Friday, 6 May 2011

Growing a tabletop (1)

I've been pondering yesterday's idea, whether the landscape itself could be the subject of a tabletop game. I can suggest two ways of going about it.

The first would be to work in geological time and see a landscape begin primordial, maybe even as coalescing particles, time perhaps compressing as life appears. In this take, the players could be highly advanced 'geovolvers', or masters of the multiverse, exploring the various possibilities.

The second way is a more recognisable one, but could go bolder. In this approach the timescales would be historical, or rather ahistorical, with the players taking on the roles of ageless elementals or spirits less limited by the directionality of time. They would shape a realm for pleasure, or spite, or in ennui, or for their own unfathomable reasons, and the results would ripple out through the polycosmos. There's a lot of potential in this I think for patterns of diceplay, and playing other games simultaneously, as the landscape shifts.

The main issue with both is how to represent a changing landscape on the tabletop, without endless amounts of scenery. There's innovation in here somewhere, I feel sure.
_

Flash Fearsdelayed




Flash Fearsday at Lunching on Lamias is a weekly microfiction writing challenge. The idea is to write a short, unsettling narrative, in no more than 140 characters altogether.

How many? Just 140? What can I do with 140? They're running out fast... Why did I use the dots? Dang! Why even mention that? Oh no. Close. N

You can learn from my mistakes and use your 140 better. The latest edition is here.
_

Thursday, 5 May 2011

Fun in the undergrowth

The spring sun is shining, I'm putting together the latest strange new weekly update and I've just read a criticism of 'living terrain' in Warhammer.

A wacky idea: could any kind of tabletop game have the landscape as its main subject, and the protagonists be geology, climate or evolution?

Does a tabletop game like this exist already?
_

Wednesday, 4 May 2011

Getting cut off

Wednesday today, meaning Diane Estrella's Microfiction Muse. It's open to all. The idea is to tell a story in 140 characters based on a photo. This time it's the one here.

"You listening?"
The line was dead. A flicker of light stood on the treetops and far off a fireball rose. Shock. A failure of communication.
_

Tuesday, 3 May 2011

All ways runs on

Once again the list of fictional portals is completely up to date!

Despite the time it's taken, it was excellent fun, a mind-expanding adventure. Every time I went back to add more, it inspired me, and I'd recommend anyone with an interest in fiction has a browse.

It's not complete of course. If you have any suggestions or can fill the blanks in the clarification needed section, please do, and if you can say how imaginary a portal is in its fictional universe, that would help too. The plan is to mark those entries with an asterisk.

An index by universe would also be a very useful thing. One day.

Thanks again to all the contributors to the project so far, especially those who just kept coming back with more, and yet more... Here's the full list, with Dave the latest addition.



_

More for fiddlers on roofs

Last week, NetherWerks made the Rooftop Encounters idea a living table at DM Muse.

The idea is to inspire adventures set in lofts and garrets, and up on the rooftops, developing the traditional 'dungeoncrawl' into the 'roofcrawl'.

Here are 29 entries to add to NetherWerks' base and the 20 last week, for a solid 90 altogether.

  1. Something large and heavy has crashed through the roof here, leaving a yawning hole rimmed with great splinters of wood.
  2. The microclimate in this nook is extreme compared to prevailing conditions.
  3. Cloud shrouds this high space, the domain of a Minor Deity.
  4. A slit-windowed minaret juts out, apparently filled with antique furniture and bric-a-brac, and containing 1D8 odd knick-knacks of possible use or value.
  5. The dust stirred up in this space forms startling images, coalescing, shifting.
  6. This stretch of loft echoes with sound, the creaking of timbers, rattling of windows, wheezing of the wind and fluttering of wings, almost as if alive...
  7. The branches of a tree overhang the roof here, growing in through skylights.
  8. 2D4 Dryads are administering funereal rites to the roof timbers.
  9. This section of rooftop belongs to a clowder of 3D6 Feral Cats.
  10. 2D6 Urbeavers are damming the rainwater in this valley between rooftops.
  11. A cracked pipe has leaked water across the path here, forming an icy surface in winter and giving off an odour of rot in summer, but also weakening the structure.
  12. The only way forward here is a shuffle along a narrow ledge running out of sight.
  13. A toll plank runs across an alleyway, guarded by a Roof Troll.
  14. This complex section generates gusts of wind which make crawling advisable.
  15. Here a chimney lies toppled, the heap of loose bricks making footing uncertain.
  16. An antenna of some kind rises high, with a coil of 2D10 metres of cable.
  17. In the floor ahead is a periscope, scanning slowly round...
  18. A muffled conversation can be heard coming up through a ventilation shaft.
  19. This dumbwaiter appears to be the only other route out.
  20. Standing abandoned is a dinner table set for 4D4 guests, dishes still steaming.
  21. In a broad space open to the sky 2D6 oddly dressed individuals are dancing.
  22. The strains of a violin are heard, carried across the rooftops on the breeze.
  23. This loft is filled with 2D6 large packing cases, free of dust.
  24. A paper aeroplane drops out of nowhere - with a message!
  25. Out of the blue a thunderbolt strikes 1D4 individuals - allowing a Save versus electrocution - tearing open the roof and hurling all to the ground for 2D8 metres.
  26. A fire burns here, throwing out choking smoke and sparks and spreading rapidly.
  27. This eyrie is a miniature laboratory, scattered with tubes, vials and jars containing liquids of unknown composition; movement within carries the risk of upsetting the vessels and the changed creature in the next room.
  28. Stacked in a corner are 4D4 ingots of a randomly determined metal, perhaps precious, perhaps near worthless, perhaps even radioactive.
  29. This dark, humid roofspace is home to a Pterosaur and brood of 2D4 Flaplings.

I've added the whole batch to the table so it should be possible to start rolling them up very soon. Feel free to add your own ideas or even start a new table.
_

Dieing words: anglewitch; argute

Are you argute enough to take the anglewitch and apprise us of definitions?
_

Monday, 2 May 2011

Ravelling yarns (4) - A-Z | Just a man

Here is the repost I mentioned, of the series for the A to Z Blogging Challenge 2011.

The idea was to put up a post every day in April except Sundays, the theme of each inspired by a letter of the alphabet, from A on the first day to Z on the last. Mine were short fragments of a larger narrative adding to the ravelling yarns near future setting.

I've arranged them in order, with the duplication of linking lines gone, although there is still some repetition in the content, written in to make reading the serialisation easier.

*      *      *      *      *      *

Sunday, 1 May 2011

Beyond A to Z

For most of us the A to Z Blogging Challenge is now over, or the last few entries are being polished and posted. A time for reflection. How did it go here?

In terms of numbers, not too badly. As far as I can recall without checking, 22 of the 26 were posted on the intended day, and of the four that were not, two were around a day late, one half a day or so, and one just a few minutes. Close enough. I'll take that.

In terms of content, I'm relatively happy. It began as planned, as one side of a dialogue dealing each day with an aspect of the ravelling yarns setting, whether an aspect seen previously or one entirely new. Then things got a little out of hand, and the narrator was killed and resurrected, running the narrative off onto another set of rails.

Saturday, 30 April 2011

'Geddon on it (2) - Hive interior battles

The second in a series set off by a guest post at davetaylorminatures, by Ron of From the Warp.

It covered the Heroes of Armageddon Project, which will see four Warhammer 40,000 armies painted up and raffled off. Check out the site.

I suggested all interested blogs could run tie-in features themed around the Armageddon setting, maybe fiction, stats or new troop types, even modelling and painting, to draw attention to the project, be useful and hopefully inspire.

My first was a homebrew ash waste events table. Here's my second then, and it's big.


Hive interior battles

The spires of the hives of Armageddon do not dream, but rather sleep restlessly beneath the polluted sky from which their nightmares come. Homes and workplaces to billions, they loom above the haunted jungles and desolate ash wastes, but are barely safer than either, whether in peace or war. In the three great conflagrations to strike the world thus far they were battlefields too, and remain so, infested in their dark spaces by all the vices of humanity, the corruption of both the dark gods of Chaos and the alien Tyranid vanguard, and the ineradicable menace of the ever-flourishing Orkosystem.

The deep domes, halls and corridors, the ducts and access tunnels, the machine rooms and sumps, all are potential havens and potential conflict zones, and what the local security forces of the watchmen and adeptus arbites are unable to quell becomes a task for the elites of the planetary defence force and regiments of Imperial guard garrisoned here from across this region of space; and what they are unable to deal with may require in turn a deployment of the mighty adeptus astartes themselves, striking deep into the cankerous hearts of complexes to break the danger at source.

Conflict in-hive is a challenge even for the greatest professionals of war. Vehicles will only carry an invasion force so far, until the width of the passageways, density of gantries and endless intricacies of device choke off access. Defenders flit from shadow to shadow and launch vicious counterstrikes from the unmapped darkness. Chases end in disorientation, blind alleys, sealings off, and the disappearances of whole squads, platoons, companies. Gunfire and screams echo along metal avenues, and over the spoil heaps and dripping accumulations of the lowest wastes.

The horror of war here is less visible, but no less black.

What follows is an unofficial homebrew system for battles in the hives of Armageddon, but is just as relevant to hives throughout the galaxy, as well as built complexes of all kinds, whether administrative structures, industrial facilities or military outposts.

Royale with cheese wedding?




Here's this week's entry for Saturday Centus challenge at Jenny Matlock's blog. The idea is to write a story in 100 words, not including the phrase given, which today is:

Although the traditional gift for a first anniversary is paper...

I've adapted it slightly at the end. I warn you now - it's wacky, maybe unsettling, even by the standards of the last, the contribution to the Worldboat project.

- - - - - -

They call themselves Leftovers, and they are, remnants of meals uneaten, or eaten messily, and dust, stray hairs and receipts left behind.

They first meet as they are mopped up, slopped into bins and sealed in plastic, then dumped, crushed and buried in landfill.

Unsuprisingly given the ordeal, they grow together over time. They miss us, try to relive that short span as tasty food by attracting seagulls, rodents, bugs.

They marry in tiaras of ringpulls, give gifts, recycling the best of our worst. Time is unkind too... Although the traditional gift for a first anniversary is paper towels, or even scraps, they appreciate anything.

A second anniversary is rare.
_

Look! There it is again...

I don't think I've followed up a Jeff Rients post before, but he is an inspiration. He posted a couple of days ago on the scope in graveyards, the undead and possibly even being undead.

That last especially got me thinking - why not being simulated too? Could be advanced tech, could be magic, could be imagination.

This month's A to Z does something similar with the narrator, and I have cards for the like in the fundamental laws of a fictional universe series.

But more simply than an extra layer to a system, how about just having players notice glitches or imperfections in the simulation? Looped dialogues maybe, or streets that end abruptly, uncoloured spaces, sudden rearrangements. Just like in those movies.

Of course, players might argue they get this already when the GM has to shuffle paper looking for a certain table or a stat, or the screen falls over. Maybe every time the GM fluffs, the players get a re-roll? Or in wargaming, when one player has to check a rule or number? Or maybe just ban checking and have improvisation a feature of the game.

There could already be a re-roll when a die rolls off the table. Why not instantaneous movement to a more suitable location when a model falls off a piece of terrain? In early 40K, the Ork battlewagon could carry any number of models if they could be physically balanced on the vehicle, but if they fell off in our reality they fell off in the game too.

Even better with 'counts as' - maybe those dreadknights really are Transformers?

Worlds could collide.
_

Friday, 29 April 2011

40K OSR? (3)

Definitions: this is 40K; an OSR is whatever we want it to be, essentially alternative approaches.

It could be an Old School Renaissance, Other School Renaissance, maybe Optional School Renaissance, maybe something else again. Could even be a Revolution, or another 'R'.

This week we had a midweek update re the gift from Colonel Kane over at Tales from the Maelstrom, the logo to the right. If you identify with the 40K OSR idea, and especially if you're putting out alternative content, feel free to use it.

I'd ask only you credit Colonel Kane for putting it together, and think about putting Tales from the Maelstrom in your blogroll. It's one of the great 40K blogs, ideas old and new.

GAME OVER and Port Maw are using the logo already, and Kane has a variant up.

So what did we see new this week?

    • Something I helped along was the first in the Orkosystem series at Roll With It, the Snotling Sabbatur, an attempt at the mood of the old sourcebooks. We also had Mark "Blood for the blood god" Furniss and Ross :D! announce their grot codex and C'nor chip in with a trainee variation.

      Well not quite finally, because there's something of a wild card to finish. Or maybe not so wild? After all, I see no reason a 40K OSR can't cover Epic, or other games set in the 41st millennium. If 28mm, why not 54mm or 6mm? With that in mind, and building on last week's mention of Squats and Demiurg, how about 15mm 'space dwarves'?

      If I've missed anything you think should be here, just say so - this is wide open.

      Don't forget that logo. If you feel the passion, use it.

      Update: I have missed something. Cyborg Trucker's Emperor-class titan certainly does
                   qualify as an exploration of the spaces - look where he's going with the crew.
      _

      Flash Fearsdelayed & taken over - Haak




      A little late, my tale for Flash Fearsday at Lunching on Lamias, at 140 characters.

      I'm not prey, I'm predator! At least, I was.
      But it watches from its eyrie.
      I feel that eye, not meat - mechanism. It wants to improve me...

      I got a bit carried away, and worked up a new creature for Hogintu, as well as some background on the time technology and space elevators.

      The rules are at the bottom, also using Humanspace Empires.

      Thursday, 28 April 2011

      Blogging our adventures (1.5)

      The online adventure has yet another fresh instalment, the second today, and it's hosted at a new blog too, The World of Damnation.

      That makes 27 scenes in 11+ locations at six blogs, Lunching on Lamias, ArmChairGeneral, Nine Worlds, Ten Thousand Things, the newly joined Warpstone Flux and now The World of Damnation, and the Expanse. It all starts here.

      If you're involved or plan to be, there's a quick summary at this post. I'll aim to get a fuller update out, ideally with a map. I've started one, but it's pretty complex already...

      If you want to get involved, it's easy.

      As an explorer, read, choose and enjoy. Start here.

      As a blogger, continue the adventure at your blog. Write a scene with a choice for the reader to make and link each of the options to a destination post, if that post is already written. If you write a scene based on a choice at another blogger's post, just leave a comment there so he or she can add a link to you.

      If a scene exists, but you feel another is possible, write it. That's what Ricalope has just done; Jennie's original is worth finding too, a powerful experience. If we have multiple scenes for one option, all the better. Feel free to create new takes on the world.

      Be bold!

      If you've still no idea what's going on, read this.
      _

      Fiddlers on roofs

      NetherWerks have made their inventive Rooftop Encounters idea a living table at DM Muse.

      The question behind the project is why more games are not set in the attics and eyries of buildings and on their rooftops. If we have the 'dungeoncrawl', why not the 'roofcrawl'?

      Here's my contribution, another 20 entries, making 61 and adding some more mundane.

      1. A vast mound of bird droppings lie beneath a popular perch, likely an excellent fertiliser, though the ancient layers within may require a Save to avoid disease.
      2. A compluvium looks down into a dimly-lit atrium where figures chant.
      3. This sheltered hollow is filled with smoke from a line of chimneys, reducing visibility to a few feet... is something moving there?
      4. A dead end, but an ornate and slightly rickety drainpipe leads upward...
      5. On a stretch of roof a pale body lies prone - sunbathing?
      6. A bricked-up doorway, mortar not yet dry, overlooks a set of tools.
      7. A barricade blocks progress, made of old timbers and broken brick, and overgrown with weeds.
      8. The narrow stretch of flat roof here is a well-tended herb garden.
      9. Weeds of all kinds grow thick in the fissures of ancient planking and brickwork, obscuring 1D6 gems.
      10. Creepers make it possible to attempt a climb here, downward and up.
      11. An undulating plateau runs on into the haze, a near-closed world populated with strange flora, and, yes, fauna too: an odd creature stands watching.
      12. A sloping glazed roof here provides light to a thriving orangery.
      13. A grubby window looks in on a cramped garret, the sill lined with dead potplants.
      14. A tile shatters on the ground far below, echoing around the rooftops - but where did it fall from, and how did it come loose..?
      15. A sniper!
      16. An arcane symbol has been painted, or formed with detritus, on this flat roof, a bizarre sign directed up at the sky - but for who, or what?
      17. A pile of rusting sheet metal; 1D4 sheets at the base are in good condition.
      18. A signalling mirror lies here on a ledge.
      19. A pump of some kind chugs away, almost out of fuel.
      20. What is this? A vast, bulbous, metallic object stands silent on a trio of spindly legs. Some form of magical skycraft..?

      I've added them all and they should be ready to roll soon. Feel free to add your ideas too - anyone can - or even start a table of your own.
      _

      Track - growl

      Puzzled, you turn and step down the narrow track, keeping a hand on the stone flank of the bridge to steady yourself. While there are no hoofprints, you do see in the mud close to the bottom a large and unfamiliar mark. At that moment, a growl rumbles out from the darkness beneath the arch. You freeze. The corner is now but a pace or two away...

      Suppress your fear, step forward and look into the dark space   Blog One
      Retreat, cross the bridge and follow the trail into the woods   Blog One   Blog Two
      Retreat and turn back to explore along the stream   Blog One   Blog Two
      Retreat and return to the oak   Blog One    Blog Two
      _

      Wednesday, 27 April 2011

      Deep in the blue

      This is a work in progress, linked a little with the Warhammer 40,000 Armageddon ash waste events table posted at the weekend.

      It's an index for Hogintu locations yet to be described, and table for generating landing zones, teleportation destinations, waypoints on expeditions and general sites of adventure.

      For now the links run back to the creatures, technology and character covered so far, for the information in the background text. As the various locations or location elements are described, I'll add or update destinations.

      I've also added in brackets the encounters most likely; these lists should grow too.

      1. Habzone   (fline)
      2. Habzone drifts   (fline, skrab)
      3. Dune sea   (skrabnekrobra)
      4. Partially buried complex   (skrab, nekrobra)
      5. Spoilscape   (skrab, nekrobra)
      6. Fallen space elevator   (skrab, nekrobra)
      7. Nekrobra reserve fenceline   (haak, skrab, nekrobra)
      8. Sinkhole   (skrab, nekrobra)
      9. Crashed orbital   (skrab, nekrobra)
      10. Mausoleum   (nochrono, nekrobra)
      11. Mids   (haak, skrab, nochrono, nekrobra)
      12. Sphinctoid   (skrab, nochrono, nekrobra)
      13. Ceremonial arcade   (haak, skrab, nochrono, nekrobra)
      14. Broken rhombics   (haak, skrab, nekrobra)
      15. Smuggler landing   (skrab, nekrobra)
      16. Troobloo sandstead   (fline, skrab, nekrobra)
      17. Anedek flock   (skrab, nekrobra)
      18. Skrab spawning ground   (skrab, nekrobra)
      19. Nekrobra delve   (skrab, nekrobra)
      20. Fault zone   (skrab, nekrobra)
      21. Volcanic cone   (skrab, nekrobra)
      22. Crater field   (skrab, nekrobra)
      23. Gyre   (skrab, nekrobra)
      _