Friday, 6 March 2015

Dragons as dungeons and titan diving

My post at the House this week got a bit out of hand, trying to cover just a little too much. I did manage an approach to going inside the big kits, a look at character infection as a way to offset combat, and the idea of living delves and spaces.

But I had a lot more, so as a start on it, here are three related tables, for weird infections to replace more ordinary ones, for living landscapes, and for wargaming inside creatures.


Alternative infections (for tactical roleplaying, 1d6)
  1. basilisk stones - swelling as calculi grow within, doubling in weight each day
  2. gold fever - complete transmutation of 1d2 body parts per day, into solid gold
  3. griffon pox - sprouting plumage of 1d3 lbs of feathers per day; moulted annually
  4. harlie's clap - internal liquefaction, attributes halving once per day (round down)
  5. orc flu - production of 1d3 pts of mucus per hour, with equivalent thirst suffered
  6. the nids - outbreak of 1d100 galls, opening in 1d6 days; 1d10 alien grubs each

Living delves / battlefields (for tactical roleplaying & wargames, 1d6)
  1. a dragon or similar creature grown so as to occupy its host complex entirely
  2. a giant troll or like being with basilisk stones (see above), rapidly regenerating
  3. a subterranean spore womb for an unemerging megasquig or kindred lifeform
  4. a fallen hive ship, capillary column root network, or lairing or injured ultraphant
  5. a hibernating or slumbering kaiju, great old one or comparable eldritch entity
  6. an orifice, system or organ within the vast body of a titan-beneath-the-world

Intrazoic battlefield effects (for wargames, 1d6)
  1. antibodies - after suffering its first casualty each unit suffers 1d3 more per turn
  2. fasciae - no terrain over 1d3 storeys, artillery or flyers; skimmers etc. half speed
  3. gas - each turn on a 1 in 2 the 1d3 units closest the table centre cannot be used
  4. mucus - the full table surface is difficult ground, but offers the base level of cover
  5. purge - each turn on a 1 in 6 the 1d3 units closest any table edge are destroyed
  6. spasms - 1d3 extra hills are set up; all move with a random vector once per turn

For more diseases like these see Underworld Lore #2 via Gorgonmilk's left-hand sidebar, for more ideas on interacting with vehicles the crewbrew posts, for weirder world seeds the A-Z possible new genres, and for ways to get between them the Ends mechanisms.

The series at the House has me riffing off what the blogs in the rolls there are posting. I'd like to be able to link to yours as well. It's easy to get in - the logo is here if you want it.
_

13 comments:

garrisonjames said...

Great stuff, very inspirational; I've been thinking about how to go about adventuring inside a mega-beasty. I do like how Moorcock handles this with Elric & Rackhir and how Lieber does things with the living house encountered just outside Lankhmar, for two solid examples from the literature. It seems that there is plenty of room for lots of very different approaches to this theme. I especially like the Nids that produce grubs--that would be right at home in the Low Land Marshes surrounding Wermspttle...

Porky said...

I think they'd fit very well, especially if we choose to understand the nids here as a reflection of ideas that inspired or relate to the Tyranids, as linked to a vast consuming hive mind from some dark further space.

I remember from Bujilli the sense of what might be called a 'werm mind', and I'd imagine within a continuum like that there's scope for differing currents of thought or even factionalism, and for variously directed adaptation, maybe in this case with the grubs emergent having gained nature from the host.

One alternate version of Wermspittle it would be intriguing to explore is one in which a kind of wermine biotech emerged fully, with developments like lighter-than-air hybrids or even clades taking the place of airships, and fleets being bred to carry the life off to other spaces. You already have the Plow Grubs of course, and I'm sure there are or could be, as yet unseen, more interactions of the sort.

Also, the loosely morphological link with the sandworms from Dune make me think that this could be space-bending, or even -breaking.

I know Wermspittle is subtle, and taps the wellsprings more directly than many more recent settings, but it's a measure of how fully realised it is and how well you've conveyed its nature, but kept it an open world, that it allows for different takes too, and supports even much wackier ones.

I've said it before, but Wermspittle is something very special, and the way you've talked about releasing it could make it all the more innovative.

For everyone else intrigued, here's a link for Bujilli - it's a weekly interactive adventure, through the comments - and one for Wermspittle, an introduction.

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bmg said...

I recently read a post at the House that delved into some truly imaginative concepts for RPGs and wargames, focusing on alternative infections, living landscapes, and wargaming inside creatures. The tables provided are incredibly creative and offer fresh, exciting elements to incorporate into games. The unique infections like basilisk stones and gold fever add intriguing challenges, while the living delves and intrazoic battlefield effects open up dynamic, immersive environments for players. The post is a goldmine of inspiration for any game master looking to shake things up and add a unique twist to their campaigns. Highly recommended!

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