A little late for Mardi Gras, here's my split encounter table based on circus, carnival, and commedia dell'arte. The circus of evil is almost a cliche, but cliches are how these tables like 'em.
PS: Oh yeah, now with Paolo and Logan random table power! Click on the link (explanation here) to get a pop-up window with a random result of 3 separate d20 rolls on the table (note: grammar not guaranteed). This could be very useful if I get all 22 previous tables into this format ...
Monday, 10 March 2014
Saturday, 8 March 2014
The Satanic Rules of the Con
As you may know, the Satanists have their Eleven Rules of the Earth. These were written in 1967 by Anton LaVey, excusing them from the charge that they just wanted to make the Commandments "go to 11" (Spinal Tap, 1984).
Being that Satanism is mostly run by Nietzschean atheists, I can fully believe that the Rules were dreamed up just to give the ACLU something to post up in Boss Hogg's courtroom. Indeed, they present a loophole-riddled life morality that only a Cormac McCarthy villain trying to write a parole statement would mistake for the real thing.
But ... at the same time they're a nearly ideal set of rules for behavior at gaming conventions, substituting "game" for "home" and "munchkinism" for "magic". They come with an anti-harassment policy (#5), an anti-theft policy (#6), and a solution to the strolling bard problem (#11).
What, I ask you, does this say about gaming cons?
Being that Satanism is mostly run by Nietzschean atheists, I can fully believe that the Rules were dreamed up just to give the ACLU something to post up in Boss Hogg's courtroom. Indeed, they present a loophole-riddled life morality that only a Cormac McCarthy villain trying to write a parole statement would mistake for the real thing.
But ... at the same time they're a nearly ideal set of rules for behavior at gaming conventions, substituting "game" for "home" and "munchkinism" for "magic". They come with an anti-harassment policy (#5), an anti-theft policy (#6), and a solution to the strolling bard problem (#11).
What, I ask you, does this say about gaming cons?
Friday, 7 March 2014
Adventure Review: Wheel of Evil
Wheel of Evil might have been the first Old School Retrieval module I bought, in pdf form. It's for Labyrinth Lord, character levels 3-5, by Jeff Sparks and Joel Sparks, from the heady year 2010 -- when anything seemed possible. My core group of players finished it off in three languid sessions spaced over a year; I used it for a kind of "B list" activity when the full group couldn't play in the main campaign, with a separate bunch of 3rd level characters and a few guest players getting involved. Having finished it off recently, it's time for my belated, you might even call it nostalgic review. (And not a spoiler-free one, either, so beware.)
OSR modules can sometimes get into a "10 foot corridor, here a pit, there a secret door" rut, leaving adventurers to imagine themselves navigating between two walls of Xerox-proof blue. I really like when an adventure plays with a couple of vivid physical elements to break this pattern. The first adventure I came up with to run in my Old School GM career hinged on millstones being used to grind flour, but also bone meal fertilizer, with grisly possibilities ... Wheel of Evil draws another disturbing connection, between the cheese industry and the mold that is part of it, to very good effect.
It starts in a cheese ripening cave being plagued by kobolds, which is where the adventurers come in. Paid off with shares in the upcoming cheese market, they may eventually find that the kobolds have a gripe - they think that mold from the cheese caves is responsible for their own food supplies going bad. It turns out both humans and kobolds are under threat by an intelligent psychic mold who controls mold zombies, all the usual friends of Juiblex, and some far stranger things.
In this adventure, I never felt I needed to fill in. There is a lot of imaginative detail: a living mold valve that transports people and things through a long crack in the earth; a mold creature that hurls half-size black puddings at the party; some potential kobold allies who have distilled a mold-killing solvent from their own urine. Again, it's the physical concepts, the sheer yuck-factor of mold-things and kobold-whizz that makes the adventure stand out. There are also some useful handouts including copies of the cheese shares and a couple of maps that the characters might get handed in the course of play.
Here are some of the minuses:
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| Photo: Vera Kratochvil |
OSR modules can sometimes get into a "10 foot corridor, here a pit, there a secret door" rut, leaving adventurers to imagine themselves navigating between two walls of Xerox-proof blue. I really like when an adventure plays with a couple of vivid physical elements to break this pattern. The first adventure I came up with to run in my Old School GM career hinged on millstones being used to grind flour, but also bone meal fertilizer, with grisly possibilities ... Wheel of Evil draws another disturbing connection, between the cheese industry and the mold that is part of it, to very good effect.
It starts in a cheese ripening cave being plagued by kobolds, which is where the adventurers come in. Paid off with shares in the upcoming cheese market, they may eventually find that the kobolds have a gripe - they think that mold from the cheese caves is responsible for their own food supplies going bad. It turns out both humans and kobolds are under threat by an intelligent psychic mold who controls mold zombies, all the usual friends of Juiblex, and some far stranger things.
In this adventure, I never felt I needed to fill in. There is a lot of imaginative detail: a living mold valve that transports people and things through a long crack in the earth; a mold creature that hurls half-size black puddings at the party; some potential kobold allies who have distilled a mold-killing solvent from their own urine. Again, it's the physical concepts, the sheer yuck-factor of mold-things and kobold-whizz that makes the adventure stand out. There are also some useful handouts including copies of the cheese shares and a couple of maps that the characters might get handed in the course of play.
Here are some of the minuses:
- The encounters are pretty linear, except for one chance to shortcut into the final area through the aforementioned mold valve. The "kobolds are good guys, cheese boss is the villain" twist is also straight out of a Scooby Doo Twilight Zone episode written by Fredric Brown. But hey, this is D&D (sorry, Labyrinth Lord), not David Foster Wallace here. My party had a good time all the same. The plot action is written in a fairly open way that avoids railroading, so they felt they had choices along the way, not in terms of which path they followed but how they dealt with the kobolds and the various cheese workers.
- The party's payment in shares of the cheese production means they have a vested interest in keeping the cheeses safe, and there are even rules for how much the shares depreciate if various things happen to the cheeses in the caves. But I didn't see the action of the module putting the cheeses in danger in a way that would fully exploit that. I would have liked something like an early kobold invasion that the party is there to catch, so you have fighting in the caves and the tension of cheese being ruined through fire spells, fumbled blows and so on.
- That climactic cave encounter is a killer, as the master mold is defended by mold zombies, invisible violet fungi, and the aforementioned black pudding hurler. I scaled that hurler down to chucking a mini-pudding every other round, and it still would have gone badly for the party of 5 level 3 characters plus henchmen plus kobold pals, had it not been for some spells specific to my system and one very creative guest player in the second session. After making friends with a kobold war party and finding out about their urine solvent, he had the idea to use some conjuration spells to create a 5' cube of non precious raw material (kobold urine concentrate ice) and to multiply that cube six times. The cubes were toxic to all molds, slimes and kindred things, and the party ended up pushing them as a bulwark right into the final cavern. I think that 3rd and 4th level characters in this adventure will have a tough time here unless they are very strategic or the DM (sorry, Labyrinth Lord) pulls some punches.
Sunday, 2 March 2014
Cast the Eldritch Filler Out Of Your Writing
Reviewing a description I wrote this morning, I had an insight that applies just as much to my own work as to others'. It is very common in adventure writing to see a sentence like this:
"There is a strange / eerie / eldritch / curious / peculiar / etc. green porcelain urn in the middle of the room."
Leaning on synonyms of "weird" is an understandable residue of the pulp era, although Lovecraft's beloved "queer" is definitively out of play nowadays, at least in that context. But all of these words are crutches for lazy writing. I even suspect that Lovecraft's reliance on them is a strong reason why critics often judge him as a distinctive rather than good prose stylist. Consider this rewrite, which tells more and forces less on the reader:
IMPROVEMENT: "A green porcelain urn is in the middle of the room. It is lopsided, but in a spiralling way that has a certain logic to it, if not symmetry."
Much better. The description creates a vivid image, which the reader instinctively compares with the image of a normal urn. We come by the sense of weirdness through honest imagery rather than a storebought adjective.
These lazy words drive loopholes through a couple of well-known rules in writing. It's widely known by now that a writer should "show, not tell." This is the principle behind the more specific caveat against "mental invasion" text to describe emotional or aesthetic effects in the second person (for example, "A feeling of peace comes over you as you see the unicorn cropping grass in the tranquil glade.")
But "weirdness" words belong to a class of adjectives that essentially lie. They present a subjective reaction of a human being as an objective trait of the world. There are a lot of these words in the emotion lexicon: "disgusting," "creepy," "maddening," "adorable." I think the less a writer uses them, the better. The prose becomes more alive, more muscular, more detached.
Let's see how a sample paragraph from Lovecraft would read with these terms removed or altered. From "The Shadow Over Innsmouth" (which uses 25 "queers" alone, and who knows how many other synonyms...), here's a paragraph which could also stand in for a wordy description of a treasure object, with the disposable weirdness-adjectives in red...
"There is a strange / eerie / eldritch / curious / peculiar / etc. green porcelain urn in the middle of the room."
Leaning on synonyms of "weird" is an understandable residue of the pulp era, although Lovecraft's beloved "queer" is definitively out of play nowadays, at least in that context. But all of these words are crutches for lazy writing. I even suspect that Lovecraft's reliance on them is a strong reason why critics often judge him as a distinctive rather than good prose stylist. Consider this rewrite, which tells more and forces less on the reader:
IMPROVEMENT: "A green porcelain urn is in the middle of the room. It is lopsided, but in a spiralling way that has a certain logic to it, if not symmetry."
Much better. The description creates a vivid image, which the reader instinctively compares with the image of a normal urn. We come by the sense of weirdness through honest imagery rather than a storebought adjective.
These lazy words drive loopholes through a couple of well-known rules in writing. It's widely known by now that a writer should "show, not tell." This is the principle behind the more specific caveat against "mental invasion" text to describe emotional or aesthetic effects in the second person (for example, "A feeling of peace comes over you as you see the unicorn cropping grass in the tranquil glade.")
But "weirdness" words belong to a class of adjectives that essentially lie. They present a subjective reaction of a human being as an objective trait of the world. There are a lot of these words in the emotion lexicon: "disgusting," "creepy," "maddening," "adorable." I think the less a writer uses them, the better. The prose becomes more alive, more muscular, more detached.
Let's see how a sample paragraph from Lovecraft would read with these terms removed or altered. From "The Shadow Over Innsmouth" (which uses 25 "queers" alone, and who knows how many other synonyms...), here's a paragraph which could also stand in for a wordy description of a treasure object, with the disposable weirdness-adjectives in red...
It took no excessive sensitiveness to beauty to make me literally gasp at the strange, unearthly splendour of the alien, opulent phantasy that rested there on a purple velvet cushion. Even now I can hardly describe what I saw, though it was clearly enough a sort of tiara, as the description had said. It was tall in front, and with a very large and curiously irregular periphery, as if designed for a head of almost freakishly elliptical outline. The material seemed to be predominantly gold, though a weird lighter lustrousness hinted at some strange alloy with an equally beautiful and scarcely identifiable metal. Its condition was almost perfect, and one could have spent hours in studying the striking and puzzlingly untraditional designs - some simply geometrical, and some plainly marine - chased or moulded in high relief on its surface with a craftsmanship of incredible skill and grace.In the first-person narration, of course, these terms are more excusable, because they can pass as the honest reaction of the narrator. But it's also striking how little they matter, except in conveying the impression of a highly excitable and creep-prone person through their nearly incantatory use -- and even then I'd say that the "literal gasp" and the "hardly describe" at the beginning are just enough to do that job, while the descriptions of the "elliptical outline" and the "scarcely identifiable metal" continue the sense of weirdness, but through description rather than authorial fiat.
Sunday, 23 February 2014
One Page Dungeon Entry: Forbidden Steam Tunnels of Emesh Yuu
Hey, I got my One Page Dungeon Contest entry out of the way early this year.
When Random Wizard made public a map of the infamous Michigan State steam tunnels -- implicated in the sad case of James Dallas Egbert, later fictionalized in the novel and TV movie Mazes and Monsters -- I had my raw material, and my inspiration. The dungeon map reconstructs them circa 1980.
Mazes and Monsters provided the adventure hook (inverted in the fantasy world), a couple of the encounters, and the name of the dread Ack Oga. Jack Chick's Dark Dungeons, of course, makes its appearance, and I fit in a few very quick and obscure references to other works of the 1980's moral panic. The colorful mascots of the Big Ten athletic conference fit right in. Telecanter, as usual, provided a couple of bases for the silhouettes.
Remember, it's not satanic if they're not called demons and devils! (I always liked Knights of the Dinner Table's take-off on that - "we'll call them ne'er-do-wells.")
When Random Wizard made public a map of the infamous Michigan State steam tunnels -- implicated in the sad case of James Dallas Egbert, later fictionalized in the novel and TV movie Mazes and Monsters -- I had my raw material, and my inspiration. The dungeon map reconstructs them circa 1980.
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| Click to enlarge; edited from first post. |
Remember, it's not satanic if they're not called demons and devils! (I always liked Knights of the Dinner Table's take-off on that - "we'll call them ne'er-do-wells.")
Wednesday, 19 February 2014
What's a Megadungeon?
JD Jarvis at Aeons and Auguries wants to know what constitutes a megadungeon.
Here's my short answer, assuming that "levels" and "experience points" are relevant in your game.
In other words, if in your game a single party will level up after exploring 30 rooms, then each level should have 60 rooms or more to be a megadungeon. To be clear, my definition is not so much about whether the megadungeon literally takes on multiple parties, but more about whether a single party feels that they have a great deal of freedom to get to the next level in multiple ways.
Compare this to the more typical adventure-based campaign where each individual adventure site gives all or part of the experience to advance one level. In that kind of campaign, multiple parties can coexist by visiting different adventure sites, instead of the same one.
Right now I'm running one of each kind of campaign and they each have their own rewards -- the multi-site campaign has a lot of breadth and variety while the single-site campaign offers intensity and the development of a strange, obsessive legendry over multiple visits.
Here's my short answer, assuming that "levels" and "experience points" are relevant in your game.
- It is a single adventuring site with multiple areas of increasing difficulty (challenge levels)
- with enough "experience points" (rewards of adventuring relevant to character advancement) in each "challenge level"
- that two or more adventuring parties can advance to the character level needed to confront the next challenge level, without intruding on each other's sources of experience.
In other words, if in your game a single party will level up after exploring 30 rooms, then each level should have 60 rooms or more to be a megadungeon. To be clear, my definition is not so much about whether the megadungeon literally takes on multiple parties, but more about whether a single party feels that they have a great deal of freedom to get to the next level in multiple ways.
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| Anonymous, from plagmada,org |
Compare this to the more typical adventure-based campaign where each individual adventure site gives all or part of the experience to advance one level. In that kind of campaign, multiple parties can coexist by visiting different adventure sites, instead of the same one.
Right now I'm running one of each kind of campaign and they each have their own rewards -- the multi-site campaign has a lot of breadth and variety while the single-site campaign offers intensity and the development of a strange, obsessive legendry over multiple visits.
Sunday, 16 February 2014
Next 52: Mountebank and Specialist Wizard
These next two classes for the next 52 Pages are magical in nature.
The Specialist Wizard plays on the color magic scheme; at character level 1, level 2 and 3 spells have a failure chance but the Mind save bonus from the class helps. If you ever wanted to blast fire darts, fire puffs and magic missiles all day, here's your chance.
Yes, that is Black magic for the necromancer.
The Mountebank takes the tricksiest colors of magic-illusion purple, summoning and transportation silver, change yellow, conjuring-up blue -and makes a half-rogue, half-wizard go at it.
The Specialist Wizard plays on the color magic scheme; at character level 1, level 2 and 3 spells have a failure chance but the Mind save bonus from the class helps. If you ever wanted to blast fire darts, fire puffs and magic missiles all day, here's your chance.
Yes, that is Black magic for the necromancer.
The Mountebank takes the tricksiest colors of magic-illusion purple, summoning and transportation silver, change yellow, conjuring-up blue -and makes a half-rogue, half-wizard go at it.
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