Friday, January 29, 2016

Some Nonstandard Magic Items

Some Things the Party Found in my online game that you might want to crib for your own:

TRUMPET OF HOLY FURY: those hearing it played get +1d6 to hit/damage when attacking demons and devils (each individual rolls their own 1d6 with each to hit or damage roll)
(as above picture, but metal, and the "horns" are valves that can be pressed)


DAGGER OF THE ESSOPHAGE: wielder gains 60 ft infravision, regain lowest used spell slot upon killing a creature with this dagger. (The creature must be intelligent or have more than 1 Hit Die. No carrying around cannon fodder pets to kill for your spell slots or killing non-agressive forest critters. The spell slot restored cannot be of greater level than the slain creature's Hit Dice. A creature of 3 HD could restore a 1st, 2nd, or 3rd level spell slot.)

HOLY POMEGRANATE JUICE: as one vial of Holy Water

NANOTECH HEALING PATCH: as one dose of Healing Potion, purely technological, not magical

Tools, work suit scraps that can be used to repair armor (up to chain), shield shaped metal (must attach handles/straps to use)


Edited to clarify the dagger's abilities.

Wednesday, January 20, 2016

Dungeon Room A Day is Born (on Twitter)

Oh Satan, what have I gotten myself in to? Inspired by https://twitter.com/HexADay, I made

https://twitter.com/DungeonRoomADay

I'll post one room, tunnel, door, feature, etc a day, changing dungeons/themes roughly monthly. Sometimes I'll post an encounter to keep it fresh.

The first one is based on this drawing/painting I did a few years ago.


Play on.

Thursday, December 3, 2015

Comparative Theology: WH40k VS Moorcock

"Why is Conan -?" Let me bandy with words a bit, in these panels he's my WH40k stand in.

Since getting back into roleplaying games in my 30s, it's become clear that I missed out not getting into two cultural phenomena that were around when I was an adolescent but I never delved in to.  I saw the Warhammer people, especially the 40k dudes, at conventions all the time - they were usually setting up or playing in the same room as the D&D games I was in. I never joined though - I was (and am) both impatient and too poor to afford endless terrain and miniatures. It also seemed like a place where macho militarism and nerd culture met - and that wasn't a place I was interested in being. No one ever told me there was a tabletop RPG version of it and at the time I never stumbled on it.

As for Elric, my sister was really obsessed with the books right as I was getting to an age where I was keen to reject what I saw as her retreat into fantasy to escape the world. (Yeah, now I realize she introduced me to everything that was cool, but you know, maturity and hindsight). Plus, I was depressed and had an addictive personality myself - I thought at the time the Elric books would immerse me in emotions I was looking for release from.

So not getting into these two things during the ages where one has time to really get lost in such stuff, I always feel like everyone else I'm gaming with now knows a lot more about these two worlds and mythologies than I do. I've been reading a bit of both recently - digging into their RPG forms, anyway - and am seeing some trends that I find interesting. 

Teasing out the implications of a world's mythology can help the DM run it in a flavorful and unique way. Understanding the underpinning philosophy of a setting can help you make the right aesthetic choices.

Kaleb Daark WH40k comic and some recent Elric comic

The way Chaos and Law/Order are manifested in these two settings influence a lot about the feel of them, who is a hero*, what it means to be powerful and adventure in those worlds, etc.

In Michael Moorcock's Elric! (and other) stories, both Chaos and Order are mystical forces and multiverse-influencing theologies, and both have current, active, powerful gods using those forces and pushing their agenda. Chaos is used by Arioch, who seeks to further Chaos' influence, and whoever the Lords of Law are they're doing the same for their side of that struggle. In this multiverse, Balance is it's own distinct metaphysical power and keeps a thumb on both Chaos and Law. 

Arioch, can we talk about your wardrobe?

With all these hugely powerful, reality-affecting supernatural beings around, what role is there for a person of such import that they even become aware of these forces? If you're an Elric, or a PC, where do you fit? You may have more power than the guy that makes your shoes, or even the town guard, but you'll never be Arioch (or at least not for a looooooooooong time). So - you align yourself. You become an instrument of something larger than yourself so you can benefit from it's power. You didn't make this thing, you don't steer it, but maybe you control a little bit of something locally. You're harnessing dangerous stuff you can barely control, and the more powerful you get the more your puppet strings show.

It's sort of an institutional model- you're contributing to something, subsuming yourself in it, hoping to benefit thereby. Ultimately, however, the great forces will exist and struggle without you. Also - you could walk away and join the other side, and probably only people at your level would even notice. Your entire species and way of life could die off, and it probably wouldn't even sway the struggle for one side or the other. Law has other tools, as does Chaos, and Balance will fill whatever gap you leave without noticing. Your existence doesn't matter to the cosmos - only to you.

While it's not clear exactly what Moorcock thought out early on and what he developed later when their popularity chained him to these stories, I think this essentially nihilistic and near-Lovecraftian view of the universe serves the apathetic, lethargic feel he wanted. Individuals struggle in an ultimately cold, uncaring world.

Conan's not WH40k but he's making a point.

...and then we have Chaos and Order in Warhammer 40k. 


Chaos is pretty similar to Moorcock actually, although perhaps a little...warmer. Encompassing more variety. Welcoming you to rub against it. 


The Warhammer Chaos Gods. They can design my outfit any day.

You don't just channel it's forces, serve it's gods, it doesn't only warp your mind or soul...it shapes your body. WH40k Chaos gets intimate with you.

Yeah...roll for initiative. Or comb your tail-head's hair.

But in the end, you could squint and say it's just another dimension's interpretation of the same force. Chaos here is more here-flavored but it's all there from the Elric stories - Chaos Gods, Demons, Thralls, Sorcerers, et cetera.

The real differences aside from fashion come in with Order.


Unlike Chaos, Order and Law have no extant, active Gods, Angels (or other Demon equivalent), or other Cosmic presence∆. At least in the books I've read. Order is a thing conceived by humans (and some aliens), created by them in the universe, and maintained by their concerted activity. Order is a thing made from human will. It is made up of the actions taken by mortals to further it - and nothing else. Like Justice in the real world.

I think this is why grot fits the 40K world, and perhaps Warhammer in general. It is a place of sweat, of human effort. A mortal struggle to create order against the forces of the universe. All is not Chaos because creatures have carved a space for something else through their sweat and sacrifice. Your individual place in the universe may be small, but by working for or against something, or steering it in a different direction, you may have some consequence - you probably aren't going to be a storm, but to pull out an old chestnut, you may be a butterfly flapping it's wings.

Whether a particular character works for Order, Chaos, neither, or both, it's a universe with fundamentally different underpinnings than Moorcock's. It's a universe shaped in a more essential way by the efforts of a group of mortals, who have achieved something beyond their own scale. Existing as a ground-level creature in such a universe seems like a much more visceral, involved thing. You may be apathetic, but someone-or some thing-is not apathetic about you. It's a universe shaped by sweat and mud and blood. There are no real puppet strings - if you're aligned with something, it's because you made a choice.
--

OK, I feel like I'm droning on, but I hope I got my point across. Even if I'm wrong due to ignorance about some point of Moorcockian or Warhammer cosmology, I think the point about the difference of existing at a human scale in each universe stands.


*by "hero", I'm really just referring to "protagonist" or "the type of person that a PC is." Not necessarily someone who acts heroically. 

∆ I have read about some of the ancient cosmic Order in later books like the star-parasites and their soulless-gelfling-mind powered killer robots, but that doesn't really feel like Order/Law as it is in Moorcock and it's more of an ancient Order that went nuts. I guess it's really fascism, which is where Right and Left meet back on the other side.




Obvs the P Craig Russell Elric comics were formative here, as was Moorcock's writing. The Michael Whelan covers of the Elric books my sis read when we were teens stuck in my mind; I wished they were bigger and told the whole story. What does that sound like?

The WH40k books I've mostly read are the original 1ed book and Slaves to Darkness, as well as countless wiki pages and fan sites.

Some images I downloaded for this post and didn't use above:



MANNNN what happened to this metal as fuck blue logo?




The original text I jotted down when this idea emerged fully formed while I was busy doing boring things at work:

Moorcock:
both chaos and order are divine metaphysical forces

WH40k:
only chaos has metaphysical forces, order is a human concept only extant through human effort
--

Thursday, November 26, 2015

1d20 SE Asian Daggers and other Gameables from the Museum

POTENTIAL GAMEABLES FROM MY VISIT TO THE ASIAN ART MUSEUM IN SF

So you roll a dagger on your treasure list. Kinda mundane, til you show the player these and have them roll d20. These were all just labeled as "Dagger".






Here are some charming fellows to put on your encounter chart:






And lastly, a few random treasures...
Rhino-horn carved goblets


and never least, THE ONE THAT WRITES ITSELF -





Friday, October 16, 2015

Volunteers Needed for Secret Santicore 2015!

This is not a solicitation for regular participation or entries, but for background organizational help. I am not directly involved this year, so please ask questions at the link, not in comments here.

http://santicore.blogspot.com/2015/10/volunteers-needed-for-2015-secret.html

Whose hooves and paws are on the roof?
Santicore's come for your front tooth!
He has many roles for you to fill...
Santicore, Santicore, what a thrill!


(note: this terrible rhyme was not approved by the Secret Santicore 2015 team)

Wednesday, October 7, 2015

Like A Bumper Sticker On A Spaceship

     So there I am driving a big moving van all around the Bay Area, picking up my friend, moving my stuff, waking up early the next morning to move a couch on 3 hours' sleep...and I see some bumper sticker I've already forgotten and it makes me laugh and I think about what if the people who play in the WH40K RPG I'm gonna run put bumper stickers on their ship.





     Then I think, "So who actually puts the bumper sticker on the ship? Like, when are they able to be outside to do it?" And I imagine a person in a space suit floating outside the ship trying to put a bumper sticker on in the big awkward pressurized suit looking through the fogging up visor. I think about the moving van around me, this big machine humming under and shielding me, and I think about how you probably never see the outside of your spaceship with your own unfettered unmediated eyes unless you're about to explode from your inner pressure in the vacuum of space.



Bottom illustration by Nathan Hoste

     Because in a universe that has had several distinct periods of ship building on a massive scale in massive numbers like the W40kverse, they'd be building ships in space, or at least assembling them there*. The ship wouldn't be assembled in a hangar on the ground where some mechanic or the future pilot could just slap a sticker on no problem. I guess people being people, some clever duck could put the sticker on one of the parts manufactured on the ground before it gets shipped skyward to be assembled, but that's probably not going to be someone that will end up in the ship.

     It would be rather strange to live in, rely on, operate, and call home something that you could never truly see the outside of and comprehend in it's totality. That any authorship of the outer appearance of this thing that is so involved in your life would require great efforts and expenses.
(but Joey, what if I'm just looking out the porthole of another ship at it? Shush, I say, I think I'm getting to a point, and in the fictional situation such an opportunity would be a rare and awesome gift)

Simonson, from the Alien comic adaptation

     ...which means the ships don't have to be aerodynamic. At all. They never have to leave an atmosphere, or enter one, for that matter. The ship can be built to accommodate an internal purpose, such as maximizing internal space and minimizing the need to maneuver, or an external purpose, such as flying through a vacuum the most efficiently. Or just to look fucking cool. Even if you yourself will never really see the outside, barring some disaster.



     So spaceships are closer to architecture, but informed by shipbuilding. Then you have your landing craft, which do need to be aerodynamic, and maybe you have ships that are multi-purpose, that are both aerodynamic and built for long term space travel. Your choice of ship has implications on what you and it can do, and how you do it.



     The purpose of all this rumination on spacecraft is that I'm used to running ostensibly medieval fantasy games, and I want to run sci-fi games. I'm thinking my way toward it, starting with the biggest difference affecting what the players can and can't do: they have a giant technological marvel that can potentially massively change their circumstances. I'm interested in making that as relevant as possible and part of the game, or at least giving them a choice for how much that will be part of the game.

     I'm trying to get it to where it can be a game where "treasure" is sometimes wealth but often it's seeking out more resources to improve your ship. Or at least the players can choose to do that. Starting with a ship that can do some things decently, other things terribly, but by either improving your current ship or scheming to get a new one, you can change that balance or soup up a current ability. Speed, maneuverability, weapons, life support functions, warp travel, etc. Oh - and fuel. Maybe your ship runs on some fusion reactor or special crystal, but starting out, you're gonna have to keep it fueled up and/or find places to dump the waste.



     I wanted to avoid the situation where it becomes DnD with a sci fi shirt on and a ship taking the PCs places instead of a horse or whatever. Make the technology inherent in the guts of it - if the players want that. I think ship maintenance could be a good motivator and encourage problem solving, but if it ends up taking away from the fun I can, of course, put a ship that requires less maintenance in front of them for them to problem-solve their way toward.


*I know, I know, this is probably covered ad nauseam in GW books I haven't read, but I'm trying to keep the books I'm basing my game on to a minimum∆.
I did wonder if I had my physics right and whether this would actually be more energy efficient than building ships in atmosphere, but the internet has me covered.
(in addition to countless blogs I did not link)

∆ Hey, look, it's a footnote to a footnote to a blog post, could I get any more pretentious? Anyhow, here is the list of books I'm basing my WH40k Rogue Trader RPG on:
- Warhammer 40k: Rogue Trader (GW 1987) (the bible for setting and rules, although rules fleshed out by other books extensively)
- Realms of Chaos: Slaves to Darkness (GW 1988) (same as above)
- Rogue Trader (FFG 2009) (mostly for the ship rules and some version of the background path thing)
- Basic Role Playing Quickstart (Chaosium 2009) (for the guts of the character rules, I think)
- Warhammer Fantasy Role Play (GW 1986) (will be combining the career / skill ideas from here with both CoC and RT 2009)
- Call of Cthulhu (Chaosium 1999ish) (to see how some BRP stuff fleshes out plus Chaos!)
- Stormbringer (Chaosium 1980s) (same as above)
- Inquisitor: Battle for the Emperor's Soul (GW 2001) (setting depth; may start a second party based on this book)
- Confrontation / Necromunda (GW various) (Setting depth, some rules maybe)
- Stars Without Number / Traveller / ROC: The Lost and the Damned / other GW stuff (various) (will probably consult for additional ideas)
- Starfaring (by Ken St Andre, if I can find a copy, for some thoughts on ship maintenance and random tables)

See? My bibliography is already long enough! 

Thursday, September 24, 2015

Pardon the Interruption, but... (1d20 encounters)

On occasion, I idly think up outdoor encounters that could go several ways, depending on the PCs' actions and disposition. I like encounters that present a world just happening, not focused on the PCs (usually). Here is a collection of those encounters. I think of these are more entries to write into your existing encounter tables when you cross out an entry, but for ease of use I'll present them as a table unto themselves.

It's kinda like a Dungeon Dozen, with bonus entries? Only probably less clever?







01
A herd of cattle. Lots of them are busy right now digging holes.
02
A foreign army in the middle of massive coordinated exercises. (Think Indian army doing yoga. Like, thousands of soldiers at once.)
03
A dangerous, wild creature just smart enough to communicate with humanoids; it's looking for its missing young.
04
Giraffes humming to each other. Is the air flickering?
05
A group of ambulatory plant creatures having some kind of meeting; the sounds they make are frequencies humans can't hear.
06
A group of Vampires meeting to overthrow their masters.
07
Massive numbers of silent rooks in a field. One in the middle, making noises in a low, carrying voice.
08
A herd of rhino-sized creatures lolling in a field. They are expelling gas that is both harmful and flammable in an ever-expanding cloud. Any fire sources will act as a Fireball. Being in the gas area if it has not been burned away causes 1d4 damage and drains 1 pt of CON per round (restored with rest). All small animals and plant leaves below 6 feet have been eaten for a mile around.
09
A desperate theater troupe practicing a play. They will attempt to sell any passerby costumes, props, or convince you to be a paying audience.
10
Ghostly images of the PCs, mirroring their actions from some distance away. If the PCs proceed directly ahead into their reflections, the reflections will disappear. IF they attack or run away, the reflections will be "freed" from mirroring the PCs' actions and behave as an independent person, reacting to the PC's actions. They have the PCs' memories but no emotional connection.
11
Two demons fighting. (or dragons, if that makes more sense for your game)
12
The limb of a massive creature juts from the ground or sky. It's so huge you can't tell what limb it is or if the creature is humanoid-shaped.
13
A group of cats squall to each other. Upon noticing the PCs, they look panicked and run.
14
A creature is assembling itself out of local shrubbery.
15
A treasure golem from a local dungeon out for a walk and some sunshine. It will be cross if interrupted from getting it's fresh air.
16
Mimics and/or doppelgängers practicing, judging each other, sharing some drinks.
17
Drunken monkeys. They may seem silly, but they are excellent thieves and escape artists.
18
An outdoor adobe bread oven. (1-2 recently used; 3-5 bread is baking; 6 attended by nonhuman baker)
19
Unconscious naked people, just far enough away from each other that you're not sure if they were doing something together or separately. Orgy? Lycanthropes after a rager? Cultists? Fallen from the sky?
20
A chimney emerging from the ground about 4 feet. It goes down 2d6 layers into an underground “dungeon” (which could be a city or whatever that becomes dangerous once they figure out you’re outsiders.)