Friday, January 31, 2025

Senior - Cróniques de la Reconstrucció


 Just click in there and leave it in the background as you do stuff. I think you're gonna like it. Yes, you.

Monday, January 20, 2025

1d36 personality traits

 

I made this because I want to randomize how a given NPC "is" internally, and compare it with how the PCs approach him/her. I'd like to use this instead of reaction rolls when possible. Basically, I will assign one or more traits (two seems good enough) to NPCs as needed, in the middle of the session if suddently a random extra gets enough spotlight. 


I found some lists of traits in other games, but they are mixed with others that make reference to physical traits or irrelevant quirks such as "likes to sing", or just describe how the characters express (sarcastic, cynical, liar, etc). Those ones are good for dressing or describing the character, but for this purpose do not work, just as the physical ones (fat, thin, strong, pretty, etc). Some of these listed will be more or less obvious at first sight, and some might be hidden. I like that any two in combination creates a definite character in my mind, or in contrast with the NPC's identity or occupation.


Heroic (or courageous?)
Coward
Lustful (or easily infatuated?)
Greedy
Generous
Bossy

Cruel
Opportunistic
Jealous
Proud
Bad Tempered
Poised

Humble
Confident
Somber
Naive
Distrustful (or paranoid?)
Emotional


Optimistic
Pessimistic
Resigned (or tenacious?)
Easily Overwhelmed
Addicted (to something. Can be a drug, an activity... but depends heavily on it)
Curious (or adventurous?)

Passionate about their dedication
Sly
Chivalrous
Kind
Prudent
Idealistic


Rude
Selfish
Crazy (in the way you like)
Temerary
Tempestuous
Lost (or in great need)


Thursday, January 16, 2025

Shadowbanned! (like Florian Geyer)



Today, in my small crusade against the new order rewriting the past by messing with our only source of history (the internet), I found that google, wikipedia and friends are very strict in not showing the proper lyrics to this song anywhere, resorting to grotesquelly messed and made up ones. So here I am, being the change I'd like to see in the world:

 Wir sind des Geyers schwarzer Haufen, heia hoho, 

und wollen mit Tyrannen raufen, heia hoho.

Spieß voran, drauf und dran, setzt auf’s Klosterdach den roten Hahn!

Als Adam grub und Eva spann, kyrieleys, 

wo war denn da der Edelmann? kyrieleys. 

Spieß voran, drauf und dran, setzt auf’s Klosterdach den roten Hahn!

Uns führt der Florian Geyer an, trotz Acht und Bann, 

den Bundschuh führt er in der Fahn’, hat Helm und Harnisch an.

Spieß voran, drauf und dran, setzt auf’s Klosterdach den roten Hahn!

Bei Weinsberg setzt es Brand und Stank, heia hoho, 

gar mancher über die Klinge sprang, heia hoho. 

Spieß voran, drauf und dran, setzt auf’s Klosterdach den roten Hahn!

  Geschlagen ziehen wir nach Haus, heia hoho, 

uns’re Enkel fechten’s besser aus, heia hoho.

Spieß voran, drauf und dran, setzt auf’s Klosterdach den roten Hahn! 

 

For some reason I dont really know (maybe some politically incorrect opinion on a comment?), this blog is already shadowbanned from google at least, since july or so, so I don't think this affects much to my views. 

Saturday, January 11, 2025

RETRO-POST: Dungeon Crawlers as an urban tribe

 I am closing an old blog I used to have, as I finally found the password. I just felt that all entries on it were obsolete and is like a pruning: cut the old branches to strengthen the green ones. But this one entry, I liked it a lot and wanted to preserve it here. I copied and pasted it as it was published on october 28th, 2017. Images were there in the original, too.

------------------------------------------

Something I had on my mind for a while; I'll try to put it into words in case I can make something with it later.

The game/story centers around school kids on a modern town; and how they come in contact with the guild of dungeon crawlers: a mysterious gang of kids that speak about spooky, awesome underworld. Their stories are actually true. They've heard about a dungeon hiding somewhere. Just take any One Page Dungeon and put it on one of this:

(1. right under your school - 2. On a nearby forest, where the whole school is going next week on a trip - 3. Beyond your weird grandma's cellar - 4. On one of your uncles car junk lot. - 5. On the town's supposedly abandoned mansion - 6. Under a lost bridge, behind the industrial part of town)

Not all dungeons have to be under earth; every spooky or abandoned place is likely to have dungeon-like propierties: that's why they're abandoned or unconsciously avoided by normals. Also, some portals to dungeons might open in common places if one finds out how


You get your class at the start; just like that: fighter (though you depend on a specific kind of weapon depending on your background, because kids aren't usually trained on swordmanship), specialist (that kid that knows a lot about a certain thing, you can produce things from your bag that are related to your specialty) or mage (if you're a wizard, you'll probably discover it the first time you get in a dungeon). Use the rules of any dungeon game you normally use, but for the sake of tone, getting to 0 hp means that kids are unconscious and might need to be rescued.

Magic exists, but it only works in dungeons. When attempted on the surface, it acts dulled at best; and is easily dismissed by non-dungeoneers as tricks or sleight of hand. This happens to magic objects and, to a lesser degree, to any kind of treasure you recover from there. When a monster manages to escape from a dungeon, it's powers get subtler and must rely more on invisibility/stealth/cunning.

Normal people treats dungeon crawlers like they did with Goth Kids, Bronies, Emos, etc IRL: they mock them and despise their stories; attributing them to imagination. They're outcasts among kids, while the fashion trends awkwardly tries to appeal to them making artists and clothes about dungeons that miss entirely the point of what dungeons are about.

PC party getting back to the underworld after recovering HP



The underworld raw power of dungeons prevents cellphones and cameras from working, and jams most electronical devices. This prevents you from taking a selfie with a wight to prove your adventures to your friends. The most complex devices might even get hostile towards their wielders (your spotify list is suddently filled with hate messages from your loved ones; a GPS will lead you to the nearest chasm. Lanterns are usually OK, but you can never be sure if they're going to treacherously shut down right as you get into the troll's lair)

Dungeon subculture spreads mainly through drawings (mistaken by kid's edgy art), logs (mistaken as fanfic), grimoires (mistaken as new age books) and chansons de geste about their expeditions (mistaken for incredibly deep metaphors for teenage angst). Due to the inevitable impossibility of talking about dungeon experiences with normal people, there is a strong sense of comraderie between dungeoneers; though of course there are dicks who try to prevent new people from getting into it ("this kids only delve because they want to be cool, we old school delvers have been delving all the summer break and we know what dungeoning it's about"), tricksters ("treasure inspector, may I see your treasure?") and phonies ("Have you been to dungeon X?" yeah. "Dungeon Y?" yeah. "Dungeon Z?" yeah. "I've actually made up the last two" y- y- yeahhhhh of course I knew that)

* Beware: Deep speech ahead! *


Dungeons may appear anywhere; and they do not have any kind of supernatural cover up or anything (In fact, most of them might want to be noticed in order to grow). The only thing that prevents common people from knowing the magical reality is their very own drive to deny everything that clashes with their confort zone. The very zealotry of modern science (understood as denying weird options rather than acknowledging the unknown in order to investigate it) and the importance given to what society thinks we must instead of embracing the mystery of life is what keeps normal surfacers from the twisted horrors and treasures of the underworld. The importance of seeing the truth for oneself is a good theme to be enforced here.

Should a mountaineer discover the tomb of an atlantean king; the headlights on the news would be "Mountaineer goes crazy, pics from the madhouse on page 49" and handwave the whole tomb location automatically, is not like anyone is going to double check it; except dungeon delving kids who know where to read between the lines. No matter how many half-assed proofs you'll present or how good you are convincing people: No one will ever ever believe that dungeons exist unless they either see something strange with their own eyes (and cannot succesfully deny it using a weak pseudoscientific explanation) or really, really want to see a dungeon for some reason.

(If you're using a system that tracks sanity, maybe you need to be under a certain threshold to be operative on a dungeon)

there are those who have trouble adapting to a normal world after they've found the hobby


unexpected twists:

1 - you find out your mother never left you; she was in fact a fairy unable to escape the dungeon, but left you on the surface world to be raised as a human by your father.
2 - you're arranged in matrimony with a merfolk king of the underground sea. He'll whisper love letters to you through any kind of sink you visit.
3 - That mysterious fire that burnt the sawmill that year? a giant fire salamander. That earthquake? a troll
4 - proofs that one or many from this shirt are false.
5 - Goblins kidnap you or somebody you love in order to force you to become their king.
6 - An evil force wants to destroy the whole town in order to expand the dungeon into the surface.

example adventure hook



Thursday, January 9, 2025

A 26 episodes campaign

Trigun, Gungrave and the enormous Evangelion. The always mentioned here: Cowboy Bebop and Samurai Champloo. From more obscure animes such as Nadia: The Secret of Blue Water, Gokudo the Adventurer or Utena, to modern classics such as Kill la Kill, they all have something in common: they manage to take a crew of characters through an adventure, sometimes meaning multiple arcs, in 22-26 episodes. (We can add Hellsing and Katanagatari if we split their 40 min episodes into 20 minute ones, through this might be cheating). If you are willing to sink time into watching something good anime, jump into any of those named without investigating further. Trust me.

Dropping more names in the comments is always welcome. There was a golden age during the turn of the century for 26 episode animes (let me refer to an old table to generate your own)

Recently I am trying to come up with different, "out of the box" ways to generate gameplay (as opposed to create "dungeons" procedurally or "missions" manually), and the idea of emulating an anime campaign structure... makes sense. Or does it?



The secret of blue water


 

These are some notes:

 * The campaign is played through 26 sessions, no more and no less. These are coincidentally half the weeks in a year (52) so if you play once per week, you will take half a year to complete a campaign to be remembered for ages. 6 months is a great time for a campaign to span without starting to lose focus or energy, more if you like to rotate games or GMs.

* Some episodes/sessions will be "Character Arc" episodes, those are specially dedicated to develop a given character or his/her past. Ex: Cowboy Bebop 05: Ballad of The Fallen Angels

* Some others are episodic, when there is a situation to be resolved that spans during one or maybe more episodes (depending on the players). These also serve to introduce key details of the setting into the story. Ex: Vash the Stampede dedicating one episode for each Gung Ho Gun. 

* Some are filler because the animators had to make the series last 26 episodes, but this doesn't have to mean boring in play. They can be fun to emulate too. Ex: the island episodes in Nadia.

* Some can be weird, and not fit into the tone at all, or a priori. Ex: the zombies and the baseball episodes at Samurai Champloo

* This liberates the GM when making things happen, and when they don't go as expected. But of course, without procedures and generators there is no game:

* For 4 players, each rolls 2 d20+4: this generates 2 episodes from the 5th to the 24th that are meant to be their "character arc" episodes. These can be rolled in the open or in secret by the GM, both have their points. Duplicates should be re-rolled so nobody has to share their character arc days. Starting at episode 5, this means that GMs have at least 4 days to understand the character and the player, and to think about what is a good challenge for them to be overcomed. 

* Each place on the world has a fitting (d12+ current episode number) table of "happenings". The first 12 ones are more easygoing: pastoral themes, small bosses, more slice of life (this might also form weird or filler episodes sometimes, unless the PCs do something strange). Beyond 13th onwards, there are more serious enemies, disasters, portents.... These should be rolled the previous session by the GM, so he can prepare the next week session accordingly to where the PCs are and cross the results with the PCs previous actions. A "place in the world" normally means a city or a wilderness area, maybe from a rooster of 15 different ones. But depending on your worldbuilding it can mean a new semester in high school or a new planet, or just play with 1 or 2 zones.

* What about this: the characters can't die in random episodes. A fallen PC is just down for the rest of the episode (this means be removed from play unless helped somehow), unless it's one of their Character Arc, or in the final two, in which this rule has no effect. Of course, all kinds of epic last words are permitted if the situation allows it. If a character dies, the player can keep on in the game playing an NPC but without rolling for character arc.

* This means that the GM can throw any kind of enemy to the players: they will just survive the big boss appearing at anytime to make a display of power, yet players will try to survive just to play that whole evening, unless the episode is reaching the end (climax and end of the IRL meeting)

* The exact resolution rules are not important, any can work, depending on what the show is about.

* However, mechanics that are activated by making the players make up the past of their characters are a very good way to help the GM develop a better character arc for the PC.

* Some idea for running NPC interactions: Each NPC has some traits on them (like generous, coward, ambitious, greedy, lustful, rich, nostalgic, sad, etc). Some are easy to detect, and some are kept hidden by the GM (and the NPC). The GM should roleplay the NPC's responses taking into account all its traits (both the secret and the exposed ones), and using a reaction roll only when something is uncertain. A table for traits is something I must surely work on. Some random mooks do not have to be particular traits, maybe they can share a common one. But the GM can add traits to anyone at any moment as the spot is put over a given NPC.

* It is advisable that PCs have also at least one strong trait that distinguishes them from the others, with some form of mechanical advantage if the trait is disadvantageous. For example, Thieves Can Do It Too, by Johnstone Metzger, gives +1 dice to a related roll if a trait is positive, or +1 dice to a future, unrelated roll if the PC's trait puts him at disadvantage at any point.

* The emphasis for the GM is in to build charismatic NPCs that can be talked with, and some lore to be exposed the next week. Then, after the 26 episodes have gone through, gather the players and reflect if the whole adventure could have been a true, top 10 anime of all time.

 

 




Wednesday, January 1, 2025

breaking from OSR

With one of the fighters reaching level 5, Our Trow Fortress campaign has reached the end of the season. Yes, we made it as in tv shows, so I could take a rest and another player could start GMing his Shadowrun campaign. Which means that I am playing again, as opposed to running games! So fucking liberating!

I am playing an elf samurai who is missing all combat rolls for now. After a month of play and our first serious loot, I got myself big breast implants with LED nipples (im playing as a sort of transgender guy) and I roleplay as the classic gay elf from elf parodies. Pic related, its him, the crossed eye is a bionic eye we all have. Not sure if its really on the starting package by the book or is a gift of our GM.


I find interesting the contrast on how much I stress over the "fairness" and "efficiency" of a given system or mechanic when I am a GM, and how little I care as a player. Honestly I am just thrilled just to interact with things but I dont know yet how combat really works (I pretend to, but really i am trusting that whatever the GM says is ok)

On the other hand, I think I am not running (BX) D&D anymore soon, nor my d6-based clone. But I am instead making my own fantasy game, out of that framebox. I think that me and my players must grow outside it. There are many reasons for this, and I will only cite some; leaving my upcoming posts to hint the directions I am pointing towards.

- XP for gold and monsters stopped making sense when the players decided to embark on altruistic missions from an NPC they pledged loyalty to. I could understand them and the game was actually better because of this decision, but sometimes I had to artificially create XP to compensate their efforts. See my last entry to see how I plan to do it, more or less (though I have refined it by now, more on this soon)

- Tracking things like food and water by units doesn't bring anything productive to the game, and I want to move away from the resource management chores. I am sure that I will find a good abstraction to portray the fact that you need food and water to survive. On the opposite side, I am a little dissapointed on how D&D abstracts many survival checks in the wilderness, that for me are very important to focus on, such as getting lost, hunting, foraging, etc. I'd rather make the scope of the game smaller, so a 30 mile travel lasted one session or three, but I feel its important to feel the texture of the forest, the road, the sea, and without forgetting that cities should feel places to explore and not just inventory refillements. 

- Theoretically, the procedural generation of D&D makes an open world, but in practice players search for the videogamey path: grind level 1 monsters and level 1 loot, then gradually increase in dungeon levels maintaining an expected point of risk reward. This might be broken sometimes by chance, yes; but I don't want to run a fantasy game like this anymore. Though I still want "leveling up" and monsters of all sizes, I want the approach to the game to be different, very far from the "grinding" cycle. I think I want to emphasize how it feels to actually live on a magical medieval land. I don't know. I'm still exploring my own wants on this, but hints of them are scattered through this blog since it's beginning.

But this is not to say that I dislike the game or thing is bad. Not at all, and it isn't. Actually, what i want is to take everything I love from D&D and try to apply to my new chimera, that is nothing like it.