Idea 1: could I make a game that is entirely contained in 1-page handouts (apocalypse world style playbooks & cheat sheets) with no central rulebook.
Idea 2: Could I hack together an OSR version of Lacuna.
Fuck it lets do both.
So some background. Lacuna, by Jared Sorensen, is a weird indie game about MK-Ultra inspired agents exploring a psychadelic film noir dreamscape. It's fucking brilliant, you should all get it and play it. Here it is,and here it is in Spanish. Seriously. Play Lacuna.
The rulebook is short and has large gaps for the GM to fill in, but one of the best campaigns I've ever played (lasting 3 years and getting fucking trippy by the end) was run in Lacuna. I'm a huge fan of it, it deserves more attention.
Of particular interest is the Heart Rate mechanic. When you roll dice, you add the total to your Heart Rate. An elevated heart-rate makes you more efficient at what you're doing. Go too high, though, and you risk cardiac arrest. So I'm going to take that and bolt it onto an OSR framework.
Here's how I'm gonna make it work.
You roll your Age on 3d6+18 (for a range between 21 and 36).
Heart Rate is a number you track similarly to XP and HP.
Your resting Heart Rate is 60 beats/minute for women, 70 b/m for men. This is what you start at.
Your Optimum Heart Rate starts at (Age + 60) b/m and caps out at (Age tripled + 60) b/m. In this bracket, you're more efficient.
Your maximum Heart Rate is (200 - Age) b/m.
So older agents take longer to reach their optimum heart rate and hit cardiac arrest sooner. However, they spend much longer in 'peak' performance. Younger agents hit peak performance quickly and take longer to max out and have a heart attack, but they also spend less time at peak performance.
Whenever a player rolls dice for any reason, they add the result to their Heart Rate. Dice rolls in the system are:
To Hit. Used in combat. Roll X or more on a d20. So, to succeed you want to roll high, resulting in elevated heart-rate. Enemies have Defence rather than AC, which negates all rolls of Y or greater.
(IE you might need 11+ to hit, but an enemy negates all hit-rolls of 18+). Combat is stressful, but if you go overboard your less likely to succeed.
Damage rolls. Roll a dice if you hit, the victim loses that many HP.
Saves. Roll X or more on d20, like the saving throws you're familiar with. Danger is scary, the near-misses of a successful save are scary. High rolls mean you pass but also add more to your heart rate. Save catagories are Normal Hazards, Psychological Trauma, Glitches, Hacking & Malfunction.
Attribute Rolls. Roll under a relevant attribute to do a thing outside combat. You want low rolls to succeed (failure is frustrating). Uses the six base stats (str/dex/con/int/wis/cha) however since you're not in your body str/dex/con are irrelevant, you don't even bother rolling them in cgen. Wisdom is replaced with Willpower. You use intelligence rolls for attempts to make sense of or investigate the dreamscape, Willpower to alter the dreamscape, and Charisma to interact with the residents.
Rolls can be Careful or Reckless depending on what you're doing. This works like 5E's advantage/disadvantage. Roll twice, take the lower/higher result. Of course, the Heart Rate mechanic (and some rolls being roll under/roll over) means that sometimes you want high rolls and sometimes you want low.
In your Optimum Heart Rate, if you don't like the result of a roll you can ignore it and roll again, since you're on top form. Of course, you still add the old roll to your heart-rate. So when you're in your optimum zone, you can just refuse to accept failure and power through any obstacle, but doing so brings you closer to maxing out your b/m and having a heart attack.
So, those are the mechanics. You can fit them on one side of A4. A character sheet that takes you through CGen and a short brief on the setting fits on the other.
I'm working on four sheets:
Security Agents (basically fighters. Best to-hit rolls & defence, lots of HP, good saves vs Hazards & Trauma, can follow through in combat to get additional attacks when they drop a foe).
Logistics Agents (basically wizards. Poor to-hit rolls, defence and HP. Good saves vs Hacking and Malfunctions. Can contact Control to request aid in the mission.)
Support Agents (basically clerics. Poor to-hit rolls, but decent defence and HP. Good saves vs Trauma and Malfunctions. Can interact with the programming of the mission to restore HP and similar).
Surveillance Agents (basically thieves. Decent to-hit rolls but poor defence and HP. Good saves vs Hazards & Glitches. have always-on abilities such as the ability to walk through walls).
Then additional briefing handouts you can give the party detailing the setting as and when relevant, and stuff for the GM.
Sunday, 25 November 2018
Tuesday, 20 November 2018
Children & Gaming & some shout-outs
So this chap Douglas Carter has been using The Dolorous Stroke to run wargames using 90mm figures. He's got a blog over at ludus giganticus and it's pretty cool reading. Definately check it out, he's doing something cool and different here.
It's interesting that another play report (JC over at hobgoblinry.blogspot.com, also very cool, touching on oldschool rpgs and skirmish gaming) also had the author playing with their kids.
You see a lot (both tabletop and otherwise) of games ~for kids~ are written to be super simple and have their content toned down. You see these primary-coloured designs, mechanics that are set up to involve minimal complicated stuff and little room for upset, and so on. Honestly, I remember being in school and hating a lot of the dumbed-down stuff aimed at me.
TDS, meanwhile, involves some fairly complex procedures in play, what with tracking cards, stats, etc. No maths that a kid can't handle - at most you're adding and subtracting two-figure numbers, or dividing by two - but it's a reasonable amount of information to track. (Then again, I'm a firm believer in letting the rulesy people handle the mechanics if its confusing, regardless of the age or experience of the player - you say what you want to do, the GM rolls the dice).
More interesting is that the violence in TDS is, really, quite graphic. People get run through, bleed to death, have their guts spilled, get eyes gouged out. It's nasty. JC literally says "One approving note from the kids: "This game is really gruesome!"." This is, to be honest, fine as far as I'm concerned. You know if your kids (or kids you're in a position to run games for) can handle different content. I knew I could at that age - my parents wouldn't let me watch anything pg rated on TV for the longest time, and then were completely OK with the violence and blood in stuff like Darren Shan or the Dark Materials trilogy. Hell, even classics of children's literature (The Hobbit, Narnia, etc etc) have some scary violence. Don't mollycoddle kids, they can handle stuff a lot of the time.
There's a larp I do that I've mentioned a few times, Empire. There's no age limit, and you have parents bringing the whole family along to dress as pseudo-medieval families and roleplay in a field for a weekend. It's pretty great. My IC group has a few kids in it (ranging from age around 8 to late teens) and I'm consistently impressed by some of the stuff they do. Not 'considering they're kids', these people are some of the most interesting roleplayers I deal with regularly.
And sure, their characters are still basically children. They're kid-sized, they have kid-priorities a lot of the time. But at the same time, they're fucking clever. I've seen them tackling plots that the adults are stumped by. I've seen them make a total killing trading goods and services*. Hell, I've seen some of the older kids (13 & up, for health and safety reasons) take to the battlefield and be pretty darn effective with a spear or a bow. It's not just that they can keep up with adult players. The game's better for their being there.
*child labour laws don't apply when you're all pretending to be wizards and trading fake potions and mana.
I'm sure there's some deeper thought about how we're all just playing pretend, but fuck that noise I don't wanna go theorizing about child psychology or something.
Edit: I'm sure there's something interesting to be said about how two of my more successful projects (Ynn and the Library) are directly inspired by the stuff I read as a kid and aim to re-capture that feel, and are also home to some fairly fucked up stuff. There's no disconnect; kids' entertainment - at least the stuff that stays with you - has some fucked up stuff in it.
In conclusion, I'd like to (mis)quote Sideshow Bob at the conclusion of Crusty Gets Busted:
"Treat kids like equals, they're people, too! They're smarter than you think! They were smart enough to [catch/impress] me!"
(also seriously, those blogs are neat).
It's interesting that another play report (JC over at hobgoblinry.blogspot.com, also very cool, touching on oldschool rpgs and skirmish gaming) also had the author playing with their kids.
You see a lot (both tabletop and otherwise) of games ~for kids~ are written to be super simple and have their content toned down. You see these primary-coloured designs, mechanics that are set up to involve minimal complicated stuff and little room for upset, and so on. Honestly, I remember being in school and hating a lot of the dumbed-down stuff aimed at me.
TDS, meanwhile, involves some fairly complex procedures in play, what with tracking cards, stats, etc. No maths that a kid can't handle - at most you're adding and subtracting two-figure numbers, or dividing by two - but it's a reasonable amount of information to track. (Then again, I'm a firm believer in letting the rulesy people handle the mechanics if its confusing, regardless of the age or experience of the player - you say what you want to do, the GM rolls the dice).
More interesting is that the violence in TDS is, really, quite graphic. People get run through, bleed to death, have their guts spilled, get eyes gouged out. It's nasty. JC literally says "One approving note from the kids: "This game is really gruesome!"." This is, to be honest, fine as far as I'm concerned. You know if your kids (or kids you're in a position to run games for) can handle different content. I knew I could at that age - my parents wouldn't let me watch anything pg rated on TV for the longest time, and then were completely OK with the violence and blood in stuff like Darren Shan or the Dark Materials trilogy. Hell, even classics of children's literature (The Hobbit, Narnia, etc etc) have some scary violence. Don't mollycoddle kids, they can handle stuff a lot of the time.
There's a larp I do that I've mentioned a few times, Empire. There's no age limit, and you have parents bringing the whole family along to dress as pseudo-medieval families and roleplay in a field for a weekend. It's pretty great. My IC group has a few kids in it (ranging from age around 8 to late teens) and I'm consistently impressed by some of the stuff they do. Not 'considering they're kids', these people are some of the most interesting roleplayers I deal with regularly.
And sure, their characters are still basically children. They're kid-sized, they have kid-priorities a lot of the time. But at the same time, they're fucking clever. I've seen them tackling plots that the adults are stumped by. I've seen them make a total killing trading goods and services*. Hell, I've seen some of the older kids (13 & up, for health and safety reasons) take to the battlefield and be pretty darn effective with a spear or a bow. It's not just that they can keep up with adult players. The game's better for their being there.
*child labour laws don't apply when you're all pretending to be wizards and trading fake potions and mana.
I'm sure there's some deeper thought about how we're all just playing pretend, but fuck that noise I don't wanna go theorizing about child psychology or something.
Edit: I'm sure there's something interesting to be said about how two of my more successful projects (Ynn and the Library) are directly inspired by the stuff I read as a kid and aim to re-capture that feel, and are also home to some fairly fucked up stuff. There's no disconnect; kids' entertainment - at least the stuff that stays with you - has some fucked up stuff in it.
In conclusion, I'd like to (mis)quote Sideshow Bob at the conclusion of Crusty Gets Busted:
"Treat kids like equals, they're people, too! They're smarter than you think! They were smart enough to [catch/impress] me!"
(also seriously, those blogs are neat).
Saturday, 17 November 2018
Why I like the OSR
There's been lots of doom and gloom in my gaming circles lately, so I'm writing about why I love the OSR to cheer myself up.
My gaming has really four distinct areas I'm interested in. Namely larping, Warhammer, World of Darkness and the OSR. I only really publish stuff for one of those, though.
In the case of larping it's because a successful larp is an event. You need a good venue, a team working with you, supplies for your effects and sets and stuff. You need a budget and a supply of people willing to follow your instructions. I don't have those. So, as a larper I mostly just play and have fun, or occasionally I follow instructions and make special effects.
For Warhammer and WoD, the issue is a little different. I have, in the past, produced a whole load of content for Warhammer. Alternate army lists, campaigns, rules hacks, and so on. Even entire variants on the game. I've produced homebrew for WoD as well. None of it got published. None of it is really publishable because it's so tied to somebody else's IP.
This is what bothers me. People over at The Gardens of Hecate or Iron Sleet is producing work as skillful, as beautiful, as creative as anything in the OSR. But because the IP they're working with is so tightly tied to the company that makes Warhammer, they'll never be able to really capitalise on on that, promote themselves and carve out their own niche like you might in the OSR.
Likewise in the World of Darkness communities I see STs putting huge amounts of work and creativity and funds into their projects. (One recent larp I was at booked out an entire hotel for their post-event crew party. The larp itself was at a different venue, this was just so the crew could unwind and get sozzled somewhere nice afterwards). Again, they don't get the recognition the deserve, while people pick apart what White Wolf are doing with a fine toothed comb.
This is a problem. These projects are, ultimately, fan works. They're a rank below the stuff officially published. It restricts creativity, but more than that it restricts your ability to publish. You can't buy anybody's homebrewed hacked together Vampire the Masquerade project on DTRPG.
This, then, is what I love about the whole OSR movement. Nobody owns it. Nobody has authority over it. It's a shared communal space that exists either through a weird quirk of a licensing agreement around D&D or else in a sort of rejection of the big company's claim that they get to decide what D&D is.
Rather the OSR is made up of fans, creators, the small press, the indie outfits, and the homebrewers. The lines between all of those are vague and blurry. Anybody can make something good, and publish it, and get recognition, without needing to give too much of a shit about the rigors of intillectual property. This is, really, wonderful and rather unique if you compare it to any other tabletop gaming community.*
The OSR has fuck all barriers to entry. Most gamers are familiar with the basics of six stats, hit-dice, levels, armour class. It's a lingua franca of sorts. You can get yourself some cheap-ass layout software (I use MS Office), some public domain art, and just make whatever you think is cool. Self-publishing is super easy and if you have a blog or any sort of social-media presence, you'll find an audience who are keen to see new, weird content from new, weird creators.
Nine months ago I released a daft project about using random tables to make a fairy garden, basically out of nowhere and with no industry credentials, and it went great. I'm not special in this regard: loads of people are dropping cool stuff (so many that I'm not gonna try linking, as this post will be entirely made of links) these days. It's a great time to be into D&D.
These days, if you want to make stuff for the OSR, the single biggest obstacle is sitting down and writing it. Everything else is great.
So, yeah. Not to downplay various real issues, but I felt it worth writing out why I wanted to be part of this creative community in the first place, at least in part for my own sake.
*the only exception I can think of is the historical wargamers, who again aren't really limited to specific franchises.
My gaming has really four distinct areas I'm interested in. Namely larping, Warhammer, World of Darkness and the OSR. I only really publish stuff for one of those, though.
In the case of larping it's because a successful larp is an event. You need a good venue, a team working with you, supplies for your effects and sets and stuff. You need a budget and a supply of people willing to follow your instructions. I don't have those. So, as a larper I mostly just play and have fun, or occasionally I follow instructions and make special effects.
For Warhammer and WoD, the issue is a little different. I have, in the past, produced a whole load of content for Warhammer. Alternate army lists, campaigns, rules hacks, and so on. Even entire variants on the game. I've produced homebrew for WoD as well. None of it got published. None of it is really publishable because it's so tied to somebody else's IP.
This is what bothers me. People over at The Gardens of Hecate or Iron Sleet is producing work as skillful, as beautiful, as creative as anything in the OSR. But because the IP they're working with is so tightly tied to the company that makes Warhammer, they'll never be able to really capitalise on on that, promote themselves and carve out their own niche like you might in the OSR.
Likewise in the World of Darkness communities I see STs putting huge amounts of work and creativity and funds into their projects. (One recent larp I was at booked out an entire hotel for their post-event crew party. The larp itself was at a different venue, this was just so the crew could unwind and get sozzled somewhere nice afterwards). Again, they don't get the recognition the deserve, while people pick apart what White Wolf are doing with a fine toothed comb.
This is a problem. These projects are, ultimately, fan works. They're a rank below the stuff officially published. It restricts creativity, but more than that it restricts your ability to publish. You can't buy anybody's homebrewed hacked together Vampire the Masquerade project on DTRPG.
This, then, is what I love about the whole OSR movement. Nobody owns it. Nobody has authority over it. It's a shared communal space that exists either through a weird quirk of a licensing agreement around D&D or else in a sort of rejection of the big company's claim that they get to decide what D&D is.
Rather the OSR is made up of fans, creators, the small press, the indie outfits, and the homebrewers. The lines between all of those are vague and blurry. Anybody can make something good, and publish it, and get recognition, without needing to give too much of a shit about the rigors of intillectual property. This is, really, wonderful and rather unique if you compare it to any other tabletop gaming community.*
The OSR has fuck all barriers to entry. Most gamers are familiar with the basics of six stats, hit-dice, levels, armour class. It's a lingua franca of sorts. You can get yourself some cheap-ass layout software (I use MS Office), some public domain art, and just make whatever you think is cool. Self-publishing is super easy and if you have a blog or any sort of social-media presence, you'll find an audience who are keen to see new, weird content from new, weird creators.
Nine months ago I released a daft project about using random tables to make a fairy garden, basically out of nowhere and with no industry credentials, and it went great. I'm not special in this regard: loads of people are dropping cool stuff (so many that I'm not gonna try linking, as this post will be entirely made of links) these days. It's a great time to be into D&D.
These days, if you want to make stuff for the OSR, the single biggest obstacle is sitting down and writing it. Everything else is great.
So, yeah. Not to downplay various real issues, but I felt it worth writing out why I wanted to be part of this creative community in the first place, at least in part for my own sake.
*the only exception I can think of is the historical wargamers, who again aren't really limited to specific franchises.
Sunday, 4 November 2018
Law Enforcement in Esoteric Enterprises
Security Guard
The standard rent-a-cop that might be found guarding warehouses, banks and so on. Training and experience are very varied, some are veterans of the police or military that have drifted into the career, others are pretty much sitting ducks. Equipment is typically poor.
Security Guard: 3 flesh (1 dice), 3 grit (1 dice). AC 14 (stab vest). Saves 17+. Nightstick (+1, d8 damage). Radio and flashlight.
Beat Cop
The standard officer on the street. Reasonably well trained. Reactions and equipment vary wildly depending on your location; cops in the UK have only basic weaponry and are trained to de-escalate or restrain, while American cops have sidearms and the will to use them.
Beat Cop: 3 flesh (1 dice), 6 grit (2 dice). AC 14 (stab vest). Saves 16+. Nightstick (+2, d8+1 damage) or tazer (+1, d6 damage and save or be stunned for a round) or pistol (+1, d8 damage). Strength and Wisdom 13. Handcuffs, radio.
Plain Clothes Officer
An undercover cop. Could pop up in all sorts of situations, from a plant in a criminal organisation to an unrelated officer pretending to be an environmental protestor. Smooth talking yet reserved.
Undercover Cop: 3 flesh (1 dice), 6 grit (2 dice). AC 14 (stab vest). Saves 16+. pistol (+1, d8 damage). Charisma and Wisdom 13.
Riot Cop
Heavily armoured police sent to deal with large-scale disturbances. Seasoned veterans equipped for close combat. Aggressive, well disciplined.
Riot Cop: 3 flesh (1 dice), 9grit (3 dice). AC 17 (riot armour & shield, high dexterity). Saves 15+. Club (+3, d8+1 damage) or stun baton (+3, d6+1 damage and save or be stunned for a round). Strength and Dexterity 13. Handcuffs, gas-mask, radio.
Firearms Officer
For when the police really want to shoot somebody, typically only brought out to deal with armed standoffs, raids on criminal bases, and dealing with occult criminals. Well trained and determined.
Riot Cop: 3 flesh (1 dice), 9grit (3 dice). AC 16 (riot armour). Saves 15+. Shotgun (+3, d12) or automatic rifle (+3, d10) Wisdom and Dexterity 13. Handcuffs, radio.
Police Marksman
As with firearms officers. Employed to shoot people the police really want dead. Slow, careful snipers.
Riot Cop: 3 flesh (1 dice), 9grit (3 dice). AC 16 (riot armour). Saves 15+. Marksman’s Rifle (+3, d12 or –1, d12 if not aimed already) or pistol (+3, d8) Wisdom and Dexterity 13. Handcuffs, radio.
Men In Black Field Agent
Black suits. Dark glasses. Earpieces. Strange firearms. ID doesn’t match any agency you’ve encountered.
An unearthly presence. Unsettling, commanding. Always composed, relentless, seems not to feel fear or pain. Civilians shy away from the instinctively. The police obey them without question.
Field Agent: 6 flesh (2 dice), 9 grit (3 dice). AC 15 (smart suit). Saves 14+. Hypertech Pistol (+4, d12). All stats are 13.
Can cast any of the following spells by brandishing their ID, 3-in-6 chance the spell is cast successfully when they do. Command, Sleep, Silence Dispel Magic, Antimagic Shell.
Their attacks count as holy & magical. Immune to mind-control.
Men In Black Paladin
Smart suits. Scarred skin glimpsed behind porcelain masks. Odd weapons. Strange sigils on their cufflinks. Voices are mere whispers.
The specialists of the Men in Black. They display agency ID that hurts to look at. Their command of police and bystanders is absolute, mundane humans submit to their will wordlessly or cower beneath their gaze.
Field Agent: 6 flesh (2 dice), 15 grit (5 dice). AC 15 (smart suit). Saves 12+. Hypertech Pistol (+4, d12). All stats are 13.
Can cast any of the following spells by brandishing their ID, 5-in-6 chance the spell is cast successfully when they do. Suggestion, Dispel Magic, Protection from Weapons, Spectral Step, Spell Immunity, Time Stop.
Their attacks count as holy & magical. Immune to mind-control.
Men In Black Abomination
Dressed in a smart black suit. Gloves over their hands. Face hidden behind a reflective black glass mask. They smell of ozone, the air around them crackles with static electricity. Silent. Unarmed.
Looking at this thing makes your eyes hurt. Civilians and the police shudder and weep where they pass. Small animals die, plants wither.
Their demeanour is blank and emotionless. They pursue their targets with a single-minded dedication. Injury doesn’t seem to bother them. The powers that be only bring out such creatures when dealing with the worst disturbances.
Abomination: 9 flesh (3 dice), 12 grit (4 dice). AC 15 (smart suit). Saves 8+. Hand (+4, d8 and memory wipe). All stats are 13.
On first encountering an Abomanation, Save vs Stunning or spend d4 rounds weeping and cowering. Save again if you see what’s under the mask.
Touching the Abomination’s skin attacks your memory: Save vs Stunning or forget the last 5 minutes.
Their attacks count as holy & magical. Immune to mind-control.
Saturday, 3 November 2018
Look at this cool thing!
So this guy Oddsbod did art of the White Librarians from the stygian library. Here it is:
Suffice to say I really like it, and if you do too you can find more stuff like it at oddsbod.tumblr.com and twitter.com/oddsbod
Saturday, 27 October 2018
The Stygian Library Finished
So, the module is finally done. Here it is.
It's a project I started in June, first mentioned in this blog post. I've been working on it intermittently since, and finally got it done in a spurt of activity this month. It's out in time for halloween, too!
Really, this is a direct sequel to Ynn. The structure is exactly the same: you roll up locations as you explore deeper, building a map as you go. Some minor tweaks to this, such as the Progress score, minor alterations to running blindly, and what's on the Events table. But nothing huge. If you liked Ynn, you'll like this.
In terms of atmosphere, the Library is likewise similar to Ynn, with many of the same motifs appearing. Genteel yet dangerous environments, old machinary built into the space, mutation and madness. Things skew darker, though. Necromancy gets a big focus. Many of the monsters are ghosts of various forms, some of them the products of almost industrial processing. Other encounters are undead, or use the dead somehow. Similarly, many of the locations in the library feature magic that messes with the soul, and many of the library's machines use phantoms in the same way 20th century technology used electricity. Overall, when I've run it (or bits of it) you alternate between a sort of comfy 'English stately homes' feel, and a sense of subtle creepiness. I wouldn't go so far as to call it a horror game, but it has its spooky moments.
Mechanically, I've abstracted the process of finding specific information in the library to a running 'progress' score that accounts for navigating the place's layout, looking up references, putting facts together, and so on. Every time you read the right books, talk to the right NPCs, etc, you get a little bit closer to your goal. I've found that its fairly intuitive, since it mirrors the 'attrit away HP' mechanics we're familiar with: tot up numbers until you reach a goal.
There's books everywhere in the module. A d100 table for what a given shelf of books is about, and a couple of pages of special books that grant benefits to the reader. Bonuses to attributes in the manner of those old 'manual of bodily health' books, revelatory texts that let you switch class, occult works that let the magician or cleric add spells from the other's list to their own, that sort of thing. Rather than physical mutations, these books let you improve yourself through knowledge.
Lastly, there's a little class at the back, the Mummified Sage. Basically a scholar who's been in the library too long, died, and kept on researching without noticing. They get a little spellcasting (only one spell slot), some advantages for being undead, and a flat chance to recognise anything weird they encounter from their studies.
So, that's about it. Visually, it's a bunch of art nouveau and 19th century stuff mostly. All public domain. I think it works well together. The rest of the layout is pretty simple, with two collumns and big titles. It should work in play.
What now? I'm still hashing out and formalising the system I used to test it. I might bundle that system, this, Ynn and a hub location into a single omnibus. Howl's Moving Castle and Gormenghast are feeling like inspiration here, the players inherit an old magical mansion that they must explore, pacify and master, and which has portals leading to these two pocket dimensions.
So yeah. I'm happy enough with it, and I've had fun running it in tests. It's four bucks on DTRPG. You can get it here.
It's a project I started in June, first mentioned in this blog post. I've been working on it intermittently since, and finally got it done in a spurt of activity this month. It's out in time for halloween, too!
Really, this is a direct sequel to Ynn. The structure is exactly the same: you roll up locations as you explore deeper, building a map as you go. Some minor tweaks to this, such as the Progress score, minor alterations to running blindly, and what's on the Events table. But nothing huge. If you liked Ynn, you'll like this.
In terms of atmosphere, the Library is likewise similar to Ynn, with many of the same motifs appearing. Genteel yet dangerous environments, old machinary built into the space, mutation and madness. Things skew darker, though. Necromancy gets a big focus. Many of the monsters are ghosts of various forms, some of them the products of almost industrial processing. Other encounters are undead, or use the dead somehow. Similarly, many of the locations in the library feature magic that messes with the soul, and many of the library's machines use phantoms in the same way 20th century technology used electricity. Overall, when I've run it (or bits of it) you alternate between a sort of comfy 'English stately homes' feel, and a sense of subtle creepiness. I wouldn't go so far as to call it a horror game, but it has its spooky moments.
Mechanically, I've abstracted the process of finding specific information in the library to a running 'progress' score that accounts for navigating the place's layout, looking up references, putting facts together, and so on. Every time you read the right books, talk to the right NPCs, etc, you get a little bit closer to your goal. I've found that its fairly intuitive, since it mirrors the 'attrit away HP' mechanics we're familiar with: tot up numbers until you reach a goal.
There's books everywhere in the module. A d100 table for what a given shelf of books is about, and a couple of pages of special books that grant benefits to the reader. Bonuses to attributes in the manner of those old 'manual of bodily health' books, revelatory texts that let you switch class, occult works that let the magician or cleric add spells from the other's list to their own, that sort of thing. Rather than physical mutations, these books let you improve yourself through knowledge.
Lastly, there's a little class at the back, the Mummified Sage. Basically a scholar who's been in the library too long, died, and kept on researching without noticing. They get a little spellcasting (only one spell slot), some advantages for being undead, and a flat chance to recognise anything weird they encounter from their studies.
So, that's about it. Visually, it's a bunch of art nouveau and 19th century stuff mostly. All public domain. I think it works well together. The rest of the layout is pretty simple, with two collumns and big titles. It should work in play.
What now? I'm still hashing out and formalising the system I used to test it. I might bundle that system, this, Ynn and a hub location into a single omnibus. Howl's Moving Castle and Gormenghast are feeling like inspiration here, the players inherit an old magical mansion that they must explore, pacify and master, and which has portals leading to these two pocket dimensions.
So yeah. I'm happy enough with it, and I've had fun running it in tests. It's four bucks on DTRPG. You can get it here.
Monday, 22 October 2018
Into the Library - An example of play!
So I ran a little expedition into The Stygian Library last night. Just one player, my partner, who seemed to have fun. Here's how it went down.
The system was a weird cludge mostly using bits of Into the Odd, Lamentations of the Flame Princess, and Esoteric Enterprises. Set in the modern day.
The PC was Lucy Farrell, the scion of a wealthy family of occultists, with an interest in demon-summoning. A magic-user with 1 HP, intelligence 17, shit stats otherwise, and the spells Command and Fortune Telling in her spellbook.
So she's going into the library in search of a grimoire teaching her how to summon and control a particular demon.
She finds a doorway to the Stygian Library in her house's study, hidden behind a bookshelf. It's only three feet high, so she opens it up and crawls inside. Within, there's a dark room full of scrolls, with picture-frames on the walls. Lucy realises she can't see shit without bringing her own light source, and so returns with some candles to see by, very sensibly locking the door behind her. When she gets back, she finds the picture frames contain maps of various locations - some mundane, some mythical. Right away, she ignores the ominous ticking coming from below the floorboards and finds a map of the Library itself from among them (giving her some progress towards finding her goal).
Continuing to investigate, she looks for the source of the ticking, lifting up a loose floorboard to find a cobweb-filled lair the size of a coffin beneath, filled with dead mice. Within, an abandoned satchel, containing some cash and a strange book of esoteric exercises that increases the reader's physical health! She reads it (because it has a hunk on the front cover - Lucy is only 18 after all) and gets +1 dexterity! Then, being a reasonable individual, she picks up the satchel, so she can hand it in to the library's lost & found desk.
As she searches further, she hears a skittering noise approaching; the giant ogre-spider whose lair she'd found is returning. Before it can reach her, she's headed deeper into the library to avoid it.
Deeper in, she finds a room lit by a roaring fire, with a big stone sarcophagus. Investigating reveals that the tomb is that of one Lady Muriel Farrell, who died in the early 19th century. She thinks for a bit, and remembers that Muriel was a daughter of the family like her who went missing, everybody assuming she eloped. She says a quick prayer, and continues on her way.
Her way, as it happens, leads her to a chapel in the library. Here, she finds some candles, and on the pulpit a holy tome dedicated to Orcus, Dis Pater. She reads it and learns Cosmic Secrets that cause her to instantly level up! Since she levelled up reading the revelations of the Lord of Dis, the spell she gets is Speak With Dead. She gets a single extra HP, too!
This gives her a plan. She goes back to her ancestor's tomb, and casts Speak With Dead, calling up the ghost to have a chat. The ghost gives her some pointers on the layout of the library, including the rough direction of the demonology section, and roughly where to find the help desk! They chat some more, and the ancestor tells her that she'd died of 'having her brain eaten by a man with an octopus for a head'. After a long and heartwarming chat, the ghost asks to be dismissed since 'it's dangerous to be a ghost in the library'. Lucy obliges.
As she's preparing to leave, she encounters some nuns, also exploring the library! They're polite and helpful, but cross themselves and pray enthusiastically when Lucy asks if they know where to find books on demonology. Quite why she thought they'd know is unclear. Still, they give her pointers towards the library's help desk, which should help her deal with the lost property she's carrying. The nuns leave in one direction - discussing where to find a book called 'The Adventures Sensuale Et Romantique of Sainte Therese' - and Lucy goes back to her original entrance to start searching other 'shallow' locations for the help desk.
After not too long, she finds it, half-way up a flight of stairs, manned by a Yellow Librarian! She hands the satchel of lost property over, and is thanked by the Librarian, who gives her some pointers on where to find the Demonology section. Her progress score is doing alright at this point! Thanking the Librarian, she continues on her way.
At the top of the flight of stairs, she finds a room filled with statues, and containing many scrolls about ancient medicine. She's just starting reading one when she notices a puddle of rippling ink oozing out from under a shelf towards her; an Ink Elemental! She starts to walk briskly away, the Ink Elemental starts to ooze briskly after her. Pausing, she turns, and casts Command on it, telling it to leave her alone! The elemental passes it's save, and responds by engulfing her in a tide of ink. Maximum damage is rolled. Lucy starts to drown, hits 0HP, and takes critical damage. Lack of oxygen to the brain has given her permanent brain damage (disadvantage to any roll involving thinking clearly - luckily she's still int 17 - and a reminder every now and then that she's suffering 'sewious braim dablage') and causing her to cough up chunks of bloody lung as she starts dying.
She struggles free, staggers back down the stairs - pursued by the ink elemental and the inkblots that trail behind it, and collapses before the Help Desk, gasping out 'help... me...' before falling unconcious.
(During her unconciousness, the Librarian on duty does, in fact, help her - stabalizing her bleeding so she's not gonna die, and summoning more Librarians to fight the monster before it can damage any books. Lucy drifts in and out of conciousness, seeing them defeat the elemental, rip its soul out, turn the soul into a Phantom, and put it in a bottle for later.)
She awakens, and discovers that the magic the Librarians used to stop her dying has had the unfortunate side-effect of aging her by a good decand and a bit, and she's now biologically in her early 30s. And most of her body is permanently stained jet-black by the ink. And she still has sewious braim dablage.
She encounters a floating spell escaped from its spell-book, which encourages her to climb the stairs, casts Spider Climb on her a few times, and is eventually shooed away by a Librarian with a broom. At the help desk again, she helps the Librarian with his paperwork, and then decides to try and find a book about how to fix her braim dablage before continuing with her search for demonology. A few pointers from the Librarian on where to go later, and she sets off!
Upstairs, she finds some more rooms filled with statues, before hearing the approach of somebody fleeing from a swarm of bees! Hiding under a carpet, she hears the bees defeated by... some sort of magic... and makes sure its safe before emerging. Before her, a man with an octopus for a head is idly toying with dead giant bees. They talk, she thanks him for defeating the bees, and asks if he's going to eat her brain. He responds that 'no, you've got some nasty brain damage. It would be like eating a sandwich that somebody stomped all over wearing football boots.' He does, however, suggest that the book she's looking for lies in the Brain Room, which also contains many delicious brains. She asks him what he's doing in the library, and he says he's hear to eat all the brains, and that the Librarians think he's a monster because of it, musing that 'there's so much hatred in the world.' He further suggests that they should go looking together, and Lucy (seeing no other option), goes along with it. The neurovore declares that they are now Friends, and that his name is Urglefloggah the Spine Ripper.
Further encounters ensue. They meet some Librarians trying to fix a collapsed shelf. Urglefloggah goes invisible and sneaks off, Lucy tries to help. One of the librarians goes to get supplies, and Urglefloggah ambushes him around the corner and eats his brain. Lucy seems unphased by this.
A little deeper in, they meet some skellingtons, which helpfully point them in the direction of the Brain Room. As they get close, they are cornered against a portcullis they can't open as a monstrous Shade pursues some obsidian monkeys, killing them before their eyes as the pair hide. They see the monkeys become spiritual slaves to the Shade, and become concerned. Eventually working out how to get past the portcullis, they find a magical shroud that protects the wearer from having their soul damaged, which Lucy puts on, being somewhat concerned by what she just witnessed.
Deeper in still, they find a room filled with phantoms in jars! They decide to rest and recover spells here, but as they settle in they are assaulted by a mass of crawling, twitching limbs! Retreating back to the portcullis, they get to the other side just in time, and close it behind them, trapping the crawling limbs on the other side but also meaning they'll need to find a new route to the Brain Room.
So they set off. A few more, less interesting, rooms are found, including ones where Lucy finds a bottle of Conspiritor's Ink (invisible to authority figures!) and Infernal Ink (good for magical contracts!) before, eventually, they find a planetarium.
Urglefloggah sets himself down to read contracts while Lucy starts experimenting with the Astrolobe in the centre of the room. She establishes, after some experimentation, that if you set the astrolabe back, time goes back for the people in the room. Making a little cut on her finger, she sets time back, and finds that the cut has healed.
This gives her an idea. She sets the astrolabe back to before she was attacked by the ink elemental! Her braim dablage is undone, her skin is no longer ink-stained, and she's back to being 18!
Urglefloggah sees that her brain is juicy and whole again, and starts staring at her thoughtfully.
Urglefloggah passes his Save vs Friendship to see if he cares about Lucy enough not to eat her: turns out she's lunch now. Lucy tries to cast Command on him to make him leave her alone, but he passes his save!
In desperation, as he drifts towards her, Lucy sets the astrolabe back a minute. Urgelfloggah is peering thoughtfully at her again. He makes another Save vs Friendship, and once more, decides to eat her brain. She casts Command again (since she'd gone back to before the spell-slot got used!), but he passes his save once more! As he floats towards her, tentacles twitching, she once more desperately resets the clock!
Urglefloggah peers at her thoughtfully, and then declares "Oh, don't worry, I won't eat you. We're friends! Now, shall we go and find this big room full of brains, and then your demon-summoning book?" Lucy, realising that Urglefloggah has decided not to eat her, figures she's stuck with a clingy, overly-friendly neurovore who is - at least - not planning on eating her, and resolves to accompany him until she can find a way to give him the slip.
And we ended the session there.
All in all, we had fun. The player says they want to continue it, as there are all sorts of things they want to explore or try that they've heard about in passing. So that might happen.
The system was a weird cludge mostly using bits of Into the Odd, Lamentations of the Flame Princess, and Esoteric Enterprises. Set in the modern day.
The PC was Lucy Farrell, the scion of a wealthy family of occultists, with an interest in demon-summoning. A magic-user with 1 HP, intelligence 17, shit stats otherwise, and the spells Command and Fortune Telling in her spellbook.
So she's going into the library in search of a grimoire teaching her how to summon and control a particular demon.
She finds a doorway to the Stygian Library in her house's study, hidden behind a bookshelf. It's only three feet high, so she opens it up and crawls inside. Within, there's a dark room full of scrolls, with picture-frames on the walls. Lucy realises she can't see shit without bringing her own light source, and so returns with some candles to see by, very sensibly locking the door behind her. When she gets back, she finds the picture frames contain maps of various locations - some mundane, some mythical. Right away, she ignores the ominous ticking coming from below the floorboards and finds a map of the Library itself from among them (giving her some progress towards finding her goal).
Continuing to investigate, she looks for the source of the ticking, lifting up a loose floorboard to find a cobweb-filled lair the size of a coffin beneath, filled with dead mice. Within, an abandoned satchel, containing some cash and a strange book of esoteric exercises that increases the reader's physical health! She reads it (because it has a hunk on the front cover - Lucy is only 18 after all) and gets +1 dexterity! Then, being a reasonable individual, she picks up the satchel, so she can hand it in to the library's lost & found desk.
As she searches further, she hears a skittering noise approaching; the giant ogre-spider whose lair she'd found is returning. Before it can reach her, she's headed deeper into the library to avoid it.
Deeper in, she finds a room lit by a roaring fire, with a big stone sarcophagus. Investigating reveals that the tomb is that of one Lady Muriel Farrell, who died in the early 19th century. She thinks for a bit, and remembers that Muriel was a daughter of the family like her who went missing, everybody assuming she eloped. She says a quick prayer, and continues on her way.
Her way, as it happens, leads her to a chapel in the library. Here, she finds some candles, and on the pulpit a holy tome dedicated to Orcus, Dis Pater. She reads it and learns Cosmic Secrets that cause her to instantly level up! Since she levelled up reading the revelations of the Lord of Dis, the spell she gets is Speak With Dead. She gets a single extra HP, too!
This gives her a plan. She goes back to her ancestor's tomb, and casts Speak With Dead, calling up the ghost to have a chat. The ghost gives her some pointers on the layout of the library, including the rough direction of the demonology section, and roughly where to find the help desk! They chat some more, and the ancestor tells her that she'd died of 'having her brain eaten by a man with an octopus for a head'. After a long and heartwarming chat, the ghost asks to be dismissed since 'it's dangerous to be a ghost in the library'. Lucy obliges.
As she's preparing to leave, she encounters some nuns, also exploring the library! They're polite and helpful, but cross themselves and pray enthusiastically when Lucy asks if they know where to find books on demonology. Quite why she thought they'd know is unclear. Still, they give her pointers towards the library's help desk, which should help her deal with the lost property she's carrying. The nuns leave in one direction - discussing where to find a book called 'The Adventures Sensuale Et Romantique of Sainte Therese' - and Lucy goes back to her original entrance to start searching other 'shallow' locations for the help desk.
After not too long, she finds it, half-way up a flight of stairs, manned by a Yellow Librarian! She hands the satchel of lost property over, and is thanked by the Librarian, who gives her some pointers on where to find the Demonology section. Her progress score is doing alright at this point! Thanking the Librarian, she continues on her way.
At the top of the flight of stairs, she finds a room filled with statues, and containing many scrolls about ancient medicine. She's just starting reading one when she notices a puddle of rippling ink oozing out from under a shelf towards her; an Ink Elemental! She starts to walk briskly away, the Ink Elemental starts to ooze briskly after her. Pausing, she turns, and casts Command on it, telling it to leave her alone! The elemental passes it's save, and responds by engulfing her in a tide of ink. Maximum damage is rolled. Lucy starts to drown, hits 0HP, and takes critical damage. Lack of oxygen to the brain has given her permanent brain damage (disadvantage to any roll involving thinking clearly - luckily she's still int 17 - and a reminder every now and then that she's suffering 'sewious braim dablage') and causing her to cough up chunks of bloody lung as she starts dying.
She struggles free, staggers back down the stairs - pursued by the ink elemental and the inkblots that trail behind it, and collapses before the Help Desk, gasping out 'help... me...' before falling unconcious.
(During her unconciousness, the Librarian on duty does, in fact, help her - stabalizing her bleeding so she's not gonna die, and summoning more Librarians to fight the monster before it can damage any books. Lucy drifts in and out of conciousness, seeing them defeat the elemental, rip its soul out, turn the soul into a Phantom, and put it in a bottle for later.)
She awakens, and discovers that the magic the Librarians used to stop her dying has had the unfortunate side-effect of aging her by a good decand and a bit, and she's now biologically in her early 30s. And most of her body is permanently stained jet-black by the ink. And she still has sewious braim dablage.
She encounters a floating spell escaped from its spell-book, which encourages her to climb the stairs, casts Spider Climb on her a few times, and is eventually shooed away by a Librarian with a broom. At the help desk again, she helps the Librarian with his paperwork, and then decides to try and find a book about how to fix her braim dablage before continuing with her search for demonology. A few pointers from the Librarian on where to go later, and she sets off!
Upstairs, she finds some more rooms filled with statues, before hearing the approach of somebody fleeing from a swarm of bees! Hiding under a carpet, she hears the bees defeated by... some sort of magic... and makes sure its safe before emerging. Before her, a man with an octopus for a head is idly toying with dead giant bees. They talk, she thanks him for defeating the bees, and asks if he's going to eat her brain. He responds that 'no, you've got some nasty brain damage. It would be like eating a sandwich that somebody stomped all over wearing football boots.' He does, however, suggest that the book she's looking for lies in the Brain Room, which also contains many delicious brains. She asks him what he's doing in the library, and he says he's hear to eat all the brains, and that the Librarians think he's a monster because of it, musing that 'there's so much hatred in the world.' He further suggests that they should go looking together, and Lucy (seeing no other option), goes along with it. The neurovore declares that they are now Friends, and that his name is Urglefloggah the Spine Ripper.
Further encounters ensue. They meet some Librarians trying to fix a collapsed shelf. Urglefloggah goes invisible and sneaks off, Lucy tries to help. One of the librarians goes to get supplies, and Urglefloggah ambushes him around the corner and eats his brain. Lucy seems unphased by this.
A little deeper in, they meet some skellingtons, which helpfully point them in the direction of the Brain Room. As they get close, they are cornered against a portcullis they can't open as a monstrous Shade pursues some obsidian monkeys, killing them before their eyes as the pair hide. They see the monkeys become spiritual slaves to the Shade, and become concerned. Eventually working out how to get past the portcullis, they find a magical shroud that protects the wearer from having their soul damaged, which Lucy puts on, being somewhat concerned by what she just witnessed.
Deeper in still, they find a room filled with phantoms in jars! They decide to rest and recover spells here, but as they settle in they are assaulted by a mass of crawling, twitching limbs! Retreating back to the portcullis, they get to the other side just in time, and close it behind them, trapping the crawling limbs on the other side but also meaning they'll need to find a new route to the Brain Room.
So they set off. A few more, less interesting, rooms are found, including ones where Lucy finds a bottle of Conspiritor's Ink (invisible to authority figures!) and Infernal Ink (good for magical contracts!) before, eventually, they find a planetarium.
Urglefloggah sets himself down to read contracts while Lucy starts experimenting with the Astrolobe in the centre of the room. She establishes, after some experimentation, that if you set the astrolabe back, time goes back for the people in the room. Making a little cut on her finger, she sets time back, and finds that the cut has healed.
This gives her an idea. She sets the astrolabe back to before she was attacked by the ink elemental! Her braim dablage is undone, her skin is no longer ink-stained, and she's back to being 18!
Urglefloggah sees that her brain is juicy and whole again, and starts staring at her thoughtfully.
Urglefloggah passes his Save vs Friendship to see if he cares about Lucy enough not to eat her: turns out she's lunch now. Lucy tries to cast Command on him to make him leave her alone, but he passes his save!
In desperation, as he drifts towards her, Lucy sets the astrolabe back a minute. Urgelfloggah is peering thoughtfully at her again. He makes another Save vs Friendship, and once more, decides to eat her brain. She casts Command again (since she'd gone back to before the spell-slot got used!), but he passes his save once more! As he floats towards her, tentacles twitching, she once more desperately resets the clock!
Urglefloggah peers at her thoughtfully, and then declares "Oh, don't worry, I won't eat you. We're friends! Now, shall we go and find this big room full of brains, and then your demon-summoning book?" Lucy, realising that Urglefloggah has decided not to eat her, figures she's stuck with a clingy, overly-friendly neurovore who is - at least - not planning on eating her, and resolves to accompany him until she can find a way to give him the slip.
And we ended the session there.
All in all, we had fun. The player says they want to continue it, as there are all sorts of things they want to explore or try that they've heard about in passing. So that might happen.
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