: Reactions and Rumors | 2d6 | Temperament | | -------- | ------------ | | 2 | Hostile / Angry | | 3 - 5 | Wary / Cautious | | 6 - 8 | Undecided / Curious | | 9 - 11 | Friendly / Talkative | | 12 | Helpful / Generous | Hostile creatures will go out of their way to hinder you. Wary ones are unhelpful unless given adequate motivation. Friendly ones will help you as long as it doesn't inconvenience them. Helpful ones will go out of their way to help you even if inconvenient. To create a rumor, roll temperament for a character or characters, and think to yourself, "It doesn't make sense for *character* to act *temperment*, unless..." ## Appendix C: Making Monsters Basic monsters are their own trait. e.g. Goblin (2), Dragon (10), etc. Complex monsters have multiple traits, like your players do. e.g., Bog Dragon: Swamp Breath (4), Battering Wings (3), Swishy Tail (2), Insulting (1) | # Dice | Difficulty | | ------ | ------------ | | 2 | Easy | | 4 | Challenging | | 6 | Difficult | | 8 | Hard | | 10 | Legendary | ## Appendix D: Treasure and Rewards After defeating a significant foe, add up their starting trait values (before you dropped them to zero) and multiply by 10. Reward this much coin. For each 6 you roll, award a unique or magical item. ## Appendix E: Credits This game is based on Risus, with inspiration from Powered by the Apocalypse, Maze Rats, Knave, and others. "Risus" is latin for laughter. This is a more "serious" presentation of rules than the "anything/comedy RPG", hence *Wicked Grin*.
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It is Time To Plant The Beans
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https://kumada1.itch.io/its-time-to-plant-the-beans

Day 1

Okay guess what itโ€™s time to plant some beans and grow some cats. Itโ€™s only 20 days till the Fancy Cat Fair.

This year I am going to win the blue ribbon.

I have six lucky beans that I bought from Sneedโ€™s Feed And Seed with the last of my money.

Today I tilled the earth and planted the beans. Back breaking work. But I feel happy and optimistic.

Day 2

Todayโ€™s weather is heavy wind!

Luckily none of my beans have grown enough to be knocked over.

Iโ€™m going to copy the weather table from the almanac here for quick reference.

d6 weather result 1 light rain grow a bean 2 heavy rain grow a bean 3 light wind drop 1 die 4 heavy wind drop 3 die 5 storm grow a bean standing on 1 leg 6 calm nothing

Whittled a little penny whistle out of a reed while waiting for my beans to grow. Iโ€™ll play music for my beans to encourage them to grew nice and tall.

Day 3

Heavy rain today.

One of my beans has sprouted! Might be because of the rain, but probably because of the music Iโ€™m playing.

I love my beans.

Day 4

Uh oh, windy day

Good news is all of my beans are still really too small to be knocked around too much by the wind.

Bad news is, all of my beans are still really small.

Grow beans, grow! Donโ€™t you like your music?

Day 5

Heavy rains today

The one bean that has sprouted so far is growing nice and tall.

At least this bean appreciates my music.

Come on, other beans!

Chased some birds away from the sprouts. Maybe need to make a scarecrow

Day 6

Dagnabbit, heavy winds today blew all the bean stalks over!

Iโ€™ll never get to participate in the Fancy Cat Fair at this rate!!

Day 7

Heavy winds continue. No stalks growing in this weather.

Caught some dogs sniffing around the edges of the farm. Might also need to build a scaredog.

Day 8

Winds abate but the rain falls heavy. One of the stalks is starting to regrow. Hope!

Day 9

Light but steady winds kicking up dust. Maybe I need to build a wind break around the beansโ€ฆ.

Day 10

Heavy rains. Stalk number 5 is coming in strong. C'mon little beany kitty!

Day 11

Wind started to knock the stalks over again, but I ran out and shielded it from the weather. Definitely need a wind break.

Day 12

Stalk number 5 has started to produce a bean pod!!

Day 13

Only one week to the fair! At this rate, I hope I can grow at least one kitty in time to compete.

A huge dust storm kicked up, but miraculously the stalks are fine!!

Day 14

Light winds blew the pod off the stalks. Feeling discouraged.

Day 15

Bright, sunny day. No new growth.

Starting to feel the crunch. After today, there will need to be significant growth on the beans every day in order to harvest in time for the fair.

Day 16

Gentle rains.

A new seed pod on stalk 5!

Day 17

โ€ฆbut heavy winds lay the stalks down

Day 18

Another new pod. Fiver is trying really hard, a real survivor! But itโ€™s probably too late at this point.

Day 19

Fiver growing strong!! The seed pod is large, plump, and mature. Itโ€™s heavy enough to bend the stalk over. I brought out a little pillow for it to rest on.

Day 20

Day of the fair. Gentle rains. I can see movement inside the seed pod as the cat rolls around inside. It looks nearly ready to burst! But not yet. Close, yet so far.

Day 21

The seed pod splits open! A beautiful smokey grey cat with blue eyes crawls out fully grown, mewling and hungry. What a beauty! What a specimen!

I donโ€™t need any panel of judges to tell me how good a cat this is! I already know.

I name him Best In Show, and he is my best friend.

Me and Best go to the fair together and walk around, and I buy him treats from the vendors.

Maybe Iโ€™ll try to compete again next year. If so, Iโ€™ll give myself way more than 20 days to grow a new crop.

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Thousand Year Old Vampire
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## Contents 1. [Background](#background) 2. [Gameplay](#gameplay) 3. [Story](#story) * [1. Beginning](#beginning) * [2. Hunters](#hunters) * [3. Tower](#tower) * [4. Seaside](#seaside) * [5. Daywalker](#daywalker) * [6. Class](#class) * [7. Religion](#religion) * [8. End](#end) 4. [Review](#review) 5. [Conclusion](#conclusion) 6. [Resources](#resources) ## Background I've been wanting to play Thousand Year Old Vampire for quite a while. The gameplay sounds intriguing. The book looks beautiful. It has a bunch of awards and stellar reviews. There's a vampire NPC in the campaign I'm running and I think my players are going to go meet him soon. And I figured that if I played this game with him as the subject, he would be more interesting because of his complete, centuries-spanning backstory. I ended up getting more than I bargainned for. ## Gameplay You have three main resources: memories, skills, and 'resources' which are any kind of possession, from a family heirloom trinket to a castle or a fleet of ships. To play, you roll dice and respond to prompts, some of which will expend a skill or resource. If you run out of both, the game is over. The game comes to a more natural, narrative ending if/when you make it to the final prompts. Memories are where stuff can get really interesting, and this mechanic does a really good job at simulating the grind of the centuries. For every prompt, you must create a new experience and attach it to a memory. You only have a finite number of slots for these, and so quickly have to make tough choices about which memories to forget. It's possible to move some precious memories to a diary for safe keeping. But diaries have even less space for memories, and can be lost. And there's the fact that you still cannot actively recall firsthand anything in your diary. You only know it happened because it's written down. And there's some sorrow to that. Another aspect of the game is *marks*, which are ways in which you are physically monstrous. You gain one when you turn. And you might gain more during gameplay. For me, these made the vampire more *cursed* and a little more monstrous than your classic handsome movie vampire. These are wretched things. ## Story Here's the highlight reel from my game. I fully recognize that it's a little self indulgent to write out your game summary, so you can skip to the review if you want to. **Content warning**: gore, body horror, death, murder ### 1. Beginning As a young man, Valentine was a book buyer for his father's bookstore, traveling far and wide looking for rare tomes to restore and sell. On one such trip, his father fell ill. And upon his return, Valenine had to take over running the store for him. No more adventuring around. He felt constrained and confined. His one joy was Sari, a beautiful young woman who came into the store almost every day to browse. She was knowledgeable and enhusiastic, and he was enchanted by her. He hired her as a book clerk so they could be closer together. And they were. Eventually she moved in with Valentine and his father in the apartment above the shop. A man called Torance came into the shop one day inquiring after a particular book that Valentine had acquired on his final expedition. Some kind of old book on the occult, full of diagrams and rituals. Valentine was not ready restoring the book and told the man so. It is not currently for sale. The man left. That night Torance broke into the bookstore seeking the book. Valentine confronted him, and Torance tore into him with inhuman strength and speed. He plunged his hands into Valentine's chest and split him open, exposing his still beating heart. Sari appearing from upstairs caused Torance to flee. When she saw Valentine, she cried and screamed. Valentine, not dead but in fact suffused with some strange new vitality, attempted to quiet her but succeeded only in distressing her further. He held her close, pressed her into his chest, until she grew still. And when he pulled her away he she was dead. He had inadvertently crushed her. He buried her under the floorboards in the basement and learned to feed his new hunger, and to hide from the sun. He covers up the hole in his chest, which does not heal, with a small piece of wood that he screws into his ribs. On a whim, he cuts the center out, and reattached it with a hinge and a latch so that he has a little door in his chest. ### 2. Hunters Valentine runs the bookshop and a hundred years pass in a blur. His mind dulls, his emotions harden. He forgets, and feels less human than ever. He is discovered and when the mob descends on his book shop, he waits until they are all inside and then he locks the doors and burns it to the ground. He regrets only leaving Sari inside. He leaves the city and travels the routes he used to use when buying books. Preying on small towns now and then, but mostly living out in the wilderness, and he becomes a wild thing himself. ### 3. Tower One day Sari comes to him. Her small body already crushed by his own hands, wasted away from lying under the floorboards, and thorougly burned by the book fire, bathed in the screams of the dying men. Valentine vows to cherish and protect her from the humans who will see her as a monster and not the treasure she really is. He finds the second volume of the ancient tome, and finds Torance. They meet as equals now, as immortal vampires. But not as equals, for Torance has much to teach Valentine. And he does. And Valentine learns sorceriers. He studies in a frenzy. He searches for a way to restore Sari's body so that they can live together as people do. He does not find it. He attempts a summoning ritual and it fails and his mind and body are drained completely and he sleeps for one hundred years. When he awakes, Torance and Sari are gone. ### 4. Seaside The humans war with each other and Valentine flees the tower and lives simply in a small seaside town, feeding on sailors and stangers. Living amongst humans restores a little of his humanity. One of his would-be victims stirs his emotions with his sensitive soul, and he keeps him in a cage in the basement for company. He re-learns how to cook food for his guest, and he enjoys feeding and caring for him. His guest writes poems and reads them to him. This is their arrangement. His paranoia grows as he feels his body changing. The blood in his veins starts to glow brightly and can be seen shining through his skin. His heart grows most brightly of all, light shininig through the cracks and around the edges of the door he wears in his chest. He wears layers of clothing and cake makeup. It doesn't help that he can only go out at night, when the glow is all the more visible. He hires a manservant to handle all his affairs and never leaves the house. For safety, he sleeps locked in a chest, the key to which only his man has. He becomes infatuated with the sun, his enemy for hundreds of years, and stays up dangerously late, watching the first rays break over the horizon before retreating. He weeps at the beauty of it, and abandons the house with his servant and his prisoner. He lives in the wild again. Not as a raging wrathful thing, but one as a peaceful as the breaking dawn. ### 5. Daywalker For a while, Valentine knows peace. He continues to court the sun and one day boldy, carelessly lets the sun's light consume him. He burns, dripping molten gold as his blood flows. He loses most of his left arm before he shrinks away. A hole has burned clear through his forearm. He has almost no use of his hand. It does not heal. But the next time he courts the sun, it welcomes him. It envelops him its its warm light and he does not burn. He feels warmth. He enjoys daytime activities for the first time in a thousand years. He plants a garden. And starts cooking again, rembemering fondly the meals he shared with the human in the seaside town, forgetting entirely that he was his prisoner. ### 6. Class He studies medicine and becomes a doctor and saves the lives he can. Those he cannot, sustain him. He has ample access to stored blood and doesn't need to hunt. His enemy sets him up for a fall, and Valentine is accused of selling body parts on the black market. He flees and is intrigued by the laws of man, and those who operate outside of it. He gets involved in organized crime and becomes a mob boss. He tires of the game. He has been the societal elite, and the criminal elite, and it's all just humans playing their parts and preying on each other. ### 7. Religion Valentine withdraws and runs a simple barroom, catering to laborers and workers. He listens and offers advice. He draws on centuries of knowledge and ancient texts now long forgotten. His words win him devotion. And he is revered as a wise man and a spiritual leader. His mind is barely human at this point. He feels no compassion. He kills for sport instead of only to feed. He is reckless. A young woman joins his flock. She is the very image of Sari. She haunts him. He hunts her. He starts to be able to distinguish one face from another, and he sees Sari everywhere. He no longer remembers how Sari died. When he reads his diary and learns that she died at his hands, he doesn't believe it, and distrusts his own writing. He burns the thing. ### 8. End A gang of youths mock him when he drops the books he was carrying. Laugh at his lame hand and his thick makeup. He scolds them and they laugh harder. He slaughters them and leaves their bodies to be found. And when the hunters arrive, they overpower him. Truth be told, he doesn't fight back that hard. His body is a wreck. His mind is going. The last face he sees is Sari's. They tear him to pieces and scatter him to the far corners of the earth. ## Review So this game is intense. It is violent and tragic. Mortal characters are introduced and discarded alarmingly fast. The passing of the centuries make you really indifferent to humanity. The memories work great as a mechanic. You quickly get to a point where you might remember somebody, but not harming them. Or you might have a resource but not remember its bloody past. You cling to what memories you think are precious, and hope you don't lose them. One thing I wish I had done better---and I don't know if this is me, or the game---is create more continuity between the writing prompts. For example, Valentine, according to the story, is a sorcerer. But he never gets to use magic. What was the deal with burnt, zombie Sari coming back? We don't get to find out. Narrative threads get severed or abaonded, not to be resolved. Which I guess is part of the game? I mentioned this earlier, but my vampire was interesting and fun to play with, but he was not wholesome or good. He was a mangled, vile thing. A mad villain who preyed on the weak and innocent. Which, you know... *vampire*. Nonetheless I often found myself uncomfortable with his choices and his actions. Which I think is probably a sign of a good game. A good game pushes you and challenges you. There book includes a bespoke safety mechanic, a safety flower. I think the next time I play I will incorporate it into playing. ## Conclusion 10 out of 10. Would definitely play again. After playing, it was sharp in my mind and I wanted badly to talk to somebody about it, about how my hero turned into a dark and pitiable thing. How his beloved Sari continued to appear throughout, and was ultimately part of his downfall. (I didn't get to talk to anybody about it; that's why I ended up writing this blog post. Thank you for reading.) I'd like to play it a little more freeform and fantastical, and not with the focus of creating an NPC for a game of D&D. See how wild things can get. ## Resources - https://timhutchings.itch.io/tyov
11cf544822dcae17cc96bf24426cf2b51185b4e8
Shoes in the Dark
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## Contents 1. [Background](#background) 2. [Shoes in the Dark](#shoes-in-the-dark) * [HOW TO DO STUFF](#how-to-do-stuff) * [HOW TO DO STUFF WITH DICE](#how-to-do-stuff-with-dice) 3. [Resources](#resources) ## Background A bunch of friends have been talking for quite some time about playing a ttrpg game together. But scheduling is hard because of timezones and kids and stuff. So we finally decided to do play-by-post, and I fired off an email to the listserv to kick off the game. Then I got to spend some time thinking about what system I want to use to run this. I decided to go with Roll for Shoes because it's dead simple, and there's no startup time whatsoever. No character creation. Not mechanically at least. You can (and should) still name your character and describe them and stuff. But the mechanics don't care. Its only resolution tool though is an opposed roll, which I don't want to deal with because it doubles the number of emails needed to accomplish anything. (One from the player saying what they want to do, and rolling; and another from me, rolling and telling them whether they succeed.) And that can dramatically slow down the game. So I got rid of that and introduced the system from Blades in the Dark so that the player can roll and determine degree of success on their own! It will at the very least eliminate any time spent between declaring action and determining success. There will likely still be time spent deciding consequences. Anyway, that's *Shoes in the Dark!* An instant-start, no-prep, postcard-sized tabletop role-playing game hacked together from Roll for Shoes and Blades in the Dark! ## Shoes in the Dark ### HOW TO DO STUFF 1. Say you do something 2. It happens! ### HOW TO DO STUFF WITH DICE If you are attempting something risky or if the outcome is uncertain, you'll need to roll some dice. Everybody starts out with one skill: "Do Anything 1" So to do anything, roll 1 six-sided die. | roll | outcome | | ------- | --------- | | 1 - 3 | It goes poorly. Gain 1 xp | | 4 - 5 | Success at cost | | 6 | Full success! | (When rolling multiple dice, read only your single highest roll.) Whenever you roll all sixes, you gain a new +1 skill that must be a subset of the skill you just used. Example: > Player attempts to kick down a door and rolls 1d6 for Do Anything 1. They roll a six, and gain a new skill: Kicking 2. Later they try to roundhouse kick a villain in the teeth and roll 2d6 for Kicking 2. They roll all sixes, and gain Feet of Fury 3. Every time you fail a roll, gain 1 xp. You can spend xp to turn any die into a 6 for the purpose of advancement. ## Resources - https://dozens.itch.io/shoes-in-the-dark - https://rollforshoes.com/ - https://bladesinthedark.com/
ea3df55431be7a91b3b276157cde94ec90bae952
magic words
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**Updates:** - 2023-08-12: Add [Black Beauty](#black-beauty), because [SPORTS HORSE](44) - 2023-01-30: Add [Jack London table](#call-of-the-wild-white-fang). ## Contents 1. [Contents](#contents) 2. [Preface](#preface) 3. [Magic Words](#magic-words) 4. [Mixing and Matching](#mixing-and-matching) 5. [Cut-up](#cut-up) 6. [Word analysis](#word-analysis) 7. [Grimories](#grimories) 8. [Appendix: Other Grimories](#appendix:-other-grimories) * [Alice in Wonderland](#alice-in-wonderland) * [Frankenstein](#frankenstein) * [Dracula](#dracula) * [The King In Yellow](#the-king-in-yellow) * [A Study In Scarlet](#a-study-in-scarlet) * [Call Of The Wild / White Fang](#call-of-the-wild-/-white-fang) * [Black Beauty](#black-beauty) 9. [Resources](#resources) ## Preface This is a response of sorts to *Spell lists suck. Here are some magic words.* by LS Whelan of paperspencils.com. (Links to references can be found below.) The purpose of this article is to demonstrate how you can use bodies of text to create random spells and magical effects. ## Magic Words The core argument of the original post, which resonates well with me, is that spell lists can feel static, boring, and altogether *unmagical*. They can make magic feel mundane. Habitually perusing your spell list for something you think will be reliable and useful the next day does not create a sense of wonder and awe. I enjoy it much more when magic feels unpredictable, unreliable, a little bit dangerous, and a little bit untamed. LS's initial solution, which I will refer to later as *Solution 1*, is to allow remixing known spells. The canonical examples are "fairy fire" and "unseen servant", which yield novel combinations like "unseen fire" and "fairy servant". This is neat! Pulling at this thread a little more reveals *Solution 2*, which is the fact that you can source your "magic words" not just from existing spell lists, but from nearly anywhere. This is where bibliomancy[^1] factors in. [^1]: Bibliomancy is the use of books in divination. Divination in this case---and, in fact, in every case that I ever use the term---does not mean "telling the future". It simply refers to the act of injecting chaos or random information into a system so that one may observe new patterns and juxtapositions. It is a novel way of sparking inspiration and generating new ideas. ## Mixing and Matching Solution 1, if you squint your eyes until your vision blurs, looks kind of like just re-discovering random tables. Which is fine. Lots of systems use random tables to generate magical effects with varied to great results. I'm going to pause here only long enough to share a mix-and-match alchemy system that I love and that I am using in my current campaign with my artificer. It is the *Naively Simple Alchemy* system from foreignplanets.blogspot.com, and it works like this: 1. Basically any creature or substance can be rendered into an oil (an adjective) or a powder (verb/noun). 2. An oil and a powder can be combined into a potion using a *catalyst* and alchemy supplies. That's basically it. The catalyst provides a thematic effect in the same way that grimories do as described below. And the oil and powder provide the potion's main effect. Here's what my artificer so far has had the opportunity to discover: | creature | oil (adj) | powder (n/v) | |-----------------|--------------|--------------| | brackish trudge | brackish | trudge | | graboid | sudden | grab | | disturbed shrub | disturbed | duplicity | | ochre jelly | amorphous | engulf | | chitin | embedded | madness | | eldritch balm | fortifying | resistance | | slaad | transforming | chaos | | mage hunter | seeking | sentinel | | oni | night | terror | | abyss chicken | abyssal | chicken | The only potion I can really remember them using so far is *sudden duplicity* which on the fly I decided allowed them to cast a version of *mirror image*. Oh, and *amorphous grab* was kind of a weak *hold person*, with tentacles! This system is great. My player is having a blast collecting as many oils and powders as they can, and making weird potions. And then we get to have fun figuring out what they do. I look forward to the day they brew a potion of *night chicken*. ## Cut-up Anyway. Bibliomancy. Solution 2 shows us that we can source our magic words from any body of text. This provides us as many opportunities as there are texts out there to create thematic *grimories*. That is, different spellbooks each with their own flavor. I'll be using Moby Dick[^3] as the base text for the following exercises. [^3]: Truth be told, I've never read more than the first chapter or two of Moby Dick, but I'm kind of obsessed with it. I have a huge leather-bound, gold leafed copy of it that I bought at the public library's used and rare book sale one year. It's a grand thing. And I always keep a digital copy of it in my home directory. This is a practice I started one day at work so I could compare it to the length of a project's comically large json configuration file. "Our JSON is now 1.2 times the length of Moby Dick." The practice of always keeping a copy of Moby Dick on hand also makes it readily available to, say, use it as an example in a blog post on bibliomancy. Here's a snippet of the result of pasting the text into the cutup machine[^4]: [^4]: Although this produces results that are fine enough for our purposes, the output is not very narratively satisfying. If you want to create some kind of a coherant text from some source, and not just a jumble of words, I would recommend using a generative library like tracery or prosaic: https://www.tracery.io/ https://github.com/vilmibm/prosaic > already ship that the The captain him skeleton had its But sneaks my his lashes the and Pequod sea top reeled his afraid the on attendance soul and attendant dipped to warped enchanted very Before evaporates the Tisbury heathenish them this the Libra him he sprang turn command Mmmm, jumbled word soup ๐Ÿ˜‹ Let us extract a few choice words. - skeleton - sneak - command - soul Just a few words will get you far. The number of pairs in a set of size `n` is equal to `n(n-1) - n`. So 4 words will get you 9 spells. 10 will get you 80. Not all of them will be winners, and some of them will be redundant. 1. **Skeleton Sneak**: You can make bones invisible and less prone to rattling. 2. **Skeleton Command**: Point at your victim and command its skeleton to leave its body. 3. **Skeleton Soul**: Your soul calcifies and becomes hard as stone and refuses to leave your body. You can miraculously escape death once. 4. **Sneak Skeleton**: Subtle bones... Weighted dice... You can nudge fate in your favor. 5. **Sneak Command**: Plant a hidden suggestion in writing or in your speech. 6. **Sneak Soul**: Summon a shadow spirit to envelope and obscure you. 7. **Soul Skeleton**: Conjure a spirit from the bones of its remains. You may ask it 3 questions. 8. **Soul Sneak**: Have an out of body experience and fly around 9. **Soul Command**: Issue an order to a ghost that it must obey. In practice, you won't create an exhaustive list of all possibilities like this. At least, you probably won't give your player this list. It will probably serve you better as more of a fun creative exercise, or to spark inspiration. Who knows what weird fun might come from being able to make bones invisible? Or what of its inverse, the ability to make all bones in an area glow? No, in actuality, you would let a player discover, choose, or roll for 'magic words', and then work with them to decide on what the spell means instead of defining all possible outcomes ahead of time. Because that would leave you with just another spell list, which we already agreed is boring, and which is what we're trying to avoid here. Now let us choose a few more words and arrange them into pairs. 1. dip / ship 2. soul / captain 3. warp / skeleton 4. enchant / sneak 5. lash / before 6. evaporate / sea 7. reel / heathen 8. spring / fear 9. turn / attend 10. command / attendant When you're doing this, you will likely create a lot of `{verb|adjective} {noun}`. Roll d10 for a pair as is. Or roll twice for a random spell, combining a left hand term with a right hand term. Some of these work and some of them don't. (What is *dip ship??*) Some of these are reasonable. (command attendant) And some of them need to be nerfed (evaporate sea). ## Word analysis Temmon's *Bibliomantic_Oracles* library makes it both quick and easy to do analysis on texts for top/unusual nouns/verbs/adjectives.[^5] [^5]: Quick and easy if, I should say, you already have access to the library running as a bot on a discord server; I have been trying to get it to run locally and am stuck on trying to install dependencies. Following are the top 20 unusual words from Moby Dick. | d20 | verb | adjective | noun | |-----|--------|---------------|------------| | 1 | whale | wondrous | whale | | 2 | dart | whale | mast | | 3 | hoist | harpoone | sperm | | 4 | hint | forecastle | harpoon | | 5 | eye | live | whaleman | | 6 | invest | watery | harpooneer | | 7 | heave | fiery | shark | | 8 | chase | spare | lance | | 9 | hail | gigantic | oar | | 10 | glide | precise | spout | | 11 | tow | prodigious | fishery | | 12 | spout | top | ivory | | 13 | lurk | mystic | chase | | 14 | evince | nigh | coffin | | 15 | cruise | unaccountable | mariner | | 16 | insert | civilized | seaman | | 17 | descry | uncommon | plank | | 18 | lash | windward | wake | | 19 | chance | marvellous | jet | | 20 | steer | endless | fin | You can roll for adjective noun, verb noun, or verb adjective noun. Or whatever. Examples: - hail mystic coffin - heave fiery sperm - endless shark - whale whale whale ## Grimories What we created above is a *grimorie*, a spellbook with a theme. Casting a spell from a grimorie probably creates a theme related side effect. The smell of brine, and the haunting cry of a distant whale. Or can only be opened after performing a theme related ritual. You cannot cast from the grimorie until you burn a lamp of whale blubber, and wrap the book in oiled leather and submerge it in sea water. You can use this same process with Dracula for a gothic horror grimorie. With the Lovecraft corpus for a cosmic horror grimorie. Alice in Wonderland for surreal madness. ## Appendix: Other Grimories As with Moby Dick, below are the top 20 unusual words from each work. ### Alice in Wonderland | d20 | verb | adjective | noun | | ----- | ------ | ----------- | ------ | | 1 | sneeze | sleepy | jury | | 2 | swam | offended | mouse | | 3 | nibble | puzzled | glove | | 4 | peep | queer | fan | | 5 | splash | shrill | slate | | 6 | yawn | uncomfortable | hedgehog | | 7 | grin | confused | mushroom | | 8 | grunt | timid | gardener | | 9 | quarrel| hoarse | tart | | 10 | pinch | sulky | paw | | 11 | tumble | thimble | serpent | | 12 | trot | legged | lobster | | 13 | pant | unpleasant | shriek | | 14 | choke | sorrowful | guinea | | 15 | growl | crowded | flamingo | | 16 | nurse | encouraging | moral | | 17 | howl | hurried | bat | | 18 | double | crimson | croquet | | 19 | sob | pink | kid | | 20 | upset | dreamy | trembling | ### Frankenstein | d20 | verb | adjective | noun | | ----- | ------ | ----------- | ------ | | 1 | beheld | fellow | fiend | | 2 | extinguish | amiable | murderer | | 3 | entreat | benevolent | anguish | | 4 | abhor | frightful | cottager | | 5 | soothe | ardent | wretch | | 6 | conjecture | hideous | creator | | 7 | sympathise | lifeless | consolation | | 8 | shudder | wondrous | innocence | | 9 | elevate | favourable | solitude | | 10 | animate | astonishing | torture | | 11 | blast | expressive | remorse | | 12 | sicken | sublime | agitation | | 13 | traverse | harsh | thirst | | 14 | calm | snowy | sledge | | 15 | banish | terrific | wretchedness | | 16 | oppress | hellish | tranquillity | | 17 | torment | obscure | protector | | 18 | converse | majestic | hovel | | 19 | console | serene | ardour | | 20 | comply | placid | fatigue | ### Dracula | d20 | verb | adjective | noun | | ----- | ------ | ----------- | ------ | | 1 | motion | lunatic | diary | | 2 | upset | sane | coffin | | 3 | hypnotise | hypnotic | fog | | 4 | shudder | sleepy | sunrise | | 5 | implore | foul | harbour | | 6 | howl | selfish | churchyard | | 7 | interest | endless | spider | | 8 | post | patient | clue | | 9 | lap | uneasy | madman | | 10 | harm | voluptuous | telegram | | 11 | moan | tight | stake | | 12 | quiver | accurate | crucifix | | 13 | seal | far | howling | | 14 | bleed | courteous | sofa | | 15 | pity | cunning | bat | | 16 | flap | resolute | coming | | 17 | choke | ghastly | rat | | 18 | agonise | stertorous | garlic | | 19 | buzz | unclean | scar | | 20 | dip | blank | helsing | ### The King In Yellow | d20 | verb | adjective | noun | | ----- | ------ | ----------- | ------ | | 1 | wheel | rosy | studio | | 2 | bar | polished | falcon | | 3 | pose | troubled | gardener | | 4 | stroll | furious | fog | | 5 | growl | insane | terrace | | 6 | caress | pink | concierge | | 7 | groan | incapable | sunlight | | 8 | whistle | slender | canvas | | 9 | peer | closed | bayonet | | 10 | motion | startled | policeman | | 11 | purr | blank | moor | | 12 | curl | confused | falconer | | 13 | shiver | hagard | cigarette | | 14 | surge | twin | easel | | 15 | flap | coloured | battalion | | 16 | embroider | lunatic | pansy | | 17 | crouch | vicious | squadron | | 18 | cough | artificial | basin | | 19 | flutter | gloved | embankment | | 20 | sparkle | infernal | cane | ### A Study In Scarlet | d20 | verb | adjective | noun | | ----- | ------ | ----------- | ------ | | 1 | hail | smart | cab | | 2 | unravel | haired | detective | | 3 | stride | vacant | pill | | 4 | stagger | savage | murderer | | 5 | traverse | resolute | waggon | | 6 | overtake | skilful | deduction | | 7 | solve | haggard | boulder | | 8 | clap | unnatural | stain | | 9 | stain | startled | advertisement | | 10 | reconcile | dreary | ravine | | 11 | sniff | rigid | gap | | 12 | telegraph | rugged | chemical | | 13 | whip | eccentric | laboratory | | 14 | relax | formidable | violin | | 15 | volunteer | transparent | sitting | | 16 | gallop | brownish | pathway | | 17 | pine | clumsy | whip | | 18 | conform | lean | clue | | 19 | rattle | startling | wanderer | | 20 | glitter | constable | defile | ### Call Of The Wild / White Fang | d100 | VERB | ADJECTIVE | NOUN | | ------ | ------------- | -------------- | ------------- | | 1 | haul | exhausted | newcomer | | 2 | nip | endless | submission | | 3 | snarl | akin | chase | | 4 | shelter | primordial | pursuer | | 5 | bound | abrupt | mastery | | 6 | sway | tough | bristling | | 7 | rear | timid | outside | | 8 | blunder | harsh | mongrel | | 9 | pitch | swarthy | outcry | | 10 | characterize | indigestible | madness | | 11 | thaw | handy | swiftness | | 12 | sprawl | down | han | | 13 | wrestle | frightful | nostril | | 14 | clip | erect | fierceness | | 15 | cringe | compact | break | | 16 | strain | muscular | sapling | | 17 | cower | mexican | squaw | | 18 | launch | mouthful | harness | | 19 | overturn | sheer | revolver | | 20 | harness | orthodox | carcass | | 21 | grunt | snowshoe | leap | | 22 | pant | legged | whip | | 23 | stamp | salient | murmur | | 24 | stream | hairy | faro | | 25 | tighten | continuous | chorus | | 26 | circle | unaccountable | raft | | 27 | boom | insistent | caress | | 28 | sle | unprecedented | wot | | 29 | budge | pent | breed | | 30 | tower | watery | slash | | 31 | lurk | shrill | hawk | | 32 | impel | inexorable | spark | | 33 | chew | countless | musher | | 34 | forage | bleak | malingerer | | 35 | rip | savage | moss | | 36 | slink | puppy | jerk | | 37 | scent | petty | groom | | 38 | domesticate | express | bondage | | 39 | wail | carnivorous | menace | | 40 | camp | live | tepee | | 41 | intimate | malignant | hind | | 42 | shriek | husky | squirrel | | 43 | strove | unwashed | swimming | | 44 | growl | furious | lash | | 45 | flatten | sled | snarling | | 46 | stricken | smart | buck | | 47 | lash | brumal | footing | | 48 | clutch | unbroken | ferocity | | 49 | blink | slippery | bough | | 50 | tangle | hoarse | ecstasy | | 51 | dislike | prone | ration | | 52 | snub | ragged | meantime | | 53 | coat | mournful | sled | | 54 | wag | moose | wheeler | | 55 | yawn | superfluous | pitch | | 56 | flounder | excessive | caution | | 57 | hurl | staggering | fang | | 58 | resent | customary | calamity | | 59 | soothe | restless | thicket | | 60 | impend | incommunicable | snap | | 61 | devour | haired | stiffness | | 62 | whimper | ferocious | cunning | | 63 | baffle | slender | crate | | 64 | howl | defiant | tank | | 65 | dodge | experienced | brute | | 66 | oppress | astonished | quest | | 67 | proffer | playful | halt | | 68 | divine | forward | bite | | 69 | toil | heartbreaking | twilight | | 70 | loll | tense | leadership | | 71 | jerk | cunning | courier | | 72 | range | sour | odd | | 73 | droop | numb | husky | | 74 | shove | nomadic | famine | | 75 | tug | wounded | muzzle | | 76 | twist | rampant | mush | | 77 | caress | lean | awakening | | 78 | writhe | alert | flank | | 79 | bristle | lazy | cub | | 80 | heem | rigid | firewood | | 81 | trot | tight | toot | | 82 | thrash | implacable | manifestation | | 83 | mat | unseen | pasture | | 84 | defy | crafty | supremacy | | 85 | mould | brutal | firelight | | 86 | snuggle | raw | helper | | 87 | whine | frantic | whimpering | | 88 | ignore | oblong | quill | | 89 | shiver | massive | roaring | | 90 | shoulder | jugular | despatch | | 91 | lick | sleepy | cadence | | 92 | doze | fright | growl | | 93 | swinge | shepherd | awe | | 94 | double | involuntary | persecution | | 95 | violate | stable | grub | | 96 | chance | imperative | puppy | | 97 | soar | ominous | thumb | | 98 | flutter | rotten | moose | | 99 | limp | suspicious | spruce | | 100 | bark | wrenched | onlooker | ### Black Beauty D20 VERB ADJECTIVE NOUN --- ---- --------- ---- 1 pat stable cab 2 gallop tight rein 3 trot smart whip 4 clean troubled stable 5 whip careless groom 6 temper strained stall 7 stroke vicious colt 8 neigh sore rider 9 strain restless hostler 10 whistle cheery harness 11 bleed uphill hay 12 flog shady bridle 13 stumble hoof oat 14 harness thoughtful hedge 15 fret airy coachman 16 chuck plucky farrier 17 heal timid bran 18 rein uncommon mash 19 lash lazy halter 20 shy lame luggage --- ---- --------- ---- ## Resources The original blog posts - https://www.paperspencils.com/spell-lists-stuck-here-are-some-magic-words/ - https://www.paperspencils.com/magic-words-in-practice/ - http://builtbygodslongforgotten.blogspot.com/2015/09/are-magic-words-hiding-in-your-crappy.html - http://blog.d4caltrops.com/2015/09/putting-user-back-in-magic-user.html Modern takes on spell generation - Maze rats is the quentessential ~~spell~~ everything generator: https://questingbeast.itch.io/maze-rats - In a recent update, Abenteuerspiel provides the option to roll for a 'verb noun' ritual, or to roll for verb and noun separately: https://terriblybeautiful.itch.io/abenteuerspiel - Abenteuerspiel character sheet where you can generate rituals: https://dozens.itch.io/abenteuersheet - Errant has good spell generation, and an exceptional list of grimories: https://errantrpg.carrd.co/#sorceries / https://errantrpg.carrd.co/#grimoires - Novel spell generation from Tibbius: https://litavag.carrd.co/ - The "four by five" magic system for Fudge: https://www.panix.com/~sos/rpg/4by5.html Cut up and bibliomancy - https://en.wikipedia.org/wiki/Cut-up_technique - https://www.drivethrurpg.com/browse.php?keywords=cut+up+solo - https://write.tildeverse.org/dozens/cutup-technique-exercise-00001 - https://languageisavirus.com/cutupmachine.php - https://github.com/Temmon/Bibliomantic_Oracles - More about Bibliomancer: https://www.patreon.com/posts/54134398 Other - Naively Simple Alchemy: https://foreignplanets.blogspot.com/2020/07/naively-simple-alchemy.html
c49d05b780aaf02d54bb9b4e539e2a627b04d23e
through the white forest to the house of the fae lord
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Update 2022-08-02: in the original version of this post, I was unable to credit the source of the White Forest. I have since rediscovered the blog post from whence it came: 1. [Preface](#preface) 2. [About](#about) 3. [True Name](#true-name) 4. [The White Forest](#the-white-forest) 5. [Holiday House](#holiday-house) 6. [Alberon](#alberon) * [Gifts](#gifts) * [Promises](#promises) 7. [Resources](#resources) ## Preface It's a fact-finding / retrieval mission into *faerie* as Melvin Finefeather looks for his missing parents. They were last seen being entertained at Holiday House, home of the fae lord Alberon. [Piabon](https://goblinpunch.blogspot.com/2021/02/piabon-dandelion-knight.html), Prince of Flowers, has agreed to act as a guide for him and his friends at the behest of his patron [Qaanaaq](https://leanpub.com/readevalprintlove004/read#leanpub-auto-fogus-fun-corner), the cat-sized, ancient faerie dragon, who they plied with shinies and nibbles of the highest quality. Piabon first guides them through a naming ceremony. For if you enter faerie without knowing your true name, you will become hopelessly lost and unknown even to yourself. He then leads the party through a misty box canyon, through a *thinny*, and into the White Forest[^1], through which lies Holiday House. [^1]: I stole the broad strokes of this setting---the reversed gravity, and the sea-like sky---from a blog post I read recently that I cannot for the life of me find again. ## About This is a character driven sidequest for my players, a break from the main plot of our [Strixhaven](https://www.dndbeyond.com/sources/sacoc) campaign. It takes place in the feywild, but not. I want my *faerie* to be a lot more wild, not just "the material plane but with a summer court and a winter court." After our session in the White Forest, one of my players described it as a "fever dream", which is precisely what I wanted from this experience. I want faerie to be alien, dream-like, slightly uncomfortable, entirely unknowable. Susanna Clarke's *Jonathan Strange & Mr Norrell* will always be my gold standard for what a faerie should be: terrifyingly strange and alien. More Lovecraftian than Disney in its indifference to and understanding of man. ## True Name Your true name describes the essence of your true self, laid bare. It is a source of power, but also a vulnerability. If you are foolish enough to enter faerie without your true name, you risk being dominated by the fae. One who gives you a true name, but keeps it for themself, keeps you, in spirit, mind, and body. What is a true name? - something that evokes joy or comfort - a source of resiliance and strength - your happy place, and what you find there - peter pan rules: a happy thought or core memory Example true names: - a small cloud that covers the sun - the sensation of floating on your back in water with your eyes closed and the sun on your face - turtle eating strawberry - a leaf soaring on the wind - that which endures - bringing down the wall - a meal shared in silence around a campfire - a curly fry in your regular fries - the genuine laugh of your grandmother who has seen too much shit to laugh that easily - the way hermit crabs sometimes line up by size to exchange shells A ritual for finding your true name: - Close your eyes and imagine yourself in a place. - Is it cold or hot? Dry or wet? - There is a dwelling there. It can be a large house, a small hut, a hollow log, a sunken ship, or something else. What is it? - Pick your shadow up off the ground, and set it aside. - Go inside the dwelling by yourself. There are trinkets and treasures and other things. What are they? - Take something. Don't let your shadow see. - Go back outside, and sit down. - Now you are your shadow! Go inside and investigate. What did your Light Self touch? What did they take? - Take something of your own. - Go back outside. - Open your eyes. Now you have a place, a dwelling, a multitude of selves, and some treasure. What is your true name? ## The White Forest A gravity-reversed forest where ancient white trees grow down from above, reaching toward the sky below. The ground above doesn't love you. It will not hug you to itself. And below you are the Azure Depths, an endless sky full of whales, flying fish that brush the tops of the trees, and tiny jellyfish medusae that float just out of arm's reach. A large red sun hovers on the horizon, neither rising nor setting. All of the trees are vaguely sentient and seem to be aware of you. Each silver leaf contains a small vignette of everyday life made of criss-crossing veins: a family sitting at a table having dinner, a boy chasing a dog, a woman with a parasol stepping out of a building. Disorienting and dreamlike. Up is down. The sky is the ground is the ocean. A [d666 table](23.html#the-devils-own-table) allows for some truly random encounters. While there is *some* thematic cohesion across each row, we're going to shake that up and make weird stuff: roll 3d6, one for *who*, one for *what*, and one for *but*. Now you're mixing and matching subject, motive, and complication. For example, rows 3, 6, and 8 are basically Snow White, Moby Dick, and Hansel & Gretel, but you might end up with seven dwarfs who want revenge on a whale, but who also want to secretly eat you? Or maybe feed you to the whale? A lot of this stuff you get to riff on and interpret in the moment. It aims to spark your imagination, not deliver a perfectly tidy encounter. Time was not a luxury I had in the White Forest. I added 1 to each roll to speed things along. e.g. encounter 1 = 1d6 + 1, encounter 2 = 1d6 + 2, 3 = 1d6 + 3, etc. If you roll on a cell you've already done, just skip down to the next one you haven't. When any of your dice roll on the final row, *Alberon*, you arrive at the edge of the White Forest. Holiday House can be seen up on a hill. | d6 | who | what | but | |----|----------------------------|----------------------------|---------------------------| | 1 | white four-armed gorilla | territorial | afraid of loud noises | | 2 | polite daisy | wants to be picked up | turns into a troll! | | 3 | seven redcaps | must break the curse | mourning | | 4 | pixie corgi patrol | on patrol | bureaucracy | | 5 | your own shadow | runs away | certain doom | | 6 | a one-legged ship captain | revenge on a sky whale | doesn't have a ship | | 7 | honeybear[^2] | just wants to rest | driven mad | | 8 | dream witch | fatten you up | wants to eat you | | 9 | a cute little kitty | wants to join you | surrounded by dead bodies | | 10 | canoe ghost and tiny horse | fell from the sky | pursued by a fire lion | | 11 | neon technicolor frog[^3] | constantly reincarnated | wants a satisfying ending | | 12 | a lazy mushroom | wants to grow and multiply | plagued by thought | | 13 | beetle ranchers | get to the market | cattle rustlers | | 14 | twin cobblers | heated argument | the princess is waiting | | 15 | ghost pumpkin | follows at a distance | so incredibly sad | | 16 | Alberon | > | > | Highlight of our session: "constantly reincarnating beetle ranchers". For some reason, we decided the ranchers are crab people. And they constantly self-immolate, burn to ash, and then rise back up. Phoenix crabman beetle ranchers. They were immediately adopted by the party. They also for some reason adopted Captain Ahab, surrounded by dead bodies, wants to join your party. Because he wasn't suspicious at all... [^2]: The *honeybear* from [YCDONWAPBIACRBA](https://dozens.itch.io/forest): a zombified husk of a bear being piloted by parasitic, flesh-eating bees. Black honey drips from its orafices. Honeycomb erupts from its back like sails. [^3]: The rainbow frog sits on a stone. As you watch, a snake slithers up and swallows the frog whole, and then coils up to digest. The snake swells and knots itself into a ball, and its skin splits. Crawling out of the shed skin, a rainbow colored frog. A snake slithers up and swallows the frog whole ... ## Holiday House Every morning at Holiday House, the flowers and trees bloom and blossom. The heat rises and peaks at midday, and by evening time it cools off and the leaves turn color and start to fall. It is All Hallow's Eve. Every night is Yuletide. And each morning it is Spring again. Alberon hosts an endless masquerade ball at Holiday House. Feasting all day, and dancing all night. His guests never leave. And though they may tire, they never cease celebrating. He insists on it. ## Alberon In a lot of ways Alberon is like a child playing with a bug or a small animal. An all-powerful child, who doesn't understand when he's hurting you, or why their playmate doesn't move anymore. He delights in the pleasures of his never-ending ball, and doesn't realize his guests see themselves as prisoners. He'll give you pretty much anything you want, in exchange for a gift or a promise. Alberon will slowly, bit by bit, reveal the story of Delvin's parents, *One Thousand And One Nights* style, one chapter each night, in exchange for one gift and/or one promise each night. ### Gifts All gifts should be appropriately monkey-pawed. 1. your body, once a month, every full moon = fake lycanthropy: you think you turn into a mindless wolfman, but everybody else just sees you, naked and rampaging. 2. a memory of a loved one: forget them entirely 3. your final breath = you'll be able to cheat death once: your final breath belongs to Alberon, not death. 4. your voice = you can only shout or whisper 5. the first bite of every meal: you grow a toothy maw on your belly, slightly off center. Feed it. 6. one syllable of your name = new identity. Everybody knows you've been here this whole time, but nobody remembers who you are or where you came from. 7. [Your bones](https://www.technicalgrimoire.com/files/boneHatch.pdf) -- "Not until after you die.. I just want them." 8. Half the light of the world: Alberon plucks one of his eyes out of his head, and one from yours, exchanges one for the other. You have enhanced sight, and a weird looking eye. 9. your shadow = you no longer cast a shadow. Children and animals fear you. Other shadows are drawn to you. 10. your body = [roll reincarnation](https://homebrewery.naturalcrit.com/share/rJA6fmAAG) ### Promises Breaking a faerie promise has profound consequences. Bonus points for making potentially conflicting promises. e.g. Never refuse food + never eat flesh; never refuse hospitality + never sleep indoors. 1 - 2 1. carry this baby around for a week. Never put it down. It doubles in size every 8 hours. 2. never cut your hair 3. never touch a dead body 4. never speak on mondays 5. never refuse an offer of hospitality 6. never tell anyone your name or who you are while on mortal soil 3 - 4 1. never refuse a challenge 2. never refuse any food offered to you 3. never enter a dwelling without invitation 4. never tell a lie 5. never eat of the flesh of any living creature 6. never take a life or use lethal force 5 - 6 1. never accept payment for helpful deeds 2. never refuse a second request 3. never sleep on the ground or under a roof 4. never turn your back on adventure or a journey 5. never refuse a dying wish 6. never drink out of a cup ## Resources Inspiration and sources - the unfindable blog post from whence came the White Forest - Holiday House: https://en.wikipedia.org/wiki/The_Thief_of_Always#Plot - Alberon: https://en.wikipedia.org/wiki/Jonathan_Strange_%26_Mr_Norrell - Alberon: https://en.wikipedia.org/wiki/Oberon - Thinny: https://en.wikipedia.org/wiki/The_Dark_Tower_(series) - True names inspired by name and gender prompts from Sleepaway: https://possumcreekgames.itch.io/sleepaway - Fey: https://www.reddit.com/r/d100/comments/kukn8z/d100_things_a_fey_would_desire_as_payment/ - Fey: https://www.reddit.com/r/DMAcademy/comments/90k335/who_are_the_fey_what_do_they_want/ - Fey: https://www.brandesstoddard.com/2020/01/fey-contracts/ - Promises: https://en.wikipedia.org/wiki/Geas
3886ea8814200e89813a5bbf421201cee449886b
what i been reading
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Quick update to share some links and stuff I've been reading and enjoying lately. To comment on this post, please reply to this toot: Contents: * [Updates: Abenteuerspiel](#updates-abenteuerspiel) * [Retros and Postmortems: 2400 devlogs](#retros-and-postmortems-2400-devlogs) * [New games](#new-games) * [Brighter Worlds](#brighter-worlds) * [Between The Skies](#between-the-skies) ## Updates: Abenteuerspiel [Abenteuerspiel! v1.5 Update](https://terriblybeautiful.itch.io/abenteuerspiel/devlog/371184/abenteuerspiel-v15-update) I love Abenteuerspiel. It's a minimal system for fantasy adventure in the family of Messerspiel and Trophy. It is the system that I've been using in my [Lisergia](https://capacle.itch.io/lisergia) solo game. Something about it just really captures my imagination and tickles my fancy. The details of the update are in the devlog post, but the biggest change is the discovery that 'all risky situations are inherently stressful', which leads to the rule change of including the stress die[^1] automatically in every risk role. [^1]: The *stress die* comes from the Cthulhu Dark/Trophy tradition in which you can bolster your pool at any time with an extra die if you choose to accept risk. In Abenteuerspiel, the risk of stress is decreasing the max size of your pool. I'm honestly kind of sad about no longer having the *choice* to include the stress die, but I understand the justification, and I think it ultimately delivers an interesting answer to the question, *when do I roll dice, and why?* Usually the answer to The Question is some combination of the following: - The outcome is uncertain - The action is risky - It would be fun to roll dice Abenteuerspiel's (v1.0) dice mechanic is that for any given roll, you assemble your dice pool based on the situation. Take one die for each of the following that is true: you are skilled in the task, you are using relevant equipment, you are using the environment to your advantage, you have assistance, you are healthy and unhindered, etc. And optionally you can always include a *stress* die if you're willing to risk reducing your overall dice pool max. And I think here is the nuance, and possibly what makes the v1.5 rules (always include your stress die) work: planning out an action in such detail that you have 3 or more dice in your pool more or less negates the risk. And at that point it could be argued that you shouldn't even bother rolling. Or that if you roll, you succeed or succeed with a complication no matter the roll. Think about it: if you are skilled and have the upper hand, and have assistance, and are feeling healthy and strong, etc, etc, etc, is the outcome really that uncertain or risky any more? I think not. I think you've planned yourself into a pretty guaranteed success. If there's no risk, there's no stress, and no real reason to roll. Which is a really interesting example of the game mechanics encouraging a particular approach to conflict. In this case, careful and planned out. And so, although I struggle with having the *choice* of rolling the stress dice taken from me in this new ruleset, I do think it makes a lot of sense given a slight shift in how one thinks about what makes a situation risky. Anyway, there are other smaller changes in v1.5. Check it out! ## Retros and Postmortems: 2400 devlogs [2400 devlogs](https://pretendo.games/2022/04/06/2400-devlogs/) I've always kind of liked 2400. And the GM advice section[^2] common to each game is some of the tightest, best advice out there on running a game. But I also never really "got it". Why are there so many of them? It's the same mechanic, the same kind of character creation, with a few different tables. [^2]: > GM: Describe characters in terms of behaviors, risks, and obstacles, not skill dice. Lead the group in setting lines not to cross in play. Fast-forward, pause, or rewind/redo for pacing and safety; invite players to do likewise. Present problems you don't know how to solve. Move spotlight to give all time to shine. Test luck as needed to check for (1โ€“ 2) an encounter or anomaly or (3โ€“4) signs of one nearby. Improvise rulings to cover gaps in rules; revise unsatisfying rulings as a group. But then Tocci started writing his devlogs/postmortem series over on pretendo games and it was a real eye opener. I would never otherwise have realized the nuance and the thought that went into each game. Now I have a dream of running a series of shared-universe games using each (most?) games in the core 2400 bundle. Get the 2400 bundle on itch: ## New games I found two games that I'm still reading, both of which are a delight, and amazingly both are free on itch. ### Brighter Worlds Beautiful pdf. Cute, whimsical artwork. There are a couple of things that I immediately loved about this game. One thing that I really appreciate is the attempt at what the author calls *modular crunch*: it's a lightweight, fast ruleset. But it also allows players some fiddly character creation/building. Basically all of the game's complexity is restricted to character building and advancement. (But even that complexity is pretty minimal!) Instead of classes, it has *callings* which for the most part are recognizable tropes/cliches, but with some original twists. The *cleric* for example is the Cleric of Small Gods, and they have in their possession an actual physical small godling that they must care for and protect. The cleric's magic is freeform and reality warping. They say something is so in the name of their god, and sometimes it becomes so. There's also a *eulogy* mechanic around death and dying and advancement. Whenever you do something memorable, you add it to your eulogy and gain xp. When you die, the survivors read your eulogy aloud. Beautiful. (There are also really fun additional mechanics around dying. For example, there's a small chance of death giving you a second chance, and you returning to life but marked by death.) The game is incomplete according to the author, but is also already quite fully realzied as far as I can tell, and I can't wait to see what they consider the final version. Five stars. ๐ŸŒŸ๐ŸŒŸ๐ŸŒŸ๐ŸŒŸ๐ŸŒŸ ### Between The Skies This is an amazing piece of work. Primarily a spacejammer kind of project in which you explore the spheres and visit strange locations. It is part setting, lots of spark tables, part rulebook, part theory, and part anothology/bibliography of some of the best OSR games out there. It constantly cites other works and references other games, so much so that it almost a sort of reference book for the genre. One example of the kind of game this is is that it nimbly sidesteps commiting to a single dice mechanic. Instead it provides a detailed list of five different popular systems and explains in detail when you might want to use each of them. Its layout is thoughtful and useful. Still reading it, but already a solid 5 stars ๐ŸŒŸ๐ŸŒŸ๐ŸŒŸ๐ŸŒŸ๐ŸŒŸ
dba029a475be831ba4e1f003eac64533111f11b9
re: handling luck
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> One of my favorite procedures to use in games is some sort of a โ€œluck rollโ€, which basically comes up when I want to introduce some amount of uncertainty in a game that doesn't depend specifically on player actions. (This is distinctly not blorby but sometimes I want to be surprised!) > > [https://technoskald.me/2022/03/23/handling-luck/](https://technoskald.me/2022/03/23/handling-luck/) I've had the joy of playing a few Cthulu Dark and Into the Odd games with Kyle from technoskald lately. Outstanding human. Excellent, thoughtful DM. If you don't follow him, you should. His post got me thinking about luck and the way I use it in games. Namely in [troika](https://www.troikarpg.com/), my most played/run game of 2020-2022, the pandemic years (tm), and a game missing from Kyle's list of games with luck mechanics. So for the sake of completeness, here's the intro to the luck section from the [system reference document](https://docs.google.com/document/d/1haUfSVekt2gNab3V2CrL1Pg_sZ-ZlskphwXmSnGT9aw/edit#heading=h.aul3nbtjei5b) > Of all the numbers on your character sheet Luck is likely to fluctuate the most. This number represents your characterโ€™s fortune and intuition, tested whenever fate swipes at them. When this happens the GM will ask you to Test your Luck or suffer the consequences. I use it mainly as a bargaining chip, a way to test fate or to fudge a dice roll. Luckily, most of my troika the last couple years have been play-by-post, so I have a perfect log of every time I've offered a luck roll! Observe, the most recent times I've asked for/offered a luck test: 1. A player failed a skill test by 1 point. I offered them the opportunity to test their luck to succeed with cost: the spell will succeed but the subject will hold a permanent grudge against you. This is the kind of luck roll I like best! The odds are on the table. Everybody knows what the consequences are. Up to the player to decide whether to take the risk or not. 2. To determine the rate of success/value: we're in a magic shop, what kind of scroll do you find? 3. As literal luck: we're in a gambling den. How much do you win? 4. In an especially memorable moment, to see whether a character can escape death at great cost. (He lived, but the proud, dandy wizard hunter suffered extensive scarring to his beautiful face.) I feel like the luck examples from Call of Cthulhu---e.g. Do you find a cab? Are there keys in the ignition?---are the kinds of questions that don't rely on the player or the character as much as they rely on the whimsy of the world. And as such, I don't always think it's that interesting to have the players roll for them[^1]. I'm just as likely to roll on a [yes/no orcale](https://gravenutterance.com/2019/03/24/recluse-solo-engine/) myself on their behalf to speed the game along. This is an occult horror game after all, not a luck simulator. [^1]: Unless, of course, the players _want_ to roll for such things. Sometimes rolling is _fun_. Everything is a conversation of course, and the point of the game, above all, is to have fun. If the group consensus is that fun equals rolling lots of dice as often as possible, then by all means have them roll luck checks often. The kind of luck roll that is much more interesting to me is the Blades in the Dark style that [Kyle describes](https://technoskald.me/2022/03/23/handling-luck/), where the roll symbolizes bargaining with fate, jockeying for effect and position, avoiding outcomes at cost, etc. It won't work all the time. But when it does, the payoff feels really good. Bonus content! [The Gambler](https://goblinshenchman.wordpress.com/2019/08/12/the-gambler-a-bolt-on-class-for-the-daring-do-classes-a-class-heavily-influenced-by-luck-superstitions/) is a subclass for fighters or thieves that weaponizes a luck mechanic via a hexflower, something [I'm a big fan of!](5.html)!
2ec1f2b00303c3e9626472a4c02c62911e36883a
random encounters
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## Contents * [What is a random encounter](#what-is-a-random-encounter) * [Dungeons And Boredom](#dungeons-and-boredom) * [Nothing Never Happens](#nothing-never-happens) * [Encounter Ladder](#encounter-ladder) * [The Devils Own Table](#the-devils-own-table) * [Conclusion](#conclusion) ## What is a random encounter It's pretty much what it sounds like. Most often used in exploration or dungeoneering procedures, random encounters occur with the passing of time, or as the adventurers *mess with stuff*. They provide a way for the environment to interact right back with the adventurers, usually with more and more severe consequences. My favorite way to think of random encounters is as the environment or dungeon *awakening* and becoming increasingly aware of the adventurers and reacting to them. This article will list a couple of ways to manage random encounters. ## Dungeons And Boredom Because my gaming career began with D&D 5e, we'll begin by looking at how the Dungeon Master's Guide suggests running random encounters. They're pretty fast and loose with how *often* to check for encounters, ranging from a couple times a day to once every 4 hours. But the instructions are clear on *how* to check: roll 1d20. 18 or higher = random encounter. It was also pretty lenient with how one should organize their random encounters, but the only working example they gave was a 1d12 + 1d8 table, which gives a pretty nice bell curve with common encounters grouped in the middle, and with encounters at either end being more rare. In practice, an 18 or higher is only a 15% chance of something happened, which means that 85% of the time, nothing happens. Which is boring and uninteresting. ## Nothing Never Happens Next, there is the idea of the "overloaded" encounter die. It usually looks like a d4 or a d6 worth of things that can happen. Whenever it is time to roll for an encounter (e.g. descend a level, discover a new area, make lots of noise, etc.) you roll on your encounter table and *something always happens*. Nothing never happens. (Don't gloss over the very important fact that we got rid of the encounter roll. When it makes sense in the story for something to happen, *something happens*. We just roll to see what.) For example: 1. Encounter: roll on your encounter tables 2. Omen/Sign: roll on your encounter tables, but you only find a *sign* of the encounter. *Foreshadowing!* 3. Local Effect: some kind of contextual effect or event 4. Fatigue: party must rest or take exhaustion 5. Resource Depletion: a torch goes out, or rations go bad 6. Discovery/Treasure: find something neat. There are plenty of variations on this theme. Some of the most clever inject a reactive amount of *pressure* into the system. For example, consider the following encounter table: 1. Encounter I 2. Treasure I 3. Nothing 4. Omen I 5. Encounter II 6. Treasure II 7. Omen II 8. Exhaustion Suppose the players start off with a 1d4 encounter die. Until they increase the size of their die by spending more time messing around in the dungeon, it's not possible for them to encounter any "Level II" tables. The trade off is of course having to prep more tables. Read more: - https://www.necropraxis.com/2014/02/03/overloading-the-encounter-die/ - https://www.prismaticwasteland.com/blog/exploding-the-encounter-die - https://theyakmencometh.blogspot.com/2019/08/roomless-mapless-distanceless-micro.html ## Encounter Ladder This is a dead simple way of creating scaling, responsive encounters. That is, having more simple encounters at the beginning of the dungeon, and more complex or dangerous ones as you progress. Create a table of 12 - 20 encounters. As many as you like, really. And then start rolling 1d6 on it whenever an encounter should happen. As each encounter is resolved, check it off your list, skipping over it on subsequent rolls. This table should reward (or punish?) players they longer they engage with the area, so you can pack the end of the table with high risk / high reward encounters. You can also scale this up and down. I usually roll 1d6 on a table of 12 - 20, but you could start with 1d4 and a shorter list. You can also at your discretion enhance the roll (e.g. now rolls are 1d6 + 3) if the adventurers are entering a harder area or nearing the end of the scenario. ## The Devils Own Table This method, "the devil's table" takes its name from its 3d6 mechanic = 666. Best when combined with the encounter ladder mentioned above, you will create a 3 column table with one row per encounter. Example: | Roll | Encounter | Objective | Complication | | ----- | ----------- | ----------- | -------------- | | 1 | goblin | selling wares | haunted gear | | 2 | wolf | hunting food | sick child | | 3 | skeleton | rest | lost item | | 4 | giraffe | wants best leaves | neck too short | | ... | ... | ... | ... | You just fill out each row with something obvious and apparent. And then when you roll on it three times, once for each column, then the real joy of it comes from mixing and matching encounters, objectives, and complications in surprising ways. Sometimes silly, always interesting, often memorable: your encounters suddenly have *compelling narrative*. Read more: - https://www.youtube.com/watch?v=ckhhodyCSMU ## Conclusion That's a couple of ways to do random encounters. Try it out. If you make a scaling encounter ladder out of a devil's table and combine it with an overloaded encounter die, then you've really got something cooking.
ae1b07539db7c1b268f29240c68abc19d4744cc4
the rulebender and some convergences
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## Rulebender Earlier this week, lucidiot[^15] asked me what I thought of a "rulebender" class for some hypothetical tabletop role-playing game. A character who could alter the rules of the game itself, much like how the players of nomic[^1] play at the rules of that game. [^15]: [^1]: nomic is a game in which the point of the game is introducing, ammending, voting on, and repealing rules. See: Attempting to answer this question quickly gets theoretical for me because it forces me to consider what is the point of a role-playing game. And what role do rules play to that end? To me, the point of the game is to try out some novel experiences and situations through some collaborative storytelling. And to that end, I feel as though the rules of the game, the mechanics by which you accomplish things through the rolling of dice or what have you, should be mostly invisible. By which I mean they should be simple enough to understand and keep in your head, and they should be consistent and reliable enough that they do not interrupt the game. I know people who would disagree with that. A good friend of mine in fact is a min-maxing, number-crunching, power-gaming munchkin. That's the way he enjoys playing the game. Most of the time we can play together very happily because he also enjoys stories and plot and intrigue. But he favors crunchy systems that I do not enjoy because they require frequently stopping the game to look up a procedure or process. And I favor systems with minimal rules and simple character creation. My intuition is that the rulebender wouldn't be much at home in the kinds of games I like to run, which are games in which the rules are few and already flexible to begin with. Which suggests that the rulebender might be better suited to a system that is more "rulesy" to begin with. Indeed, my first thought was of the sorcerer class from D&D 5e, which has access to "metamagic", which allows it to bend the rules and push the limits of what magic can do. But I don't think this really satisfies the spirit of the question. The sorcerer isn't really actually changing the rules of the game. They are still following very strict and carefully written rules governing the manipulation of magic. It's no more changing the rules of the game than is any other feature that, for example, allows a player to reroll a dice. And I don't think you can call a class that strictly adheres to the rules a "rulebender". So where does that leave us? I think that rulesy games are off the table. So let's go as far as we can in the opposite direction and throw out all the rules we can, and play a game of make-believe. The only rule is "agree what happens[^2]". [^2]: We're off on an adventure. There's an obstacle. We have no rules for overcoming challenges, what do we do? Let's make a new rule, and determine our success by rolling the dice. I think in this example, the rulebender is either the game's referee, or "rulebender" is a community exercise in creating a role-playing experience from scratch. So I don't think the rulebender can easily exist within a pre-existing ruleset. And I don't think they can exist as imagined without one. And so I think that the tabletop role-playing game might be the incorrect medium for this character. This play style already exists though, and is successful, in a family of card games, my first exposure to which was Fluxx[^3], a game that starts with an extremely simple "draw and discard" ruleset, and which during the course of play allows players to create new rules and new win conditions. [^3]: There are multiple Fluxx decks out there including Pirate Fluxx and "The Wizard of Oz" Fluxx, which suggests the underlying framework: you can easily create your own themed deck by inventing new rules (e.g. your hand can never exceed five cards, draw three discard two, etc.), new "things" (Luke Skywalker, Princess Leia, etc.), and new goals (e.g., first player to collect 3 jedi win). Fluxx draws inspiration from One Thousand Blank White Cards[^3][^7] (1kBWC) which is a free-form game in which the creating of these rules, things, and goals during gameplay is the point of the game. And I think this is as close as we're going to get to the rulebender as originally imagined. [^3]: [^7]: Play starts with maybe a couple of premade cards. And maybe a ruleset of, Every player gets five cards. On your turn, draw one card and discard or play one card. Play passes to the left. The gimmick is that the majority of the cards in the deck are blank. The real stuff of the game is players drawing and creating their own cards to change the rules of the game. Maybe introducing conditions in which a player's turn is skipped. Or, now the player with the *lowest* score wins. Or, this card, when played, allows the player to exchange their hand with another player of their choice. Etc, etc. This is Rulebender: The Game. And it works because whereas ttrpg requires some trust and consistency in order to create an immersive exprience, no such trust is required of 1kBWC because there is no such risk: the players are not trying to feel feelings or have those kind of experiences. The goal is to simply embrace and enjoy the chaos of a game that constantly shifts, changes, and evolves. ## Convergences Now, as a divergence, some convergences. The wikipedia page for 1kBWC has a link under "See Also" to Discordianism[^4], a "for pretend but also for real" cult based on the worship of Eris, the embodiment of chaos. I myself am a pretend but also for real card-carrying Discordian. My own discordian cabal, The Society for Putting Things On Top Of Things[^5], explores entropy and potential energy in systems. [^4]: [^5]: As far as I can tell, the original wikipedia article linked to some game instructions on a geocities discordian website[^6], and after geocities went dark and the original link was removed, the association remained. [^6]: Another game in this family of games is called Dvorak[^8]. Conceptually similar, its wiki page says that it has been played via a MUSH (aka MUD, MUCK, MOO, etc.). [^8]: The creation of rules and objects in this context (on a MUCK) is interesting to me. I'm not sure what the scripting experience would be like. MUCKs and MUDs are in general an area of interest to me. I've been playing one certain hack-and-slash mud[^9] for most of my adult life, and some of my oldest friends are from there. [^9]: I'm slowly writing my own toy MUD[^10] for a group of friends from the Commonhealth of Casakhstan[^11] as an excuse to learn golang, and as an excuse to make something fun with my friends. [^10]: [^11]: So thanks to Dvorak and its being played on a MUSH, I started down this rabbit hole reading about TinyMUCK[^12], which has its own scripting language, a forth[^17] called MUF (Multi-User Forth). [^17]: [^12]: I definitely intend to have creation through scripting be part of the MUD I'm writing, and I and my friends are really into Forth, so I now plan to have our scripting language be heavily insprired by MUF. As soon as I learn how to write an interpreter in Go. Finally, I found a MUF tutorial in a github repo for a descendant of TinyMUCK that has, for whatever reason, become very popular in the furry community[^14]. And the tutorial is titled, "Zen and the Art of Putting Things on Top of Other Things."[^13] [^13]: [^14]: What a big tangled ball of discordian forth furry MUD ttrpg card game chaos! Hail Eris! All hail Discordia!
628e7efb51b4b44dd2398a961a815d7704865c77
All the games I played in 2021
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## Contents 1. [Introduction](#introduction) 2. [The List](#the-list) 3. [Highlights](#highlights) - [System Of The Year: Troika!](#system-of-the-year-troika) - [Game Of The Year: Crapland 2 (Galgoricon)](#game-of-the-year-crapland-2-galgoricon) - [Game Of The Year (Honorable Mention): Quiet Winter](#game-of-the-year-honorable-mention-quiet-winter) - [Brightest Star That Burned Itself Out Too Soon: Wicked Ones](#brightest-star-that-burned-itself-out-too-soon-wicked-ones) - [Best Joke Game That Ended Up Being Really Fun: Giraffe Wants Best Leaves](#best-joke-game-that-ended-up-being-really-fun-giraffe-wants-best-leaves) 4. [Stats](#stats) 5. [Reflection](#reflection) 6. [Colophon](#colophon) ## Introduction This year I jotted down a few notes for every game I played or hosted. I'm going to share the raw data, a few statistics, and a few highlights. Other entries in this series: [2022](38.html) ## The List Here is the list! 1. Dungeons & Dragons, Storm King's Thunder (DM) - Status: Hiatus - Length: Campaign - Format: Roll20/Discord - Notes: My original long running D&D campaign with my original gaming group. Calling it 'on hiatus' is generous. It's dead in the water. We haven't played in a year. But I just can't let it go. 1. Troika!, So You've Been Thrown Down A Well (DM) - Status: Complete - Length: Adventure - Format: Play By Post - Notes: So we started playing this one game and the the GM vanished, so I stepped in and turned it into So You've Been Thrown Down A Well, which was super fun. Highlight: the insectoid race who rules as written couldn't speak, so in play-by-post, the communicated exclusively via emoji. 1. Troika!, Acid Death Fantasy (Player) - Status: Dead - Length: Adventure - Format: Play By Post - Notes: Abandoned by gm after a valiant effort at keeping it going which is sad. Andy was one of the most creative and generous GMs ever, creating original playscii artwork for us, and providing us with groovy vintage vinal soundtracks. 1. Troika!, 13 Story Bizarre (DM) - Status: Ongoing - Length: One-Shot - Format: Play By Post - Notes: Originally supposed to be a really quick adventure with my core Troika pbp group, but has been slogging along for months now. I'm about to just end it so we can move on to something else. 1. Troika!, Dome Riders (Homebrew) (DM) - Status: Hiatus - Length: Campaign - Format: Play By Post - Notes: One of the most tragic stories of 2021 both in-game and without. Epic setting dreamed up by GreyWarden, and then when they abondened the game, me and fraidy_cat and jade decided to keep playing by ourselves using a GM emulator. It was a great experiment in collaboration and self-government, and it was really going places. We have 22 pages of original setting content in a google doc. But then a huge in-game encounter killed our NPC leader and things never really recovered from that. Currently on infinite hiatus. 1. Wicked Ones (Forged in the Dark), Homebrew (Player) - Status: Hiatus - Length: Campaign? - Format: Play By Post - Notes: Update 2021-10-31 on hiatus 1. Pathfinder, Agents of Edgewatch (Player) - Status: Ongoing - Length: Campaign - Format: Roll20/Discord - Notes: Pathfinder is everything I hate about ttrpgs. I only keep playing this because it's the only way this particular friend group continues to get together, so I'll probably keep playing it forever, hating the game and enjoying the company of my friends. 1. Troika, Cocaine and Alligators: Florida Man Sphere (Player) - Status: Complete - Length: One-Shot - Format: zoom - Notes: Fun pick-up game from Melsonia discord. The game hilariously involves googling random Florida Man stories to create NPCs and encounters throughout the game. Could have honestly done without the whole police violence part in the middle. Good times overall though! I think this was my first time playing Troika in real time. 1. Mothership, Picket Line Tango (Player) - Status: Dead - Length: Adventure - Format: Play By Post - Notes: Just started. Not much to report yet. Update 2021-10-31 Game stalled out really quickly, probably not going to pick back up 1. Mausritter, Honey Rafters (Player) - Status: Complete - Length: One-Shot - Format: Foundry/Discord - Notes: Fun game! Surprisingly spooky. Quite lethal. Cursed sunflower = corrupted bees and candy cultists. Played with FKR discord folk. 1. Smithy of Sacrilege, Anvil (Homebrew) (Player) - Status: Ongoing - Length: Campaign/Open Sandbox - Format: Play by Post - Notes: A hack of Tunnel Goons by Nate Smith. Very fun original world, hex crawly open sandbox. You can get a lot done even with hyper minimal rules 1. Troika, Acid Death Fantasy (Player) - Status: Ongoing - Length: Campaign - Format: Play by Post - Notes: Another more different ADF! Born of the APJ server, but on another new server with Kunailby. Playing Gliftwirp, a sarong-fu master who is also basically the hamburglar 1. Risus, To Kill A God (Player) - Status: Ongoing - Length: Campaign - Format: Play by Post - Notes: pbp on rpg.net with tibbius. Playing former child actor Sender, who is a blade for hire who just wants to retire and be a mushroom farmer, who is also haunted by the ghost of his dead twin brother who he absorbed in the womb, and who is also followed around by small woodland animals like a disney princess. 1. Marvelous Mutations and Merry Musicians, Rockaway Beach (Player) - Status: Hiatus - Length: Adventures - Format: Discord PBP - Notes: wendi's game of mmnmm. almost immediately fizzled out. might resume at some point? 1. Cthulhu Dark, Garrets Ranch (Player) - Status: Complete - Length: Oneshot - Format: Zoom - Notes: Kyle ran us a game of Cthulhu Dark! Played with Josh and Mike and wendi. Investigate Garret's Ranch in Fate, Texas. Everybody escaped intact and alive. A very simple but very flexible game. I liked how you can boost your roll with a cost with the insight die. And we did a good job of using the failure die once or twice. Occupation is really important and you can kind of cripple yourself if you pick something off like "uber driver" like josh did. Nobody took advantage of infinite rolls, and I think somebody suppressed insight only once. Which is all to say that for a rules light game, you kind of have to remember a lot. Anyway, it was fun! 1. Troika, Moon's Shot (DM) - Status: Complete - Length: Oneshot - Format: Discord - Notes: Did moon's shot again but for the skookums-and-dragons crew. Zigs, Alex, and Jess. They murderhoboed the whole thing. 1. Troika, Moon's Shot (DM) - Status: Complete - Length: Oneshot - Format: Zoom - Notes: ran moon's shot for alex, sparky, and jade. a good time was had by all. they did a capitalism, but for good 1. 2-bit, Numenera (Player) - Status: Ongoing - Length: Adventure - Format: Discord PBP - Notes: gonna start a coin-flipping game with tibbius. gonna play a witchy person. 1. troika, crapland 2 (Player) - Status: Complete - Length: Oneshot - Format: Discord Jamboard - Notes: beautiful craptastic chaos at galgoricon 2021! Galgorian and Spooky Rusty ran a two table game with players constantly teleporting between the two locations before joining up at the final encounter. It was bonkers and fun. Big cast of characters, almost 12 players 1. D&D 5e, Zigs and Dragons (Player) - Status: Ongoing - Length: Series - Format: Roll20 + Discord - Notes: Zig's first time DM-ing! A series of oneshots on a mysterious island. Getting to play with Alex again is fun. The characters escalate from session to session from level 3 to 6 to 9 etc. Have played two so far. Having a lot of fun playing and getting to make new characters all the time. 1. Giraffe Wants Best Leaves, Giraffe Wants Best Leaves (DM) - Status: Complete - Length: oneshot - Format: jitsi -> mumble (technical issuse) - Notes: This was a first, made a little toy rpg (a lasers and feelings clone) and some tildepals wanted to play it, so I ran a game for nico and malvarma. fun little session! 1. Into the Odd, yule homebrew (Player) - Status: Complete - Length: oneshot - Format: Owlbear Rodeo + Zoom - Notes: another Kyle game! got to play with eskur and wendi and kim. first time playing into the odd. played Luna Saturday, dreamy moonchild with a cane. we ventured down below a giant tree, and prevented a goblin invasion. (Wendi stopped the ooze ritual and tossed a bomb into the mirror.) 1. D&D, Quiet Midwinter (DM) - Status: Complete - Length: Oneshot - Format: discord + owlbear.rodeo - Notes: super good! ran for z and j. the premise was 'Cheesy Hallmark Christmas movie for OSE' and I think they pulled it off really well. Players arranged for the best ending possible: get /everybody/ to meet up at the docks: dinaz and lucretia to steal the ship (desperate move by L to get on the naughty list) both bounty hunters, yvette and midge, to capture dinaz and lucretia + bitter; winter and loss there, snow to arrange a romantic sleigh ride with Z and Loss... it was a beautiful chaotic mess that was super fun. five thumbs up. 1. 2400 Exiles, Ultraviolet Grasslands (Player) - Status: Complete - Length: Oneshot - Format: discord voice - Notes: fun! eskur ran it, played with hat and wrongtube. never played 2400 before, that was fun. never played the UVG setting either. that was also fun. played in the Forest of Meat! ## Highlights ### System Of The Year: Troika! I played a lot of Troika this year. It is a wildly evocative, rules-light system with a simple 2d6 mechanic and fast character creation, and I love it to pieces. I think it's *the* game that initially transitioned me from the D&D hegemony into other systems. - - [free system reference document](https://docs.google.com/document/d/1haUfSVekt2gNab3V2CrL1Pg_sZ-ZlskphwXmSnGT9aw/edit) ### Game Of The Year: Crapland 2 (Galgoricon) This was a Troika game, and wins game of the year for setup and execution. Galgorian decided to host a "fake con" over a long weekend. There were multiple games going on the whole time, and this is the only one I was able to join. He and Spooky Rusty co-hosted the game. There were two tables with 5 - 6 players at each. In-game shenanigans caused characters to portal to other locations which caused players to bounce to the other table. The games were synced and tied up, and at the end everybody arrived together at the final encounter. It memorably eschewed any kind of virtual tabletop and instead was played on a single Google Jamboard shared by and graffitied on by everybody. The game itself was absurd urban decay parody surrealism at its finest. - [Crapland 2 Kickstarter](https://www.kickstarter.com/projects/stratosfiend-2-zine/crapland-2-a-surrealist-suburban-troika-rpg-book) ### Game Of The Year (Honorable Mention): Quiet Winter This is probably elevated in my mind because I just finished running it as the traditional annual holiday one-shot for my regular group, and it was so much fun. The author describes this as a cheesy Hallmark holiday movie for [OSE](https://necroticgnome.com/products/old-school-essentials-basic-rules). And it is. The game is 90% messy, tangled relationships and tension, and 10% mystery/exploration/sandbox. The players are left to their own to decide what their goal is, who's "good" and who's "bad", which relationship they're going to help fix (if any), etc, etc. In the end, my players managed to convince nearly everybody to show up at an arranged time down by the docks for a final confrontation to get everything out in the open. It was a beautifully chaotic mess, and almost everybody ended up getting what they wanted. - ### Brightest Star That Burned Itself Out Too Soon: Wicked Ones I joined a play-by-post game of [Wicked Ones](https://banditcamp.io/wickedones/) this year that ended up being a true highlight. The game system itself is somewhat complex and I never quite grokked it. But the players were so creative and talented, the characters so layered and interesting. And the DM did such an amazing job leading us through encounters and worldbuilding. It was all so vivid I can still almost see, hear, and taste it. We played feverishly for a couple weeks and then Real Life Happened (tm) and the game tragically fizzled out. ### Best Joke Game That Ended Up Being Really Fun: Giraffe Wants Best Leaves Okay so this started out as sort of a meme. Some friends and I wanted to learn a little [Godot](https://godotengine.org/) this year, so we brainstormed a bunch of game ideas and the one that stuck was "There is a giraffe who wants to get the best leaves but his neck is too short". We started working on a platformer, but didn't really have much of a plan, and we stopped working on it. But it lived on for a while as a meme on mastodon. And then some time later, I made it into basically a [Lasers and Feelings](https://johnharper.itch.io/lasers-feelings) clone, and shared it as a joke, and some of my internet pals immediately were like, "Yes I want to roleplay a giraffe!" So I ran a quick no-prep game for them and it was mad fun. And now I have plans to expand the silly thing with a setting and a few encounter tables, because why not! - [itch.io](https://dozens.itch.io/there-is-a-giraffe-who-wants-the-best-leaves-but-its-neck-is-too-short) - [www](http://tilde.town/~dozens/giraffe/) ## Stats - 24 games - Role: - 8 as a game master - 16 as a player - Format: - 11 play-by-post, 13 as some kind of "in person" voice or video play. (Zero actual in person, face to face games.) - Of the in person games, 3 were on zoom, 9 were on discord, and one niche one started on jitsi and then moved to mumble - 2 were voice only, the rest were voice + some virtual tabletop - Virtual tabletops: Not many! 2 owlbear.rodeo, 3 roll20, and 1 memorable Google Jamboard. ## Reflection It was a good year! Roleplaying really saved my sanity in 2020 and 2021. It's a creative outlet that I really enjoy and rely on. I tried my hand at creating games for the first time this year and had fun with that. I made a lot of progress away from the D&D family of games towards more indie/smol/freeform styles of playing, and probably became pretty close to becoming a bit of a zealot about rules-light gaming. But then realized that I still now and then enjoy the process of creating a D&D character and playing a tactical combat game. I just don't want it *all the time*. Anyway, happy new year! Hope you have a great 2022! ## Colophon I kept my notes in a structured plain text format that is queryable by an obscure GNU package called [recutils]. I created a [little bit of tooling] around it, but it is ultimately just a [plain old text file] that I append records to. In practice, I can query this simple plain text database for whatever reason, e.g. the questions I answered in this post, by using the included `recsel` query tool. To create this post, I piped the data through a few transformers. Recutils includes a `rec2csv` utility which, you guessed it, outputs csv. I already have [csvkit] installed, so then I piped it through `csvjson` to get some JSON. Finally, I used a few [mustache] templates in this document to render that JSON on the page. (Before finally running the whole thing through [my own custom m4 + pandoc filters] to create the site.) [recutils]: https://www.gnu.org/software/recutils/ [little bit of tooling]: https://git.tilde.town/dozens/gamelog [plain old text file]: https://git.tilde.town/dozens/gamelog/raw/branch/main/games.rec [csvkit]: https://csvkit.readthedocs.io/en/latest/ [mustache]: https://github.com/janl/mustache.js [my own custom m4 + pandoc filters]: https://github.com/chrisman/m4-blog
b169e7f4ca83a4f41bb8312e236335da53fa944e
How I Run A Game
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## Introduction So this weekend I ran a cute little game of *Giraffe Wants Best Leaves* ([itch](https://dozens.itch.io/there-is-a-giraffe-who-wants-the-best-leaves-but-its-neck-is-too-short)/[www](http://tilde.town/~dozens/giraffe/)) with a couple of internet pals. We hadn't played together before and had a jolly good time. They were very good giraffes. During the course of play, one of my pals told me he was having a really good time, and asked if there is a name for the style of GM-ing I do, because they GM too and would like to learn more about this school of GM-ing. The question really caught me off guard! Because I didn't really feel like I was doing anything besides improvising and trying to create interesting scenarios for my friends.[^2] [^2]: This is a kind of foreshadowing, because the author will eventually conclude that *improvising and creating interesting scenarios* is in fact a core component of their style of running a game. I ended up following up with them later and asking for more details because we didn't take much time during the game to stop and chat about that at the time. And what they told me was this: > I liked the framework you were using, where you helped players think through an expected outcome, and possible consequences for each action. It seemed like something intentional you were doing, and I haven't encountered anything quite like it, so I was wondering if it's a specific style or trick you learned, and if there's a name for it. If so, I'd like to read up on it, in case I ever GM anything again. So I thought about it for a while, which was fun, because it forced me to really try to consolidate and condense my feelings and thoughts on how to run a game. My values when I play are collaboration, negotiation, and transparency. And I think a lot of my style is rooted in concepts from Free Kriegsspiel. I'll talk about those values and Free Kriegsspiel below ## Values For a game I've never actually played[^1], *[Blades In The Dark](https://bladesinthedark.com/)* has had a pretty large impact on how I think about running a game. [^1]: I *have* played a rather lengthy session of *[Wicked Ones](https://banditcamp.io/wickedones/)*, which is built on BitD's core *Forged In The Dark* system. Specifically its idea of [*position* and *effect*](https://bladesinthedark.com/action-roll), in which every roll has a *position* or risk (desperate, risky, controlled), that will make it easier or harder to accomplish your goals, but also with increased or decreased *effect* (limited, standard, great). All of which has mechanical meaning in the game. But if you strip away the mechanics, the idea of saying up front the stakes and the effect of each roll still naturally leads to a bargaining phase in which the player can try a different approach. "Oh, can I try to risk more for increased effect?" "Yes, you can." It creates a consensus. And each roll is a contract agreed upon by all parties. Everybody is perfectly aware of the risks and rewards, because they were negotiated and agreed upon. Collaboration, negotiation, and transparency. ## Free Kriegsspiel Hundreds of years ago, wargames were a really big deal among military officers and other people too, and playing them was really complicated. There were huge rulebooks that had to be consulted for basically any move.[^3] Until the *Free Kriegsspiel* ("Free wargame") movement, which threw out most of the rules in favor of a highly trusted referee who was allowed to make *rulings* based on judgement, experience, and sense. [^3]: Just like *Pathfinder* today. At least that's the story I was told. I wasn't around for any of that, and I'm just repeating what I've heard. Anyway, that's what FKR is for tabletop roleplaying games today. Fiction first. *Rulings* over *rules*. It's basically the [agile manifesto](https://agilemanifesto.org/) for rpgs: > We are uncovering better ways of playing games by doing it and helping others do it. Through this play we have come to value: > > Individuals and interactions over processes and tools > > Fictional worlds over comprehensive rulebooks > > Player collaboration over rules lawyering > > Responding to change over following a plan One natural conclusion to this way of thinking is to attempt to create the most minimal ruleset possible for your game that still achieves what you want out of your game. At one point, I think the rules for Oz's [*Ultimate*](https://ozbrowning.itch.io/ultimate) were, in their entirety: 1. Describe the situation 2. Agree on what happens Which is a fun exercise in minimalism. Anyway, at the end of the day, for me, FKR emphasizes people over process; and fiction, worlds, and rulings over rules. ## Conclusion So I still don't know if there's *one* name for the style of GM-ing I do. But I think it's mostly minimal, high-trust FKR with some bargaining and communication tools borrowed from Blades in the Dark. Let's try to sum it up in a pithy little list: 1. GM describes the situation (Create scenarios not plots) (Players can definitely help with this step!) 2. Player describes what they want to do. 3. If there's no risk, it happens. 4. If there is uncertainty, or if you all agree it would be fun to roll, agree on risk vs reward ahead of time, and then agree on what happens, probably via a dice roll. 5. Repeat. ## Resources - There Is A Giraffe Who Wants To Get The Best Leaves But His Neck Is Too Short: - Blades in the Dark: - FKR โ€“ Free Kriegsspiel Revolution: - FKR Discord:
89d523df8bc57f0d4fc435a50bbfc1d65acfd69e
Comeback kid
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I'm writing this right after wrapping up a game that I play weekly with some of my friends because I am wired and want to write this down. It was one of the most satisfying gaming experiences I've ever had. Dramatic, intense, wild ups and downs. So a priest, a thief, a fighter, and a sorcerer are exploring some underground catacombs coursing with dark magic that has corrupted and taken possession of the holy protectors of the dead. We're looking for a small group of city guard that came down here for some reason and have gone missing. Down in the belly of the catacombs, we find them holed up in a room, but they refuse to leave until we recover the body of their leader who was swallowed up by a jelly to the south. So we head over there and find not a jelly, but a sixteen foot tall armored humanoid mass of tentacles puppeteering the captain nestled deep in its ribcage. It was horrifying. We send in Fighter, and the horror summons a jelly (so there is one after all!) that drops from the ceiling and starts dumbly going after the fighter. Thief starts stabbing, Sorcerer starts blasting, and Priest discovers that the armored horror is especially susceptible to holy damage. Armored horror does *not* like the damage that Priest is putting out, so swings across the room on a tentacle arm like Bionic Commando and lays the priest out unconscious. Then expels the captain from its ribcage, tentacle grabs Priest and sucks him into its ribcage and then starts siphoning Priest's spells and casts a nova healing on itself, restoring it from worn and weary to nearly new looking. Party is disheartened. Armored Horror With Priest Powers knocks out Thief and then Sorcerer. Fighter is miraculously holding his own, going toe to toe with it while evading the jelly (which has split into two at this point because Fighter at one point tried slashing it with his axe). But he's on his own and getting worn down, and TPK is a forgone conclusion. And then right as things look most dire, Fighter manages rolls *exactly* enough damage to take down the Armored Horror, which expels the Priest. Fighter pours a healing potion down Thief's throat as the jellies pummel him. Thief wakes up and Fighter shields her as she does field medicine successfully enough to wake up Priest. Priest drops a nova area effect heal and restores everybody practically to full health. Jellies suddenly become non-threats and we clean up. We grab the captain, who is actually still (barely) alive after being suspended between life and death by the horror, and retreat back to the room with the guards, slam the doors shut, and proceed to be thoroughly traumatized by recent events. And then we leveled up ๐ŸŽ‰
745bcd37174bc4f7d398da2f5c809b7864ee3152
Review: Bears Fruit
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## Contents 1. [Background](#background) 2. [Adaptation](#adaptation) 1. [From Solo to Group](#from-solo-to-group) 2. [From OSE to ???](#from-ose-to) 3. [Converting to Troika](#converting-to-troika) 3. [Review](#review) 1. [The Good](#the-good) 2. [The Bad](#the-bad) 4. [Play Through](#play-through) 5. [Conclusion](#conclusion) 6. [Resources](#resources) ## Background I was looking for a one-shot to run for my gaming group when I stumbled across jojiro's *Bears Fruit: A 10K-Word Solo Adventure for B/X*. > A prosperous orchard has been cursed and has been swallowed up into the bowels of the earth. Strange bears smelling of rotten fruit have been emerging from the orchard-turned-dungeon to menace the town, and you've been hired to remove the curse! I took a quick look at it and loved it, and decided to run it for my friends. Despite it being a solo adventure. And despite it being written for Old-School Essentials, a system I knew I wouldn't be using. ## Adaptation There are two considerations when converting this adveture: converting from solo to group play, and converting from OSE to some other system. ### From Solo to Group This part was easy. I basically did nothing. The adventure is written to augment the solo adventurer's party with hired followers, retainers, etc. So I decided that one adventurer + a bunch or retainers should equal 3 - 4 adventureres. ### From OSE to ??? So, my group has basically only ever played D&D 5th Edition. I wanted to run something with as little prep / set-up time as possible. (I did not want to take the time to walk everybody through 5e character creation.) I looked as OSE and Basic/Expert, and the still seemed to complicated with class / race decisions, and rolling stats, etc. I next considered Knave and Maze Rats because they are classless and "highly OSR compatible" and have better / novel magic systems. But I feared that they would feel just similar enough to D&D that it might be confusing. Finally, I considered too light systems I've been playing a lot lately: Troika, and Tunnel Goons. (To be more precise, I've been playing a Tunnel Goons hack called *Smithy of Sacrilege* by Sean Smith. Link below.) Tunnel Goons is probably exactly what I wanted out of this one-shot: nearly zero prep, nearly instant character creation, simple conflict resolution. But I feared it might be too radical of a departure from 5e crunch for my players. Especially for the Pathfinder fan. So, I went with Troika because I love it, and I thought its baked in weirdness might go well with the fae / underdark setting of the underground bear orchard. I also decided to use an alternate initiative system, because Troika's can be a little clunky to implement, and also I'm not that into to single-turn initiative right now. I can't remember where I read it, but I had just seen an initiative system where you roll a dice: odd number = party goes first, even number = monsters go first. And you roll for each round, which keeps it fresh because one side might get to go twice in a row. Ultimately I ditched even/odd mechanic after realizing that getting to go twice in a row doesn't really matter that much in Troika because of how either side can end up doing damage to the other based on rolls, regardless of whose "turn" it is. So we just did all heroes go, all monsters go. ### Converting to Troika I spent a lot of time searching for guides on how to convert Basic/Expert creatures to Troika, but didn't find anything. Initially, I made a weak attempt at converting the creatures, but in the end just picked and reskinned creatures from the Troika beastiary based on just kind of eyeballing their relative toughness. | B/X | Troika | | ------------------------------------ | -------- | | HD 3 (13 hp) | 3 Stamina (HD +/- ) | | AC 6 [13] | 2 Armour (AC, but capped at 2 - 3) | | #AT 3 (1 bite, 2 claws): 1d6/1d3/1d3 | 3 Initiative (equal to #AT | | Move 120โ€™ (40โ€™) | n/a | | Save 12 | 2 Skill: Save - 10, maybe divided by 2? | | Morale 7 | n/a, but just keep it, because I like this mechanic | | n/a | Mein (Make something up) | Despite my attempts at converting by hand, and then picking roughly equal creatures from the bestiary, the creatures in this module were way too easy. Even the one part of the adventure that is supposed to be a possible TPK, they cleaned the floor and were never in any real danger. ## Review Okay, actual review of Bears Fruit. Mind you, I used this adventure in ways it was never meant to be used, so none of this might be fair or correct. But I loved it. ### The Good - The atmosphere is great. I love the "corrupted grove" motif and the zombie ants and the bear trees. - The "Single Roll Discovery" mechanic means that you can replay it and have different experiences each time. - Creating two separate docs for the game and for the protocols keeps things a mystery. As a DM, I read the game doc thoroughly ahead of time, but decided not to read any of the protocols, so a lot of the game was a surprise to me too as we played through it. Because of this and the Single Roll Discovery, I am motivated to play it again once or twice by myself as a solo game, as intended. ### The Bad There was nothing bad about this game, but there are parts of it that felt a little inaccessible during one-shot play: - Despite the mayor telling them to come back and check in often, my players never left the mound / orchard once they entered "dungeon crawl mode", so they missed out on traveling merchants - They missed out on some of the story by not triggering some encounters. But I read the story to them as an epilogue, and they seemed satisfied with that. ## Play Through spoilers My party of three rolled up a Thaumaturge, a Zoanthrope, and a Gremlin Catcher. Which is pretty much equal to rolling a wizard, fighter, and thief. So they were really well rounded. In the village of Arboroso (get it?), for their pre-adventure activities, the wizard chose to do some piety and got some potions and a side-quest. The thief and fighter decided to do some carousing. The thief offended the merchants, jacking up market prices. And the fighter got turned into a goat by a witch. They got the glass aphids from the mayor, and went shopping in the marketplace. I didn't have an items list handy, so I used the Merchant Tables from Technical Grimoire (link below) with the prices adjusted to a d6 from a d20 to set prices for things they wanted. They hiked to the mound and made it inside. The goat / fighter drank from a pool and suffered the curse of the Snake Tailed Tortoise and fused with a nearby giant ant, becoming a goat / ant hybrid. (As a Zoanthrope, he was already somewhat animal-like to begin with, and in fact had decided that he was a sort of otter-kin, so by now the player is *loving* being a mutant monstrosity.) They make it to the portal room without much incident and arrive in the cursed orchard and pocket heaps of treasure. There's a choke point where they have to fight a dozen zombie ants, which should pose a lethal threat, but the thaumaturge cast *Grow* on the "gant" fighter and the gremlin catcher (who happens to be extremely skilled at tunnel fighting) and they clean house. Through the cursed orchard, it's trippy and wild. They meet some kobolds drunk on mushroom wine, and reenact a scene from *Men In Tights* with a burly dryad who insists on collecting a toll before they cross his bridge. In one cavern, they discover a river flowing the from the eye of a giant skeleton. The goat-ant abomination decides to bathe in the water, which cures him of all curses, instantly restoring him to his original humanoid form. He is devastated. They eventually make it to the heart of the orchard and find the body of the mayor's son. They bury the body, and the aphids, and then beat feet back to the portal, and back to the village. They report back to the mayor, who pays them and acts a little too casual upon receiving news of his son's death. The game ends. I reveal the backstory, and they contemplate how they destroyed a magical grove and basically aided the mayor in covering up a murder. ## Conclusion The module is great. I'd run it again for a group of players, and I'd play it again solo by myself. Five out of five stars. Do recommend. ## Resources - Bears Fruit: - Troika!: - Troika! SRD: - Merchant Tables from Technical Grimoire: - - - AD&D Random Treasure Generator: - Old-School Essentials (Basic Rules): - Knave: - Maze Rats: - Tunnel Goons: - Smithy of Sacrilege:
562c7c5715214ae63e49259a14502b375c7b824c
another session zero
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**tldr**: Ran a character development workshop/session zero for my players. The [template is available as a google slides presentation](https://docs.google.com/presentation/d/1_WgZFY97m1f_WBW6xKf2Zxo1fMghvQgf9WxWwNl2WCA/edit#slide=id.gd2318f2aaa_0_118) so you can make a copy and run your own. ## Contents 1. [Intro](#intro) 2. [Player Safety](#player-safety) - [Lines and Veils](#lines-and-veils) - [X-Card](#x-card) 3. [Roleplay is broken in D&D](#roleplay-is-broken-in-dd) - [Traits and bonds and ideals and flaws](#traits-and-bonds-and-ideals-and-flaws) - [Alignment](#alignment) 4. [Entanglements](#entanglements) 5. [Session Retro](#session-retro) 6. [Conclusion](#conclusion) 7. [Resources](#resources) ## Intro One of the [first posts I made on this blog](2.html) was about a [silly but serious session zero document](https://dozens.itch.io/parrot-therapy) I made for my players when they wanted to have some "group therapy" and talk about the game and develop their characters and backstories a little bit. It went over really well. In fact, one of the things we decided during that session was that we should do something like that every month or so. Well, it's been over six months since then. We've had some player turnover. And we've had nearly 100% *character* turnover. So we were long overdue for a character workshop. I ran one last night. I used more or less the same format, with a couple tweaks: 1. Player safety: go over lines and veils, and x-card 2. Fixing roleplay elements that are broken in D&D 3. [Entanglements!](https://www.drivethrurpg.com/product/143022/Entanglements) A Story Mapping Tool for RPGs By Ewen Cluney 4. Session Retro More on each below. ## Player Safety This group has been playing together for a long time now. For the original members of the group, a little over three years. For the newest members of the group, about four months worth of weekly games. That is to say, we've had time to establish our playstyle, and we're pretty comfortable around each other, and we retro every session, and in general have a culture at the table of feedback and discussion and trust. That said, there's no group, no matter how healthy, that can't benefit from having player safety discussions out loud, coming to a consensus on boundaries and what fun means, and committing those decisions to a log. The two tools I introduced are Lines and Veils, and the x-card. ### Lines and Veils Lines and Veils is a very common safety tool. You've probably seen it before, and there's a lot written about it. Briefly, lines are hard boundaries. Things listed in this column will not be present in the game. Content listed under Veils is allowed, but will not be examined in detail. Fade to black. Drawing of a curtain, closing of a door. Pan away. For example, while D&D is a violent, fightin-and-killin game, and while I'm okay with violence in general, a line for me is graphic gore. Sexual violence is also a hard no. ### X-Card The x-card is also a common safety tool. Classically, it is a physical object that a player can touch, or set on the table to indicate an objection. The narrative is immediately then redirected in another direction. No explanation or justification needed. Introducing the x-card on top of Lines and Veils gives the players a sort of panic button. It's fine and good to say, while discussing lines and veils, that you're fine with violence. But it's also very possible while actually playing out a scene that it might unexpectedly feel far too intense. Or somebody might suddenly get triggered by something that they didn't expect to set them off. So the x-card is a veto and an escape hatch. I didn't find any great examples of how people use the x-card in a virtual setting, so we agreed to just say, "X-CARD!" when invoking it. ## Roleplay is broken in D&D There is no viable roleplay mechanic in Dungens & Dragons. This section tries to address that. ### Traits and bonds and ideals and flaws Your character's background provides a trait, bond, ideal, and flaw. And the dungeon master is supposed to reward "good roleplay" based on these elements with inspiration. But I don't know everybody's flaws (nor do I want to spend the time and energy to keep track of them) so I'll never know if the fighter's refusal to surrender is because of their "I never back down from a fight" flaw. The way I try to fix this is by creating more autonomy and agency for the players. I put them in charge of this mechanic but allowing them to invoke one trait, one flaw, one bond, and one ideal per session. When they do, they automatically get to roll with advantage on an ability check, saving throw, or attack roll. That's four possible advantages per session, one for each attribute. This puts them in charge of remembering to roleplay their character, and it gives them a solid idea of *how* to roleplay their character. It's right there on your character sheet: you're distrusting of strangers but fiercely loyal to your friends. Want advantage on a fight or check coming up? Better keep your eyes open for opportunities to be suspicious of new faces or to stick up for your teammates. ### Alignment There is basically no point to alignment in D&D. If you ask a dozen people, you might get twelve different ideas of what it is, how it works, whether it's significant or not, or whether it has any realistic impact on the game. I don't have a fix for this. But I do have two "alternate alignment" charts that I ask my players to plot their characters on: 1. **What's important to me?** One axis is me vs. others. When the chips are down, will I make a sacrifice to protect others, or will I protect myself at someone else's expense? The second axis is society/laws vs individuals/strength. This is kind of a "Where does authority come from?" question. Do you believe that the biggest and strongest should lead? Or should leaders be chosen through free and open elections? 2. **"I think I will..."** This one's fun. One axis is "solve problems vs. create problems". The second is "on purpose vs. on accident". Now here's the secret sauce. Both of these "alt alignment" charts are kind of sort of analogous to the classic good/evil, law/chaos chart. For the first one: - me: evil - others: good - society: law - individuals: chaos For the second: - cause problems: evil - solve them: good - on purpose: law - on accident: chaos The thing I really like about this exercise is that there's rarely consistency for a character between the two charts. They might be "evil" in one and "good" in another. Just goes to show how situational and arbitrary classic D&D alignment is. ## Entanglements I found this game linked from some post in a solo role-playing subreddit. I wasn't sure how it would go over, but I think it was a big hit. I would definitely use it again, but I might try to change the rules a little bit. I want the meta phase of the game to be a little more chaotic somehow. And after five rounds, ending on a major phase felt a little too constrained, so we suspended the rules and basically said, add or change whatever you want. Basically everything I hoped would happen in this game did happen. The players created new links and relationships between each other. They defined new relationships to places, people, and things already in play. And they created new events and relationships that don't exist yet! And now we get to look forward to uncovering and exploring those things during play. The decision to play in google slides worked okay. It got kind of crowded and a little hard to read at the end, and that was a little stressful. Something like miro or some other mindmapping tool might be a better medium for this kind of exercise, but I decided to value simplicity, ease of access, and not jumping back and forth between platforms. So slides it was. And it worked. Afterwards, I copied the tangled mess as best I could into a graphviz doc and generated a graph. It's almost too big to even be useful. But I have it as a reference now for planning sessions, and I can at the very least read the dot file. We had our first character death recently in our campaign. And this was a significant event in the lives of our characters and also our players: the dead character, as well as the concept of death itself, were both featured heavily in the graph. ## Session Retro I end each play session with a round of Thorns and Roses, and this was no exception. In this kind of retro, you go around the table and share your least favorite thing/low point of the session (thorn) and your favorite thing/highlight (rose). This is dual-purpose. 1. It's a great way for me to get feedback. I try to minimize the least favorite things and maximize the most favorite things. I can also go back and read the retro notes and look for trends. "Oh, player x *really* likes social encounters. I should plan more of those for them." 2. It's good for the players. Always start with the thorn, so that they end on a high note with the rose. Ending the session on a high note leaves them with a good feeling. For sessions like this, I like to carefully describe the rose as "What did you find most useful?" or "What do you think you'll take from this and start using in the game?" to get them to actually think about actually incorporating and using some of the stuff we talked about. Interesting point: a consistent thorn after this session was that it was hard to come up with character details/backgrounds/relationships in the moment. They wished they had had some prep time before the session. When I pressed them on this though and asked if they would have done the "homework" if I had given them a day's or even just an hour's notice, they admitted they wouldn't have. It was just challenging to do the creative work in the moment. I was careful at this point to stress the fact that none of this is set in stone. If, later, you discover that your ideal or flaw doesn't really work for your character, we can of course change it. I don't want you to feel stressed about making decisions about your character. It's all changeable, and the point is having fun. ## Conclusion I guessed that the session would take a little less than two hours and that we would be able to wrap up early, but I was wrong about that. We maxed out our full 3 hour time slot. This stuff always takes longer than I think it will. ## Resources - [Group Therapy 2 BLANK](https://docs.google.com/presentation/d/1_WgZFY97m1f_WBW6xKf2Zxo1fMghvQgf9WxWwNl2WCA/edit?usp=sharing) - [Entanglements](https://www.drivethrurpg.com/product/143022/Entanglements) - [Lines and veils](https://rpg.stackexchange.com/questions/30906/what-do-the-terms-lines-and-veils-mean) - [x-card](http://tinyurl.com/x-card-rpg) - [graphviz](https://graphs.grevian.org/example)
f9666a4999f8317229bfceb27ceea9e68afeb996
d6666 Skills
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1,296 advanced skills brought to you by the twisted, beautiful, creative minds of the [Troika!](https://www.troikarpg.com/) discord community.

Contents How to

Roll a six-sided die four times, noting your rolls in order.

For example, if I rolled a 1, a 2, a 3, and a 4, then I would look up number 1234 in the tables below.

Tables 1111 Pithy Sentence 1112 Cast-Iron Stomach 1113 Ventriloquism 1114 Wolf 1115 Egg Fighting 1116 Selective Hearing 1121 Extreme Scrumping 1122 Oneupsmanship 1123 Echolocation 1124 Steel Liver 1125 โ€œI told you soโ€ 1126 Hindsight 1131 Play Dead 1132 Iconoclasm 1133 Stop Drop and Roll 1134 Polite Amusement 1135 Self-aggrandisement 1136 Fiddle-Faddlinโ€™ 1141 Bucolic yearning 1142 Juggle 1143 Grok 1144 Percussive Maintenance 1145 Emotional Feedback 1146 Lick & Scrape 1151 Waldo operation 1152 Act Like You Belong 1153 YEET 1154 Break Fourth Wall 1155 Be Cool, HoneyBunny 1156 Transcend 1161 Sandwich Ontology 1162 SWAG 1163 Clap If You Believe 1164 Discourseโ„ข 1165 Shadow Puppetry 1166 Small talk 1211 Big Talk 1212 Talk Good 1213 Secret Signs - Growth Rings 1214 Front Talk 1215 Obfuscation 1216 Taxidermy 1221 Snake Oilery 1222 Just a Flesh Wound 1223 Witty Retort 1224 Too Angry to Die 1225 Fecundity 1226 Grinding 1231 Regurgitate 1232 Secret Signs - Eye Floaters 1233 Secret Signs - Bong Water 1234 Extemporize 1235 Dabbing 1236 Derail 1241 HuStLe 1242 Stilt Walk 1243 extreme massage 1244 Knit 1245 Cat Herding 1246 Finding the Flow 1251 Hypnotize 1252 Thread the Needle 1253 Arthropod Anatomy 1254 Defenestration 1255 Soapboxing 1256 Photogenetic 1261 Accounting 1262 Boutique Janitorial Services 1263 Land on Feet 1264 Insult Comedy 1265 Heckling 1266 Speed Calligraphy 1311 Jump Start 1312 Voice of Reason 1313 Devils Advocate 1314 Existential Grief Counselling 1315 Language - Drunk 1316 Sandwich Artisanry 1321 Gengineering 1322 Morph 1323 Teleoperate 1324 speed reading 1325 Battle Parkour 1326 Mirror Reading 1331 Hot Takes 1332 Memes 1333 Shitposting 1334 Watermelon 1335 Bread Discourse 1336 YeAsT 1341 Homebrewing 1342 Wizard Mocking 1343 Moustache Riding 1344 Muscle Wizard 1345 Bomb Riding 1346 Needle Fighting 1351 de-cruster 1352 Gremlin Husbandry 1353 Goblin Wifery 1354 Double-Think 1355 Pyramid Scheming 1356 Weird Flex 1361 Man Spreading 1362 Shift Blame 1363 Mandatory Paperwork 1364 bribery 1365 Alien Seduction 1366 Amateur Pig Barbering 1411 โ€œZweihander Has Rules For That Specific Circumstanceโ€ 1412 โ€œI Feel It In Me Watersโ€ 1413 Probing 1414 Entry Denial 1415 Bean Seduction 1416 Triangulate 1421 Paper Mache Making 1422 3D Origami 1423 Motorhome Alchemy 1424 Trash Planet Ecology 1425 Asphalt Making 1426 Remembering Birthdays 1431 Party Planning 1432 Feline Body Language 1433 Wig Primping 1434 Mask Fighting 1435 Heeling 1436 Recreational Gases 1441 Prosthesis Fighting 1442 War Puppets 1443 Fashionable outfit coordination and accessorizing 1444 Bad Timing 1445 Pecking Order 1446 Numbering Things 1451 Make Tea 1452 Spill Tea 1453 Spill Beans 1454 Roast Beans 1455 Ontology of Brewed and Steeped Beverages 1456 Denumeration 1461 Latte Art 1462 Blind Fire Dancing 1463 High Volume Sneezing 1464 Magnetohydrodynamics Lore 1465 Narcotic Molecular Gastronomy 1466 monetization 1511 Synergy 1512 Corporate Workflow 1513 Zine Publishing 1514 Golden Apple Delivery 1515 Copyediting 1516 Mew 1521 Dirty Threeing 1522 Upside-down Baking 1523 Pan-Galactic Cocktail Mixing 1524 Chowder Chugging 1525 Cheesecraft 1526 Six-Armed Wrestling 1531 Polearm Juggling 1532 Buellerisms 1533 The Praxis 1534 Bullion Dealing 1535 Tea Preparation 1536 Towel Fighting 1541 Street Chymistry 1542 Coffee Stain Reading 1543 Sports Jersey Making 1544 Scream Printing 1545 Bird Calls 1546 Whistling 1551 Phytoplankton Farming 1552 Zooplankton Rustling 1553 Plasmic Recycling 1554 Lens Grinding 1555 Grinding 1556 Accelerant Procurement 1561 Legume Wrangling 1562 Competitive Laundry and Dishwashing 1563 Brooming 1564 Competitive Scrabble 1565 High-Stakes Conkers 1566 Cafeteria Combat 1611 Enjoying Crack 1612 Making Sure There Are Three Flavors Of Crisps 1613 Slow Clapping 1614 Gun Swallowing 1615 Chip Identifying 1616 bullet catching 1621 First Impressions 1622 Napping 1623 Dropkick 1624 Demagoguery 1625 Scruples 1626 Borosilicate Glass Production 1631 Well Actuallyโ€ฆ 1632 Throwing Shapes 1633 Staring Daggers 1634 Dagger Staring 1635 โ€œLet Me Speak To Your Manager.โ€ 1636 Passive-Aggressive Lawn Care 1641 Subtle Elbowing 1642 Eyebrowing 1643 Rewind DVDs 1644 Fish Whispering 1645 Pokethulhu Lore 1646 Shark Bait 1651 Anal Retentive Fishing 1652 Fisting 1653 Free Real Estate Acumen 1654 Beeriery 1655 Super Smash Bros.ย Commentary 1656 Origami 1661 Tantric Meditation 1662 Tantrum Mediation 1663 Seasonal Ennui 1664 Existentialist Poetry 1665 My mom says I canโ€™t 1666 Sludge Management 2111 My Dadโ€™s Bigger Than Your Dad 2112 Mimic Scent 2113 Weirdo Magnet 2114 ferromagnetic 2115 Unix hacking 2116 Base 12 2121 Fueled by Anxiety 2122 Trust Fund Shitbaggery 2123 Last Word 2124 Pythag 2125 Towel Dance 2126 Befriend Dog 2131 Puff Up 2132 Tornado Chasing 2133 Elevator Fixing 2134 elevator breaking 2135 Elevator Etiquette 2136 Declension 2141 Conjugation 2142 Kite Flying 2143 Cat Shenagians 2144 Competitive Clowning 2145 Tounge Wagging 2146 Ham Greening 2151 Sinister Mumbling 2152 dread 2153 Cold Calling 2154 Phantom Pains 2155 fillibustery 2156 Podcast Making 2161 Pastry Fighting 2162 Pasta Fighting 2163 Egg Sucking 2164 Shucking 2165 fgjhnjklhjk 2166 8675309 2211 Karaoke 2212 Sexy Times 2213 Be Like Danny Nedelko 2214 Edit The Weak 2215 Discord Shitposting Inadequacy Anxieties 2216 Orphan And Widow Murder Specialisation 2221 Mouth and Throat Doctorin 2222 Meeting Deadlines 2223 Procrastinating 2224 Analysis Paralysis 2225 Remain Motionless 2226 Petty Vandalism 2231 Mid-Combat Haircut 2232 Run Cult 2233 Posadist Polemics 2234 butt to mouth 2235 tinglering 2236 Ultimate Bee Keeping 2241 rationalizing self-interest 2242 Culinary Deceit 2243 Language - Young People Talk 2244 I Know a Shortcut 2245 I Know a Secret 2246 Cardboard Craft 2251 Untitled Goose Skill 2252 Language - Sentient Matresses 2253 Mullet Grooming 2254 Popping and Locking 2255 HONK! 2256 Crippling Depression 2261 Moral Flexibility 2262 Scratching Backs 2263 Mob Rallying 2264 FATE 2265 Argentine Tango 2266 Detect Science 2311 Get Excited 2312 Falling with style 2313 โ€œI meant to do thatโ€ 2314 DGAF 2315 Rollerblading 2316 Celebrity Impersonator 2321 Pomology 2322 Memetic Warfare 2323 Self Mutilation to Inflict Rare Earths Addiction Scars 2324 fly-fishing 2325 Fartist 2326 Look Good Naked 2331 Self-Awareness 2332 Fire Stunts 2333 Controlled burning 2334 Snow Fort Building 2335 Bomb Defusal 2336 Bomb Refusal 2341 Troll Whispering 2342 Cooking Books 2343 Showrunning 2344 book cooking 2345 Book Eating 2346 Malicious Whistling 2351 Open mouth chewing 2352 inside of cheek biting 2353 unexplainable compulsion 2354 Pole Vault 2355 Poll Vault 2356 Hold Pose 2361 Hold Nose 2362 vault polling 2363 strut n turn 2364 Murder Dancinโ€™ 2365 zombie 2366 Delicious-but-deadly Charcuterie 2411 Know Somebodyโ€™s Sins 2412 Sin Eating 2413 Sashay Awa 2414 vogue 2415 Irish Brogue 2416 Broken Nose 2421 Viking diss poetry 2422 Bread technique 2423 Cigar Box Guitar 2424 Toe Tingling 2425 Hack Writing 2426 prostate masseuse 2431 Use Phantom Limb 2432 โ€œDonโ€™t call it a comeback!โ€ 2433 โ€œIโ€™ve been here for years!โ€ 2434 Out of focus 2435 Call Mom 2436 Walk on Water 2441 corpse law 2442 min max 2443 Mold Stardust 2444 Betrayal Takes Two 2445 Goddamnit Joe 2446 Detachable Head 2451 Rock n Roll Club Fighting 2452 Alcoholism 2453 Dรฉcollage 2454 counting 2455 Discounting 2456 Uncounting 2461 Recounting 2462 noncounting 2463 Niiiiiiice 2464 Cool Story Bro 2465 Youโ€™ll Always Find What You Are Looking For 2466 Always Something There to Remind Me 2511 Make Tea out of Anything 2512 Hoeing 2513 SEETHING! 2514 teething 2515 breathing 2516 Bequeathing 2521 Firm Handahake 2522 Gleaming the cube 2523 Whole Lotta Love 2524 Shirk Responsibility 2525 Mowing 2526 Blaze 2531 โฌ† noice! โฌ† 2532 meteorology 2533 meatballology 2534 Skanking 2535 Skanking in the Pit 2536 crowdsurfing 2541 Crowdsourcing 2542 crow surfing 2543 crow eating 2544 Beating the Crow 2545 Murder! of Crows 2546 competitive yoga 2551 experimental yoga 2552 delight children of all ages 2553 friend to animals 2554 Cyclops Rock 2555 Turn Around 2556 Break My Heart 2561 Unbreak My Heart 2562 Be Salty 2563 Crossology 2564 bamboozle 2565 blackjack & Hookers 2566 just forget the whole thingโ€ฆ 2611 electro-swing 2612 Makeshift Knife Making 2613 Poop Gunblade Fighting 2614 Gunblade Fighting 2615 Fly Swat 2616 Legalese 2621 Concierge 2622 Soap Making 2623 Projector Operation 2624 Eyebrows on Fleek 2625 Chimichurri Craft 2626 Shit Pants 2631 Coprophagia 2632 Blowing Up Your World 2633 Mech Piloting 2634 mech jacking 2635 Meth Jacking 2636 Get Jacked 2641 Soda Jerking 2642 Sorting Jerks 2643 Clean and Jerk 2644 SQAURT 2645 I love you bro 2646 Bird Up 2651 Wrong Solving 2652 One Man Band 2653 Ensemble Player 2654 BUBERBUG 2655 Beef Losing 2656 Avoid Eye Contact 2661 Run Gauntlet 2662 Gather Pidgeons 2663 Caravaning 2664 Cavorting 2665 Ritual Sacrifice 2666 Vicarโ€™s Daughter 3111 Still Making This Shit Up 3112 Button Flying 3113 Flying, Seat of Pants 3114 Inoffensive tweeting 3115 Petard Hoisting 3116 keikaku 3121 Bootleg 3122 Part Crowd 3123 Part Hair 3124 Hibernate 3125 Essential NPC Functions 3126 Lockpicking using Swords 3131 Chest opening with axes 3132 Door opening with axes 3133 Skull opening with axes 3134 Fun with axes 3135 Head Butt 3136 Chin music 3141 Catfolk Catwalk 3142 Butt Heads 3143 Butt Chin 3144 Bruce Campbell 3145 Pet 3146 Pep 3151 Heavy Prepping 3152 Heavy Petting 3153 Light Slapping 3154 Frecnh Tickling 3155 Paying Rent 3156 Mat Making 3161 J Passing 3162 bum sniffin 3163 Extreme Relaxation 3164 Pneumatic Fist 3165 Navigating awkward social situations 3166 Chowder 3211 Pronouncing Chowder 3212 Speedy Smugness 3213 Spider-Craft 3214 Arachno-Supremacist Rhetoric 3215 Decant Wine 3216 Recant Whine 3221 Whine and Dine 3222 Dine and Dash 3223 Diners, Drive-Ins and Dives 3224 Find/Navigate Flavourtown 3225 Donkey Sauce 3226 Donkey 3231 Vulgarity 3232 Personal Hygiene 3233 Skillet Hygiene 3234 Necrobotany 3235 3236 Toy Finding 3241 Diaper Changing 3242 Full Diaper Detecting 3243 Battery Changing 3244 Cold Coffee Drinking 3245 Mom Stuff 3246 Spell - Pocket Sand 3251 Spell - Pocket Salad 3252 Corpse Ventriloquism 3253 Cloud Huffing 3254 Go Nuts 3255 Crazy Go Nuts 3256 Tape Leg 3261 Baleeted 3262 Got Five Dollars 3263 Give Five Doll Hairs 3264 Caravan Law 3265 Spell - Laugh Track 3266 Energy Vampirism 3311 Suck The Poison Out 3312 Tasty Licks 3313 Thumb Wrestling 3314 Barbarian Rhymes 3315 Civilised Beats 3316 Civilized Breakbeats 3321 Barbarian NoWave Skronk Fighting 3322 Chemical Cleanup 3323 Forensic Cleaning 3324 mostly"Perfect Knowledge of all Material Safety Data Sheets 3325 Motorcycle Chariot Riding 3326 Yelling at Clouds 3331 Weaponized disappointment 3332 Identity Thief 3333 Self Interrogation 3334 Blistering Tongue 3335 Crying Wolf 3336 Fun Facts 3341 1, 2, 3, 4, 1, 2, 3, 4, ROCK FACTS ROCK FACTS ROCK FACTS! 3342 Shrimping 3343 Numerical Aesthetics 3344 Spell - Psychological Eliminativism 3345 Dada 3346 Ta da! 3351 Vibin 3352 Tap Dancing on Graves 3353 foot eatinโ€™ 3354 Define Art) (0 3355 Devine Fart 3356 Deny Mart 3361 Dissociative Art 3362 Maul Darth 3363 Smelling Trouble 3364 Immanentize the eschaton 3365 Barf Mall 3366 Antagonistic Friendship 3411 watercolors 3412 oils 3413 essential oils 3414 unnecessary oils 3415 boils 3416 Sautรฉ 3421 Lather up 3422 Spell - Extracting The Third Milk 3423 Lubing the Joints 3424 Oil Straining 3425 topological anatomy 3426 professional shitposting 3431 Contract Disease 3432 $130 Shitpost 3433 Vomiting on Demand 3434 Coin Tossing 3435 Flip it and reverse it 3436 let me work it 3441 get to know ya, so I can show ya 3442 huff/puff 3443 combat tailoring 3444 wardrobe fighting 3445 nude fighting 3446 raising weed 3451 growing goats 3452 positive reinforcement 3453 apologizing 3454 apologism 3455 Apocalyptic Apoplexy 3456 UNFUCKING THE NUMBERS 3461 listening to The Clash and not weeping 3462 sociodialectics 3463 Remembering to brush your teeth daily 3464 listening to The Cure and not weeping 3465 listening to the cure and getting horny as a pavlovian response 3466 Just Weeping 4111 Kung Fu Fighting 4112 Fast as Lightning 4113 A little bit frightening 4114 Fight with expert timing 4115 Spit Gymnastics 4116 Shake off Rain 4121 Deflect Compliments 4122 Blood Magic Ritual 4123 Suck Up to Dark Lord 4124 Suck Up Dark Lord 4125 Upside-down Handstand 4126 Orchestrating 3 ways 4131 Safety Inspection 4132 Salty Inspection 4133 Salty Injection 4134 Saline implants 4135 Saltire intentions 4136 Malingering 4141 Weaponized Squid 4142 Jackbooted Thuggery 4143 Small-Group Tactics 4144 Earnest Looks 4145 Dishonest Staring 4146 mouth breathing 4151 Wait Patiently 4152 Wait Impatiently 4153 Reflect Light 4154 Deflect Blame 4155 Bluegrass 4156 Sod Laying 4161 Stage Hypnotism 4162 Stage Psychiatry 4163 Stage Death 4164 Mise en Place 4165 Doodling 4166 Experience Bij 5111 Sod Everything 5112 postmod-urn-ism 5113 Achieve Comatose State 5114 Tear love apart 5115 bizarre love triangle 5116 Ghost Rasslinโ€™ 5121 Ventriloquism 5122 Spinanesing 5123 Precision Pooping 5124 Dusting Crops 5125 Incorporeal Squelching 5126 Decadance Games 5131 Hyperstition Fashioning 5132 Cult Deprogramming 5133 Inumerate Numerology 5134 Naive Sorcery 5135 Fare Dodging 5136 Pan-Frying 5141 Language - Grebbletongue 5142 Rending Garments 5143 Chewing scenery 5144 Vogueing 5145 Death Dropping 5146 Ragdoll Physics 5151 Piss Edging 5152 Santa Claus Denial 5153 Breaking Physics 5154 Hagiography 5155 Podcasting 5156 podcast editing 5161 Shmodcat Shmediting 5162 not getting paid to manage other folx FOMO 5163 Win at RPGs 5164 Lose at Having Friends 5165 High Speed Inventing 5166 supreme hot dog mastery 5211 Burger flipping 5212 Extol virtue 5213 Eschew aesthetics 5214 cowardly deeds 5215 immanentize the eschaton 5216 applied metastreumonics 5221 Cough politely 5222 Politricks 5223 Glissading 5224 Irish Exiting 5225 Barking 5226 owl persuasion 5231 Owl Psychology 5232 Taxidermy 5233 Mouse Gymnastics 5234 Amateur Proctology 5235 Non-Euclidean Breakdancing 5236 Romantic Espionage 5241 cloacal kenosis 5242 Skill Compilation 5243 Exorcise the Tide 5244 Cryptopsychology 5245 meaninglessness 5246 Harbouring Misgivings 5251 Harbouring Seals 5252 wallowing 5253 rolling over 5254 bird spotting 5255 telescope finger typing 5256 ultimate ab-blasting for just $29.99 5261 cig bumming 5262 simping 5263 GLOGing 5264 Time Shenanigans 5265 Duck Whispering 5266 Percussive Maintenance 5311 Number Juggling 5312 Blood Transfusion 5313 Crab Shell Removal 5314 Octopus Suction Cup Knowledge 5315 Cry-Typing 5316 Door Butchering 5321 Owl Wound-wise 5322 Tenderizing 5323 robe-dissing 5324 On-demand crying 5325 Background Writing 5326 Hamboning 5331 Sandwich Making 5332 Sandwich Topology 5333 rigging slot machines 5334 Smote Reversing 5335 Interpretive Suplexing 5336 Messy Bun 5341 Kick-flip 5342 Retail Therapy 5343 Swagger - Denim Cutoffs 5344 Backseat Driving 5345 Jeans Cuffs Specialist 5346 Disinterested Listening 5351 Cussing 5352 Pspspspsps 5353 cat coaxing 5354 Shit-stirring 5355 Lies 5356 last minute studying 5361 Frontier Psychiatry 5362 Not afraid of spiders 5363 Very afraid of spiders 5364 Scare Spiders 5365 missing deadlines 5366 sun bathing 5411 Catching the bus 5412 Banjo Dueling 5413 Triangle Duelling 5414 Act Natural 5415 Sandwich Theology 5416 Sandwich Topology 5421 Sandwich Ontology 5422 sandwich cryptozoology 5423 Sandwiccan Theology 5424 Fish Identification 5425 Sandwich Archeology 5426 Anal Phrenology 5431 Pensive Strolling 5432 Stealing - Office Supplyies 5433 Psychogeometry 5434 Applied Topological Theology 5435 Construction Alchemy 5436 Goblin kissing 5441 Creative Dentistry 5442 Live, Love, Laugh 5443 Paint it grey 5444 Pinochle 5445 Gift Shopping 5446 Wrap anything (anything!) in fablon 5451 Source fablon and glitter anywhere 5452 Safe Glitter-handling Certified 5453 Glitter Decon Procedures 5454 Glitterbomb Fighting 5455 shaggy dog storytelling 5456 Anxiety 5461 Reality Slap 5462 Battle Rap Fighting 5463 Palindromes 5464 Praising David, The One and Only 5465 B-walking 5466 C-walking 5511 Quickly stopping singing when you notice someone is watching 5512 Sausagifying stuff 5513 Aerosol 5514 BRILL!!! 5515 Giving really good hugs 5516 Apple coring 5521 Party Rocking 5522 Folding Fitted Sheets 5523 Flight Paddling 5524 Sciography 5525 Quantum Prophecy. 5526 Fidget Spinning 5531 Onomatopoeia 5532 Ventriloquism 5533 Contortion 5534 Soup!!! 5535 Anticlimatic sandwich crafting 5536 Tongue Fencing 5541 Tongue Capoeira 5542 Blade Whirling 5543 jazz skating 5544 Music Surfing 5545 Entrail Enervator 5546 Entrail Interpreter 5551 Impromptu Dentistry 5552 Self-induced anaesthetics 5553 Lucid Dreaming 5554 Philosophy Engineering 5555 Game Mastering 5556 game re-mastering 5561 game rastering 5562 painting small metal soldiers 5563 Troika! authoring 5564 Bilocation 5565 Egg occultism 5566 Bisociation 5611 Snuffing Fires 5612 Huffing Fire 5613 Spline Reticulating 5614 Skull Decor 5615 Managing Expectations 5616 dragon fighting 5621 plant non-maintenance 5622 Pencil Sharpening 5623 Percussive Anesthesiology 5624 animal husbandry 5625 husband hunting 5626 TV/VCR Repair 5631 Percussive Maintenance 5632 Panic Control 5633 Passive Aggressive Lounging 5634 Administering Headpats 5635 Frog Wedding 5636 Inciting Training Montage 5641 Sewer Engineering 5642 Engine Sewering 5643 Fool Proofing 5644 sports commentating 5645 son debating 5646 Weather guessing 5651 violence 5652 Tea Art 5653 having a nice time with your friends ๐Ÿ™‚ 5654 Silver Lining 5655 Only liking the demos 5656 Avoiding the gross liquids dripping on your hand when taking out the garbage 5661 Jewelmancy 5662 eating all your veggies 5663 synergistic innovative corporate bullshit 5664 eating only veggies 5665 eating someone elseโ€™s veggies 5666 vegetating 6111 energy sucking 6112 doesnt tell everyone they do crossfit 6113 going postal 6114 never forgetting 6115 always forgetting 6116 Lactose tolerant 6121 Crying about the past 6122 Physical Emotional Scarring 6123 Entropimancy 6124 4-handed heavy petting 6125 Lacrosse intolerance 6126 lacroix intolerance 6131 A lack of Toes 6132 A surfeit of sorrows 6133 Deodorizing 6134 Reodorizing 6135 Fast Draw 6136 embracing fiber in oneโ€™s diet 6141 dental hygiene 6142 Perfect Hindsight 6143 Perfect Hiney 6144 Harsh Critique 6145 Fashionably Late 6146 Mechanical Failure 6151 Buttering up 6152 Self Lubricating 6153 Planned Obsolescence 6154 Planned parenthood 6155 Unplanned Parenthood 6156 Falcon punch 6161 Unplanned Obsolescence 6162 Planned Unplannedness 6163 making plans that never come true 6164 Prophetic visions that no one believes 6165 made up dreams that everyone believes 6166 Imaginary friendships 6211 Friendly Imaginations 6212 Friendly Fire 6213 Panda Talking 6214 Pandora Boxing 6215 Beat Boxing 6216 Flesh Welding 6221 Tooth Welding 6222 Tooth Ferrying 6223 Twerking 6224 Piggybacking 6225 Pushing kids on swings 6226 Pushing kids off swings 6231 Pushing kids generally 6232 Accidentally on purpose tripping kids" my specialty 6233 hitting kids with other kids 6234 arguing the validity and legality of kid based combat 6235 Trust me, Iโ€™m a Lawyer 6236 bird lawyering 6241 Accelerated Losing 6242 Acquiring Debt 6243 Acquiring tacos 6244 Consuming tacos 6245 Morning after Taco Cleanup 6246 Death by tacos 6251 inventing tacos 6252 Raining tacos 6253 taco immunity 6254 diplomatic immunity 6255 diplomatic impugning 6256 playing diplomacy 6261 anti-diplomacy 6262 Can read numbers 6263 Can Eat Numbers 6264 Can Be Numbers 6265 Can be without Numbers 6266 Can count 6311 Can See The Numbers 6312 9 = 8+1 6313 can see smells 6314 imitate smells 6315 initiate smells 6316 intimidate smells 6321 intimate smells 6322 Snorting things that arenโ€™t drugs 6323 Snot Rocketry [ snocketry? ] 6324 Snog Rocketry 6325 Sock Puppeteering 6326 Sock commandeering 6331 sock hopping 6332 Monster Mashing 6333 Mellification 6334 Counting to 1000 6335 Connecting Four 6336 Never Getting Decimals When Dividing By Three 6341 tempting fate 6342 pushing boundarys 6343 Settling for less 6344 track + field 6345 Can count to 29 in base-3 6346 Squaring Circles 6351 Circling Squares 6352 Circling the drain 6353 squirreling 6354 Bonding 6355 Misnumbering 6356 Regression 6361 Reincarnation 6362 Offering Condolences 6363 Redundancy 6364 spooking 6365 losing a mind 6366 Finding The Time 6411 Rhythm & The Rhyme 6412 cooking while nude 6413 Grease Splatter Resistance 6414 Grease Liberation Front 6415 Fart Flying 6416 Brain Baking 6421 Festering 6422 Low intensity screaming 6423 Doing the Right Thing 6424 Sinning 6425 Confessing 6426 Cheese Making 6431 political rule pandering 6432 Counting on your fingers 6433 Language - Filibuster 6434 letting all those old fluorescent bulbs pile up 6435 Bundling 6436 Dying 6441 Gender Alchemy 6442 Circling the drain 6443 Crying lasting tears 6444 Crying a River 6445 Tear boating 6446 Bear Toting 6451 Tax-free Exchanges 6452 kissing thru the fax machine 6453 Divination via fax machine noises 6454 Calcified Blade Fighting 6455 Milking 6456 Organic cellular reorganization 6461 Toe tapping 6462 Finger flapping 6463 Nose Nodding 6464 Tongue twisting 6465 Pie Pyrotechnics 6466 Scribbling Truths 6511 Whale Calling 6512 Snail Singing 6513 Obtuse Observations 6514 Ghost Gallantry 6515 Ultra-Twisting 6516 public bus demolition derby 6521 Airship Piloting 6522 Cockroach Milking 6523 Dog Throwing 6524 Troika Transit Opinions 6525 breathing coal gas 6526 accidentally getting too much sleep 6531 rat smooching 6532 Huffing Fumes 6533 converting metric to imperial and vice versa 6534 metering empires 6535 controlled vomitting 6536 chinchilla golf 6541 Crossbreeding Creatures which shouldnโ€™t go together 6542 chimeraizoology 6543 dental dam timpani 6544 wiping out the damn microwave after heating your soup without a lid, jeez! 6545 neck cracking 6546 microwaving food for too long 6551 punching lips off faces 6552 doing capitalism 6553 tinkering with things humanity ought not 6554 ๐Ÿค” 6555 Turkey Basting 6556 Bird therapy 6561 apple juicing 6562 making a cape 6563 making a crepe 6564 playing catch 6565 code golf 6566 golf code 6611 interject 6612 interrupting 6613 Interluding 6614 misinterpreting 6615 transisting 6616 Insisting 6621 transitioning 6622 resisting 6623 persisting 6624 Perspiring 6625 Monogamy of Entanglement 6626 Postemptive Dibs 6631 Accelerate Decomposition 6632 Dig Too Deep 6633 post humourous 6634 Remembering 6635 Forgetting 6636 Resins 6641 Multicam Sitcom Producer 6642 Laugh Track Designer 6643 Doing Drugs 6644 Doing Hugs 6645 Stewinโ€™ Nugs 6646 Eating Bugs 6651 Cutting Rugs 6652 Blowing Jugs 6653 Training Pugs 6654 Milking Jugs 6655 Wearing Uggs 6656 Painting Mugs 6661 Butt Chug 6662 Shrug 6663 Chug Butts 6664 Butt Plug 6665 klartesh 6666 megatesh Credits From the minds of:

2Mosit, A Cheez Sammich, Aaron B, abelincolnjr, Adam Thornton, adamsgood (he/him), adventureApe, aggsol, aikamieli, AndrewW, anonzep, Anxiety Wizard, arc0936, Askaran, Asparagus, astuary.propheteer, awfflehouse, Axes&Orcs, Baradile, Bear, beer and loathing, big_knife, birelarweh, BlackRadish, blark, Boat Lawyer, Breadman, BrianWriter, bryanrieger, bullshark, captain blowfish, Captain Flex, Chigwinkle, computer, Count Ravioli, Curtis, cwbunny, d_angelella, Dank, dankestofdans, Davery, deer, Deleted User, DishwasherPossum, DM_Lockhart, dozens, Elias Stretch, Eric K. Hill, EricW, ersatz, Everythings, Evey is a filth gnome., fhegรถryn, fizzding, FlacoAlto, framweard, Galgorion, Glow, Griffiana (GMT+2), halohand, HypatiasAngst, iemcd (Ian), Isaiah, ItemMerchant, Jackimo, jade, jakobvongunten, jared, Jason, jellymuppet, Jenx, jert, Jessterine, joeyv120, kagozaiku, KidCosmonaut, KingQyote, kit, Kleme, kungfucasey, lahstin, lejeune, lenpelletier, levktet, Licopeo, Lief, Lynch, Madcat, malcolminspace, master.sparkychain, Matheus Guax, mattplaysgames, MellonCollie, metalsnail (he/him), Micah, Mike P, mister.halfminotaur, moiked, MQLH, mrmatthew, MysterySoup, Nickoten, Non-Bearnary, Norbert G. Matausch, Pagrax, Paul โ€˜Geistโ€™ Gallagher, pm1988, PZTZR, Quartzio, RamRott, RAZMUS_THE_ULTRAVIOLET, redfool, redhood, Revenantโ€™s Quill (he/him), Ribsie, Pixel Curatrix, ripley, RobotMitchell, Roz, saintrobot, Sasha ย Deโ€™ath, schwaff, seairth, Shamae, SirWyllt, Speedway, Spiraxo, squarmsh, starseedling ๐ŸŒฑ๐ŸŒŒ, steveblock, Stitched (Four Rogues Canada), Stompimus, Strega, Tamas, Tchom, technoskald, ThaneOfAutumn, Thoobn, tiikerikani, UndeathMetal, unicronic, Vido25, w00tr, Wizard Lizard, yakov, Zac Bir, ZeroFlee

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Barbarian Prince
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## Contents 1. [Introduction](#introduction) 2. [Gameplay](#gameplay) 3. [First Playthrough](#first-playthrough) - [Part 1: Escape to Cumry](#part-1-escape-to-cumry) - [Part 2: The Wizard of Cumry](#part-2-the-wizard-of-cumry) - [Part 3: Fleeing Cumry](#part-3-fleeing-cumry) - [Part 4: Branwyn's Temple](#part-4-branwyns-temple) 4. [Second Playthrough](#second-playthrough) - [Part 1: Zhor's Temple](#part-1-zhors-temple) - [Part 2: Further South](#part-2-further-south) - [Part 3: Castle Aeravir](#part-3-castle-aeravir) 5. [Conclusion](#conclusion) 6. [Resources](#resources) ## Introduction > The Barbarian Prince, Cal Arath, is the rightful heir to the throne of the Northlands Kingdom. Few humans can match his skill with trusty Bonebiter, his broadsword. > > Evil events have overtaken the Northlands Kingdom. The old king, is dead - assassinated by rivals to the throne. These usurpers now hold the palace with their mercenary royal guard. Cal Arath has escaped, and must collect 500 gold pieces to raise a force to smash them and retake his heritage. Furthermore, the usurpers have powerful friends overseas. If he can't return to take them out in ten weeks, their allies will arm and he will lose his kingdom forever. > > To escape the mercenary and royal guard, his loyal body servant Ogab smuggled him into a merchant caravan to the southern border. Barbarian Prince is a solitaire role-playing board game published by the Dwarfstar Games line of Heritage Models in 1981. I'm can't remember exactly where or when I heard of this game, but it was when I was reading about other solo rpgs like [Sherlock Holmes](https://www.goodreads.com/series/90222-sherlock-holmes-solo-mysteries) and [Thousand Year Old Vampire](https://timhutchings.itch.io/tyov).[^tyov] [^tyov]: The Sherlock Holmes Solo Mysteries are more of a Choose Your Own Adventure kind of book, which is awesome, amazing, and enjoyable in its own right. I *loved* the CYOA when I was a kid. But TYOV is a solo *journalling* RPG. Which is a style of play that I am more and more interested in, and the style of play that I ultimately found to be most enjoyable while playing Barbarian Prince: there is some satisfaction in playing quickly against the random number generator and the tables in the rulebooks; but there is much more satisfaction in slowing down and jotting down a few lines about what thoughts and feelings I think Cal is experiencing while I play. The goal of the game is to raise 500 gold in 10 weeks so you can raise an army to take back your kingdom. Gameplay is divided up into days during which you must take an action and then eat a meal. Seriously so much of this game is hunting and eating. You can't starve *to death*, but you can starve to the point of being useless, which basically leads to guarunteed death. I found the game on Tabletop Simulator, because TTS has friggin *everything*, and I did a quick playthrough. I found playing to be fun because you can spend as much or as little time with the game as you want. I would do a quick 30 minute session during the day during some downtime, and then dedicate an hour or two in the evenings if I felt like it. TTS is kind of a lot though. The handouts are kind of hard to read and even harder to search or flip through. So when I discovered you can just download all the PDFs from dwarfstar's website, I started using those more, and TTS less. For my second playthrough, I created some slides in google docs for the map and a couple status trackers, and have just been playing locally. Not in TTS, that is. Which is nicer because it doesn't make my laptop fan turn on. TTS is a beast. The most satisfying way to play, I found, was to play a turn, and then kind of journal about it. Write down what Cal was doing and how he was feeling, and what his challenges were, etc. ## Gameplay Like I said earlier, the food mechanic is kind of overwhelming. You have to dedicate so much time and effort to food. Especially if you gain a lot of followers. Gotta keep 'em all fed! Or they'll desert you. Also, travel is difficult. Everytime you try to enter a new hex, you have to roll to see if you get lost. A streak of bad rolls means being lost in the wilderness for extended periods of time. I don't know if that all adds up to "gritty realism" or not, but I know that the survival simulator aspects of the game can be grueling and unforgiving. ## First Playthrough This is the first game of Barbarian Prince I ever played. Full of betrayal, love, and tragedy. The story kind of hooked me and once it was over, I couldn't wait to play again. Cal tries to hire a magician but instead ends up murdering him in self-defence. He flees town and sails downriver on a raft until he arrives at a temple where he and an altar priestess meet and fall in love with each other. They flee the temple and encounter a stone troll trying to cross a river. On their way to seek shelter and help at Castle Huldra, an already weakened Cal is ambushed and killed by bandits. *(Click to expand journal entries)* ### Part 1: Escape to Cumry Week 1 Day 1 The merchant caravan dropped me off on the shore of the Trogath River early this morning. Thank the gods for faithful Ogab and his quick thinking. Without him I wouldn't have escaped. The Barrier Peaks are visible beyond the river, and past them through a forest lies the town of Cumry. My plan is to make it to Cumry to gather my own strength, and enlist some help in my endeavor. Tried to cross the river, but the water was deep and the current strong, I was washed up again on northern bank. The arrival of four mercenary Royal Guardsmen prevented any further attempts as they spent the day searching up and down the river bank. I spent the whole day in the reeds and in the mud eluding them. Didn't have any time to look for food. I grow weak with hunger. Week 1 Day 2 The guardsmen finally left, and I successfully crossed the Trogath. Hiked through the grassland, skirting the Barrier Peaks, toward the dark wood, through which lies Cumry. Luck was on my side and I caught three rabbits. Ate my fill, and saved some for later. Week 1 Day 3 Made it to the edge of the wood and stopped for the night. Found plenty of food again. In the morning I will continue to search for a path into the wood, but failing that I am prepared to strike forward and make my own path through. I must get to Cumry and start to raise forces to recover my kingdom! Week 1 Day 4 Indeed, looks as though I must make my own way through the wood. No path was found into or through it. The canopy is thick and the sky is obscured, so I must be careful not to lose my way. Fortunately game is plentiful and abundant here. I felled a large deer and there was so much food that I regretfully had to leave some behind. Food for the scavengers I suppose. If luck is on my side, I could be at Cumry in as little as two days. Week 1 Day 5 Spent the day wandering the forest. I think I'm going the right way? Not sure any more. Starting to feel a little frustrated because Cumry is supposed to be only a five day journey from the river, and here I am, five days into my journey and seemingly lost in these woods. I'm going to end up spending all week just getting to the village! And time is a resource that I cannot be wasting right now! I suppose travel is always unpredictable. At least there is food in abundance, and at least travel has so far been mostly uneventful. Week 1 Day 6 Despair! Will I ever make it out of these cursed woods! Let every man fear the Barrier Peak Wood. Week 1 Day 7 Wouldn't you know it. Still lost in the woods. I keep walking past the same trees and the same rocks even though I *know* I must be walking in a straight line! Starting to lose my mind. There is some trickster or some magic in these woods forcing me to walk in circles. I know it to be true. At this rate, my kingdom is as good at lost. Week 2 Day 1 I advance. I think I can at times just glimpse a flicker of light: the edge of the forest must lie ahead. Thank the gods! Week 2 Day 2 Joy! Finally I escape that terrible wood! May I never step foot in it again. Now I crest the surrounding hills. I can see the town of Cumry in the distance. Hopefully I will be able to hire some help and reclaim my kingdom. Father, I will avenge your death! Week 2 Day 3 Distances are deceptive in these rolling hills. I descend, thinking to see the town before me, only to climb yet another hill. Always is the village visible from the top of the hill, but ever is it just another hill away. Week 2 Day 4 Finaly! Cumry! Passed a band of five amazons on the way in. They looked rough and ready for a fight, but I was able to talk my way out of conflict. Five against one are risky odds, and I can't afford injury to delay me in my quest. Tomorrow I will try to get some information and hire some followers, and maybe meet with a local lord and beseech them for aide. I will not tarry here long. I have much lost time to make up for. ### Part 2: The Wizard of Cumry Week 2 Day 5 Spent the day in taverns, streets, and markets. Learned the whereabouts of a local magician. I will call on him tonight and try to enlist his services and convince him to join me. ...that did not go well at all I arrived at the magician's house, and he welcomed me warmly and invited me inside. He fed me and shared his mead, and we ate and drank and spoke well into the night. By way of a few reckless comments, it became evident to me that he has been using his wits and magicks to plunder local mercenaries, robbing them of their hard earned coin. No hard matter to me. This simply means he values coin, and has no scruples about how he gets it. I'm convinced his services can be bought, and he will be able to contribute much wealth to his party. Regrettably I made a fatal error in my assessment. The prideful wretch took insult at my observation and flew into a rage and attacked. A magician in close melee is not much of a threat, but not incapable of getting a spell off, so I struck quickly and fell him in two blows. But not before the villain managed to stab me in the ribs with a shard of his shattered mead glass. I will rest here the night and try to recover. I fear I may now have even less time to spend in Cumry than I thought: a town deprived of its magician is not a hospitable one. ### Part 3: Fleeing Cumry Week 2 Day 6 New plan: I will flee Cumry in the early morning and follow the Nesser River south from here until I can cross it and continue to the farming village of Cawther. From there I have some options: roads can carry one to Donnat's Temple to the east and to Huldra Castle to the south. Before I leave, I search the magician's shelves and find a small glass sphere with thin walls filled with a vile green swirling gas. I wrap it several times in a thick cloth and gingerly add it to my pack. I sneak my way out of the village in the dim light of the early morning and make way way into the surrounding countryside when, curse my luck! The local constabulary catches up to me! Seven of them, on foot. No way I can take them all on, not weakened as I am by the gash in my side. I can't image that enough time has elapsed for anybody to have found the magician's body and also alert the authorities, so I decide to greet them and again rely on my wits to talk my way out of any possible potential unpleasantness. Though I must admit I do not like that mean gleam in their eyes. I answer their questions, trying to seem as direct and honest as possible. They seem satisfied and allow me to continue on my way. A narrow escape! Week 2 Day 7 An uneventful day of traversing the open countryside. Slow going because of the wound in my side. I arrive at a spot on the Nesser that is not bordered by mountains: I can see more countryside beyond the far bank. This is where I will cross in the morning. If I can put this river between me and Cumry, I will allow myself some rest. Week 3 Day 1 Great fortune! Just as I'm about to try to cross the river, a friendly raftsman appears, and ties up his raft on the bank. He agrees to let me join him as he sails downriver. We will sail in the morning. Week 3 Days 2 - 4 We sail all day and tie up to camp each evening. Feels great to be able to relax a little bit while traveling. My side wound starts to heal a little bit. Week 3 Day 5 We tie up for the night in Branwyn's forrest. I will leave my helpful raftsman here and visit the temple in the morning. Cawther is only a few day's walk from here, so will continue there from the temple, and from Cawther traveling on foot will be easier on the road. Perhaps I will be able to hire a mount in Cawther. ### Part 4: Branwyn's Temple Week 3 Day 6 What a development! I decide to start by making an offering at the temple. I spend one gold piece for proper herbs and sacrifice, and spend the day preparing, and waiting in line to get to the altar. When I get there, stars of my sky! Moon of my night! The altar priestess is the most beautiful creature I have ever seen! If anything in the world could distract me from my quest even for a moment, it is her. Our eyes meet, and my heart is no longer my own. It is hers. Birgit, priestess of Branwyn. I distractedly make the sacrifice, and she motions for me to follow her into an alcove off the altar room. I confess my love for her, and--rejoice!--she hers for me. I tell her of my quest and she promises to help me raise the army I need to reclaim my throne and my kingdom. The priesthood won't allow her to leave, so we must escape. Birgit steals several temple treasures, and we sneak out and hide out in the woods to the south of the temple. I think from here we are best sneaking through the woods and then crossing the river and trying to make it to Huldra Castle. With our wealth from the temple treasures, surely we can raise some support at the castle. Week 3 Day 7 Spent the day traveling in the thick woods. With the temple treasures, we have less space in our packs for food. And now that there are two of us, we are eating double. We'll have to hope that hunting remains plentiful. Week 4 Day 1 More trekking through the woods. Found plenty of food tonight though. Week 4 Day 2 Starting to have flashbacks to my time in the Barrier Peaks wood. What is it with these cursed forests! At least this time my dear Birgit is here with me. In her arms I am comforted. Week 4 Day 3 I was able to follow the sound of the river toward the edge of the forest. If we can just make it to the river bank, we can cross and then meet up with the road to Huldra. Week 4 Day 4 Finally made it to the edge of the forest. Camped for the night on the banks. We cross in the morning. Week 4 Day 5 We find a suitable place to cross the river, and no sooner are we on the opposite shore when we are confronted by a huge stone-skinned Troll! It was a gruesome battle and it nearly ended me. But in the end, thanks to Birgit's bravery, I was just barely able to defeat the foe. We camp for the night on the shore, and I skin the troll. I'm sure its stone skin will fetch some coin at Huldra. Week 4 Day 6 Slow trekking through the countryside. I am weak from the fight. The road to Huldra is ahead. Week 4 Day 7 We make it to the road and are set upon by three bandits! The currs surprise us and one manages to strike me in my weakened state. I see an exit and can flee the fight, but I cannot leave my Birgit behind. They strike me again, and I still can't find a way to extract both of us from this fight. They close in around me as the light begins to fade. And that is how I, Prince Cal Arath, son of the North and heir to the throne, weak from fighting and slaying a stone troll, outnumbered and ambushed by bandits, at the side of Birgit my love, lost my life and my kingdom before the walls of Castle Huldra. The End ## Second Playthrough The second time I played, I won the game on the last possible day, creating one of the most satisfying gaming moments I've ever had. I probably messed up some of the starvation rules and maybe some of the combat rules, so the win could be contested under close scrutiney. But it's my game and my win, and I was thrilled about it. Cal begins in Weshor, travels through the Zhor Mountains where he kills a wizard and hires a bunch of dwarfs. He ends up robbing the temple and while fleeing runs into the tower of the goblin king. He and his dwarfs barely escape with their lives, and then trek through the mountains and almost starve. All of the dwarfs end up abandoning him, and he almost catches his death of cold in a freezing rain storm. (His horse *does* die of pnemonia.) At Castle Huldra he pays off the head of the house to see the Baron, who gives him a gold boon, all of which he eventually uses up as bribe money at Huldra and Castle Aeravir. Lady Aeravir supports his cause and gives him gold and a bomb. And on the seventh day of week ten, a desperate Cal robs the castle and flees into the countryside to raise his army and reclaim his throne. *(Click to expand journal entries)* ### Part 1: Zhor's Temple Week 1 Day 1 Evil events have overtaken my Northlands Kingdom. To escape the mercenary and royal guard, my loyal body servant Ogab smuggled me into a merchant caravan to the southern border, while poor Ogab faces the wrath of the royal guards back home. At dawn I roll out of the merchant wagons into a ditch, dust off my clothes, loosen my swordbelt, and find myself at the border town of Weshor, on the Tragoth River. I don't have enough money to buy food or lodging here. Nor do I have time to stop and dally with the royal guard so close on my heels. I will head straight on. I'm about to cross the Tragoth, but before I can get to the bridge I spot one of the royal guard riding toward me! The same vile royal guard who killed my father! Trusty Bonebiter strikes him down in one blow. I search him and find four gold. Lucky me. At least now I can afford some food and a room. I will rest here and leave in the morning. Week 1 Day 2 I cross the river into the swampland but lose my way crossing into the marsh. I hear horses approaching and spot 5 more mounted royal guards! What cursed luck! I blindly plunge deeper into the swamp and escape them. Caught some fish and ate my fill. Found a hollowed out log for shelter. In the morning, I will head into the mountains and try to find the Northern Pass to Zhor. I feel safer already with a river between me and the North. I think I won't see any more of the royal guard from here on out. Week 1 Day 3 - 5 I wander aimlessly, lost in the swamp. Week 1 Day 6 Finally make my way out of the bog into the open countryside. The mountains are before me and just on the other side should be the northern pass. Week 1 Day 7 Deep into the mountains now. No game to be found anywhere. Good thing I stocked up so well. Week 2 Day 1 Lose my way in a steep pass coming down the mountain and encounter a wizard and his man mounted on horses! I cautiously approach, thinking to ask them to join me, but the villainous wizard suddenly hurls a fireball at me! I leap to the side, and then deflect an attack from the henchman. The wizard fires again but I duck under and strike him down. Then the henchman and I for some time are unable to land a blow on each other, but finally I knock him down too. I search the bodies and find 49 gold pieces and a healing potion. My situation is much improved! I take the wizard's horse with me and feed us both from my pack. Week 2 Day 2 I lead the horse out of the winding mountain passages and onto the North Pass. Finally! Between the road and the horse, going should be much easier. Or at least faster. Hopefully we will reach the Temple of Zhor soon. We ride most of the day when amid the howling winds on a craggy cliff we find caves, and within the caves the tombs of an ancient race. I wish to explore and pay my respects to the ones who came before me. Deep in the caves I find a massive stone altar. I don't understand the runes or glyphs, so I pay my respects and then leave. Back just off the road, I find some grass for my horse to graze on, and forage some food for me, and we camp for the night. Week 2 Day 3 We strike out in the morning and meet a band of dwarfs on the road. Turns out their loyalty is for sale for 6 gold each. I pay. This is the beginning of the army with which I will take back the north. My dwarfs are not mounted, so we make camp and will head to the temple in the morning on foot. Week 2 Day 4 We make it to Zhor's Temple in the evening after a days hike. Pay for dinner and rooms for all of us. Week 2 Day 5 I decide to make an offering at the temple. I spend a gold piece preparing the appropriate herbs, and spend most of the day waiting in line to get in. Once I get to the altar, I make my offering and burn the herbs and then scatter some ashes. The altar priestess interprets the smudges and must see something promising in my future, because she announces that I and my party will have free food and lodging tonight. Week 2 Day 5 Spend the day seeking news and information. Feel at home, learn nothing, but make some solid contacts. We'll spend one more day here and then we'll have to move on. Almost out of food and money. Week 2 Day 6 Spend the day in taverns, streets and the market talking and learning about goings on. Discover local thieves' guild, I am "invited" to join. Not that I have much choice. We eat dinner from our cache because we're low on money, and then I leave the dwarfs and go do the job for the thieves. I end up stealing 200 gold from the temple. Guess the priestess read the smudges wrong. We burn our bridges and escape escape in the night. I will never return to the temple of Zhor. We flee into the very same mountains where I escaped the wizard's fireballs. I think from here we should head straight south past Zhor, skirting the Kabir Desert, to the Ruins of Pelgar. Rumors are there are treasures to be found there. ### Part 2: Further South In which... 1. I almost die fleeing goblins, 2. Almost starve to death and lose all my companions, 3. Find the ruins of Pelgar. 4. My horse gets sick and dies. 5. I Recover in Tulith. Week 2 Day 7 Oh yeah, I remember being lost in these mountains before.. Week 3 Day 1 We stumble across the fortified tower keep of a Goblin King. The area is swarming with hundreds of Goblins. We should escape, but a band of Goblins has already seen us. They charge forward with screams and howls. We flee down the mountainside into the flatlands. A small goblin party lead by a large hobgoblin follows us. We make our stand. We take out the hobgoblin first and then, nearly beaten unconscious, we finally take out the last of the goblins who all decided to stay and fight to the death. We find 9 pieces of gold between them all. Little reward for almost losing our lives. Even in my weakened state after fighting, I can carry more food than my small dwarf companions, so I go out and get us some food. Much less than we eat, unfortunately. Despite the dangers of the goblin king, and the angered priests of Zhor, I think we still must continue around the mountains of Zhor to the south. At the end of the day, after eating, I drink the potion I found on the wizard, and my wounds all magically heal. Week 3 Day 1 Progress blocked by another band of goblins. Spend the day hiding out. Go out hunting and bring back only enough for us all to eat. We are out of food. Week 3 Day 2 Find the trailhead of the North Pass. We will follow it past Zhor and onward. Find enough food for us all to eat and have some left over. I'll feel much better if we can start to build a little bit of a reserve. Week 3 Day 3 On the north road. Food is scarce. I feed my dwarfs and go without food myself. We will stay here instead of moving on to hunt more game. We'll be of no use if we're all starving. Week 3 Day 4 Spend all day hunting. Again, find enough for my dwarfs but not for me. Starting to feel faint with hunger. We go on. Can't afford to stay here Week 3 Day 5 Spend the day on the road. No food. Two of my dwarfs desest, including the stout warrior. Three remain. Week 3 Day 6 We skirt past the temple. No bad signs from that direction fortunately. Find enough food to feed two of my dwarfs. The third and myself go hungry. Starting to feel very weak from hunger. Week 3 Day 7 Left the North Pass and entered the mountains. No food here. Everybody goes hungry. My three dwarfs stay though starving. Their loyalty is surprising, as they only originally joined me for pay. Perhaps they merely have nowhere else to go. Week 4 Day 1 Down the mountains and into the hills. Find enough food for one. Feed one of the dwarfs and the other two leave. We press on. The Ruins of Pelgar are meant to be just on the other side of this next mountain ridge. Week 4 Day 2 Into the mountains. No food here. The last of my dwarfs has left me. I am alone again and can barely move, so hungry am I. Week 4 Day 3 Lost in the mountains. Week 4 Day 4 Now that I'm on my own, I can ride my horse instead of leading it. Hopefully I can make up for lost time now. Emerge into the hills and into the ruins of Pelgar. Week 4 Day 5 I spend the entire day fruitlessly searching the ruins and find nothing. It was all for nothing. Still no food Week 4 Day 6 Riding along the South Pass I am ambushed by three bandits. They attack and wound me severely. I am far too weak to fight, and flee into the mountains, barely escaping with my life. Week 4 Day 7 Riding along the South Pass into the hills. Too weak to even look for food at this point. Week 5 Day 1 Emerge from the hills. The town of Tulith is ahead. I hope I can make it. Week 5 Day 2 Stopped by heavy rains outside Tulith. The cold penetrates my bones and I catch cold. Week 5 Day 3 The rains continue. My faithful horse catches pnemonia and dies. Outside Tulith I meet a fugitive Priest who begs to join me, little protection I could offer him in my state. He gives me half of his wealth in gratitude (12 gold) and offers to act as a guide. Week 5 Day 4 The priest refuses to enter Tulith, insists he wait outside the town. Odd fellow. I pay for room and board, and eat and eat and eat and eat. Week 5 Day 5 - Week 6 Day 5 I spend the next week recovering my strength Week 6 Day 6 A traveling caravan arrives in town. I go to see it, and meet a friendly merchant. My opinion of him sours when I catch him trying to swindle me out of 10 gold. I leave and go back to my room. Week 6 Day 7 I discover cheaper lodging and food. I move into a room at another inn that costs half as much. Week 7 Day 1 I discover the residence of a local magician. I call on him and he insists that I stay the night and tell him of my travels. I ask if he will join me, but he is not interested. He does give me a healing potion for my travels though, for which I am very grateful. I was saved by one already once, after defeating the goblin hoard. I will need to leave Tulith now. I fear I have already staid too long. I think I must go north from here to Huldra Castle. Should take a few days now that I'm on foot. I miss my horse. ### Part 3: Castle Aeravir In which... 1. I win a purse from Huldra 2. I am given the favor of Lady Aeravir 3. And then I rob her blind Week 7 Day 2 On the road through the farmlands of Tulith. Week 7 Day 3 Easy day on the road. It's kind of nice to be on my own again and not have to worry about feeding so many mouths. Though I do miss my dwarf companions. Week 7 Day 4 Castle Huldra is ahead. Week 7 Day 5 Make it to the castle. I ask to have an audience with the Baron but am refused. I will try again tomorrow. Week 7 Day 6 I encounter the Master of the Household and am put in a position where I must buy his favor or never meet the Baron. 10 gold is not too much to pay. I hope. Week 7 Day 7 Finally meet with the Baron! Don't get any men, but he gives me 50 gold, which more than pays for what I had to pay to bribe the master of the household. I think Huldra has given me what it can. Tomorrow I will continue south. Week 8 Day 1 - 4 On the road Week 8 Day 5 Outside Tulith I meet six mounted warrior monks who charge me 10 gold to pass. Seems most of the Baron's gold may go to bribes. Week 8 Day 6 On the road Week 8 Day 7 Heavy rains. I catch another cold and am running a fever. Week 9 Day 1 Rains clear. Continue on my way. I miss my horse. Week 9 Day 2 I should make it to Lullwyn in a couple days. I don't know if I'll make it to Aeravir in time though. Week 9 Day 3 - 4 On the road Week 9 Day 5 Arrive in Lullwyn. Not even going to stay here the night if I can help it. I must continue straight to Aeravir for help. Week 9 Day 6 - Week 10 Day 2 On the road. Crossing the farmlands of Aeravir. Week 10 Day 3 Aeravir. This is likely the end of my journey one way or the other. I have mere days before the usurper's army arrives in the north and my kingdom is lost forever. I pay the seneschal a bribe of 30 gold. The last of the Baron's gold. And am told to come back tomorrow. Week 10 Day 4 The seneschal escorts me to see Lady Aeravir. She favors me and gives me 80 gold pieces and a nerve gas bomb. This brings me to 300 of the 500 gold I need to raise an army, and only three days to find the remaining 200. I fear I have already failed. Week 10 Day 5 Desperate I try to seek out any news or information. I attract the attention of the castle guard. Seven of them to be exact. They give me a look but allow me to pass since I carry the Lady's favor. Week 10 Day 6 Taking the Lady's offer to heart, I find another comfier room in the castle. Week 10 Day 7 I steal 200 gold from the castle and run away in the night, fleeing into the surrounding farmland. I hate to break Aeravir's trust like this, after she was so kind to me. I will pay her back tenfold once I have reclaimed my throne. Now I will go raise my army and take back my kingdom. THE END ## Conclusion The game is fun. It holds up well considering its age. I don't think it's been updated since it was published in 1981. I can definitely see myself playing it now and then for some punishing survival fantasy. It makes me curious to play dwarfstar's follow-up game, Star Smuggler. I love me some space trading and exploration! ## Resources Barbarian Prince: - wiki: - about: - homepage: - the entire game: - tabletop simulator: - my slides: Other Resources: - Star Smuggler: - CYOA Radio:
26296ebbb04267da8ef968854445c2d159797d49
Character Ideas: Grandma and Grandson
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## Contents 1. [Contents](#contents) 2. [Intro](#intro) 3. [Grandma](#grandma) 4. [Grandson](#grandson) 5. [Conclusion](#conclusion) ## Intro Potentially the number one way I engage with D&D, aside from actually playing it, is collecting character concepts and builds. One of my players in the game I DM is currently writing his first adventure and is looking forward to running it soon. I am excited for this too for two reasons: 1. I'm really proud of this player's evolution from never-played-before just last year, to now designing and running his own adventures. They grow up so fast! 2. I'll get to play in a game with my group! So I've been daydreaming about what kind of character to play, and I've come up with a primary/backup combo that I think I really like. And much like my [previous character idea](9.html), it involves a sort of family tree, because apparently I'm into that. ## Grandma So the primary character is a sweet old grandma who's new to adventuring, and is really only doing it because he grandson just started a campaign, and she wants to share his hobby with him and be able to relate to him better. And that's kind of the whole character concept. As far as builds go, she could be basically anything. An Oath of Protection Paladin seems to be a good fit thematically. Or just a plain jane fighter. But I'm kind of thinking of going with a wicked Divine Soul sorcerer / Hexblade Pact of the Chain warlock multiclass for heals, utility, and quickened eldritch blasts. Why not. ## Grandson So this is the fun part, I think. I'll introduce the character as a novice, newbie adventurer with a glaive. He's kind of skittish and has a lot to prove. He's a classic hexblade warlock, and his patron is his Grandma, who sends him little care packages and letters and stuff. ## Conclusion That's it. I just really love the idea of these two characters and how they fit together. I like the Grandma who just really loves her grandson and wants to be closer to him and takes care of her party members as surrogate grandchildren. And I like the idea of a Grandma patron for a warlock. It's fun.
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Honey Heist
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## Contents 1. [Intro](#intro) 2. [Character Creation and Setup](#character-creation-and-setup) 3. [Stats and Mechanics](#stats-and-mechanics) 4. [Actual Play](#actual-play) 5. [Conclusion](#conclusion) 6. [Resources](#resources) ## Intro Tonight our DM didn't show up for our weekly Pathfinder game. (Edit: He's fine. Fell asleep and his phone died and he napped all afternoon and all evening. Poor little guy was plumb tuckered out!) We waited around a few minutes, and it sounded like everybody was about to bail, but I didn't want to have to cancel if we didn't have to. I have a pretty big collection of small games, so I pitched a couple, and we agreed to play Honey Heist by Grant Howitt, which may just be the perfect no-prep, one-page rpg. I had never actually played it before, but I've always wanted to because it looks cute and clever, and I feel like reddit ttrpg always raves about it for quick, spontaneous play. I remember for example that one school teacher runs a session during lunch for their kids. The premise is this: it's Honey Con. You have a plan to swipe the honey that requires careful, precise execution. And you are a goddamn bear. ## Character Creation and Setup Character creation is a cinch: you roll on three 1d6 tables to determine your personality, your bear type, and your role. And optionally 1d8 hats. We had: - Bob, a slick polar bear thief in a cowboy hat. - Bearoness, a slick black bear hacker in a fez - Marcus deMarcus, an unhinged honey badger driver in a crown I rolled on some d6 tables to determine that the con is being held in a busy convention center, run by an inept and manipulatable organizer. The big payoff, aside from all the honey, is some rare black orchid honey that turns anybody who eats it into a goth. Little do they know, the cops are already on their way! And the security includes closed circuit TV cameras, and automatic magnetic door locks. That's the whole setup. ## Stats and Mechanics There are two stats (BEAR and CRIMINAL) and a single mechanic: you start with three points in BEAR and three in CRIMINAL. Every time you attempt to do something risky that might fail, you need to roll BEAR (fight, maul, frighten, terrorize, growl, etc) or CRIMINAL (anything else). Roll 1d6 and get your number or lower, and you succeed. Every time you succeed at a task, you experience GREED, and move a point from BEAR to CRIMINAL. Every time you fail at a task, you experience FRUSTRATION and move a point from CRIMINAL to BEAR. If you max out either stat, your character is done: you either become a criminal mastermind, or you turn feral. Either way, you abandon the group. There's little chance of this happening unless you want it to though, because you can balance your stats if you want to: at any point you can move a point from CRIMINAL to BEAR by calming yourself with a serving of honey. (Provided you have found some honey.) And at any point you can move a point from BEAR to CRIMINAL by playing out a flashback in which you do some cunning planning or something criminal. There are two ways to get "advantage" on a roll: Each each character has a role, like hacker, driver, thief, etc. And each bear species has a special skill. Honey bear = carnage. Polar bear = swimming. Black bear = climbing. Etc. If you're using your role or your special bear skill for a check, you can roll *two* d6 and choose the lower roll. That's pretty much it. Oh, and we played with the optional Hat Rule where if you're wearing your hat, you can more of less pass as human by grunting and gesturing and walking on your hind legs. But if your hat comes off, the gig is up. Everybody knows your a damn bear. ## Actual Play Our bears started out in a state park outside of Portland. They decided to head over to the ranger station/welcome center to get started. The honey badger tested out their hat trick and terrorized a small family. Bob found a brochure for the annual Honey Con that had some info, including the prices for a day pass vs a three-day weekend pass. So they knew they needed to sneak in somehow, or get some cash. Then they headed to the parking lot by the trail head and found a large pickup truck that seemed well suited to stealing large amounts of honey. I had Bearoness roll CRIMINAL as a kind of "luck check" and she found that the door was open and the key was in the glove box, along with a map of the area. They all piled inside and the honey badger somehow managed to work the pedals, the shifter, and the steering wheel, and drove them all out of there. They decided the best way to infiltrate the convention was to pose as judges for the tasting contest. Judges who were also monks. Who had taken a vow of silence. So they headed on down to the Buddhist meditation center to steal some robes. Inside, they met a helpful young man named Jeff who showed them around, and then left them alone. They searched the changing room and found a bunch of robes that they managed to wrap themselves up in. And then the bears succumbed to their primal instincts and smashed the locker room to pieces looking for wallets and stuff. They managed to loot a couple hundred dollars and a switch blade, which went to the unhinged, carnage bent honey badger, before Jeff came in to see what was the ruckus. They urged Jeff to crawl inside a locker and stay there until they left, which he did obligingly. Then they decided to take a detour to Whole Foods to get some honey to tide them over until they get to actual Honey Con. There was a huge honey dispenser in the bulk aisle. Marcus laid down on the floor on his back and Bearoness turned on the tap and he guzzled as much honey as he could. They drew a crowd of cheering kids and disapproving parents, and the thief polar bear worked the crowd, picking pockets. He got another hundred dollars or so. Bob grabbed a couple gallons of honey, and Bearoness grabbed one glass bottle of fancy artisan honey, and Marcus clutched his distended belly full of honey, and they all barreled through the crowd and ran away. Back in the truck, Bob suppressed his GREED by having a couple helpings of honey. And they all headed over to the convention center. They bought some weekend passes at the ticket counter and made it up to the front of the line, where they had to go through security. Rather than give up his new switchblade, Marcus tried to swallow it. He succeeded, but started gagging on it, which prompted a bystander to try to perform the Heimlich maneuver on him, which knocked his crown off, revealing him as a honey badger. Bearoness quickly wrapped him up in her robes, shielding him from view, and avoiding even more of a commotion. They righted his crown, calmed him down, and went through security. Inside, Wade Appletree, the organizer, was quickly convinced that they were in fact the judges--who were running quite late!--and took them back to the judges panel in the tasting room. The bears delighted for a while in being spoon fed so many different types of honey like it was they job. The black bear hacker managed to get her hands on one of the iPads being carried around by the convention staff, and got clued in to the building's security while also noticing some agitated security staff, and also was able to look up the personal information of the person who submitted the exquisite black orchid honey. They left to go see what was up with the security guards, and learned that one of the guards had seen them on the cctv, and had pieced together that they might be the same yahoos who tore apart the meditation center and caused a scene at the Whole Foods, and he had called the police, who should be here any minute. Marcus, the unhinged carnage honey badger, had been really itching for a stabbing this whole time, so he walked in and unleashed some carnage and some stabbings. As the police came in the front, they all ran out the back. Steeling his nerves with a flashback of his criminal underground mentor, Marcus successfully drove the getaway car and they all retreated up to the hilltop estate of Mortimer Johnson, who develops his own private breeds of black orchids and black honey bees in parrallel, producing the famous and rare black orchid honey. Johnson and his staff are at the convention, so they have their run of the place. They steal some orchids from the greenhouses and some hives from the apiary and load up the truck so they can have their own permanent supply of the black honey. Then they gorge themselves on the honey and all turn into goths. In the weeks and months that followed, Marcus fell further into a life of crime, Bob opened up a hipster brewery and made mead, and Bearoness because a sign language interpreter for a heavy metal band. THE END ## Conclusion Solid game! 10/10, would play again. Quick and easy to pick up and start playing almost immediately with no prior prep or planning. ## Resources - -
20c2958ba4ca3366feed6155f2ed7f5479bcef9c
Games I Played in 2020
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Here are all the games I played in 2020. ## Contents 1. [Storm King's Thunder (DM)](#storm-kings-thunder-dm) 2. [One Shots (DM)](#one-shots-dm) 3. [One Shots (Player)](#one-shots-player) 4. [Play By Post (Player)](#play-by-post-player) 5. [Solo Play](#solo-play) 6. [Conclusion](#conclusion) 7. [Resources](#resources) ## Storm King's Thunder (DM) My primary gaming group's main game. We kicked the campaign off at the end of March and played mostly every week, with weeks off for holidays, not having enough players, one-shots, sessions zero, etc. So our "weekly" game met 25 times. 2020 saw our weekly game shift from *remote friendly* to fully remote. Both because of the pandemic, but also because of changes to the group composition and in the lives of our players. What started out in 2019 as a way for coworkers to hang out and enjoy each others company has since then morphed into something else. Only a few of the original core group remains. And few of us remain at the original company where we met. Furthermore, we now have players who never worked at the original company at all. People drop in and drop out as their schedule allows. Players invite friends and significant others. In game, several players have retired characters in favor of new ones to keep things fresh. Throughout these changes, the game has been able to continue because of trying to keep as much of an "open table" as possible. Anybody is welcome to join by invite. And everybody is free to come and go as they please. So over the course of the year, to open things up, we had to shift from our company Slack to a Discord server for chatter and planning. We initially played *theater of the mind* on Zoom exclusively. But I realized I was having a hard time keeping the players engaged, so I bit the bullet and learned to use roll20. Roll20 is more prep work for me since I need to make, upload, and prep maps, and make tokens and stuff. But the payoff is worth it. My players are infinitely more engaged. They doodle on the map and fiddle with the tokens. Way better. We had been using dndbeyond.com to manage all of our character sheets, so that's where they remain. Players have the option of using beyond20 to bridge dndbeyond to roll20, or just rolling on roll20, or rolling at home on the honor system and telling me what they rolled. (One of my players is a dice fiend and just can't tolerate virtual dice rolling.) Right at the very end of the year, I finally got sick of dealing with Zoom. People moved around a lot this year, job-wise, and it became annoying to keep track of who had a paid Zoom account and who didn't. So we ditched Zoom and started using Discord, which we had already been using all year long, but had never used the voice/video channels. It seems great so far, and I'm happy to have one less thing to worry about. Other random stuff: - I started a watch2gether channel that people can tune into if they want to hear ambient music and noises I pick out for scenes. - I moved a couple things, like the characters' Quest Board for example, from a shared google doc into a #questboard channel in the campaign discord so it's all in one place. - I still keep most of my notes in a project board on github, but I am liking that less and less. ## One Shots (DM) I ran *Harbor Games*, part of my Blue Harbor homebrew setting, twice this summer. Once for my regular players, and once again because one of my players requested a one-shot for a couple friends of theirs who had never played before. One of whom joined our group and is now a regular at the table! *Ratcatchers* was another Blue Harbor one-shot. For Halloween, I ran *The Haunting*, the scenario included in the Call of Cthulhu quick start rules. And finally our holiday one shot was [Dire Yuletide](11.html). ## One Shots (Player) I played two one-shots, one April and one in May, on D&D Friends, the one-shot discord server I like to play on. Both times I played Archietuethis, who is actually a reboot of the character I played in my very first ever D&D campaign. I didn't take notes on these games and I don't really remember playing them. I did not take nearly enough advantage of D&D Friends this year. Oh, I also played a game of [Wizard's Grimorie](8.html) with a couple of tilde friends! That was fun. ## Play By Post (Player) I started a couple play-by-post games this year, which is pretty much the only playing I've gotten to do. Play-by-post is interesting. Its slow play style is kind of a blessing and a curse. Single encounters can take weeks to resolve. And if communication is hindered by online play because you can't get the nuance or subtleties of body language, then forget about playing a text only game! It's really hard to make a connection with your fellow players or with the DM. I joined two different Troika! games, both of which are kind of stalled. In the first, the DM posted once in October, and then a couple times early December. In the second, the DM organized the game and promptly contracted coronavirus. Even though I haven't run it or really played it either for that matter, Troika! is perhaps my favorite rpg of 2020. I love nearly everything about it: the look and feel of the artwork, the trippy character backgrounds, instant character creation. The wonky initiative rules and the fussy inventory management. And the community is so creative. There's a huge culture of creating custom backgrounds and advanced skills. I love it. I'm also in a D&D play-by-post, which is the only pbp game that I'm in that is making progress. It's going fine. I don't know. Maybe pbp isn't really my thing. It's easy though. I just check it every day or two and see if anything has happened I need to react to. ## Solo Play I played Barbarian Prince twice, which was an interesting role play experience. It was neat because I could play it for 5 minutes or for over an hour. I started really enjoying it once I started keeping a play journal, and spending time reflecting on the in-game events from the perspective of Cal Arath, the titular barbarian prince. I won't get into that too much more here because I'm already working on a separate post about this game. ## Conclusion Well, that's it! I didn't play very much. I DM-ed a lot. I experimented with play-by-post and solo play. I would really like to play some more one-shots, and maybe join an ongoing campaign in 2021. ## Resources - [D&D Friends](https://top.gg/servers/382025597041246210) - [Troika!](https://www.troikarpg.com/) - [Barbarian Prince](https://dwarfstar.brainiac.com/ds_barbarianprince.html) - [beyond20](https://beyond20.here-for-more.info/) - [watch2gether](watch2gether.com/) - [Open Table Manifesto](https://thealexandrian.net/wordpress/38643/roleplaying-games/open-table-manifesto)
51d8619bc4f8b29b8f394ace09b150afee311caa
Dire Yuletide Recap
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Last night I DM-ed Dire Yuletide: Night of the Yule Cat, a holiday one shot for my gaming group. It was super fun! Here's how it went. ## Players - Wagz as Fibonacci Teragren: Drow inquisitive rogue conspiracy theorist - Jen as Jennifer "Full Puffer" Nee: Elf beast master ranger battle bitch and friend to animals - Hood as Animaliscalm: Bugbear bardbarian wild thing - Ziegs as Murry Meeker the Festive: Halfling warlock barbarian spirit of Christmas ## Contents 1. [Festival](#festival) 2. [Morning](#morning) 3. [Hollow Stump](#hollow-stump) 5. [Ice Cave](#ice-cave) 6. [Potions](#potions) 7. [Lady Bear](#lady-bear) 8. [Dead End Hallway](#dead-end-hallway) 9. [Ice Cube](#ice-cube) 10. [Prison](#prison) 11. [Ice Witch](#ice-witch) 12. [Clothing](#clothing) ## Festival The gang is enjoying the festivities the night before Yuletide Eve. There is eating and drinking and dancing and games. G-Money, Jen's pigicorn companion (a large boar with a unicorn's horn) and Murry, shapeshifted into some animal form, are chasing the little kids around as they squeal and flee in delight. Animal heads over to the axe-throwing area and hurls an axe right into the middle of the target. Not to be outdone, Murry, with a flourish, hands an axe off to an unseen servent who floats the blade slowly across the field and gently hooks it onto the handle of Animal's axe, kind of doing that thing from Robin Hood where he splits his opponent's arrow in two down the middle, but in a more gentle, nonviolent way. Fibb very skepictally and suspiciously accepts an axe from Gunther, the axe handler, and for a brief moment is convinced that Gunther is trying to kill to kill him, or is at least up to something nefarious and no good. But then he shakes it off and throws the axe and lands it on the target next to the other two. The impact of Fibb's axe hitting the target looses Murry's axe from here it was placed on top of Animal's axe, and it falls to the ground. Jen heads over to the fortune teller, who tells her a story of hinderance, diversion, and distraction. Jen gives her a small token of thanks. Murry spots an unfamiliar face at the long table. They're looking around furtively and stuffing their pockets with sausages. (No, it's not Mise.) When approached, they nervously introduce themself as Steve and then tries to run away. Murry's invisible servant crouches behind Steve and trips him up. He hits the ground and sausages spill from his pockets like when Sonic gets hit and spills his gold rings all over the place. In frustration he reveals himself to be Sausage Steeler, one of the Yule Lads! He grabs a bunch of sausages and runs away while everybody points and laughs. Everybody heads off to sleep. ## Morning The morning of Yuletide Eve, everybody is awakened by the wails and screams of the children. All of their clothes have gone missing! The kids cry out they don't want to be eaten by the cat! Murry "comforts" his five children, Lurry, Durry, Curry, Wurry, and Aaron, by shapeshifting into a black cat, which terrifies his two youngest, the twins. The older kids scold Murry for frightening them further. By now, kids all over the village have woken up the adults with their cries. The village bell is ringing, and everybody is gathering out on the village green. Rumors are running wild, fanned by Murry. The fortune teller from last night pushes forward and says that she has seen that the fate of the village is in the hands of Murry, Fibb, Jen, and Animal. Fail or succeed, it is up to them now. Jen heads back to her house and investigates the chest where the clothes were. She discovers a wooden toy whistle that sounds like birds singing when you blow it, and some stray woolen fibers caught on the edge of the chest. The whistle is immediately recognizable as one of the trinkets that the Yule Lads will leave for good children. ## Hollow Stump The gang gathers up together as Jen toots on the whistle and clicks her heels and leads them on the trail, following stray woolen fibers into the forrest, into a clearing, and up to a huge hollow stump. G-Money goes up to sniff the stump, and then a huge Yule Lad pops out and sniffs her right back. This understandably frightens G-Money and she runs away as Doorsniffer climbs out of the stump and starts sniffing around. Windowpeeper climbs out after him. The two of them notice the adventureres, and huddle up and start whispering to each other. Fibbs strategically hides behind a rock, and then leaps out to frighten the Yule Lads into complying. Murry assists by making some magic rocks for each of them. Delicious smelling rocks for Doorsniffer, and rocks of twinkly shiny light for Windowpeeper to look at. They love this! They tell the adventurers everything they want to know. According to them, "the lady" told them that what the kids would love for Yuletide this year is to trade all their new clothes for small wooden toys. They are very proud of themselves for giving all the kids what they wanted! They don't have the clothes any more though because they have no use for them, so they gave them to them all to the lady who lives in an ice cave under the bridge down by the river. ## Ice Cave The gang heads over to the bridge down by the river. Fibb declares himself to be the party leader, which everybody seems fine with. Jen finds the entrance to the cave and leads everybody in. The first thing that happens is they come across a long table, around which sits a couple of frozen skeletal dead bodies, and a full suit of armor. Murry tries swipe a goblet with a mage hand, and all the bodies spring to life and attack. Jen and G-Money immediatey take out two of the skeletons because it's business time and they are here skewer skeletons. Fibb and Murry make short work of the other two. Animal distracts the suit of armor by presenting his face for it to smash repeatedly with a hammer. This is a very fruitful strategy because it keeps the suit of armor busy until it is surrounded by the rest of the adventurers, who very slowly chip away at. In the end, G-Money gets a running start and charges the armor, gouging it with his pigicorn horn and knocking the armor flat on its belly. Animal swoops in and hacks it to pieces with his battleaxe. In the aftermath, Animal picks up and wields *Quintessence*, the armor's magic longsword. ## Potions In an alcove off to the side of the skeletal dining hall is a potion room with a bubbling cauldron and shelves and cupboards full of arcane and alchemical ingredients. Jen grabs a cookbook and succesfully brews up some healing potions, one of which she feeds to Animal right away because of all the face smashing earlier. He looks much better! ## Lady Bear Deeper in the cave, they come across a den with piles of bones and deep scratches in the walls and stalagmites. Fibb spots a ginormous angry polar bear creeping down a dark tunnel trying to sneak up on them. He takes a moment to consider the situation, and finally decides to alert his friends to the predicament. Jen is immediatey like, I got this. Because it's business time and she is here to befriend bears. She does a classic Ranger one-two punch: Animal Friendship plus Speak With Animals. And before you know it they're all just sitting around like it's a tea party, chatting with a huge polar bear named Lady. They convince her to help them find and get rid of the ice witch who apparently has taken up residence in the back of the cave. They all climb up on top of Lady, even the pigicorn, and ride her on down the cave tunnel, ever deeper into Lady Cave. ## Dead End Hallway They arrive at a dead end, but when they turn around to go back, now there's suddenly another wall 5 feet behind them where there wasn't one before! What is going on! Jen notices some words in Undercommon carved into ice wall before them. They read, "You can only go backwards from here." Murry discovers that if you walk backwards, you can pass through the wall blocking their retreat as though it isn't there. So everybody proceeds to learn the Moonwalk--including the bear and the pigicorn--and they all moonwalk on out of there and back up and take another less magical route to the back of Lady Cave. ## Ice Cube Hindered by a large impassible iron door, they continue on to find another dead end. This one ends in a weirdly pulsing, slushy ice wall that, when Fibb pokes it with his sword, lunges forward and tries to envelope him. So now they're fighting a big slushy ice cube. Murry discovers that the ice cube is especially suseptable to fire damage, so he spends his time flinging teeny tiny little flame balls at it. Fibb eventually has had quite enough of this malarky and flies in with his daggers and chips and chisles the ice cube into a small ice sculpture of Lady Bear. She likes this! ## Prison Past the ice cube is a prison area with chains and shackles on the wall, and a cluttered desk in the back. They find a heavy iron key that looks like it goes to the door they passed earlier. And there is also a heavy chest bound in brass, which Animal drags along behind them as they return to the heavy iron door. ## Ice Witch They open up the iron door and find a room full of blankets, rugs, tapestries, and scarves. Fibb uses his drow magic to reveal any inhabitants of the room, and they discover a small child hiding behind one of the tapestries. The child tries to get them to leave the caves and take him back to the village, and the adventurers are like, sus. And he's like, "No, I'm just a small human child. I love doing human things. My name is Steve? Son of Sven? I live in a house!" Lady Bear gives the child a sniff, and then lunges forward and bites the shit out of the kid's shoulder. The child screams and drops its disguise to reveal the ice witch! She's all pissed off and she yells at everybody to get out. And everybody is like, why'd you steal all those clothes? And she's like, umm because I want those kids to get ate up? And they're like omg why and she goes maybe if I do something super evil like that and take over the town then Gryla will notice me and I can go hang out with her and maybe she'll give me an internship or something. Fibb nearly almost convinces her to buy into some kind of pyramid scheme or something, but then Animal is like RAAAWR and jumps out and slashes the ever loving dickens out of her with Quintessence. Because of crit damage and other shenanagins, he drops her to 25% health in a single blow, and she is like, what the FUCK! And she backs up and blinks out of existence. And then a minute later, Bam! She's back! And she's like, guess what nerds, I just went and got a friend! And then an enormous black devil cat forms from the shadows and fills the chamber and looms over them all. It looks carefully at the witch, and then swipes her up in one giant paw and pops her into its mouth and swallows. It coughs up a brass key and spits it out and then turns to assess the heroes. Fibb grabs an armload of scarves and everybody passes them out to each other so they have gifted clothes, and they quickly put on the scarves. The cat looks at them like, You win this time. See you at the village! And then it blows out of the cave like an evil wind. They hurry to open up the brass chest with the brass key, and find all of the missing clothes. ## Clothing The gang races back to the village. They have to fight their way through a herd of walruses, and then leap over a chasm, but they manage to get to the village just before the cat does. They frantically start dressing kids and ushering them to safety. The cat shows up and peels the roof off the longhouse like opening a tin of sardines. Murry and Fibb focus on distracting the cat, which turns to bat them away each time they attack it. They end up saving all the kids in the first house, and then run to dress the kids in the remaining three houses. The cat rips the roof off the second house. Jen and Animal save as many kids as they can, which is most of them, but tragically the cat catches two children before they can get dressed, and it devours both of them. And suddenly it's over. With all the kids now saved or eaten, the cat sits back and leaps into the air and flies away. The villagers gather together in the aftermath and mourn the lost children, and hug tight the ones who survived.
bd3135c6781bce9ea38d7cbdcd2500461321267e
Dire Yuletide Guide
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This is a holiday themed D&D one-shot inspired by Icelandic folklore. No Santa, elves, or (flying) reindeer. It's weirder and darker than that. It is optimized for three level 3 D&D characters. [Maps, tokens, and other assets for this game.](https://github.com/chrisman/skookums-and-dragons/wiki/other/yulecat/resources.zip) ## The Curse of Arborg After player and character introduction, I read this whole passage out loud: > You are residents of Arborg, a small, isolated village in the far north where the summers are cool and the winters are long and deadly. > > Arborg would be known for nothing at all were it not for the fine quality wool produced by their sheep. You trade clothing and tapestries with villages further south in exchange for medicine and steel and other things you can't produce yourselves. > > Because of your relative isolation, few people know about--and fewer people believe in--the magic of the north where you live. > > The giant Thrym, made of ice and wind, walks the frozen hills leaving blizzards in his wake. > > The demon Gryla haunts her mountain cave while her husbands and children try to avoid her and stay out of her way. > > Forest spirits and ice devils are common sights. > > Life is short and difficult in Arborg, but it is your home and you love it because your family, your children and your ancestors are all here, and there is great beauty to enjoy. > > And now it is the season of Yule! During which Arborg celebrates the passing of the darkest part of winter, the promise of spring, and the hope of seeing the dawn of the new year. > > It is a joyous time of feasting and dancing. But as with most things in Arborg, it is tinged with magic, and danger. > > Because in the times of the old, the ancestors offended the demon Gryla by failing to gift her the fine woolen garment she coveted. And she cursed Arborg to ever suffer twice every Yule. The first curse unavoidable but mundane. And the second curse avoidable but severe. > > The first, unavoidable but mundane: each of the thirteen nights of Yule, one of Gryla's sons will take up residence in or near Arborg and remain for thirteen nights. The Yule Lads are all michievious pranksters, thieves, and tricksters. Mostly harmless, and easily appeased by leaving small favors for them. > > The second, avoidable but severe: on Yuletide Eve, Gryla sends her beast, the devil cat Jolakotturinn, to Arborg where it visits each home and devours anybody who has not been gifted and dressed in new Yuletide clothing. > > And so with time the story of the Yule Cat has become a tale used by parents to scare their children into being industrious and generous. And the people of Arborg make clothing and give it away. So that everybody may have something new to wear on Yuletide Eve. ## Vignette: Caravan Guards An alternate beginning. I didn't use this, but was toying with the idea of the characters starting as outsiders to the town, so that there would be a feeling of weirdness and otherness when they discover that townfolk are obsessed with clothing. > You have spent the last several days on the road trekking through the cold, escorting a trading caravan to the town of Arborg where you are to pick up parcels of clothing to carry back south. The traders are spooked from hearing strange yowling and howling during the night. > > When you arrive in Arborg some children run up to you and beg for clothes. They refuse food and gold despite being obviously hungry and poor. ## About 1. Truths 2. Consequences 3. Rumors 4. Secrets ### Truths - Gryla is a giantess and an actual bad guy. Jolakotturinn, her cat, is the yule cat. The 13 Yule Lads are her sons. - The 13 Yule Lads are mostly harmless tricksters. One of them visits the village on each of the 13 days leading up to Christmas day, and stays 13 days. They mostly like to hide, steal food, and prank/harrass people. - Gully Gawper is Jolakotturinn's caretaker, and is the biggest and nicest of the Lads - Gryla's curse on the town is this: One must be gifted new clothing during Yule that was created during Yule, and must be wearing it on Christmas Eve, or risk being taken and eaten by the Yule cat - The Ice Witch convinced Doorsniffer and Windowpeeper that it would be a good prank to trade all the village's clothes for toys. - The Ice Witch thinks that if Jolakotturinn kills off most of the town, she will be free to move in and take it over. ### Consequences - Fear of the Yule cat motivates the villagers to be protective of their sheep, to be productive and industrious knitters and weavers, and to generously give and recieve gifts. - The Lads are pretty harmless and people leave food out for them so they don't bother them. - The Lads and the villagers alike are scared of Gryla ### Rumors 1d6 rumors 1. The cat only hunts at night (F) 2. The cat is stronger than a dozen men (T) 3. The witch has a magic stone (T) 4. The cat will not eat Elves or Dwarves (F) 5. A ball of yarn will distract the cat (F) 6. You might be able to follow a trail of wool fibers to the witch's lair (T) ### Secrets - The Ice Witch is the daughter of Gryla, abandoned at birth. Gryla and the Lads don't know about her. She is motivated to sieze control of Arborg to win the approval of Gryla and join her at her side. ## Omens - Hearing horrific cat yowls in the night - Large scratches on the doorway when you wake up. - Seeing shadows of cats in the windows. ## Outline 1. Preface: The Night Before 1. Act I: Arborg 2. Act II: Ice Caves 3. Act III: Save the town ### Preface: The Night Before There is a wild party the night before Yuletide Eve! Feasting and dancing, music and stories. I have a couple of new players, so these activities are for fun, and also an introduction to ability checks. - Axe throwing contest! Acrobatics check to see how good you do - Strength contest: putting boulders on pedestals. Athletics check - Drinking contest! Con save - 3 Cup Shuffle: Insight/Perception. player and facilitator each ante up a piece of gold. winner takes all. - Goblin Checkers (minigame) (nine mens morris) - A fortune teller is there to tell your players fortunes. Maybe a Yule Lad will come along and steal some sausages or yogurt! ### Act I: Arborg #### Clothes are missing! The children wake up early on Yuletide Eve to find all of their new clothes are missing. They wail and cry because they don't want to be eaten by the Yule Cat. Upon investigation, it is discovered that in each house, the clothing has been replaced by a finely carved wooden toy similar to those left to good children by the Yule Lads. #### Yule Lads The Yule Lads hide themselves around and outside of Arborg. The most approachable lad is Gully Gawker. He hangs out outside town laying around in a gully. If you find them and show them the toys, they will tell you it is the handiwork of Doorsniffer and Windowpeeper, and that they saw the two of them poking around beneath the East Bridge. ### Act II: Ice Caves ``` 8-x-5-4 | | | 9 6 2-3 | | 7 1 ``` 1. Cave Entrance 2. Trap: Skeletons 3. Treasure: Witch's Cauldron 4. Guardian: Dire Polar Bear 5. Puzzle: Hallway 6. Setback: Ice Cube 7. Prison 8. Boss: Ice Witch 9. Treasure #### 1. Entrance The entrance to the caves is hidden under the East Bridge. Maybe one of the Yule Lads knows where it is. Maybe they can find it by following a trail of wool fibers. #### 2. Trap: Skeletons Long dead, freeze dried, and preserved by the cold, some thin bodies still wearing scraps of leather armor sit around a table. A few plates and mugs have long been picked clean of food by something. At the head of the table sits a full plate plate of armor, presumably also with a body in it. If the players approach - 4 skeletons: https://www.dndbeyond.com/monsters/skeleton - 1 Guardian Armor (Paragon): https://i0.wp.com/theangrygm.com/wp-content/uploads/2015/04/Guardian-Armor.jpg 800 Hard #### 3. Treasure: Witch's Cauldron Shelves, cupboards, and workbenches hold arcane and alchemical ingrediants. In the center of the room is a large bubbling cauldron. A player can can make an arcana check to use the books, ingredients, and the cauldron to try to brew a potion. On a success, they make 1d4 healing potions. (Heals 2d4+2.) On a fail, the potion is poison. Regardless of a success or failure, the user of the cauldron has a 50% chance of being cursed: - https://www.dndbeyond.com/magic-items/potion-of-healing - https://www.dndbeyond.com/magic-items/potion-of-poison 1d8 Hex Table: 1. Horrific Countenance: The victim grows unsightly warts and seeping boils all over their face. Their charisma is effectively halved when dealing with any NPC. 2. Malignant Hindrance: Large fleshy growths and cankers form on the appendages of the victim. Their dexterity is effectively halved for any attribute checks required. 3. Fetid Secretion: A reeking odor emanates from the victim which can be detected up to 50โ€™ away. Those within range will be revolted by the smell and avoid the victim. Any stealth type check should be made with a huge penalty (disadvantage in 5E or a large minus in other editions). 4. Wild Anathema: The victim now communicates in guttural growls and animalistic sounds. They are unable to use normal language for anything including the somatic casting of spells. 5. Benumbed Bones: An unearthly chill emanates from the victim who is unable to get warm no matter how hard they try. The victim has their movement halved for the duration of the hex. 6. Repugnant Euthanasia: Wherever the victim goes small insects, animals and plant life withers and dies within a 30โ€™ radius. 7. Eye of Malevolence: One of the victimโ€™s eyes becomes enlarged, blood shot and foul looking. Anyone with 30โ€™ of the victim suffers misfortune (disadvantage in 5E or a large minus to rolls in other editions). Covering the eye has no effect as it is always visible for some reason. 8. Polymorphic Malediction: The victim immediately is polymorphed into a warty toad. Their possessions are not part of the transformation and all fall to the ground. src: http://www.ultanya.com/2014/10/cauldron-of-witch.html #### 4. Guardian: Dire Polar Bear Piles of bones, large claw marks on the floor and on the stalagmites. This chamber is guarded by a huge half-zombified dire polar bear. He has dwelled here since long before the ice witch took up residence. And he guards his chamber with a mindless rage. Searching the bones reveals 200gp, and a cursed -2 dagger - https://www.dndbeyond.com/monsters/1122546-dire-polar-bear 1100 Hard (1900 Daily) #### 5. Puzzle: Hallway There is a fork before you. No matter which way you choose, the way forward is blocked by a dead-end. Scrawled on the wall before you is "You can only go backward from here." When you turn around, there is a wall five feet behind you blocking your retreat. Solution: only by walking backwards can you go back the way you came. When you get back to the fork, the 2nd path is the correct way forward. #### 6. Setback: Ice Cube Streaks of blood and an eerily pulsing wall, which is actually a slushy gelatinous cube. Vulnerable to fire. - https://www.dndbeyond.com/monsters/gelatinous-cube 450 Medium (2350 daily) #### 7. Prison Long dead skeletons remain tethered to the wall by rusty manacles and chains. In the back of the room is a the jailer's office: a cluttered desk, a chair, and a locked chest bound in brass. Searching the desk will reveal an iron key to the Witch's sanctum. The jailer's chest holds the missing clothes. It can be opened with the key found on the Ice Witch (8). If the skeletons are disturbed, a restless ghost will appear. - https://www.dndbeyond.com/monsters/ghost #### 8. Boss: Ice Witch The thick wooden door is bound in iron, with an iron lock. It can be opened with the iron key found in the prison (7). Inside, there are piles of blankets on the ground and scarves and tapestries hung on the walls. The witch is hiding behind one of the tapestries. She will present herself as one of the village children, claiming to have followed a trail of woolen fibers to the caves. She will attempt to distract the players from searching for the missing clothes by asking them to take her back to the village. If found out, she will reveal her true form and attack. At half health she will retreat to the ethereal plane and then return with the Yule Cat. The cat will make a show of assessing their clothing and then will eat the witch. If the players think quickly, they can give each other scarves to wear to avoid the cat's wrath. The cat will spit out a brass key which will unlock the jailer's chest (7) and then bound out of the cave. - https://www.dndbeyond.com/monsters/night-hag (with Green Hag hp?) 1800 Deadly (4150 daily) #### 9. Treasure In the hoard room behind the witch's sactuary is a chest with: - 1,200gp - A wand of lightning bolt (1d4 charges) - a bag of ho-ho-holding ### Act III: Save the Village It is now a race against time. The cat is summoned. The sun is setting. The heroes must race to the village and clothe the children. #### Chase Commence with a chase scene! Difficulty 3. If they succeed, they'll have a chance to act before the cat starts ripping into houses. If they lose, the cat has already eaten 1d4 children by the time they get to the village. Artic Complications 1d20 | Complication | Type ------|--------------------------|----- 1 | Crevice | Hazard 2 | Snow drifts | Cramped space 3 | Blowing snow | Poor visibility 4 | Ice cliff | Barrier 5 | Chunks of broken ice | Impediment 6 | Herd of walrus | Animal herd 7 | Snow bank | Uneven Ground 8 | Field of Ice boulders | Obstacles 9 | Ice bridge over river | Hazard 10 | Pond covered by thin ice | Hazard 11-20 | No Complication - https://olddungeonmaster.com/2015/01/17/dd-5e-quick-reference-chase-rules/ - https://www.matthewperkins.net/blog/2018/7/1/alternate-chase-rules #### The Putting On Of Clothes There are four houses. The big house has 8 kids. The smaller ones have 3, 4, and 5 children. 20 kids total. The cat takes one combat round to take the roof off a house. It then takes a round to eat one child. If a player attacks the cat it will stop what it's doing for the next combat round to swat them away. DC 18 to hit. On a hit they go flying into a snow bank, land prone, and take 1d4 bludgeoning damage. Three attacks on the cat, it will leave the house it's currently at and move to another. This takes one full round. Anybody trying to dress kids makes a dexterity check. On a success, they dress two kids. On a fail, the dress none. Once all the kids are dressed or eaten, the cat will leap into the air and fly away. ## Resources Most of this adventure is taken wholesale from two existing adventures: - Yule Cat Adventure: - Night of the Yule Cat (Chaosium/Call of Cthulhu Adventure): Icelandic Christmas: - Gryla, Lads, and Cat: - Yule Lads Poem: - Yule Lads Poem: - Yule Lads: - Yulecat on wikipedia: - Cat poem: - Cat poem: - PBS short on yulecat: - Bjork singing the cat poem: Paragon creatures: - paragon creatures: - guardian armor: Yule Lads on Drawfee - gryla the christmas witch: - yule lads: - /more/ yule lads:
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Character idea: Ratcliff Boatdriver
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I have a file full of characters, most of whom I will probably never get to play. Perhaps I'll start a series here where I share some of these rapscallions and heroes, starting here and now with Ratcliff Boatdriver. ## Background Captain Ratperson Boatdriver was an actual rat who lived on *The Cacophony*, a slaver's ship, and who who suffered from reverse lycanthropy due to an unexpected (is there any other kind?) wild magic surge from a young woman being transported in the cargo hold. Which means that Ratperson Boatdriver was a rat who would from time to time turn into a human. Ratperson organized the slaves, and the rats, in a revolt and overpowered the slaver crew and threw the captain overboard. Ratperson Boatdriver went on to captain that ship the rest of his days with the sorceress at his side. He established democratic socialism among the freed slaves, the rats, and those among the original crew who were worth saving. And they all flourished and enjoyed safety, freedom, and liberty under the Boatdriver banner aboard *The Cacophony*. Ratperson had many rat children, none of whom--so far as we know!--are werepeople. And he had two human children, one of whom was a wererat: Ratbone Boatdriver inherited her father's shapeshifting and eventually *The Cacophony*. She carried on the Boatdriver legacy of piracy and community. Ratperson's son, Ratlock, did not inherit any form of lycanthropy nor any kind of aptitude for sailing or piracy. Turning his back on the family business, he eventually became a successful artisan known primarily as the owner and proprietor of Boatdriver's Fine Wines and Cheeses. Which brings us to our hero, Ratcliff Boatdriver, son of Ratlock. As a child, his father's wealth protected and provided for him. Restless from a young age, he grew up idolizing his grandfather and aunt, and wanted nothing but adventure on the sea at the helm of *The Cacophony*. As he neared adulthood, Ratcliff used his father's riches to purchase a fishing boat he named *The Ruckus*. He spends his days out on the water trawling and setting and checking traps, and selling his catches at Boatdriver's. But he still dreams constantly of leaving the shoreline far behind and taking to the open sea and claiming his birthright: Captain Ratcliff Boatdriver of *The Cacophony*, champion of the oppressed, scourge of tyrants everywhere! ## Build My main context is Dungeons and Dragons 5e, which frankly sucks for this kind of thing. If this were Fate or Risus, I'd have no trouble coming up with a few aspects / clichรฉs: - Fishing boat captain with aspirations of piracy - Possible bearer of a family curse (Wererat?) - Anti-capitalist son of a wealthy artisan But, D&D doesn't let you build characters. It forces you to work against its system of classes to realize your vision. So here we go, let's try it. My first two thoughts are Swashbuckler Rogue, natch, and Drunken Master Monk. I actually love the speed and battlefield utility of a monk here. I can imagine him wielding a fishing spear as a weapon. The subclass gets proficiency with brewers supplies, which I'd flavor as learning wine making from the family business. And the other low level subclass features are great for brawling on the poopdeck. I would probably take the Guild Artisan background, only because the Sailor background doesn't seem to offer that much besides flavor, and grab cartographer's tools. I imagine my guild would be the Fishmongers guild to smoosh in a little bit of the flavor of the Sailor background: I work on a boat! I'm not too worried about race for this build, but would maybe go Halfling for Lucky, Brave, and Nimbleness, all of which seem great for a derring-do, swashbuckler kind of fellow. And here's some fun: I always allow my players to take a feat at level one to neutralize variant humans, so I'll allow myself the same privilege and take Magic Initiate (wizard). For my two cantrips I'll take Booming Blade, which will be baller for a speedster battlefield controller, and probably mending for flavor. Gotta keep those sails and ropes in tip top shape! And then I'll take Find Familiar for my 1st level spell. Because Ratcliff has an intelligent rat companion. Maybe a second cousin of his, the son of one of Ratperson's rat children. Perhaps this branch of the family has a similar but divergent naming convention, and his name is Personford. ๐Ÿ€๐Ÿง€
e0d62b16bbe1b36f5f3117a77d88d644238098bc
The Wizards Grimoire
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>So it was that Aibesta of the Two Courts compiled her notes into a Signature, and arrayed herself for travel. To her signature she added a selection of useful magics to speed and comfort her on her way, and she set out for consultation with her mentor, the great scholar Wistride the Aur... > >She died at Haidor, overcome by Murderous Ghosts set upon her by Justu the Necromant. Her grimoire was found later by a treasure-scavenger, and added to the collection of a scholar-nun of the Monast. At that order's dissolution, it was sold to pay for rites of indemnification and funeration, then stolen by a reaver in transit over the Salt Road of Brash, then carried to various parts by a variety of persons, some virtuous, some bold, some sly. > >By its particular and circuitous route it has reached, four centuries and more later, you. > > ## Contents 1. [Introduction](#introduction) 2. [Mechanics](#mechanics) 3. [The Setup](#the-setup) 4. [The Story](#the-story) 5. [Conclusion](#conclusion) ## Introduction This weekend Apreche invited me and cymen to play *The Wizard's Grimoire* with him. As a game, it's got a couple of interesting things going for it right out of the gate: 1. It's a single player game. Kind of. Each individual session requires the assistance of two "volunteers". And each session is profoundly collaborative. But your volunteers may change each session. So you and you alone are the only part that persists and carries the story forward from session to session. 2. Highly modular. The Wizard's Grimoire, the free demo version of the game, is but one of four different adventures included in the paid version. And the grimoire included in the demo is but one of three different grimoires. This suggests to me a mix-and-match capability that is basically a plugin system. I bet a Wizard's Grimoire game jam on itch.io would result in a plethora of community content. 3. Brand name recognition. The creators are the same people who made Apocalypse World, which in turn launched dozens of Powered By The Apocalypse games. 4. Bonus points: tone and flavor. The gamebook is very fun to read. It's full of weird, archaic words and phrasing and feels very mysterious and magical. Much like it itself is some kind of grimoire. ## Mechanics I knew that the primary (only?) narrative mechanic of the game is "Player asks questions, volunteers work together to answer them," but I didn't know what to expect in terms of how often the questions would come, how open ended they might be, what consensus with my other volunteer might require, etc. In practice, there were a few awkward spots and a few stumbles as we figured it out together, but the overall experience was very fun, and super collaborative. It felt like three GMs setting up situations and resolving them together. Apreche would basically throw writing prompts at us, sometimes super open ended, sometimes focused or leading. And cymen and I would brainstorm answers to them. A lot of the time we were on the same page about things. Sometimes he took the response in a way I hadn't anticipated, which was really cool. And sometimes he contributed something that challenged what I wanted to do in my mind, which was also really cool. I really enjoyed this aspect of it. As a volunteer, the dice roll mechanics were pretty much hidden from me while playing. The rolls were also few and far between, the emphasis being on the storytelling. They were very simple though, requiring a single d6 and beating a target number. The final mechanic is that of the grimoire. Each section is "locked" (the player is instructed, on their honor, to not read ahead) and unlocking each section may require different things of the narrative, and/or different dice rolls. There are in-game consequences and boons for unlocking or failing to unlock a section. ## The Setup So in our session, cymen and I were volunteers in Apreche's game. We were given some brief background on the nature of magic in the world, and what expectations of us are. The game provides this content in a short Volunteer Guide and a brief Bestiary. The game design seems to strongly favor player safety and being respectful of the volunteers' time: anybody can end the session at any time, for any reason. Here's the entirety of the setup and game prep that Apreche gave us: > I'm going to visit a former mentor of mine to solicit their help in translating the next section of the grimoire. That's it. Then we started playing. He started with a couple questions about his mentor, what their name is, where they live and in what kind of dwelling. And then there were a few questions to set the stage such as, What time of year is it, what time period is it, etc. This part was very sandboxy and kind of intimidating with how open-ended all the questions were. What we decided was that this takes place in an English countryside kind of place with Victorian era levels of technology. The fledgling wizard, Griksakthis, took a train to a small town, and then a carraige to the edge of town, and from there proceeded on foot out into the remote, meandering countryside. ## The Story It is late winter. Cool and crisp, but sunny and bright. The coat he had been wearing, while necessary in the morning, is far too warm now that midday approaches, and he walks with it slung over his shoulder. He carries a duffel with a change of clothes and supplies. He intends to stay a couple days. Tucked inside his pack is also the Signature of Aibesta of the Two Courts, the mysteries of which he has only just begun to unwravel. He is seeking out his old tutor, Esmerelda, the Grand High Mage of Transmutation, to help him with deciphering Section III of the grimoire. Soon he sees the wall of piled cobblestone that runs along the road and marks the edge of Esmerelda's estate. He follows it a ways until he gets to the heavy wrought iron gate, closed and sealed with Esmerelda's own sigil of power. Familiarity washing over him, he traces the sigil and steps back, expecting the gate to swing open as it has hundreds of times before. But it remains locked and shut, as though the magic in the gate has faded and gone. > **Note**: None of this had been prepped ahead of time. Everything that has happened so far has been me and cymen just bouncing ideas off each other in response to Apreche's questions. We had started to gel as a team a little bit by now, and it is at this point that I really started to get the feeling that we were three Game Masters shaping a world together. > > Apreche takes action for the first time now, and rolls a die as... Griksakthis decides to perform a bit of hedge magic. He exerts himself magically in order to unveil his wizardous senses. Unfortunately the spell fails and he is exhausted and overwhelmed, and stands there lost in thought for some moments until he is snapped to when a large raven lands on the gate and peers quizically down at him. Shaking of the fog of stupor, he regards the raven and assumes it must be one of the many ravens Esmerelda keeps as companions and spies, and that she must now--or will soon--know that he has arrived. With a click and a creak, the gate swings open, granting him access to the estate. A narrow footpath recedes from here down to the edge of a swampy wood. The air is cool and crisp, tainted with the faint sour, rotting odor of the swamp. The footpath slowly fades and soon is lost entirely to the wildness of the wood, but Griksakthis proceeds confidently, having walked these woods countless times in the past. Roughly an hour later, the trees start to thin again as he approaches the far side. As he steps out once more into the grass, Esmerelda's mansion is visible before him. A sprawling country estate, hugging the ground with only two and a half stories, with two wings reaching forward to flank a large courtyard garden where the witch grows the rare herbs and plants needed for her research. Nothing is growing currently in the winter cold, but the beds have been turned over and prepped in anticipation of the coming spring. He approaches the door, thick iron bound wood with runes carved deeply into it, and reaches for the heavy iron ring of the door knocker. When the knocker strikes the metal plate, arcane energy crackles out in fine webs. The runes glow briefly where the strands of energy touch them, and the door swings open. He steps in the foyer. Wooden steps leading up to bedrooms, a hall of doors, all closed save one leading into the library where Esmerelda conducts her work. He crosses the threshold of the open door and sees her at her writing desk. Without looking up, she raises a hand to hold off interruption as she continues to write in a large book, completing a thought. Griksakthis sits himself in a chair before the desk and patiently waits. Soon she sets down her pen and looks up and greets him. There is familial love between them, but she conducts the conversation as someone who has much to do, and little time in which to do it. She suffers no smalltalk, and presses him directly on what business brings him here now after years of absence. He explains that he has come to seek her help in translating the Signature of Aibesta of the Two Courts. She immediately agrees to help, hoping that something in the translation may help her understand and remedy the waning and fading of her own magic, as seen in the depowered sigil of protection on her own front gate. Griksakthis feels that she agreed to help too quickly and tries to empathetically inquire into her motives. Esmerelda sees through his charade though and sees that he is being calculating, not empathetic. They each awkwardly try to asuage the other's aroused suspicions, and then Griksakthis excuses himself to rest and clean up before dinner. > **Note**: Griksakthis's "insight check" was the second role (and fail) of the game, as Apreche decided to have him Exert himself Empathetically to determine whether Esmerelda was hiding anything from him. Since he failed, he did not learn that Esmerelda's magic is fading, and did not gain insight into her motives. Griksakthis, refreshed and feeling sharp, joins Esmerelda in the dining room. There are no servants or staff in the house; Esmerelda has always prized her privacy. She has magicked the meal into existence herself, and has set two places at the long table: one for herself at the head and one for Griksakthis at her side. She is seated and waiting when he arrives. She has prepared a warm and hearty winter soup, knowing it was a favorite of his while he lived here under her tutelage. Griksakthis is lulled into feelings of comfort and home. As they eat, Esmerelda quizzes him on the contents of the grimoire and his progress in deciphering it, until in impatience to get started she abruptly ends dinner and leads him back to the library where they start pouring over the tome together. They are immediately alerted to the presence of a magical safeguard that must be subdued before they may gain access to the contents of the chapter. Through study, they determine that the safeguard requires a personal sacrifice from the reader in order to convey intent and worthiness. Esmerelda opts for a blood sacrifice and offers one of her prized ravens. Griksakthis thinks the sacrifice should be of a more personal nature, and offers his memories of having lived in this house. The safeguard relents, and Griksakthis's ambition gets the better of him as he decides to attempt to permenatnly disable the safeguard by Strenously Disputing A Wizardous Will, and forcing the safeguard to regard him as its master and submit to him. The spell misfires. It works sufficiently enough that they are able to study the tome long enough to gain some significant insights, but not long enough to make any major breakthrough. Then the safeguard snaps shut, once more obscuring the contents of the section. It knows it has been manipulated, and in retaliation it returns to Griksakthis his sacrifice, but in a corrupted fashion: his memories of having lived in this house are now tainted with false memories of a bitter, hatred fueled rivalry between himself and his mentor Esmerelda. He snaps the grimoire closed and announces that they have made all the progress they will tonight. Esmerelda stands and watches as he retreats to his room and packs his things. He was a fool for coming here! Esmerelda will surely try to steal the Signature of Aibesta of the Two Courts for herself! She has always been envious of his talent and aptitude. He opens the bedroom window and sneaks out into the night. A handfull of ravens watch in quiet resignation as he disappears into the woods, never to return. ## Conclusion This game was super fun! I think Apreche rolled dice maybe three times in the ~2 hours we played. It is far and away much more of a collaborative storytelling game than it is a dice rolling game. The story itself ended up being very satisfying. I love the sadness in Griksakthis forgetting the familial bond he had with Esmerelda and burning the bridge between them. One thing repeated in the rulebook is that the goal of the game is to "follow your ambitions into danger, and maybe back out again." This is precisely what happened. Griksakthis emerged from the dangers of investigating the book, but not without consequence. Not unscathed. cymen and I admitted to being disappointed that he didn't get to decipher the section, but Apreche assured us that it was in fact a very productive session! He had made two out of the three insights required to make a breakthrough, and those insights will carry over to the next session. Griksakthis is very close to translating the section. He'll just have to try again somehow, with the help of two other volunteers. The one part of this game that was really challenging for me were interactions with Esmerelda. I don't think cymen or I either ever felt all the way comfortable fully inhabiting the character and actually role playing her. I'm still not sure how two people might collaboratively, with full consenus, role play a single character. Consequently, almost all of her actions were kind of jointly narrated. She never developed a real voice of her own. This game was super fun to play as a volunteer, and I bet it would be really fun and rewarding to play as a player. The paid version, again, includes four different adventures. Each of which, presumably, could be played with any / all of the four different included grimoires, making it highly adaptable and modular and replayable. I'm a fan and would play again.
f434646daae7426c45447585e12d4b85531a616f
Wilderness Travel and Random Encounters
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When I first started running Storm King's Thunder, I stressed out a lot because I thought it would require a lot of overland wilderness travel, and I didn't know how to do that. Turns out this was not actually the case: most of my players' travel has been by road, boat, airship, etc. Not in the wilderness. But in the meantime, I read up a lot on the topic, and I learned a lot about building random encounters, and a little bit about wilderness travel. ## Contents 1. [The Basics](#the-basics) 2. [Hustling](#hustling) 3. [Terrain and getting lost](#terrain-and-getting-lost) 4. [Encounter Tables](#encounter-tables) 5. [Mien](#mien) 6. [Motives](#motives) 7. [Complications](#complications) 8. [Conclusion](#conclusion) ## The Basics The Sword Coast, aka The Savage Frontier, is a massive area. Here's how we handle traversing the continent. The world map I use has a scale of roughly 8 miles per hex. You can walk 3 miles per hour for 8 hours a day. ``` 3 miles/hour * 8 hours/day = 24 miles/day 24 miles/day / 8 miles/hex = 3 hexes/day ``` Roll 4d20 per day: - 2 rolls for 8 hours of travel = chance for an encounter every 4 hours. (Optionally [roll for weather](https://dozensanddragons.neocities.org/5.html) at the start of each day.) - 1 roll for the 8 hour "leisure" window: setting up camp, eating, repairs, etc - 1 roll for 8 hours of rest A roll of 18 or higher is an encounter, which means A) rolling on a random encounter table, or B) running a prepared encounter. I'm a fan of building "encounter pressure". Every time the roll doesn't result in an encounter, reduce the target number by two. The first DC is 18. Then 16, 14, and 12. Hopefully this way every day has some kind of encounter. ## Hustling You can bump your pace up to a hustle and walk 32 miles per day--a whole extra hex!--instead of just 24 miles per day at the cost of rolling a constitution save for exhaustion. Continue to build pressure here. The first DC can be 12. Then 14, 16, 18, and 20. ## Terrain and getting lost Traveling on a road suffers no penalty. Wandering off the road suffers a 0.75 to 0.50 speed penalty depending on the terrain, and once per watch (i.e. every four hours) the navigator (the team must decide who is navigating) must roll a survival check determined by the difficulty of the terrain in order to not get lost. If you pass the check, you continue in the direction you intended. If you fail the check, you possibly become disoriented. DM rolls 1d10 to determine your veer. | 1d10 | Veer | |--------|-------| | 1 - 4 | Left | | 5 - 6 | None | | 7 - 10 | Right | Veer means you exit out the edge of the hex to the left or to the right of the one you intended to. You remain lost until you pass your survival check or spot an obvious landmark. Repeated failures can increase veer but not decrease it. Resources: - - ## Encounter Tables 1. Roll 1d8+1d12 on the table below. This combination of dice creates a nice bell curve, the probabilities of which are shown below. So weight your options the way you want to. 2. Tracks (optional): roll an additional dice of your choice (d2, d4, etc) to determine the chance of turning a combat encounter into an exploration encounter if you want to: you don't encounter a band of orcs, but obvious orc tracks leading away from the path into the tall grass. 3. Mien, Motives, and Complications: Roll on any/all of the appropriate tables below. 4. Pillars: When stocking your tables, try to mix up the encounters and include equal-ish amounts of each of the following. - Combat: monsters/creatures [C], - Social: npcs or friendly creatures [S], and - Exploration: traps, puzzles, and locations [E] ``` Road through tall grass, hills, and swamp n | % | description --|----|-------------------- 02|1.04| deck of many things [S] 03|2.08| a crying, lovesick hill giant [S] 04|3.13| a crumbling, abandoned temple [E] 05|4.17| zentarim caravan [C/S] 06|5.21| satyr revelry [C/S] 07|6.25| xorn [C] 08|7.29| rival adventurers [S] 09|8.33| ruins, cairn, or standing stone [E] 10|8.33| zombies! [C] 11|8.33| stirge swarm [C] 12|8.33| bullywugs [C/S] 13|8.33| potion seller [S] 14|7.29| troop of bards [S] 15|6.25| gargoyles [C] 16|5.21| shambling mound [C] 17|4.17| lizardmen [C/S] 18|3.13| gnolls [C] 19|2.08| green hag coven [C] 20|1.04| Tyrannosaurus Rex [C] ``` Here are some additional encounter ideas for putting into tables. - dead body on the side of the road. investigation reveals a mopey ghosty. [S] - [sticks](https://www.reddit.com/r/DnDBehindTheScreen/comments/9x8lfc/grobnaks_store_of_sticks/) [S] - scarecrows [C] - mephits [C] - bandits [C/S] - goblin ambush [C] - kobolds! [C] - Sidequest hook [CES] - pack of direwolves [C] - watchful knight: a helmed horror who follows a player for 1d3 days [S] - orcs [C] - displacer beasts [C] - flail snail [C] ## Mien Mien: : Attitude, personality, appearance, aspect Roll 1d6 on this table. Consider making a small mien table for each possible encounter. In a pinch roll 1d2 to determine weal or woe / friend or foe. 1. Playful 2. Confused 3. Hungry 4. Tired 5. Evasive 6. Aggressive Idea for mein from [Troika!](https://www.troikarpg.com/) ## Motives This is a d66 table. Roll 2d6 the same way you would percentile dice: one for the tens place and one for the ones place. ``` 11. Food 12. Treasure 13. "Treasure" - something it finds valuable, but others may not 14. To collect a toll or fee 15. To find a mate 16. To protect its young 21. To find healing from injury or respite from pain 22. To release or express aggression 23. To attack from ambush 24. To trick the players in some manner (lure close for an ambush, steal some items, just for kicks, other) 25. To pass through to other area 26. To establish territorial primacy 31. An item in the players' possession 32. To capture slaves or servants 33. To reach a local monument/locale 34. To patrol its territory 35. Information 36. To tend to a food source 45. To set up a lair 46. To spy on the party 47. To follow the party in effort to get (roll again on this table) 48. To rescue one of its own 49. To retrieve one of its own 40. To collect a runaway fugitive/servant/slave/underling 51. An item believed to be in the players' possession 52. To enforce local laws or customs 53. To celebrate a victory or achievement 54. To care for the dead 55. To keep a mystery or secret hidden 56. Preparing for an upcoming seasonal event 61. Unrequited love 62. To create religious or political converts 63. Bored. Looking for something interesting to interact with 64. REVENGE! 65. Lonely. Wants to make friends 66. Roll twice ``` ## Complications Roll 1d20 1. No complication 2. Creature makes a plea for help 3. Wounded 4. Controlled by magical means 5. Controlled by blackmail, stockholm syndrome, other non-magical means 6. Madness 7. Lost 8. Fleeing an aggressor 9. Has backups 10. Add weather condition 11. During the encounter, add an Environmental twist 12. During the encounter, an additional unrelated Combatant arrives as a twist 13. During the encounter, some Non-Combatants arrive as a twist 14. Hostages 15. Contagious disease 16. Are already Deceased 17. The actual being is a creature in disguise or impersonating 18. The MOTIVE is a ruse, the actual drive is (roll on MOTIVES) 19. Creature is cursed 20. Roll twice on this table Source for motives and complications: ## Conclusion These are the rules and tables I've been using for my campaign. Like I said, I've used the wilderness rules pretty much zero times. But I have them should I need them. Much more useful have been the encounter rules, which exist primarily to make encounters much more likely to be not just combat, and to make encounters much more frequent.
d4beb834fb043a882d46ffc8772a4a7e5d8850f9
The Gnashing of Teeth
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> This is part of the Steel Reserve Campain Diary series. There will be spoilers for Lost Mines of Phandelver. > > ยซ [Previous](4.html) | [Series home](3.html) Our heroes stand at the mouth of a cave, the Cragmaw Hidey Hole. Inside is a man whose life depends on them. Peering into the foreboding dark, the Reserve wisely decides to exercise caution and restraint and send somebody to sneak in and scout ahead. All eyes fall on the rogue. Buldrick boldly strides into the dark, only to return moments later with reports of low, hungry growls, and the gnashing of teeth. Ducky offers to provide additional reconnaissance leveraging the superior darkvision of her companion, the raven Thatso. She manipulates the magic bond between her and her familiar, and changes its physical form to that of a snowy owl. She then sits down on the ground and as she projects her own awareness into the bird, she becomes deaf and blind to her own surroundings and starts to percieve through the eyes and ears of the owl. Thatso flies into and through the cave, mapping the interior, carrying Ducky's mind with it. Immediately inside the cave is a small alcove in which are chained four large direwolves, the source of the gnashing and growling Buldrick just heard. Further in, a narrow bridge is suspended high over a still cave river. It is guarded by two bugbear sentries. Thatso returns to the Reserve, and Ducky's senses return to her own body. She describes the cave, and the team resolves to deal first with the wolves. They proceed quietly into the cave and into the alcove with the wolves. Each one is chained to its own stalagmite, and they regard their visitors with cold, hungry eyes. There are bones and food scraps littering the floor. The goblins here obviously feed the direwolves whatever is left over from their own meals, and the creatures are hungry and malnourished for it. Tumutch steps a little too close to one, and it lunges forward and locks its jaw shut around his leg. Tumutch fights to free himself, aided by Hiro, who starts hacking at the wolf with his samurai sword. The wolf eventually releases Tumutch and the two of them fall back out of its reach. Ducky cautiously approaches the wolf nearest her and starts to work some illusory magic with her hands, creating the aroma of fresh game and cooked roast and other foods, while at the same time trying to create the smell of mother wolf pheromones to comfort and soothe the creatures. A combination of patience, kindness, and smells eventually soothes the wolves and allows the Reserve to pass among them with no further provocation. In the back of the alcove, Tumutch discovers a fissure wide enough for a man to crawl inside, which he does, and discovers that the fissure recedes away high up into the cave. There is a ledge and several feet up, and a tunnel continuing from there deeper into the cave. Tumutch slowly climbs his way up to the ledge and sees that the tunnel is little more than a steep chute that opens up into the corner of a large room full of bugbears, including one hulking brute wearing scraps of hard leather armor and wielding a wicked morningstar. This must be none other than Klarg, commander of the outpost and right hand man of Grol, king of the Cragmaw. Tumutch retreats back down the chute and alerts everybody of the shortcut they have found. They all start carefully trying to sneak up the fissure to ambush and surprise the bugbears. Fisty scoffs at their efforts as he simply flies up to the ledge. Ducky releases the most docile of the direwolves and with a combination of some ropes and some light levitation magic, sucessfully gets the beast up to the ledge. Everybody thus assembled and ready for the attack, Tumutch produces a set of pipes and starts to quietly play a tune on them. As the notes drift off and fade away, rats start to pour into the tunnel from all directions, marching to the tune. Under Tumutch's enchantment, they pour into the room and roll over and around the feet and legs of the startled bugbears. They gather into the center of the room into a tight, squirming ball and then with a wave of her hand, Ducky ignites them into a blazing ball of furry, squealing fire. Half under Tumutch's control, half driven mad by the flames, the rats scatter and climb all over the bugbears, biting, scratching, and burning as the Reserve launches into the room and attacks. From the back of the room, Klarg releases two more huge direwolves who race to tear apart the indruders. The wolf that Ducky brought up into the fight runs forward to engage with them. Hiro and Tumutch hold the front line, aided by Dug and his warhammer. Fisty and Ducky provide firepower from the back. And Mayonez and Buldrick dart around the room, Buldrick up close with his katanas and Mayo alternating between raining down from far away with this boomerangs, and closing in for crushing bites with his lizardfolk jaws. Klarg's morningstar is devestating to those up close, and his javelins fly true for those who are further away. Tumutch's courageousness on the battlefield makes Klarg pause in his advnace, and he beats his own bugbears and goblins for doing the same, hating to see in them the hesitation he feels himself. Having the clear advantage by now, the Reserve focuses their efforts. Ducky lets fly a barrage of magical darts which bury themselves in the bugbear. Fisty, still airborn, blasts him with a beam of dark, coursing energy. Enraged, Klag looses his final javelin, trying to knock Fisty out of the air. Fisty dodges, but the javelin lodges right into the meat of this upper leg. Fueled by pain and anger, Fisty hurls a fireball at Klarg, who is, once again, now on fire. Buldrick yells to Fisty and starts charging toward him. Fisty lowers himself in the air and braces himself. Buldrick leaps and grabs Fisty's wrists as Fisty lifts with his arms and his wings and gives Buldrick enough of an aerial boost to fling him through the air. Descending on Klarg, he draws his katanas and plunges them into the bugbear, while at the same time Ducky rings peals of devilish cacaphony directly into his head, shattering his mind. As Klarg falls to the ground, beaten, Mayonez bounds forward and snarls, "these are *my* eating caves, mate," before falling on him. The Reserve looks on in disbelief as whole pieces of Klarg disappear behind the gnashing of teeth. In a final act of revenge, the last remaining direwolf falls on Mayonez's back. Hiro slashes at the wolf but not before Mayo is badly wounded. In the aftermath, a lone goblin stands cowering and grovelng at the edge of the room.
e4f93c4991c6bc35c78f3438e8dfcc6bafc077c1
Hex Flower
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## Contents 1. [Introduction](#introduction) 2. [The Core Component](#the-core-component) 3. [The Flower](#the-flower) 4. [How To Use It](#how-to-use-it) 5. [Advanced Features](#advanced-features) 6. [Applications](#applications) 7. [Conclusion](#conclusion) 8. [Resources](#resources) ## Introduction My cleric of the tempest domain needed a way to keep track of changes in the weather because their damage increases when there's lightning or a storm. What we needed was a persistent, incremental, biased, generative engine. 1. **Persistent**: A low priority consideration for the actual system, to be honest. I'm going to have the player keep track of the current weather however they want to. 2. **Incremental**: I want changes in the weather to be *incremental* and to feel natural. For the most part. A clear day should be expected to maybe lead to a cloudy day, with a chance of evolving into rain, and then into a storm. 3. **Biased**: Severe weather events should be rare. Most weather should be mild or moderate. 4. **Generative Engine**: Some system that generates the weather conditions for us. The solution ended up being the Hex Flower engine from [goblinshenchman](https://goblinshenchman.wordpress.com). It's fiendishly clever in its simplicity and flexibility, and it satisfies all my requirements perfectly. ## The Core Component The core component is a hexagon, and 2d6 which will determine which side of the hexagon you exit. | Roll | Likelihood | | --- | --- | | 2 | 2.78 | | 3 | 5.56 | | 4 | 8.33 | | 5 | 11.11 | | 6 | 13.89 | | 7 | 16.67 | | 8 | 13.89 | | 9 | 11.11 | | 10 | 8.33 | | 11 | 5.56 | | 12 | 2.78 | Given the bell curve of likely outcomes from rolling 2d6, if you arrange your hexagon exits like this: 12 __ 10,11 / \ 2, 3 8, 9 \__/ 4, 5 6, 7 ...then you get a strong bias for down and slightly to the left. One requirement satisfied! This means, given a grid of these hexes, I can place more mild and moderate weather at the bottom, and more severe weather at the top. And I can be confident that the generator will favor more mild weather. Not to get into advanced features of this system right away, but one thing that might be immediately apparent to you at this point is the fact that you can influence the bias of the system at the design stage *or at play time* by changing this "legend hex". More on that later. ## The Flower The engine is a grid of hexes, keyed however you like, with a few additional rules. Here's the one I made for my storm cleric. figure { background-color: rgba(255, 255, 255, 0.2); padding: 1rem; } ![Figure: weather hex flower](img/hexflower.svg) And its key: 1. Sunny, pleasant 2. Bright and breezy, light clouds 3. Partly cloudy 4. Cloudy and breezy. Chance of light showers. 5. Partly sunny 6. Dark and overcast 7. Steady breezes. Quite windy. 8. Heavy clouds 9. Oppressive sun 10. No change 11. Lightning + sunshine. Roll for rainbow ๐ŸŒˆ 12. Relentless sun 13. Heavy constant rain. Reduced visibility. +1 stealth, -1 perception. 14. Severe heat. Chance of exhaustion. 15. Severe lightning, high winds. Exposure to the elements is dangerous. 16. Dark thunder storms. Low visibility. 17. See 15. 18. See 15. 19. Disaster! Zero visibility. If you're outside, immediately roll for environmental damage / exhaustion. > **DOWNLOAD**: If you would like to grab this hexflower as is, complete with key and instructions, you [can get it as a single image here](img/weather-handout.png). I like the idea of adding consequences and mechanics to the weather. We just had our first session of heavy constant rain (hex #13) and the stealth bonus and the perception penalty changed the way the game was played. It also obviously changed role play elements like how I narrated the scene, and how the players interacted with their environment. There are two emergent features of the hexflower at this point: 1. **Chaotic Leaps**: Exiting off the edge of the map causes you to enter through the outer edge of the hex opposite the current hex. Like in Pac-Man. This introduces some delightful chaos and randomness into the system. It also begs caution and requires a few guardrails. e.g., I don't want it to be possible to exit out the bottom of the most mild weather hex into the top, most severe weather hex. So that exit is blocked. 2. **Lobes**: When you are designing your engine to be incremental, you might have a couple of hexes of a similar kind that you want to group together. These can form regions of "lobes" or "rings". You may then want to have transitionary hexes between regions. After this design phase, my hexflower is reliably incremental, with occasional chaotic leaps. This satisfies another requirement! ## How To Use It It's up to you! I had my cleric start on the bottommost hex. They get to roll for weather once per session, or once per in-game day. They're in charge of keeping track of the current weather between sessions. I adopted the optional rule that the center hex represents no change in the weather. Entering this hex means whatever the previous weather was continues. ## Advanced Features As I mentioned earlier, you can easily change the bias of your hexflower grid by adjusting the legend. I'm not sure why you would do that with a weather engine, unless you're purposefully steering your players toward some kind of cataclysm. Or perhaps you've wandered into an elemental plane where severe weather is the norm. But I've seen other engines put this feature to great use, sometimes including two legends, inverses of each other. Favorable: Unfavorable: 12 6, 7 __ __ 10,11 / \ 2, 3 4, 5 / \ 8, 9 8, 9 \__/ 4, 5 2, 3 \__/ 10,11 6, 7 12 For example, one engine I saw determined the attitude of the villagers toward the player characters. At the discretion of the DM, the villagers could be inclined to favor them if they have been acting heroically and kind. Or they could be inclined to fear and loathe them, eventually running them out of town, if they have been acting like murderhobos. ## Applications Other applications I've seen that I like include: 1. [In the Heart of the Sea - A Procedural High Seas Hex Crawl](https://www.drivethrurpg.com/product/274573/In-the-Heart-of-the-Sea--A-Procedural-High-Seas-Hex-Crawl) 2. Procedural hex map generation 3. [Where will the Rot Grub go next?](https://goblinshenchman.files.wordpress.com/2018/10/where-did-the-rot-grub-go-next2.png) 4. Morale tracking for NPCs or enemies. ## Conclusion I love the engine, and am excited to find new ways to use it in my games. ## Resources - Hex Power Flower: - Hex Flower Game Engines as found in the wild:
c72a4b8067d1c887400b46fee48ec994343f274d
Introducing the Steel Reserve
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## Contents 1. [Chapters](#chapters) 2. [Introduction](#introduction) 3. [About](#about) 4. [Cast of Characters](#cast-of-characters) ## Chapters 1. [Beginnings](4.html) 2. [The Gnashing Of Teeth](6.html) ## Introduction ## About A bunch of friends and coworkers, mostly all new to D&D, playing the Lost Mines of Phandelver. We played every week and finished the module in 23 sessions. There will likely be fewer posts than that as I combine multiple sessions into single installments here. ## Cast of Characters The core party: - **Tumutch Dijon**: The moral compass. Human Paladin of the Silver Flame. Possibly the only "good" member of the party. - **Dug "Doorbane" Hammerhound**: The politician. Dwarf Forge Cleric. - **Fisty McKnuckles**: Spooky boy. Tiefling Pact of the Tome Warlock. - **Ducky**: The lovable lich. Gnome Gnecromancer. Associates: Former/sometimes/reserve members: - **Hiro Protagonist**: Man of action. Red Dragonborn Samurai Fighter - **Buldrick**: The wildcard. Eladrin Swashbuckler Rogue. - **Pankas**: The bard.
6313be5c3b86b6af9f42d89b2f0a76aa931b2dca
Beginnings
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> This is part of the Steel Reserve Campain Diary series. There will be spoilers for Lost Mines of Phandelver. > > [Series home](3.html) | [Next](6.html) ยป ## Contents 1. [Preface](#preface) 2. [On The Road](#on-the-road) 3. [Ambush](#ambush) 4. [Hideout](#hideout) ## Preface Gundren Rockseeker hires local adventuring group Steel Reserve to escort a cart of goods from Neverwinter to Phandalin. Gundren and his pal Sildar go on ahead on horseback and will meet them there. ## On The Road Our scene opens on the High Road. Ducky, the newest and still unproven member of the squad, is at the reins of the wagon. She is a small gnomish woman with wild frizzy hair and a huge nose. At her side, hopping from one foot to the other, is her companion Thatso, a black raven. Sitting in the back of the cart with the supplies is the rest of the Reserve. Buldrick, a handsome Eladrin from the feywild is brooding and rolling some ball bearings around in the palm of his hand. His katanas are strapped to his back. Fisty McKnuckles, a red tiefling, one of the rare kinds with wings, has got his nose in his mystic Book of Shadows, pondering its contents. Were he not so enraptured by his studies, the darkness of his own brooding would outclass even that of Buldrick's. Hiro Protagonist, noble dragonborn, his scales a much darker, more metallic shade of red than that of Fisty's apple colored skin, shifts uncomfortably. To a man of action such as he, time spent idle is time wasted. Dug Hammerhound, a stout dwarf in full armor is diligently tinkering away with some scraps of metal, magically folding and shaping them with no forge and no fire. And finally Tumutch Dijon, a paladin of the Silver Flame is good naturedly tuning his bagpipes, secretly hoping somebody will ask him to favor them with a tune. But no one does, and their time on the road passes for the most part uneventfully. During one of the first nights camped on the side of the road, a lone goblin timidly creeps into the glow of the campfire. It is immediately recognizable as a member of the local Cragmaw clan, and is famished and near exhaustion. The band cautiously welcome it into their cirle and give it something to eat. He introduces himself as Gronk, and tells them that conditions are currently quite bad for the Cragmaw. The tyrannical King Grol is spending what precious little resources they have on his beloved direwolves while goblins go hungry. To feed themselves, they're forced to increase their raids on travelers and caravans. After eating and resting, Gronk steals away in the middle of the night while his new friends sleep. The next morning, the Reserve breaks camp and continues on their way. A couple days later in the evening, they come upon the camp of a loud and revelrous group of humans. As they approach, they are hailed and bid welcome to join their campfire. They do, and together they all do a lot of drinking and merry making. Carl, the leader of the camp tells them over drinks that they are from Phandalin, where they had earned a living committing petty crimes and causing mischief. He goes on to tell them of a rival gang, previously also harmless revelers, who are, under the leadership of a Mysterious New Leader, now committing more serious and vile crimes. In fact, it is out of fear of this new, violent Redbrand Gang that Carl and his Bluebrand Gang is fleeing Phandalin. The revelry continues into the night! Ducky plays a dangerous game of _Stabby Hands_ with some of the rogues. Thanks to her own nimbleness and some subtle divine guidance from Dug, she manages to keep all of her fingers, and even wins some gold in the process! In a feat of bravado, Buldrick challenges one of the brigands to an arm wrestling match. Carl, deep in his cups at this point, sells a forgery kit to the party for a song. Eventually everybody falls asleep wherever they happened to be. The Bluebrands managed to wake up early, pack up, and leave before any of the Reserve even stirs. They start to become used to waking up alone after spending the night with new friends. ## Ambush Back in the cart and continuing on their way, the Reserve comes upon a scene. At a wide part of the road, a pair of dead horse are strewn across the trail, blocking further progress. Upon approaching, they recognize the horses and the gear as belonging to their employer and his partner, Gundren Rockseeker and Sildar! Just then, arrows fly from the treeline, as a couple of bugbears each lead a small squad of Cragmaw goblins and direwolves into the clearing. There are a lot of them, and they are reasonably well disciplined, but they are outmatched. One squad falls beneath Buldrick's katanas and Hiro's samurai sword. The other to Dug's hammer and Tumutch's longsword. Hanging further back, Fisty hammers them with eldritch blasts while Ducky--finally proving herself to her new team--recites incantations from her spellbook as terrible peals from beyond the grave ripple through and shatter goblins. Finally, as some of the goblin hoard are trying to flee, she mows them down with a few desperate magic missiles. One lone goblin remains cowering and groveling in the aftermath. Fisty approaches him, wading through the goblin's fallen comrades. He soothes him with a few whispered words, and the fear visibly leaves the goblin as Fisty magically brings him under his influence. The mental strain is visible as the goblin entertains two competing thoughts: 1. Fisty is my pal. We've been buddies for a long time. He wouldn't hurt me. 2. Fisty and his friends just murdered all of my friends. Adding to this conflict is that Buldrick, child of twilight from the Feywild, makes constant threats to bodily harm the goblin. He demonstrates by starting to press one of his ball bearings under the goblin's fingernail. Fisty stops him and theatrically laughs off the assault, assuring the goblin that it was all in jest. Upon being questioned, the goblin nervously tells the Reserve--half out of friendship, half out of fear--what happened to Gundren and Sildar. King Grol, from within Cragmaw Castle deep in the woods, ordered his commander, Klarg, to capture and deliver Gundren to him. Sildar was not part of the order, so he was escorted back to the nearby Cragmaw hideout. Presumably for eating because rations are so scarce for the hoard. Upon learning all this, Hiro, man of action, draws his samurai sword to end the goblin. Fisty frantically gestures to Hiro to stop, but it's too late. The goblin has seen the huge dragonborn come at him with his sword, and with that his feeble mind snaps and whatever remaining influence Fisty had over him is gone. Right as the goblin turns to run for the tree line, Tumutch marks him and tells the Reserve that he is confident he can track him, and that if they let him go he might lead them to the hideout and to Sildar. They decline, and Ducky reluctantly plunges one magic dart after the other into the poor goblin's back. ## Hideout Having a rough idea of where both the castle and the hideout are from their conversation with their late goblin friend, the Reserve decides that Gundren must have been summoned because he is valuable and his life is probably not, temporarily at least, in danger. Meanwhile, Sildar's life is of no value to the goblins, whereas his flesh is of great nutritional value. They decide to try to find the hideout and rescue Sildar. Then Gundren. They cover their cart on the side of the road the best they can, and leave a couple of Hiro's retainers behind to guard it. They head off in to the woods, to the best of their knowledge in the direction of the hideout. They know they are on the right track when they are surprised by a small bugbear patrol. They quickly overpower the bugbears and dispose of them, but now know that they must be much more cautious. They slow their pace down as Ducky sends Thatso out ahead of them to scout for traps and patrols. Their precautions pay off as they find and dismantle several traps and prevent several more ambushes. Their path leads them along a riverbank, which eventually makes a sharp u-bend and flows into the mouth of a cave. As they approach what must be the Cragmaw hideout, they come across a hobgoblin patrol. Fisty unfurls his wings and takes to the air, providing cover for the melee party as they attack. Ducky falls back and does the same from atop a rock. At the toughest part of the battle, a large lizardfolk leaps out of the water and starts attacking the hobgoblins, fighting alongside the Reserve. When the last hobgoblin has fallen, the lizardfolk introduces himself as Mayonez the Slav, enemy of goblinoids, and offers to join the Reserve in clearing out the hideout. In agreement, the team turns toward the cave entrance.
8a6356785023ae470f726fc70084ddfdcf6c355a
Parrot Therapy
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## Contents 1. [Introduction](#introduction) 2. [Handout](#handout) 3. [Facilitator's Guide](#facilitators-guide) 1. [Part I: Me](#part-i-me) 1. [Traits, bonds, ideals, and flaws](#traits-bonds-ideals-and-flaws) 2. [ALT-lignment](#alt-lignment) 1. [Framework 1](#framework-1) 2. [Framework 2](#framework-2) 3. [Rumors!](#rumors) 2. [Part II: Team](#part-ii-team) 2. [What's Your Name](#whats-your-name) 1. [Team dynamics](#team-dynamics) 3. [Part III: World](#part-iii-world) 4. [Wrap Up](#wrap-up) 4. [Afterward](#afterward) 5. [Resources](#resources) 6. [Changelog](#changelog) ## Introduction A while back my players decided they wanted to have a sort of Session Zero every month or so. So when they requested a "workshop session" recently, I wasn't too surprised, because it was right on schedule. The part that *did* surprise me was the in-game mechanic they decided they wanted for this session. They had just met a (literal) parrothead aarakockra bard playing Jimmy Buffet covers in a tavern, and they really liked him, and they decided that they wanted him to be the one to facilitate the in-game "group therapy session." I don't why they thought that a birdman singing about margaritas and hamburgers would be qualified to do such a thing, but hey. If they're excited about it then I'm excited about it. The content that follows can be downloaded at [Parrot Therapy](https://dozens.itch.io/parrot-therapy) on itch.io. ## Handout Here is *Jimbly Chaffingdish's Parrotkockra Guide to Group Therapy for Remedial Adventurers*, the handout I plan to give my players, written in Jimbly's own hand. Instructions: - Flip forward: click in right margin, left arrow, or `a` - Flip backward: click in left margin, right arrow, or `d` loading zine... canvas {display: block; background-color: #f5f5f5; max-width: 40rem; max-height: 28rem;} #loading {position: absolute; width: 100%; height: 100%; display: flex; justify-content: center; align-items: center; background-color: #f5f5f5; font-family: Sans-Serif;} .loading-hidden {display: none !important} const TEMPLATE = 1; const BGCOLOR = 0x2C2F2F; // Change this hex value to set the background color. const FOV = 45; const HEIGHT = 650; const NEAR = 0.1; const FAR = 1000; const VFOV = FOV * (Math.PI / 180); const MANAGER = new THREE.LoadingManager(); const LOADER = new THREE.TextureLoader(MANAGER); const LOADING_OVERLAY = document.querySelector('#loading'); let card_size = new THREE.Vector2(); let card_amount; let mouse = new THREE.Vector2; let current_state = 0; let textures = []; let cards = []; let texture_count = -1; let renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setSize(window.innerWidth, window.innerHeight); renderer.setClearColor(BGCOLOR); document.body.appendChild(renderer.domElement); let scene = new THREE.Scene(); let camera = new THREE.PerspectiveCamera(FOV, window.innerWidth/window.innerHeight, 0.1, 1000); camera.position.z = HEIGHT / (2* Math.tan(VFOV / 2) ); camera.lookAt(scene.position); window.addEventListener('resize', function() { renderer.setSize(window.innerWidth, window.innerHeight); camera.aspect = window.innerWidth/window.innerHeight; camera.updateProjectionMatrix(); }); MANAGER.onLoad = function () { LOADING_OVERLAY.classList.add('loading-hidden'); } card_size.set(421, 595); card_amount = 4; textures = ['/img/FRONT.png', 'img/INNERFRONT.png', 'img/1.png', 'img/2.png', 'img/3.png', 'img/4.png', 'img/5.png', 'img/BACK.png']; for (let a=0; a < card_amount; a++){ let card_front_geo = new THREE.PlaneGeometry(card_size.x, card_size.y); let card_back_geo = new THREE.PlaneGeometry(card_size.x, card_size.y); card_back_geo.applyMatrix4(new THREE.Matrix4().makeRotationY(Math.PI)); texture_count += 1; let card_front_tex = LOADER.load(textures[texture_count]); card_front_tex.minFilter = THREE.LinearFilter; texture_count += 1; let card_back_tex = LOADER.load(textures[texture_count]); card_back_tex.minFilter = THREE.LinearFilter; let card_front_mat = new THREE.MeshBasicMaterial({map: card_front_tex}); let card_back_mat = new THREE.MeshBasicMaterial({map: card_back_tex}); card_front_mesh = new THREE.Mesh(card_front_geo, card_front_mat); card_front_mesh.position.x = card_size.x / 2; card_back_mesh = new THREE.Mesh(card_back_geo, card_back_mat); card_back_mesh.position.x = card_size.x / 2; let card = new THREE.Object3D(); card.add(card_front_mesh); card.add(card_back_mesh); if (a == 0){ card.position.z = 0; } else if (a == 1){ card.position.z = -1; } else { card.position.z = -2; } cards.push(card); scene.add(card); } // Create hitboxes for mouse control let hitbox_geo = new THREE.PlaneGeometry(card_size.x/2, card_size.y); let hitbox_mat = new THREE.MeshBasicMaterial({color: 0xf8f800}); hitbox_mat.transparent = true; hitbox_mat.opacity = 0; let hitbox_right_mesh = new THREE.Mesh(hitbox_geo, hitbox_mat); hitbox_right_mesh.position.x = (card_size.x / 4) * 3; hitbox_right_mesh.position.z = 1; let hitbox_left_mesh = new THREE.Mesh(hitbox_geo, hitbox_mat); hitbox_left_mesh.position.x = -(card_size.x / 4) * 3; hitbox_left_mesh.position.z = 1; scene.add(hitbox_right_mesh); scene.add(hitbox_left_mesh); function animate(){ requestAnimationFrame(animate); renderer.render(scene, camera); } document.addEventListener('keyup', keyInput); function keyInput(key){ if (key.keyCode === 65 || key.keyCode === 37){ flipLeft(); } if (key.keyCode === 68 || key.keyCode === 39){ flipRight(); } } let raycaster = new THREE.Raycaster(); document.addEventListener("mouseup", raycast, false); function raycast(event){ mouse.x = (event.clientX / window.innerWidth ) * 2 - 1; mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1; raycaster.setFromCamera(mouse, camera); let intersects = raycaster.intersectObjects( scene.children ); for ( let i = 0; i < intersects.length; i++ ){ let intersected = intersects[0].object; if (intersected == hitbox_left_mesh){ flipRight(); } else if (intersected == hitbox_right_mesh){ flipLeft(); } } } function flipLeft(){ if (current_state < card_amount){ gsap.to(cards[current_state].rotation, {duration: .8, y: -Math.PI, ease: "power2.inOut"}); if (current_state > 0){ gsap.to(cards[current_state - 1].position, {duration: .3, z: -1}); } if (current_state > 1){ gsap.to(cards[current_state - 2].position, {duration: .3, z: -2}); } if (current_state < card_amount - 1){ gsap.to(cards[current_state + 1].position, {duration: .3, z: 0}); } if (current_state < card_amount - 2 ){ gsap.to(cards[current_state + 2].position, {duration: .3, z: -1}); } current_state += 1; } } function flipRight(){ if (current_state > 0){ gsap.to(cards[current_state - 1].rotation, {duration: .8, y: 0, ease: "power2.inOut"}); if (current_state > 2){ gsap.to(cards[current_state -3].position, {duration: .3, z: -1}); } if (current_state > 1){ gsap.to(cards[current_state - 2].position, {duration: .3, z: 0}); } if (current_state < card_amount - 1){ gsap.to(cards[current_state + 1].position, {duration: .3, z: -2}); } if (current_state < card_amount){ gsap.to(cards[current_state].position, {duration: .3, z: -1}); } current_state -= 1; } } animate(); This zine was created in the truly astounding [Electric Zine Maker by alienmelon](https://alienmelon.itch.io/electric-zine-maker), and rendered for the web with [Jeremy Oduber's js-zine](https://jeremyoduber.itch.io/js-zine). Again, this handout can be downloaded at [Parrot Therapy](https://dozens.itch.io/parrot-therapy) on itch.io as a single PDF or as a foldable zine. ## Facilitator's Guide > Jimbly Chaffingdish's Parrotkockra Guide to Group Therapy for Remedial Adventurers The world is large and you are small. You may be wondering how you fit in! Well before you can know that, you must first know yourself. In this session, we will be guiding you through a "funnel" of progressive scope in which you focus on 1) shaping your own personal identity, then 2) on your role in your party and also your party's direction, and then finally 3) we will begin to shape the very world itself! Contents: 1. Part I: Me 1. Traits, bonds, ideals, and flaws 2. Rumors! 2. Part II: Team 1. Team dynamics 2. What's Your Name 3. Part III: World ### Part I: Me Now is the time to learn about yourself! Turn to page 3 of your handout. We're going to go over three things here: 1. [Traits, bonds, ideals, and flaws](#traits-bonds-ideals-and-flaws) 2. [ALT-lignment](#alt-lignment): alternatives to the traditional way of thinking about alignment 3. [Rumors](#rumors) #### Traits, bonds, ideals, and flaws You've known yourself for a little while by now. You may feel yourself quite the established consciousness, but this is also an ideal time to return to the basic building blocks of who you are. We will now consider your personality traits, ideal, bond, and flaw. 1. Personality trait: A quirk of personality. How you interact with otherst and with the world. Are you shy? Bold? 2. Ideal: A single defining core belief. What is at the core of your motiviation. This is usually a single concept like "might" or "respect." 3. Bond: What are you bound to? What is your destiny, burden, obligation, duty? Your haunted past? 4. Flaw: What's going to get you in trouble? ACTIVITY: You can now update or change your personality trait, ideal, bond, and flaw. Think about what you know about your character and the situations they have been in. How did they respond? What motivates them? Are they here for fame and glory, or to help others? Would they ever back down from a fight? Under what conditions would they surrender or flee from an encounter? When the chips are down, would they sacrifice for the good of the team, or is it every person for themself? Are you prone to act first and think later, or being careful and deliberate? If those questions aren't interesting to you, create a conflict of your own. Think of two opposing, conflicting concpets, and decide how your character would act given the choice between x and y. Note: If this is too much of a blank page for you, you can see some suggestions here: [List of All Personality Traits, Ideals, Bonds & Flaws](https://www.enworld.org/threads/list-of-all-personality-traits-ideals-bonds-flaws.469002/) Fill out the appropriate part of the worksheet on the inside front cover of your handout. #### ALT-lignment Here are a couple frameworks that are alternatives to the traditional way of thinking about alignment. Draw these on a whiteboard and have your players plot their characters. ##### Framework 1 Put yourself on this chart. I Think I Will.... ``` solve problems | | | on accident <-----------------> on purpose | | | create problems ``` Solving problems vs. creating problems correlates loosely to good vs. evil. On accident vs. on purpose does the same to chaos vs. law. ##### Framework 2 Same exercise, different chart. What's Important To Me? ``` Others | | | Might <-----------------> Rules Individuals | Society | | Me ``` Others is good, Me is evil. Might is chaos, Society is law. #### Rumors! By now you are heroes of some renown. People have heard of you. They notice you. You're kind of a big deal. ACTIVITY: Come up with three rumors that common townspeople might have heard about you: 1. One that is true. 2. One that is not true. 3. One that we don't know whether it is true or not. Fill out the appropriate part of the worksheet on the inside front cover of your handout. ### Part II: Team Now that you have all spent some time thinking about yourselves as individuals, it is time to figure out how you all work together. Turn to page 4 of your handout. #### What's Your Name It is high time your group decided on a name for itself. What is your team name? ACTIVITY: Come up with a team name. #### Team dynamics Think back to the traits, ideals, bonds, and flaws you just heard your teammates share. Who are you idealogical allies? Who complements your weaknesses? Who do you need to keep an eye on? Who do you rely on to keep you in check? Who do you trust? Who do you distrust? Who will you follow into battle? Who needs your help and direction? Who are the Doers in your group? Who are the Thinkers? Does your group have a leader? A moral compass? A strategist? A people person? Note: When I had my players do this part, we shared a white board, and every player had a token for their character. They organically positioned their tokens close to some other tokens, and farther away from others. When I drew lines connecting the tokens and asked them to label the axes, they were able to start describing in what ways they were attracted to and/or repelled by other characters. ### Part III: World Turn to page 5 of your handout. Now we will shape the world!! We will do this by building a world palette. There are two columns: 1. Yes/Add 2. No/Ban Take a minute to add 2 - 3 items in the columns in your workbook. Anything you think of is fine. You don't need to have an item in both columns. A `YES` should be something we may not expect to see/encounter in the world, but that you would like to. A `NO` should be something we would reasonably expect to see in the world, but that you don't want to to encounter. ACTIVITY: Everybody take turns sharing one item, either a Yes or a No. These get added to the Facilitator's Whiteboard. (Facilitator, get ready to write stuff down!) If everybody goes once during a round, then start again. If anybody ever chooses not to go, then stop. Wrap-up: Discuss and negotiate. Everybody should feel happy with the palette. It is now the dungeon master's (and in part, the players') responsibility to incorporate `YES`s into the game if they can. `NO`s are not permitted to appear in the game. NOTE: this exercise is lifted wholesale from Ben Robbins's most excellent world building game, *Microscope*. ### Wrap Up Have everybody go around the table and share 1 - 2 things that they found valuable, interesting, or useful. ## Afterward After running this session, I asked my players what they liked best about it, and what they said was this: - ALT-lignment: Alternative ways of thinking about alignment - Teambuilding: Getting to talk about contrasting and complementing roles within the group - World Palette: Getting to take some ownership over the content of the world. Regarding the handout, we did almost nothing with the handout. We quickly transitioned to sharing a Google Slides document and doing all our collaborative work there. ## Resources - Electric Zine Maker: - JS-Zine: - Microscope: ## Changelog **v0.2.0 - 2020-09-10** Added - ALT-lignment section to "Part I: Me" - Afterward of notes from actually running this session - Wrap Up section to Facilitator's Guide - Changelog Changed - Increased indent of headers under Facilitator's Guide - A few words here and there **v0.1.0 - 2020-09-03** Initial post
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Backstory
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## Contents - [What's a backstory?](#whats-a-backstory) - [Why create a backstory?](#why-create-a-backstory) - [Backstory For You](#backstory-for-you) - [Backstory For Your DM](#backstory-for-your-dm) - [Backstory For Your Teammates](#backstory-for-your-teammates) - [How to backstory?](#how-to-backstory) - [Rumors](#rumors) - [Puzzle Pieces](#puzzle-pieces) - [Knife Theory](#knife-theory) - [The Megaversal Omnigroovy Background Machine](#the-megaversal-omnigroovy-background-machine) - [Conclusion](#conclusion) ## What's a backstory? A backstory is a collection of personality traits, and some kind of a narrative explanation for them. A context and an origin for your character. It's a collection of people, places, and things that ground you into the setting, connect you to the world, and relate you to your fellow players. It's a sort of *justification* for your character's quirks. Consider Severus Snape. He is cold, sarcastic, and bitter. If that was it, if that was all we got from him in the story, he'd be a terrible and boring character. Fortunately, he has a really exceptional backstory that explains where he came from and how he got where he is. Consequently we know that he is in fact a *great* character. ## Why create a backstory? Creating a backstory will benefit three different parties: you, your DM, and your teammates. ### Backstory For You Role playing is hard if you have a flat character and if you know nothing about them. If you come up with a little story about your character, you'll get a better idea for who they are and how they should act in certain situations. Also, backstory creation and character creation go really hand in hand, and one can inform the other. Your emerging backstory, for example, might determine the background or feat you take. ### Backstory For Your DM If you include "hooks" in your backstory, like the name of a childhood mentor or a loved one, or the name of the town you're from, or an organization you belong to, then your DM can have those people and places show up in story for great narrative payoff. It can make coming up with meaningful and satisfying story lines for your character that much easier. ### Backstory For Your Teammates It gives you a way to talk about your character to your teammates, and creates a context in which they can interact with you. And context here can mean empathy. It is much easier to forgive--or celebrate!--your character's odd choices or behaviors if they're explained by a good backstory. Note: for this to work, you must actually tell your teammates, in character or out, your character's backstory! Think about Snape again. If nobody ever found out about his backstory, he'd remain nothing but a terrible child abuser. ## How to backstory? Here are some resources for making a good and fun backstory. 1. **Puzzle Pieces**: Make your story like a puzzle piece that fits in with your fellow players, and in with your DM's world. 2. **Knife Theory**: Include a few "knives" in your story that your DM can use to (lovingly) stab you in the back later. 2. **Rumors**: Create some rumors about your character for NPCs to talk about and react to. 3. **The Megaversal Omnigroovy Background Machine**: For extra fun, roll on the M.O.B. Machine tables to fill in some extra detail in your backstory More on each below. ### Puzzle Pieces The best thing you can do is to have the edges of your backstory fit the edges of your DM's world and of your fellow players' backstories. Hook your story into some plot device or campaign detail. Choose at least two of your teammates and work with them to intermesh your stories. Maybe the two of you were traveling companions. Or childhood friends who grew up friendly rivals. Tales from the Loop makes this part of starting a campaign, and one of the things I enjoyed most about playing that game was how *connected* all the characters were from the very beginning. Exercises: - Pick 1 - 2 teammates. How do you know them? ### Knife Theory > When writing a character's backstory, it's important to include a certain number of "knives". Knives are essentially anything that the DM can use to raise the stakes of a situation for your character. Anything that can make a conflict personal, like a threatened loved one or the appearance of a sudden enemy. They're called "knives" because the players lovingly forge them and present them to the DM so that the DM can use them to stab the player over and over again. > > [source](https://www.reddit.com/r/DnD/comments/775caq/my_friends_and_i_have_something_called_knife/) Try to include 3 - 5 knives. Suggestions: at the very least, include one person, and one location, and one organization/family. Even if in your backstory you literally write "Insert Town Name Here" instead of a town name. You can work with your DM to fill in those kinds of details. Each of the following is an example of one knife. - a named person your character cares about, living or dead, or an enemy your character has. - a precious item/heirloom. - an ongoing obligation or loyalty, or an obligation your character has failed. - a secret your character is keeping. - any phobia, trauma, or discrimination your character has experienced. - any mystery in your character's life. e.g. unknown parents, unexplained powers. - a serious crime your character has committed or been falsely accused of. - a personal goal or objective based on any of the above knives. ### Rumors Do this: 1. Come up with 2 - 3 rumors about your character that are true. 2. Come up with 2 - 3 rumors about your character that are false. That's it. Let your DM use them as they will. [src](https://medium.com/@WordsByJohn/embiggen-your-gamemaster-style-with-rumors-ead973942849) ### The Megaversal Omnigroovy Background Machine aka The MOB Machine source: [Risus Companion](https://www.drivethrurpg.com/product/203657/Risus-Companion) So if you have a couple of "knives" now from the previous section, it is possible that you may be wondering how to tie them together into a story. If that's the case, you can roll on the table below to get a sort of starting point of a story that will tie them all together. If you'll forgive me the sin of mixing my metaphors, those knives can be the *bones* of your story, and the narrative you build around them can be like the muscles and sinew that hold the bones together. And when you're finished, you'll have a gross, fleshless, sinewy skeleton thing of a backstory. Because creation isn't pretty. But it is beautiful, and this is *your* little abomination backstory you're creating here. Your own precious little insult to nature to cherish and adore and dress up in outfits and hope that nobody looks closely enough to see what lies beneath its wrappings. Instructions: Roll 1d100 two or three times. Note: This table is from a comedy RPG. If you roll and your result is too silly for your tastes, discard it and roll again. ``` 01 - You achieved some fame 02 - You accidentally killed your pet 03 - You accepted something that shouldn't have been yours 04 - There was a terrible accident 05 - The GM pressured you into it 06 - Someone tricked you 07 - Someone powerful or wealthy took an interest in you 08 - Someone gave you a hickey 09 - Someone gave you a cryptic warning 10 - Someone depended on you 11 - Somebody was honest enough to tell you that your poetry or artwork is awful 12 - Nobody understood you 13 - It seemed like a good idea at the time 14 - Good fortune brought you unexpected money 15 - Bullies picked on you 16 - A plate of spicy food affected you 17 - A new religion or philosophy caught your interest 18 - A group you disliked or didn't trust did you a good turn, and changed your feelings about them 19 - A group you admired ridiculed, ignored, or excluded you 20 - You are doing this to spite a relative's wishes 21 - You are following in a relative's footsteps 22 - You aren't of this Earth (or of this whatever-planet-this-is) 23 - You can wiggle your eyebrows independently 24 - You forgave someone for a long-standing wrong 25 - You finally had to give up your wooby 26 - You fell very ill 27 - You failed to achieve something you wanted very much 28 - You failed as an artist 29 - You committed a crime with friends but you were the only one to get away 30 - You committed a crime with friends but you were the only one caught 31 - You gave shelter to an unusual traveler 32 - You got in a fight 33 - You had a career that you thought would last your whole life, but it didn't work out 34 - You had a lot of siblings 35 - You had a transformingly good romance 36 - You had some incredibly good sex 37 - You had some unusual dreams 38 - You have no idea. You certainly don't want to be what you are; it just keeps working out that way. 39 - You saw an inspiring movie 40 - You saw a hygiene play 41 - You sacrificed something you enjoyed for the good of another 42 - You reconciled with a parent or friend you had separated from 43 - You realized that you're different from the others 44 - You read a really good book 45 - You never had a dog 46 - You needed to prove something as a point of pride 47 - You met the love of your life, but she stood you up and you never learned why 48 - You met someone who does the same thing, hated them, and it still bugs you that you ended up similar to them 49 - You met someone who does the same thing, did them a good turn, and in exchange they taught you something 50 - You met someone who does the same thing, and he impressed you/aided you/etc. 51 - You met someone who did something entirely unrelated, but it gave you the idea anyway 52 - You met a lifelong friend when strange events brought you together 53 - You made a moral or ethical choice that you still regret 54 - You made a discovery that surprised a lot of people, especially you 55 - You indulged in a lot of chemical entertainment 56 - You single-handedly solved a case involving stolen cheese 57 - You solved a mystery 58 - You spent time as a soldier, or among them 59 - You suffer from a disease 60 - You thought it would be cooler than it is 61 - You took a wrong turn 62 - You took some lessons 63 - You traveled beyond your homeland for the first time 64 - You turned left when you should have turned right 65 - You were admitted for routine gall bladder surgery but something went wrong 66 - You were arrested for a crime 67 - You were arrested for a crime you didn't commit 68 - You were befriended by someone old and wise 69 - You were bitten by a radioactive animal of some kind 70 - You were bored 71 - You were entrusted with a special object 72 - You were forced, repeatedly, to eat a vegetable you didn't like 73 - You were frustrated by how badly others were doing it, so you decided to take up the cause and do it right 74 - You were given a cool science toy 75 - You were just filling in for somebody else 76 - Your parents were a member of an ethnic, cultural, or religious minority 77 - Your parents split up 78 - Your parents saved all of your naked baby pictures to embarrass you with later in life 79 - Your parents are unknown to you 80 - You're just doing it because it comes in handy in a fight 81 - You're in it for some secondary benefit, like money, fame, groupies, or discount skin care products. 82 - You witnessed a lot of suffering that you hadn't been aware of 83 - You witnessed a hilarious animal act that you hadn't been aware of 84 - You were visited by a supernatural entity (or believe you were) 85 - Your wicked Uncle Ernie was your babysitter 86 - Your parents were noticeably rich 87 - Your parents were noticeably poor 88 - Your parents were killed 89 - Your parents were infamous and despised 90 - Your parents were famous and admired 91 - You were too trusting 92 - You were threatened by shadows at night, then exposed to the light 93 - You were the savior of your people 94 - You were seriously wounded 95 - You were secretly attracted to someone you shouldn't desire 96 - You were kind of a jerk 97 - You were mistaken for somebody else 98 - You were raised in the traditions of a religion that emphasizes guilt 99 - You were raised on a farm by foster parents of some kind 00 - You were savaged by a turbot ``` ## Conclusion 5e Dungeons & Dragons does a good job of codifying some of these ideas into character creation with its system of traits/ideals/bonds/flaws, and backgrounds. It's a great way to introduce the idea of role playing to somebody who has never done it before. Which is totally on brand for 5e. It's the accessible, easy to pick up game. It can quickly become creatively unsatisfying though to have those features assigned to through game mechanics or random rolls. That's why I offer some of these tools to help you start fleshing out your character some more without necessarily relying on what the game tells you your options are.
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