Category Archives: Uncategorized

Contest submissions

Here is a list of the submissions that I received for this contest thing:

  • Christopher P. – The Tongue Eating Louse
  • Evan W. – Black Tears
  • Jack M. – Black Coffee
  • Jack S. – The Caatinga
  • James Y. – The Becoming
  • John M. – The Millennial Worm
  • Mark S. – Black Ziggurat

If you sent me something, and it’s not on that list, get in touch.

I haven’t looked at all of these in detail yet, but what I have seen is great. To decide on the winner, I will be rating each from 1 to 5 on the following three dimensions: vibrant otherness, realizing the theme of metamorphosis, and interesting game elements. The highest sum of those three numbers will take the prize. I do not plan on revealing the numbers, or any ranking other than the winner, but I will be doing it systematically.

Maybe I’ll have a result by the end of november? No promises though.

Valère Bernard, Guerro: cul-de-lampe (source)

Valère Bernard, Guerro: cul-de-lampe (source)

Contest update

NIN Closer video frame

NIN Closer video frame

I have decided to extend the contest deadline to november 10th so that it doesn’t step on Santicore’s toes. See link in previous sentence for contest details. Really, just do something cool that has relevance to DIY D&D and is related somehow to the idea of change, metamorphosis, or becoming.

I haven’t gotten very many submissions, so if you make something you don’t get have lots of competition.

Wonder & Wickedness preview

So, this is a real thing with layout and everything now. Most of the content is done, though I still need to do some editing and make decisions about images. More spells may also be added before the final release. The images here are tinted to stand out from the post background, and the final document will be black on white.

Wonder and Wickedness preview 2013-10-06

Wonder and Wickedness spells 2013-10-06

Spells Without Levels: Translocation

These spells are inspired by water breathing, teleport, locate object, and dimension door. See spells without levels for more information about this project. The last sentence of portal needs more work, but I think the idea should be clear.

Breath Transmittal

A number of creatures equal to the sorcerer’s level need not draw breath to sustain life for the duration of this spell. Instead, the sorcerer inscribes a breath sigil, and the atmosphere around the sigil is magically transferred to the lungs of the creatures selected during the casting of the spell.

Revisitation

A number of persons up to the sorcerer’s level are transported to the location of the sorcerer’s sigil of return. Carried and worn possessions are conveyed as well, though there is a 50% that any awkward or cumbersome object is left behind. The sigil of return must be scribed under the gaze of the sun and is destroyed if moved from its place of inscription.

Recall

Nonliving items marked with the sorcerer’s recall sigil are transported to the sorcerers current location. A number of significant items per level (following encumbrance guidelines) may be recalled.

Portal

The sorcerer places a portal sigil on two doors and by the casting of this spell connects them so that they become the same door as long as the sigils endure. A traveller stepping into one steps out of the other, with directionality of travel governed by the facing of the sigil (travellers enter toward the sigil and exit from it). This spell only works on doors of established essence, and is permanent, but closing the door after it has been opened from the sigil side destroys the enchantment and the sigils.

Altdorfer - Design of a portal (source)

Altdorfer – Design of a portal technology (source)

 

Spells Without Levels: Spiritualism

These spells were inspired by ESP, clairaudience, clairvoyance, mirror image, anti-magic shell, dispel magic, knock, detect magic, invisibility, and massmorph. Second sight has been presented before, but the version here is simpler. See spells without levels for more information about this project.

Astral Projection

The sorcerer’s spirit is liberated and may venture safely from the body up to 10 feet per level (which remains in stasis while the spirit is absent). The spirit is ethereal (and thus invisible to most mortal creatures), and may pass through a thickness of rock equal to level in feet, but is barred by lead or magical wards. While ethereal, the sorcerer may reach into the brains of others to raid surface thoughts, though targets of a higher level than the sorcerer are permitted a saving throw.

Conduit

A sorcerer may use another person or thing as a relay for spells. The sorcerer’s conduit sigil must be placed on the conduit. As long as the sigil remains, the sorcerer may meditate and perceive the surroundings of the sigil.

Ethereal Boundary

The sorcerer is surrounded by a field that disrupts magic and is ethereally opaque and impassable. This barrier blocks any magical effect, both entering or leaving, though a saving throw is required to successfully block spells cast by a more powerful sorcerer. A number of people equal to the sorcerer’s level may be sheltered within the barrier.

Hekaphage

Hekaphages are ethereal creatures which feed on magic and can consume enchantments and curses. A saving throw applies if the sorcerer level is less than the enchantment level. There is a chance in 6 equal to the level of the enchantment that the magic drained is sufficient to cause the hekaphage to manifest in the material world, though it will be fat and sated with the magic it has consumed.

Plasmic Key

All closed doors and secured entrances have a plasmic lock in addition to any material latches. Opening the plasmic lock voids any material fastening, but requires the fabrication of a plasmic key, which is consumed (if material) by the plasmic lock when used. The key for a particular plasmic lock is 1) a weapon that has been blooded in anger, 2) a freshly severed finger, 3) a debt to an angelic being, 4) a song enthusiastically sung, 5) the sacrifice of a sinner’s life, or 6) a randomly determined possession (significant in terms of encumbrance).

Second Sight

To the second sight, sorcerers radiate the presence of their prepared spells and enchanted items crackle with energy or leak glittering seepage. Specific enchantments reveal aspects of their nature visually. This spell reveals invisible and ethereal creatures and things.

Shroud

The sorcerer becomes invisible to mortal creatures but appears as a blazing beacon to those with the second sight and many natural denizens of the spirit world. While shrouded, a sorcerer exists partially in both worlds, and may be harmed in either. Willing spirit creatures may be brought into the material world with the sorcerer when the spell ends.

Reality Shift

Anything within a perfect sphere of radius 10′ per sorcerer level may be shifted entirely into the spirit world, thus becoming invisible, insubstantial, and ethereal (unwilling conscious targets are permitted a saving throw). The sorcerer must remain within the boundaries of the enchantment, and nothing may leave for the duration of the spell (though the sorcerer may permit other entities entrance by whim). Paradoxically, the gaping absence does not affect the material world in any other way (for example, bridges will continue to stand if their supports are shifted).

Redon - Reflection (source)

Redon – Reflection (source)

 

Landmark remix settings

Creating an entire, unique setting from whole cloth can be enjoyable, and also yields a setting which is guaranteed to be at least somewhat surprising, due to lack of familiarity. Doing such is also a lot of work, however, and does have several downsides. Namely, players either needing to absorb significant setting information before sitting down to play (at the very least, everything relevant to character creation) or players being radically unaware of setting elements (which can be fun, but can also feel somewhat contrived; sometimes it’s reasonable for PCs to know something about the world around them). Using an existing setting can moderate some of these issues, but comes with its own set of problems, such as referee research requirements (you have to actually read and absorb the thing), reward of player setting mastery outside of engagement with actual play, and potential misunderstandings regarding accepted canon.

It seems to me like there is space for an approach between the two extremes. Rather than writing encyclopaedic gazetteers or creating raw tables that must be entirely experienced though their effects on play, instead consider a list of slightly more detailed setting elements that are not yet fully integrated into a comprehensive setting. A full example of this is beyond the scope of this post, but one might think of Middle Earth being expressed as something like: Shire, Mordor, Mirkwood, Saruman, Moria, Rivendell, etc. Each of these elements is a landmark, something that everyone involved can use to become oriented.

How these elements fit together in your particular instantiation of Middle Earth (or whatever), both politically and geographically, would be unique, but players would have a bit more to go on than the standard home-brew setting, and with less work required on their part. Players could have access to a basic version of the list as well (hopefully not longer than a page or two) outlining the major features and obvious factions. That, plus some campaign seed event, would be enough to get started. This is somewhat like how the Final Fantasy franchise reuses common tropes in different games. Players go into these games looking for chocobos, Cid, airships, and so forth. Discovering the various elements is part of the fun.

This is the approach that I plan on taking with the default setting of Gravity Sinister. There will be a number of landmarks presented, but exactly how they all fit together, and where they show up geographically, is expected to be unique to every campaign. This not exactly the same thing as an implied setting, as the list of core elements will be presented directly, and referee guidance provided for how to place the landmarks and generate relationships between them. Torchbearer takes a somewhat similar approach, by referring to archetypal fantasy locations without detailing them (TB directs the game master to create a starter map by placing locations such as elfland, dwarven halls, a religious bastion, a wizard’s tower, and so forth). I’m thinking about something similar, though not quite so generic.

This method could also be used with existing RPG settings, as suggested by the Middle Earth example above. Scan through your favorite campaign book and come up with a list of 20 or so elements that make up what you consider to be the essence of the setting. Thus, your own personal Forgotten Realms could be distilled into a list such as: Shadowdale, Waterdeep, Evermeet, Calimport, Harpers, Red Wizards, Drow, the fall of Myth Drannor, and so forth. (I’m not really very knowledgeable about the Realms outside of the first few Drizzt trilogies and the Avatar novels, so forgive me if that seems like a poor starter list.) Keep the list somewhat limited so that preparation time is minimized. Just let your players know that you will be basing the setting on a (possibly randomized) custom jumble of those elements, and to expect new and surprising juxtapositions. The benefits of a shared aesthetic and shared world knowledge are maintained while the hazards of such are minimized.

False Rumors are Hazards

Rumors are stealth infodump delivery tools. They use concision and diegesis (that is, presence in the fiction of the game world) to disguise their load-bearing capacity. They are a wonderful way to present setting detail and hooks without overburdening either the referee or the players. I don’t use them nearly enough. However, as traditionally presented, they also have a potential problem: false or incomplete rumors are hazards, and like any game hazard, should come with clues to support fair play. Personally, I prefer incomplete rumors to false rumors. Incomplete rumors preserve the sense of a living world while maintaining player trust.

Here are some methods to build false or incomplete rumors that add to the play experience.

  1. Provide contradictory rumors together. As all of them can’t be true, this signals to observant players that more investigation is required to actually ascertain risk. This has the added benefit of promoting further information gathering.
  2. Make it clear to the player that the rumor is false, but make that falsity interesting (why is the NPC lying, is she being manipulated by some other creature or force?). This is much like making a trap obvious, but still dangerous.
  3. Have the false rumor contradict some previously established setting detail. This is a more subtle form of option 1. Be careful with this approach though, as it is likely to be missed by all but the most engaged players (and consider the three clue rule).
  4. Provide a rumor about concrete conditions but don’t include motivations (or the inverse, provide a rumor about motivations but don’t include any concrete conditions). Example: a wizard is trying to find a cure for a wasting disease, and is abducting villagers to experiment on. Rumor one is info about the wasting disease, rumor two is info about lost villagers returning as ghouls.

This post was prompted by Wayne’s recent Bree-Yark Factor article. Additionally, I would suggest taking a look at FrDave’s concerns about false rumors (with which I mostly agree), and Telecanter’s post about rumors.

Prydain

The Black Cauldron

The Black Cauldron (source)

I recently got the urge to read the Prydain young adult fantasy novels. I don’t know if I ever read them when I was younger, though I have fond childhood memories of the Disney animated movie (and a coloring book based on it). Looking at books like these as an adult can be hit or miss, as I found a while back when I attempted to reread the Narnia books (they didn’t hold up well at all for me). As a whole,

My favorite parts of the entire series are the descriptions of the Horned King and the cauldron-born in The Book of Three (which is volume 1 in the series). On the Horned King:

Astride the foam-spattered animal rode a monstrous figure. A crimson cloak flamed from his naked shoulders. Crimson stained his gigantic arms. Horror-stricken, Taran saw not the head of a man but the antlered head of a stag. The Horned King! Taran flung himself against an oak to escape the flying hoofs and the heaving, glistening flanks. Horse and rider swept by. The mask was a human skull; from it, the great antlers rose in cruel curves. The Horned King’s eyes blazed behind the gaping sockets of whitened bone.

On the Cauldron-Born:

“There are others to whom a sword means nothing,” Gwydion said. “Among them, the Cauldron-Born, who serve Arawn as warriors.” “Are they not men?” Taran asked. “They were, once,” replied Gwydion. “They are the dead whose bodies Arawn steals from their resting places in the long barrows. It is said he steeps them in a cauldron to give them life again—if it can be called life. Like death, they are forever silent; and their only thought is to bring others to the same bondage. “Arawn keeps them as his guards in Annuvin, for their power wanes the longer and farther they be from their master. Yet from time to time Arawn sends certain of them outside Annuvin to perform his most ruthless tasks. “These Cauldron-Born are utterly without mercy or pity,” Gwydion continued, “for Arawn has worked still greater evil upon them. He has destroyed their remembrance of themselves as living men. They have no memory of tears or laughter, of sorrow or loving kindness. Among all Arawn’s deeds, this is one of the cruelest.”

In addition to these passages, there are some enjoyable “dungeon” scenes in The Castle of Llyr (volume 3) involving an insane transmogrified alchemist stuck underground after enlarging himself with a potion (yes, that part is pretty much as good as it sounds, and reads like the transcription of a D&D adventure).

The setting and atmosphere are far more interesting than the characters or the plot. The characters can, in fact, be downright annoying. For example, the continuous exaggerations followed by broken harp strings from Fflewddur, the Jar Jar Binks antics of Gurgi, and the somewhat artificial girl-versus-boy interactions between Taran and Princess Eilonwy. It is perhaps unfair to criticize the characters of a children’s book for being childish, but, well, there it is. This is definitely not a flaw shared by many other books that arguably belong to the same genre, such as Ursula K. Le Guin’s Earthsea stories.

The fifth book shows the progression from adventurer (in Taran Wanderer, volume 4) to domain level play (in The High King, volume 5) in a way that would be interesting to see in a tabletop campaign:

While the men readied their mounts and Hevydd set his forge to blazing, Taran led the companions to the neighboring Commots. His task became quickly known and each day brought its throng of herdsmen and farmers who needed no urging to march in the growing host following the banner of the White Pig. For Taran, days and nights merged into one another. In the marshaling camps astride unflagging Melynlas he rode among the gatherings of peaceful men turned warriors, seeing to their provisions and equipment, and bv the embers of watch fires held council with the new-formed war bands.

Rather than building a stronghold and watching the soldiers arrive, have PCs rally followers against some enemy or looming threat. (Quote above is from The High King, page 109.)

The most surprising aspect of Prydain for me during this reading was the depiction of the fair folk, which I had no memory of. They are mostly magical bearded small folk that live underground, and have powers such as turning invisible. They draw far more from the legends of little people than they do from the Norse Eddas. Like mainstream fantasy dwarves, they do concern themselves with mining and the crafting of beautiful objects. Unlike the mainstream, they are quite small (this passage is from The High King, page 178):

Hevydd the Smith marveled at their axes and short swords, pronouncing them sharper and better tempered than any he could make. For their own part, the Fair Folk seemed not the least uneasy; the tallest of Eiddileg’s warriors stood barely higher than Llassar’s knee, but the Fair Folk soldiers looked on their human comrades with the friendly indulgence they might show to overgrown children.

Perhaps the true test of stories like these, the Prydain novels have made me interested in the myths that inspired them, which include the Mabinogion and Welsh Triads. Prydain, it turns out, is the old Welsh name for Britain. In the process of investigating those primary sources, I also came across Celtic Wonder Tales, By Ella Young, the full text of which is available for free on archive.org.

The books in the series are all individually very short, around 200 pages, and quick reads. There is enough mythological atmosphere to make them still worthwhile to an adult RPG player, I think, though as noted above there are aspects which may be somewhat simplistic. If you have kids, these novels would certainly make good “read aloud” candidates that you might also be able to get something from yourself.

Death Frost Tower

The Lamentations module Death Frost Doom recently featured prominently in my Vaults of Pahvelorn game, as recounted here and here by Gus. In the process of adapting the module to Pahvelorn, I made a number of changes, one of which was to replace the cabin in the graveyard with a tower. While I understand why a cabin was used in the original, I decided that a tower would fit better the atmosphere of my campaign. I suspect this might be true for many D&D games, so perhaps my map and sketch will be of use to others as well. Apologies for the smudged ink (I should get better pens). The W characters represent windows. You can also see the chimney marked in the southeast portion of every level (directly above the stove on the ground level).

Using this map requires two minor changes to the key as printed in the module:

  • Harpsichord moved from I to J
  • Trapdoor to dungeon moves from F to G

I also added these notes to my version:

  • Area G (kitchen, first floor): servant’s entrance to the west, heavy iron portcullis and masonry blocks rigged to be dropped to seal this entrance. Double iron doors worked in the iconography of Orcus lead to the north chamber which contains a trapdoor down to the catacombs.

This map is released under the creative commons Attribution-ShareAlike license.

Death Frost Tower

Death Frost Tower

Here’s a cropped version of the sketch minus the map for showing to players:

Death Frost Tower

Death Frost Tower

 

Contest 2013

NIN Closer video frame

NIN Closer video frame

UPDATE: deadline extended to november 10th so that it doesn’t step on Santicore’s toes.

My second blogging anniversary approaches. My first post was on august 21 of 2011. I was just in the process of discovering the OSR, following a return to tabletop RPGs after a 10 year hiatus. I started playing tabletop RPGs again via Fourth Edition D&D with some coworkers.

To mark two years, I am holding a contest. The brief: create some game content inspired by the Nine Inch Nails song The Becoming. The song is about transformation, and maybe growth.

The deadline is Halloween, october 31 november 10. See below for details and guidelines.

First place will will earn you one item from the following list:

  • A print product of your choice from the LotFP store
  • The Numenera core book
  • A Vincent Baker game (Apocalypse World, for example)
  • Rafael Chandler’s Teratic Tome in hardcover
  • One of the non-set items from my bartertown page

Second place will earn you a PDF of one of the first place options or a bartertown item.

The Becoming (listen to the “Still” version here):

I beat my machine it’s a part of me it’s inside of me
I’m stuck in this dream it’s changing me I am becoming
the me that you know he had some second thoughts
he’s covered with scabs and he is broken and sore
the me that you know doesn’t come around much
that part of me isn’t here anymore
all pain disappears it’s the nature of my circuitry
drowns out all I hear there’s no escape from this my new consciousness
the me that you know used to have feelings
but the blood has stopped pumping and he’s left to decay
the me that you know is now made up of wires
and even when I’m right with you I’m so far away
I can try to get away but I’ve strapped myself in
I can try to scratch away the sound in my ears
I can see it killing away all my bad parts
I don’t want to listen but it’s all too clear
hiding backwards inside of me I feel so unafraid
Annie, hold a little tighter I might just slip away
it won’t give up it wants me dead
goddamn this noise inside my head

(Lyrics are copyright Nine Inch Nails and used without permission in the spirit of fan remixes.)

Requirements:

  • Submission must be explicitly creative commons Attribution-ShareAlike licensed and must (obviously) be your own original work.
  • There is no minimum or maximum size. I might get bored when reading something long though. I’m interested in seeing lairs or adventure locations that could easily be dropped into someone’s games. I think these offer good scope for creativity, and would also be useful to other people. Something like a new class, collection of spells on a theme, or piece of art would all also be appropriate.
  • Any stats should be roughly compatible with games like Labyrinth Lord, Swords & Wizardry, and Lamentations of the Flame Princess.
  • Don’t quote the song directly.

I will judge submissions based on the following criteria, in order of importance:

  1. “It’s not like advertising. ‘Hey come to this world and have fun’. It’s more like otherness. Like a shard of something else poking through. That is what good RPG art should be. An incursion from, or relic of, some other place. Presenting itself so vibrantly and powerfully that it leaves puckers in the skin of reality that won’t heal. Like finding something in your drink that won’t dissolve, sliding around in the bottom of the glass. An idea rolling around in the back of your brain long after you picked it up. Something you can’t quite forget.” (source)
  2. Effectively realizing the theme of metamorphosis.
  3. Game aspects: interesting puzzles, creative streamlined mechanics, etc.

Assuming anyone bothers and I get more than a few entries, I’ll compile my ten favorite submissions into a free PDF supplement. Please email any submissions to brendan at this blog’s domain (no www).