Showing posts with label SNW. Show all posts
Showing posts with label SNW. Show all posts

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.

Monday, 2 March 2015

Old Stuff Day - For the love of Spock

It's Old Stuff Day today, for bloggers to highlight a post or two deeper in the archive, that might not otherwise be seen.

Leonard Nimoy passing makes me feel mine could be this:


The video also has Mr Nimoy giving some thoughts on the nature of Spock as a character, and clips from the episode.

Thanks to Miniature Musings of a Bear for the memory jog, and Rob at Warhammer 39,999 for setting it in motion four years ago, not to mention Nimoy for helping make old stuff like Trek some of the newest we've got, even decades later. Per The Secret Sun, where are the moon bases already?

The rot might have set in even while the original series was being prepared, if it is true it was Mariner-4 that rattled our confidence, showing us a Mars different than in the fiction.

And if you're a blogger, for any tabletop space, and want readers for newer posts too, maybe join the House.
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Tuesday, 17 February 2015

Dragoncrawls and behavioural deployment

Still here. One of the posts I put up ahead of the lull was Dragons & Dungeons, on reversing the standard emphasis, and since then Red Orc and Jens D. have given the idea a bit more thought.

Suggested reading order would be the original post, Red Orc's follow-up then the latest.

I'm still wondering how it might work in wargaming. Maybe the forces would be set up based on likely unit activity, and the terrain simultaneously? Each force could be divided into a few categories, say Special, Scout, Column, Support and Patrol, which already happens to some degree in various games, with organisational charts, special rules etc.

Saturday, 16 August 2014

When worlds collide! or share a barycentre for a while

I've not done a funky link set for a bit so here are some recent crossover posts, or more intricate combinations of theme, you might not have seen.


There's a lot more weirdness going on, especially in the upper three blogrolls on the left.
_

Wednesday, 13 August 2014

From the Osteolix to the Inner Clumps

Underworld Lore #4 is coming this week, which means the Arcane Dwellings table needed to be done faster than expected, so I did the last nine myself, to be sure there are 30 ready to go.

If you want to add any, like Red Orc did with the Threshold of Eternity on Monday, go right ahead, and Greg can push that many of mine off the list.

Monday, 11 August 2014

At Offalmongers' Folly

I'm going to finish the Arcane Dwellings table at Gorgonmilk entry by entry. This is the first. If you want to jump in, no need even to ask: post here.

Here it is then, weird and maybe a little gross. If it's a mealtime, you might want to stop right now.

Thursday, 7 August 2014

Pro-millinerial tension

Hats can be big in adventure fiction. Best known of all maybe is that myth made for Indiana Jones.

But how do we know how important they are, or more importantly when they've fallen off? In mass wargames, who cares? In skirmish games many might, and in tactical roleplay it could be critical, not least because there could be things under them. But where's the rule, or rather that option?

And what about wigs, bandannas or weirder, grimdarkling-ish things? The navigators of 40K have a third eye with an effect that in D&D and related games could be save or die: if it slips, we really need to know. They might be the season's must-have accessory - or not - and affect reactions. Here's a simple approach:

Wednesday, 30 July 2014

Digging the Gravelands

Have you seen this? While I was in stasis, Hereticwerks released a first shortform module, GL-1, Taglar's Tomb.

It's a revised and expanded take on a site they posted for Swords & Wizardry Appreciation Day last year. If you're a regular reader, you know what I think of Hw, and this is as accessibly weird and as dreamily expansive as ever.*

If you play a tabletop game, or like a speculative genre, you can probably do something with the contents. If you play a rules-light roleplaying game, like D&D or a game inspired by it, like S&W, you can probably do even more.

Even for wargaming, and not just for Oldhammer. For an unusual scenario, the tomb could be set in a hill in the centre of the field, with a scaled up version of the map on a side table and troops entering moving between. The objective would be to get in, hold the line while the diggers go to work and get out with more goods. Assign a tolerance to the surrounding slopes and walls, agree a rule for collapse and let the madness commence.

The trek with the guide could also work as a rolling road, with one side deploying hidden.

It's PWYW so you can get it for free and if you like it go back to pay what you think it's worth. They've also got a page of extra material, developing some of its vaguer elements.

As ever, check out their blog too, and Bujilli especially - he's got a big decision to make.
 
* As says André Breton via their sidebar: "Objects seen in dreams should be manufactured and put on sale."
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Monday, 2 December 2013

Traveller, the epi-character and a very long game




First go read this. Epigenetics focuses on the idea of meaningful genetic change being passed down the generations by means other than DNA. Lamarckism is the supposedly discredited thinking that change to an organism in a single lifetime can also be inherited.

The article suggests that life has developed methods to transfer by reproduction not only genetic information, but even the experiences of the parents, a form of actual knowledge.

The significance of this is difficult to downplay, and the ramifications are going to keep people occupied for a long time. This is something traditionally fantastical, hard sci-fi at best. Before I come back to what this could really mean, a quick detour through gaming.

Tuesday, 5 November 2013

What scares the snakes and spiders?




Dogs aren't so fond of fireworks - quite a few might panic tonight in the UK. But some of them have been bred and trained to hunt with human masters, and accept their physics.

Beware of scrolling below this point unless you are an adult who is willing to be discomforted, possibly offended, and scared. There will be spoilers for Alien too.

Tuesday, 1 October 2013

Choose-your-own-annihilation and cheese with peas




Pegboard left an interesting comment at Faeit 212 yesterday. Here's the essential part:

Tzeentch book has a table on every page. You start by rolling a d6 per page number and comparing it to the table. Your army then takes that many hits. Your opponent gets that many models back. If you roll an even number, you go back a page, odd, forward a page, roll more dice and then your opponent gets the special rules haywire and feel no pain.

It's a joke of course, presumably aimed at GW and a certain thinking on randomness and fun, but there's a radically conservative idea in there. Wargaming and roleplaying have long used tables for resolution, but they've fallen out of favour in the mainstream even if a business model based on large books of rules hasn't. Games like DCC still get good mileage, and there are the funky system-neutral tables at the The Dungeon Dozen.

Imagine this: a choose-your-own-adventure-style book of tables for use at the table, for gaming without randomisers like dice, but with more potential effects and less linearity, at least as many outcomes as table entries. Choose your action, check for contexts and apply the results, maybe jump. But not Student's-t-like distributions: there could be nested tables, option trees and 2D or 3D charts, even close-the-eyes-and-point pictures.

Friday, 29 March 2013

Quick ruinedcitycrawls - and Conan on Necromunda?

For a little background for this post, go read this one at The Tears of Isstvan then this one at Hill Cantons. It's aimed at tactical roleplaying, but you can find an introductory ruleset for that here.

It's all about managing the complexity of a ruined cityscape that's occupied and prowled, and the key elements are the map, faction territories, depth, locations and activity.
                                                                                                                              

Thursday, 28 March 2013

200 grimdarkling personal features, minor mutations, gifts, devices, body mods and stylings (arms /1,000)




Yet more entries for the character detail project, which is an open project to produce a large range of options for figures in a grimdarkling world like 40K's. The whole thing was set off a couple of weeks back by Lasgunpacker's random warband creator for Inquisitor.

Since my last batch, Lasgunpacker has posted 200 each for bling and equipment, to make 700. With zhu bajiee's 60 minor mutations and my first batch we have around 950.

This is my next batch of 200 then, this time for the arms, which gets us to around 1,150.

If you don't have a d20 and/or d10, just roll 1d6: on a 1-3, roll for 1-100 as described in the fifth paragraph here; on a 4-6 roll for 101-200 the same way, adding 100 to the result.

To decide which arm it is, assuming two, roll 1d6: on a 1-3 it's the left, on a 4-6 the right.

Beware: there's some weirdness, a fairy tale-bad dream darkness and light body horror.
 

Wednesday, 20 March 2013

Petty Gods and trivial concerns

With the fair range of readers this blog seems to enjoy, from various areas of gaming and beyond it, not every reader with a potential interest might know about the status of the Petty Gods project.

Short version: Greg Gorgonmilk is taking over and calling for submissions old and new.

Long version: Petty Gods was a project inspired by Blair here at Planet Algol and set moving by James Maliszewski here at Grognardia. The idea was to source descriptions of obscure gods with game stats suitable for old school fantastical roleplaying. In simple terms, a bit like The Unknown Gods meets Terry Pratchett's Small Gods. There's an example here. Entries were sent and art created, but it seems layout was never finished.

Grognardia is one of the oldest blogs associated with the OSR, a movement of gamers interested in early forms of roleplaying, and especially early Dungeons & Dragons. For a few years the blog was one of the major hubs, a source of information, reflections and arguably revisions on the early years of D&D and tactical roleplaying as a whole. A significant part of the structure of current thinking in the OSR, and therefore quite possibly also the next official edition of D&D, may well lead back to, or through, one or more of James' posts.

James has been quiet for some time, apparently for personal reasons, leading to debate on the exact status of his as yet unrealised Kickstarter megadungeon, Dwimmermount.

It also seems to have contributed to a fin-de-siècle sense the OSR is out of steam, but this analysis seems not to recognise the breadth and depth of the movement. To judge by the response to Greg's first post, compared to James' say, the concern looks off the mark. It's a transfer: not an end, more an End. Petty Gods seems to be a rallying point.

Once again then: Greg Gorgonmilk has stepped up and is now accepting submissions.

If you feel this old school aesthetic and have a petty god worthy of praise, or can draw one, you can play a part. Start a religion, get published and change history in one move.

Update: A stop on gods for now, but various items are still needed - see Greg's sidebar.

Update: Greg has just linked to what he's calling Original Petty Gods, the first edition.
_

Thursday, 14 March 2013

200 grimdarkling personal features, minor mutations, gifts, devices, body mods and stylings (head, /1000)




More entries for the character detail project, for individuals in a grimdarkling world like 40K's, set in motion last week by Lasgunpacker's random warband creator for Inquisitor.

Since my first batch, Lasgunpacker has posted 100 each for bionics, weapons and clothing. With zhu bajiee's 60 minor mutations that gets us to about 450 non-duplicates.

We're running parallel tables, aiming for 1,000 each to start and avoiding any overlap as far as possible, with the idea of combining them later. If anyone wants to join in, they're very welcome. Lasgunpacker's plan is here and I'm provisionally thinking the following:

  • 200 for the head, including the face and neck
  • 200 for the arms, including the shoulders and hands
  • 200 for the thorax, i.e. the chest and upper back
  • 200 for the abdomen, i.e. the belly and lower back
  • 200 for the legs, including the feet

So here's the second 100 for the head, combined with the first 100 to make a list of 200.

If you don't have a d20 and/or d10, just roll 1d6: on a 1-3, roll for 1-100 as described in the fifth paragraph here; on a 4-6 roll for 101-200 the same way, adding 100 to the result.

Beware: there's some weirdness, a fairy tale-bad dream darkness and light body horror.
 

Thursday, 7 March 2013

100 grimdarkling personal features, minor mutations, gifts, devices, body mods and stylings (head, /1000)




I may not be fond of using tables in play, especially in tactical roleplaying, but I still like big, baroque tables, most of all for prep. This is a fairly big one, and baroque in content.

It was inspired by Lasgunpacker's random warband generator for Inquisitor and the idea of crowdsourcing a d1000 table, but helped along by the recent musing re John Blanche.

Put simply, Inquisitor is a 'narrative wargame' published by Games Workshop in 2001, a blend of skirmish game and RPG set in the 41st millennium. Officially it uses 54mm miniatures, but actual play looks to be heavily 28mm (see INQ28). Inquisitor may be the loftiest crag in GW's modern history, the magical moment when it all came together and the nature of the drop became clear. But that's an argument for another day.

I'm game for a d1000 table whether or not anyone else is, and this is a first 100 entries, for the head only. They're personal features, minor mutations, gifts, devices, body mods and stylings for characters in a grimdarkling world - like 40K's - but system-free. They assume a human, or standard humanoid at least, but the list shouldn't be hard to adapt.

It's a d100 table, which usually means rolling 1d10 twice, once for the tens and once for the units. If you don't have a d10 but have a d6, you can use the method described here.

Beware: there's some weirdness, a fairy tale-bad dream darkness and light body horror.
 

Tuesday, 5 March 2013

Arriving at the Abode of Departure

If you haven't seen it already, you might like what John Till did with that simple architect builder I posted the other day. He's developed his desert fortress-town - the remote Abode of Departure.

The introduction is here, the fuller overview here.

It's an eerily evocative location and I realise now that with the deep cistern network, hidden structures and gate, and stomach-churning fate that could well be waiting, it's potentially a campaign setting in itself. I don't know if I'd rather run it or be run through it, which is a possible measure of something just right.
_

Monday, 4 March 2013

Towards a 'new' encounter - reading, comprehension

Very interesting discussions on OD&D go down (like lead balloons?) at Untimately. I like the blog a lot. Today in the comments Gus L and Brendan suggested - if I'm reading right - that the encounter distance, surprise and reaction rolls can be just a little lacking.

For those who don't speak OD&Dese, encounter distance is the distance at which another party or situation is spotted, a surprise roll determines - surprise, surprise - whether each side is surprised and the reaction roll is a roll made to determine how a potential threat reacts, usually on 2d6 modified by charisma or an equivalent.*

Gus wonders if there's a way to generate more specific circumstances, like what exactly the goblins are doing other than "'goblin things'". I can improvise goblins okay, but I would be interested in a useful tool. I'm also the kind of guy who might help make it, even link to the project. But my worry is a new tool is more complication, especially when different settings and GMs have different takes on who or what a goblin actually is.

So I have a simple idea.

Thursday, 28 February 2013

The First and Last Die




Chris pushed back the deadline for the stronghold contest so here's a last-minute entry.

The architect in the intro is the one I created for the example in the last post, and the theme ties in to the fractal gaming idea. The site is also a path between worlds so I'll add it to the list for the Ends. It doesn't need a map and is more or less system-neutral.
                                                                                                                              

The First and Last Die

My memories began the day the adventurers first found me, the day I sensed that unearthly movement, as of great rocks crashing together. They knew of my ability, my work to date, and as they asked questions the knowledge flooded in. I draughted for them, oversaw the creation of the stronghold, and my past life grew. A pity they found out about the masterplan... Still. I took up with them for some time, triggering traps, searching out secret doors, building mausoleums. I studied the works of the ancient architects from within. Then the last adventurers died, a total party kill, and life began to grow faint. I'd lived through them, for their otherworldy needs. Compelled from beyond.

Time at last for my one great work.

Wednesday, 27 February 2013

A simple architect builder

The machineries didn't get going so I missed the deadline for that Hill Cantons stronghold contest.

As a form of compensation, and an outlet for my interest in it, here's an architect builder, for when your character needs to know who's available to build a stronghold, or who they've gone and hired.

It's aimed at rules-light roleplaying, but it could also be used to inspire modelled terrain pieces for wargaming: did battle ruin all those buildings?