Tuesday, 25 June 2019

It Came From the Blogosphere! Straight to Video

Back from holiday! Currently in the process of moving out! Too... busy... for... RPGs!

But while there hasn't been time for much writing this month, there's certainly been time for reading. Here's a lil instalment in my ICFTB series.

did you know: you can read "blogs" (birtual logs) from all around the world while On Line?? 

My off-the-cuff ramble about the SWORD DREAM moniker is now the most viewed post on this blog. People really like talking about thinking about games, huh? I prefer making and playing them, so that's likely the last major thing you'll see me write on the topic - but here's some more context for people who want it. I edited the post to include a couple of links too.

If you're still looking for yet more high level meta-commentary, I found this post on how the indie scene fosters an unwelcoming attitude a worthwhile read, and true to my own experiences.

I enjoy learning more about the early days of the hobby, a time during which I was very much Not Born Yet. Here's a fascinating and well-written dive into a lesser-known RPG from that primordial era... and I really do mean "lesser-known".

Jeff Rients is running a FLAILSNAILS game again! If you're on this blog you likely already know about this and why it's a Cool Thing. You may even be taking part! Jeff's games are super fun, inclusive free-for-alls, and I'm definitely going to try and play once I'm more settled. If you don't yet know about FLAILSNAILS, you should check out the play reports Jeff's been posting - like this one - and get stuck in.

Finally: Zedeck wrote a living weapon class and it rocks socks.

Your regularly scheduled (to wit: largely unscheduled and highly irregular) Guide resumes next month!

Saturday, 1 June 2019

Tuesday, 21 May 2019

It Came From The Blogosphere! the Third

Every once in a while I'll round up some good things I've read lately on the so-called "Internet" and yell at you to go and read them too - welcome to It Came From The Blogosphere! Check the tag for earlier instalments.
actual footage of me surfing the Web
This is one of my favourite things about the scene we still tentatively call the OSR - everyone's just sharing their fun ideas and helping folks out and whatnot. All kinds of people, with all kinds of good stuff!

F'rinstance:

Emmy Allen's game about secret agents doing missions in the faltering reality of a dreamworld, Deep Morphean Transmissions, is OUT! I've been hyped for this for a while - read more about it right here and then buy it. Emmy is just so good at what she does, you'll love this and everything else she makes. (There's a heart rate mechanic, you guys.)

This scene is so great in part because of how freely great designers share their process and talk about how and why they do what they do. When Sean McCoy talks about layout design, you'd better listen - and he does so right here.

Ben L at Mazirian's Garden is doing a series about the whys and wherefores of old-school design - some very thoughtful and well-referenced articles from the umbrella perspective of the differences and similarities in OSR and "storygames". The latest one is here, and worth a read no matter what kind of tabletop RPGs you play.

One of the best things about games with PC classes is when you read about a class option and want to play the game immediately just so you can be one of those guys. Zedeck Siew wrote one such class for Robertson Sondoh Jr's game, Metatoy, and I want to play one! 

Joseph Manola's back, baby - and he's diving into Dickens

How about some preliminary rules for piloting giant robots in Into the Odd, written by its creator? Here ya go.

I wasn't familiar with the blog before now, but Was It Likely has an idea for a game whose mechanics revolve around items, and it's a game I reckon I'd have a lot of fun playing.

Happy gaming! x

Tuesday, 14 May 2019

After School Demon Hunters

I wrote a 200-word RPG a year or so ago as a kinda of creative exercise and put it up on my Gumroad store, mainly just so there'd be something there.

I feel like it doesn't really fit in there anymore so I'm taking it down, but I didn't want it to just disappear.

So, here ya go!


After School Demon Hunters

The Story

Each player is a teenager in high school. Together you run the After School Demon Hunters and rid your school and local area of demons, using the magical power from a mysterious book, phone app, etc. It may be tempting to use its magic in your daily life, but don’t forget about those demons!

Characters

Your character has 4 Traits: Jock, Nerd, Prep and Goth. Spend 7 points between them, with 0 to 3 in each.

Also pick a favourite subject from the following: Arts & Drama, History & the Humanities, Literature & Languages, Maths & Sciences and Physical Education.

Gameplay

To do something important, roll to match or beat a difficulty of 4 (average), 6 (difficult) or 8 (almost impossible), decided by the GM. Roll 1d6 and add a Trait, explaining why it’s relevant. If your favourite subject is also relevant, you can reroll once.

The team collectively has 7 Magic dice. Add these to any result, but when they’re gone, they’re gone.

Investigate whatever spookiness is afoot, but don’t neglect your school work! When you finally discover and confront the demon, roll your remaining Magic dice. If any are doubles, you exorcise, seal or destroy it.

Tuesday, 7 May 2019

A Proper English Weather Table

Roll for Season

1. Winter
2. Spring
3. Summer
4. Autumn

Roll for Temperature (1d4 in Winter, 2d4 in Summer, 1d6 in Spring/Autumn)

1. Bitter
2. Cold
3. Cool
4. Mild
5. Warm
6-8. Hot

Roll for Sky (1d6 in Spring/Autumn, 2d6 take lower in Winter, 2d6 take higher in Summer. On a result of 1-5, use Rain table below)

1. White
2. Grey
3. Overcast
4. Cloudy
5. Light cloud
6. Clear

Roll for Rain (It might not rain all day, but this is the most it'll rain when it does. 1d8 in Spring/Autumn/Winter, 1d8+1d4 in Summer. Alternate Winter results in parentheses):

1. Rainstorm
2. Pouring (snow)
3. Rain (hail)
4. Rain
5. Drizzling (sleet)
6. Spitting
7. Threatening
8-12. No rain [Optional: Flip a coin. If heads, alter the previous (Sky) result by adding the d4 you rolled as part of this table, to a max of 6 total]

Reroll results (excepting season) once or twice per day, if you can be bothered. Druids may perform a rite once daily to alter the Rain table result by 1d4, adding or subtracting their result from the GM's.

Wednesday, 1 May 2019

The Monster is Three Things

For the sake of example, this monster is old, sad and hungry.

Behind your screen or in your book, note these and nothing else. Beyond this, there is no monster.

Do not describe the monster other than through what it is; if the players ask about its size, for instance, speak only of how it has withered through age or starvation, or grown with its insatiable appetite. If they wonder about its appearance, consider the effects of its mood or its long life on its colour and form.

Your players may ask what it is - you only tell them it is old, sad and hungry. "No", they say, "what, it must be something", and list names of monsters they know, guessing. Their guess is as good as yours. All you know is the truth; it is three things. Anything they guess that does not contradict the truth may as well be treated as accurate, if only for the sake of manufacturing shared understanding.

If your game uses stats for monsters, avoid them, unless they manifest its oldness, sadness or hungriness directly within the rules. You will get by fine without your numbers; you have the truth of the thing.

An image will form. Do not dispel it.

Then, move on. They will never see this monster again.

Tuesday, 23 April 2019

Lighthouse Island (an adventure)

A mini starter adventure for GoGoGolf, but I guess you could adapt and use it for any adventure/OSR system if you really wanted to.

(Psst - it's meant to be easy! Let players beat it quickly and creatively, but also reward them for exploring further. Another tip: have some nori or vaguely kelp-looking sweets, if such a thing exists, to give to your players if they decide to eat the bubble kelp.)


The players find themselves shipwrecked, washed up on the shore of a small island.

Inland from the beach they see a dense jungle, and beyond that, rising above the canopy, a lighthouse. Seabirds lazily circle the top of the red-and-white striped tower, from which no light shines.

*marimba riff*
The Shore

White-gold sand and calm, crystal water. Michelle, a curious mermaid, has swum into the shallows to see if you're ok. She says that visitors rarely come here since the light in the lighthouse went out.

She knows little else about the island, being a sea creature. If the players return here later with some way of breathing underwater, she will offer to take them to Shell Town.

There are small, flighty fish swimming in the shallows that could be caught with a net or rod.

The Jungle

A sandy trail leads into the thick foliage, the air hot and steamy and full of the chatter of animals.

Just off the trail, a withered old pirate captain named Belinda Barnacles lives in a ramshackle treehouse (her ship, utterly wrecked and crashed into a tree) with her pet parrot, Pedro. She's unused to seeing other people and is easily startled, possibly unhinged, but friendly enough. She remembers that the lighthouse went out about a year or so ago, but knows little else.

Capt. Barnacles has a Plant Club, which she carries like a walking stick, using its Magic Spell to grow her food. If the players inquire about it she'll assume they want it, and will ask for a mango lizard in trade (if she gets one, she promptly feeds it whole to Pedro).

If players spend too long wandering the jungle, they come across a snake. There is a nearby plant that acts as antidote to the snake's venom - the character most likely to know about plants (due to eg. high WIT or a relevant backstory) will recognise it.

The Lighthouse

The jungle clears as the ground slopes up to the island's centre, where the lighthouse stands. Shuffling and banging noises can be heard from inside.

There is only one entrance to the lighthouse, on the side to which the jungle trail leads. On the opposite side of the building, a mango lizard is basking high up on the wall. (A Swing could stun it and knock it down on a critical hit - Target 10.)

The lighthouse interior is comprised of 3 levels:

Level 1

A dark, echoey warehouse space that smells of dust and mould. Crates are stacked against the wall, all empty, and a spiral staircase runs along the edge of the space to a landing, then continues to an upper floor.

There are three goblings, one of each variety (the wizard uses the Star Club's spell), chittering and conspiring in the main ground floor space. They will defend their hideout, but flee upstairs the second a combat turns against them.

Some large heavy barrels are on the landing, held up by shelving that looks old and worn (Target 10 from the lower floor - a critical sends the barrels tumbling down like Donkey Kong, defeating any goblings below.)

Level 2

The goblings are guarding a stash containing a heart potion (restores 1 heart), a Star Club, a fishing rod with a can of bait and several old comic books.

There is a bunk bed on this level, and a desk with some paper and pens next to a potted plant. The plant is of a variety none of the players have seen before with long, wavy blue leaves. Capt. Barnacles might know what it is (she does - it's bubble kelp, which lets you breathe underwater for a day if you eat it).

Level 3

A small, circular space. Archways along the walls serve as open windows to the sky outside.

A giant, smashed light bulb stands in the centre, not working. The machinery to power it is old and doesn't function (but could be revived by a Thunder Club). If the players can get a strong enough light of any kind to shine from the lighthouse, a ship will come and rescue them (adventure complete!)

The players can easily get the attention of the pelican flying outside, who perches on a little wooden rod protruding from the wall by one of the archways. He knows that the old lighthouse keeper used to keep the light running, but hasn't been seen on the island in over a year.

The pelican has a lavender conch in his beak and will trade it for food (fruit, fish, or a mango lizard). He can carry messages for his friends, or take one person at a time in his beak, back down to the beach or to anywhere else on the island, but no farther.


Shell Town

There is a small village deep below on the ocean floor, obscured under the waves. It's too far to swim unless you can breathe underwater.

Several giant conch shells serve as houses for the mermaid population, including a shop that sells souvenirs, run by a young mermaid named Crysta who is surprised to have customers. The mermaids' currency is a rare lavender-coloured conch - one conch will buy you any single item in Crysta's shop. The items are all funky shell jewelry, cool clubs that the players want, including a Thunder Club, as well as a large glowing rock that could be used as a giant lightbulb.

There is also a farm nearby that grows bubble kelp and various other nutritious sea vegetables, run by a monkfish named Gregg.

The town's mayor, Sandy, lives in the largest shell. She's worried about some rough-looking octopuses that live in a nearby shipwreck - they keep stealing food from the town and need to be taught a lesson. (The octopuses' treasure hoard contains many fancy jewels, a Fire Club, and a gold crown that lets the wearer walk on water.)

The mayor's husband is an old human who eats bubble kelp for breakfast every day. He vaguely remembers being a lighthouse keeper.