Monday, 22 May 2023

The Crimes of Smocklehythe

A Pocket Guide to Smocklehythe is out now (see last post) and I felt like going over some of the inspiration behind the 6 new Crimes in the game.

A bit of class design, a bit of history (like I did in this tweet thread going over the real history of a GRAVEROBBERS pamphlet adventure). Part of me is very David Lynch “the film is the talking” about stuff like design influences but part of me is a huge nerd with a big loud mouth sooooo

All of these are real crimes from real London’s past or present. With the original 6 classes in the Bare Bones, I wanted to allow for a lot of wiggle room as to whether a character actually committed a crime, make people think just a bit about what constitutes a crime, etc. These are a little more direct but hopefully still have some of that vibe

Btw while I’m at it “Smocklehythe” comes from the root word for “smuggle” and the -hythe suffix seen in various South London place names (Rotherhithe, the -eth in Lambeth) referring to a place where things were brought in by river. Rotherhithe: cattle, Lambeth: sheep, Smocklehythe: contraband.

Art by Jon Bliss

Firebrand. A fun word for “protestor” essentially, or “organiser”. Very fitting for Graverobbers’ setting, I’ve been wanting to do one of these for a while. All their starting items are real things used locally in non-violent protest throughout history, but also classic dungeon-y adventure game items. As a class they’re great for causing trouble

Also I’m aware people (especially outside the UK) might not know what a toffee hammer is, but it’s easy enough to figure out, plus you can just google it. I try to explain things I made up fairly thoroughly, so if something seems obscure chances are it’s from real life and you can just look it up.

Gaolbreak. Hey. How do you think gaol is pronounced? Yeah, I thought so too. Turns out we’re both wrong, it’s literally just an obsolete spelling of “jail”. Anyway I don’t think I need to explain that escaping prison was illegal throughout London’s history. Still is, far as I’m aware. I’m not certain. Never been caught.

This fills the same space as the Burglar in the classic Bare Bones, it’s the rogue archetype. I enjoy the thought of these tools meant for escape being used for a little b&e.

Mooncusser. real word! Real thing, real crime. Mooncusser is actually, gasp, an American term, but the English version, “wrecking” is a huge part of national criminal history. Wreckers were smugglers who supposedly deliberately wrecked ships, chiefly up and down England’s south coasts.

Smuggling is like a whole legendary folkloric concept here. It’s like the whole Robin Hood thing. Visit any seaside town, especially in the south west, and there’ll be a plaque or museum or guided tour about its smuggling history. I don’t sing the praises of much English culture but I do enjoy our predilection towards folk heroes being lower class folk “getting away with it”.

Also shrub is like a tangy citrus liqueur, later replaced with vinegar. Smuggled rum was often left hidden underwater, and adding a dash of shrub helped dilute the flavour of the seawater that’d seeped in. Ah and as far as class design, these guys are pretty much archetypal Graverobbers characters, primed for mischief

Nighthawker. The British term for metal detectorists who illegally steal the treasure they find. Very classic adventure game dungeon stuff. A good place to add in the only magic item, something practical and thematic that I’m sure has all sorts of nefarious uses. A touchstone is a real thing used to test for metals, but I like my magic version better.

This class is kinda the “finding and getting” class, which also extends to the Black Market as they’ve got decent average starting money plus a whole coin they can pawn.

Resurrectionist. Real thing, probably something most people have heard of. Surgeons on the cutting edge, if you will, of modern medicine wanted cadavers to experiment on and showcase in lecture halls. They had money and weren’t fussy about where the bodies came from. Resurrectionists were, wait for it, graverobbers. Burke and Hare are probably the most famous example and worth reading up on (there was a film, it’s not good), but this was a HUGE cottage industry for a long time.

The clothing is because they’d often disguise themselves as mourners to get access to graveyards. The wooden spade is because they make less noise! As a class these are kind of a variant nighthawker, there’s a decent amount of shared “archetypal Graverobbers” vibe between a lot of these which i felt was appropriate for a starter set.

Witch. Probably the one I need to explain least? So much stuff written about witch hunts and witch trials in England, and there’ll be a lot more of it to come in Graverobbers. This class is ideal for causing a bit of chaos. Start with no money but also the most expensive starting item so still p versatile. (Of course in an inventory-based system any character can redesign their whole deal fairly easily, but I like to think there’s something to the flavour of starting with a name and set of items like these)

You might think this’d be the class with the magic item, but I decided to go with what the witch hunt victims actually often were - women with above average knowledge of botany and medicine. Even at the time, most folk didn’t necessarily believe in witches, and there was growing awareness that this whole thing was just about oppression.

Oh, and a besom is a broom, that specific type of witchy broom with the sticks bundled around a central handle. There are a records of “witches” coating broom handles in psychoactive substances and using them as sex toys. Hence “riding a broom”, according to some theorists.



And that’s all of them! Check out the new rules here and roll up some characters, see what crimes you end up accused of! If you survive character creation.

Friday, 19 May 2023

A Pocket Guide to Smocklehythe - Early Access

 By the twitching of my thumbs…

Art by Jon Bliss

Announcing A Pocket Guide to Smocklehythe, now in early access!

Available to download right here.


Currently, this is the newest version of the Bare Bones of GRAVEROBBERS, my system for adventure games of stealth and sedition, featuring:

- updated rules (very minor changes)

- six brand new Crimes (the Firebrand, Gaolbreak, Mooncusser, Nighthawker, Resurrectionist and Witch)

- new items and Black Market prices (from toffee hammers to hallucinogenic treacle)

- gorgeous illustrations throughout (by Jon Bliss, who I’ve worked with before on GoGoGolf! and Journeylands)

- new layout (still fits on two sides of A4 though!)

- landscape and portrait versions for easy use on screens or to print at home


Eventually, the Pocket Guide will expand to include:

- new Black Market vendors and a rumour table

- two micro adventure locations

- additional rules for carousing and character growth

- a fishing minigame

- an in-game card game

And as much as I can squeeze in there tbh.


If you buy now, you’ll get the full version free when it updates. I’ll probably hike up the price when that happens, so get on it now! Or, the free version of the Bare Bones is still up on my shop and always will be.

Graverobbers is the game I’ve been working on pretty much since I started this blog, and I’m so excited to be putting together an actual starter kit with adventures and setting all rolled in together.

I know that most of what I make is fairly small, but that’s because I’ve been reducing this game down to its barest essence over and over, playtesting and tweaking for half a decade now. This isn’t minimalism, it’s triple-distilled London dry adventure gaming. It’s one of the best things I’ve ever made, and I’m so excited to give you the chance to play.

If you like what I do here, please consider checking it out and showing your support! Cheers x

Wednesday, 10 May 2023

BRECKHELYGAN update

 BRECKHELYGAN 0.4 is live!

This update adds the first chapter of the story, with new encounters, items and an exploration system.

Download for free here.

Thursday, 20 April 2023

Wandering Star Supply Store

Wandering Star Supply Store

Purveyors of Fine Goods & Sundries / Duty-Free

Odai Starport West / 0-567-75

Complimentary Souvenir Patch with Every Purchase over 10cr

*

Incense, 1cr / Bootlaces, 1cr / Munsen’s Tinned Victuals, 1cr / Munsen’s Protein Jerky, 1cr / GooChew bubblegum, 1cr / Novelty switchblade comb, 2cr / Lucky Star cigarettes, 2cr / Gorilla Red cigarettes, 2cr / Gorilla Jr cigarettes, 2cr / Synthskin wax, 2cr / Souvenir playing cards, 2cr / Souvenir mug, 2cr / Sheriff Starr audio drama cassette, 5cr / Harvest Moons non-synthetic coffee beans, 5cr  / Soap, 10cr / Anti-glare pilot’s shades, 10cr / Souvenir lighter, 15cr / Souvenir logo hat, 15cr / Dunston’s brand vintage leather pilot’s jacket, 1AP, 20cr / Junkfisher’s overalls, 1AP, 20cr / Frontier Co. single-use Campfire-in-a-Can, 25cr / ForgeRite skillet engine attachment, 30cr / Frontier Co. climbing rope and piton, 30cr / Electromagnetic crampons, 50cr / Straight razor, 1d10dmg, 50cr / Leather saddle bag, 50cr / Shotgun shells 50cr / Frontier Co. single-use Tent-in-a-Can, 50cr / Electronic fishing game, 65cr / Electronic bagatelle game, 65cr / Freeze-dried steak, 100cr

Monday, 17 April 2023

Mudhar’s Whimsies

 Mudhar’s Whimsies was once a small but stable independent manufacturer of novelty items, operating from a union-controlled satellite in the mid-rim. Their prank items were quickly added to a nearby marine chapter’s long list of contraband, which ensured their proliferation throughout the lower ranks.

This Streisand Effect (so named after a Mother Earth philosopher) was exacerbated when the company’s products were banned as flight risks by the Qilin Gate Company, following an incident involving an android pilot, a whoopee cushion and a shipment of imitation peanut butter.

Mrs Mudhar now enjoys a proliferation of trade across the outer rim. Some of the manufacturer’s most popular offerings include:

1. Exploding cigarettes. Sold in packaging closely resembling the popular brands Gorilla and Lucky Star, despite the copyright holders’ protestations. A single cigarette is a loud firecracker, while a 10-pack lit at once is similar in effect to a flashbang grenade.

2. The Super Pellet Popper (formerly Super Pellet Gun, renamed to comply with union trade regulation). Fires proprietary pellets in 5 harmless but nonetheless effective varieties: Sticky!, Spicy!, Slippery!, Smoky! and Sparky!. The latter is often hard to come by, as anarchist sects favour it for its utility in shutting down simple electronics.

3. Mudhar’s Fantastical Enjoyment Buzzer. An evolution of an ancient design, concealed in the palm and emitting a vibration similar in sensation to a mild electric shock when pressed against a surface, eg during a handshake. Popular for its presumably unintended utility as both a sex toy and a means of identifying disguised androids, who are unable to react to the buzz in an appropriately human manner.

4. Holochete. A fake boarding knife that can be used to feign injury.

5. Mudhar’s Abominable Itching Powder. Notoriously irritating and difficult to clean. The chemical reaction with human or synthetic skin won’t occur in cold temperatures, leading to the classic boot camp prank of lining a cryochamber or vaccsuit with the powder so that it transfers to the victim while in use, and waiting for the effect to start once they return to a temp-reg zone.


(also BREAK!! is live on KS baybeeeeeeeeee)

Wednesday, 12 April 2023

Hush My Darling (a Mothership adventure)


 1.     Camp.

Last known whereabouts of Dr Mason and her android companion Faraday. Bivouac dome, ration packets, half pack of Lucky Star cigarettes.

Nearby, a mound of earth and stone opens into a dark, yawning cave. Atop the hill a gang of male raptors have nested birdlike around the top of the shaft, occasionally rising on warm updrafts from the opening. They are docile unless approached, with the largest taking charge and squabbling over food. [C: 60 Toothy beak 1d5; I:30; W:2(10)]

2.     Cave. Hung with stalactites, echoing drips in the dark. The stone floor slopes into a wide, shallow pool. Laying in the water is the body of Faraday, synthskin riddled with tiny holes, reaching back to the entrance and the camp with a face frozen in pain. Faraday carries a knife, flare gun and radio transmitter. No signal underground.

The pool is home to a swarm of leeches which bite and drain the fluids of any prey that disturbs the water, Body save vs 1 Wound per round while at least partially submerged.

Across the water the natural rock wall gives way to a green panel, smooth plastic-like stone. This alien tech opens like shrivelling skin with the application of both liquid water and light pressure such as when submerged, exposed to rain, or with a soft push from a wet hand.

A drip from a stalactite above causes this panel to partially open and close in steady sequence, releasing bursts of warm air from the shaft beyond.

3.     Shaft. Vertical, unnaturally smooth cylinder set deep into the ground, pumping warm air up to the top of the hill by the camp. A green panel in the wall partway up connects to the cave.

At the bottom, an alien engine thrums low, venting its heat straight up. Black tubes, cold to the touch, run from the engine along the walls and down into the tunnel.

4.     Tunnel. Narrow, dark, cold. The walls are thick with black pipes and frosted over, moisture permeating from above. Any water quickly becomes solid ice if exposed to the air here.

Partway down the tunnel, Dr Mason is crouched by a tube in the wall, knife in hand, corpse frozen solid by the icy air from the hole she’d made. In her lab coat are tools for xenobiological sample collection and a cheap plastic lighter.

The tunnel runs deep underground from the engine at the bottom of the shaft to a green panel at the other end which serves as the door to the chamber.

5.     Chamber. Spherical hollow, kept chill. A large, humanoid figure with smooth, amphibian skin rests in cryosleep on an altar.

While kept cold, it sleeps. If awakened before its time, the alien attacks in confusion and rage. [C:80 Unnatural strength 2d5; I:85; W:5(20)]

PacyGen Soft Drinks and Pharmaceuticals have a bounty on undiscovered life forms on the planet. While Dr Mason and her team have already registered most native fauna, evidence of intelligent life could be worth up to 1mcr.

Friday, 24 March 2023

Announcing BRECKHELYGAN

it’s been about a year since the past update on ONSLAUGHT, my solo souls-like game. Since then, WotC has announced a D&D product called Onslaught - tbh I never really liked the name anyway, so maybe i was just looking for an excuse. Anyway

ONSLAUGHT is now

BRECKHELYGAN
A Perilous Quest in a Playable Book

You are a knight in a post-Arthurian wilderness, wandering its ruins and claiming the souls of knights who vainly cling to life in a world that no longer has use for them.

I’ve updated the free playtest prologue, which you can get here. Just some minor tweaks. Currently at work playtesting and balancing Chapter One, which is about twice as long and so needs a bit of attention.

In the meantime, I’ve also been tinkering with a stripped-down version of the system in a different setting, just as something that requires less work that I can play for fun and experiment through, and it’s turned into a fun little minigame of its own. It’s called DEMON WATCH and you’ll be hearing about it here soon. The full BRECKHELYGAN will be a bigger, longer, slower thing, but hopefully I’ll have more on that soon too.

Ok! Back to work on WEAPONS TEST 023. Cheers! x