My Games

Showing posts with label Module. Show all posts
Showing posts with label Module. Show all posts

Monday, April 21, 2025

Jewels of the IndraNet

This is the first original game material I've written for my current Maximum Recursion Depth Campaign, up to now I've just been using the book or other materials I've previously written.

It takes inspiration from Gardens of Ynn and also the Mycelium Matrix guest entry in Huffa's Between the Skies.

It references Buddhabrot City, a location briefly mentioned in the module in the book. Right now I just need it to last for 1-2 sessions, it's just a vehicle for other stuff in the campaign, but it would be nice at some point to expand this further, more like Ynn, with more entries per table, more tables, additional descriptions, location-specific tables, events, rogue poltergeist and nature spirit generators, etc.; and make it something that could work either for MRD or as a standalone thing.

In addition to the Jewels of the IndraNet I also wrote a few additional locations for Buddhabrot City, and it will incorporate Dharmatics using Concept Crafting. Not including that stuff in this post, maybe in the future.


Jewels of the IndraNet Generator (prototype version)
Roll d6+layer for each (starting from layer 0)

Locations
1. Residential neighborhood.
2. Neighborhood main street.
3. Natural space (park, lake, woods).
4. Liminal space (bridge, transit area, long road).
5. Industrial area.
6. Market.
7. Entertainment district.
8. Financial district.
9. Deep urban space (winding streets, alleys, Kowloon-dense spaces).
10. Deep nature (forest, desert, ocean).

People
1. Devas going about their business.
2. Rogue Poltergeist (peaceful or mildly disordered).
3. Nature Spirits in equilibrium with their environment.
4. Rogue Poltergeist (moderately disordered or engaging in petty haunting e.g. graffiti, stealing minor objects, opening doors and windows).
5. Deva merchant (pushy hawker, shady shyster).
6. Human refugees in tension with Deva locals.
7. Derailer scouting party.
8. Rogue Poltergeist (violent) or Asura.
9. Powerful Nature Spirit.
10. Derailer caravan sabotaging a Deva space.

Details
1. Serene stillness, even mild sounds echo, movements tessellate, light bends and slows like in fog.
2. Negative spaces, visual field pop-in like a videogame.
3. Low humming and synesthetic lines of poetry or dialogue taken out of context, peaceful yet ominous.
4. Rainbow sun, 3D rainbow shadows projecting from 4D spacetime, no darkness, no black.
5. Holographic mushrooms, psychedelic imagery, anachronistic technologies and robots.
6. Lights and music and animate graffiti like a naturalistic EDM club.
7. Overwhelming luminosity and pulsing waves of liquid sunshine.
8. Everything is a pareidolic Nature Spirit.
9. Industrial waste, dinosaur poltergeists screaming in pools of flaming oil, leprous-looking plastic-men.
10. Corporate takeover, everything is assimilated into a Corporate Spirit.

Friday, December 13, 2024

Rings of Power: The Inner Circle

Rings of Power: The Inner Circle

The PCs are inducted into The Inner Circle, a secret society whose members are supplied with a ring of power.

They scheme against The Body of Orkus, the order of those corrupted by the Dread Demiurge Orkus, and its quasi-material manifestation, The Eye of Orkus, in a secret global cold war.

The rings of power make users invisible and powerful.

Those who wear the ring can sense the nearby presence of others who wear the ring.

Those who wear the ring risk Corruption (roll Corruption Die each time a ringbearer puts on the ring), becoming more powerful, but also closer to Ork metamorphosis.

Those who wear the ring draw the attention of the Dread Demiurge Orkus (roll Orkus Die once when one or a group of ringbearers put on the ring). Those spotted by the Eye of Orkus must flee imminently, or face unimaginable suffering.

Monday, September 9, 2024

Heaven is here (and it has a waitlist) [Micro-Setting][Campaign Setup]

The PCs are breaking into Heaven because they couldn't make the waitlist, or are otherwise morally compromised, and now they want revenge for the eternity of bliss they didn't earn or never stood a chance of earning. Along the way they fight Biblically accurate Angels, Indulgent Elites, and worst of all the Anointed at the end of Space and Time.


High Concepts
  • Techno-Boschian Heaven
  • Statement on the culmination of Late-Stage Capitalism, Christian Nationalism, and Techno-Narcissism (the Triple Threat)
  • The unwillingness of Americans to sit with discomfort
  • The Ennui and dysfunction of Suburbia

Concerns
Balance between representing the ugliness and banality of The Triple Threat, but also making it fun and interesting to play in.


System & Setting


Resources
Everything in Heaven is mediated by two resources.

Plasma: The raw energy of consumption, for the Human Spirits and their Machines (including PC's Vehicles). Sourced from e.g. Monsters, The Aether. The rate at which Plasma is being industrially farmed is depleting the ecosystem of Monsters and literally shrinking The Aether of Heaven.

Points: Gained by sacrificing Plasma to The Infineract. Can be traded or spent on Miracles from The Infineract, but their greatest value comes from being accrued. Also, they earn interest. Systems of Point Value are largely defined by The Infineract, through the collective Human Spirit.


Geography
Strictly-zoned Suburbs, Strip Malls, and Office Parks, connected by serpentine Highways. Getting anyway requires a Vehicle.


Vehicles
The PCs have at least one Vehicle, probably a car that they all ride in together. It's ok for the Vehicles to be cool and fun and for Players / PCs to feel personally connected with them.

Use Concept Crafting or your preferred Mecha / Vehicle system.

Getting anywhere in the Vehicle costs Plasma.
  • Vehicles with Controlled Deformation will crumple more easily, but shock absorb Damage for the PCs.
  • Larger Vehicles may be stronger, but cost more Plasma to use.
  • Rare or expensive Vehicles project greater Social Dominance, but also may attract bad actors such as thieves or cops, or other kinds of unwanted attention.

Vehicles are inherently unsafe and destroy the environment, but have fun ;)!


The Infineract
A "Black Box", an infinite-dimensional object reminiscent of the Monoliths in 2001: A Space Odyssey. The Infineract is a Singleton object that can be accessed by anything with a GetInfineract access method (such as Human Spirits). However, most simply use The Infineract instance in the center of their living rooms.


Human Spirits
Those VIPs who made it into Heaven. As such they cannot die, or experience anything like true Pain. However, they have a very low tolerance for Discomfort, and this pathological fear drives all of Heavenly society. Human Spirits Need Not, but Want All.

PCs, being infiltrators and not truly Human Spirits, can die and feel Pain. It would be in their best interest to keep that information from getting out.


Non-Exhaustive Bibliography in no particular order
  • The Geography of Nowhere
  • Techgnosis
  • Hieronymus Bosch
  • Roadside Picnic / Stalker
  • 2001: A Space Odyssey
  • Games: Agency as Art
  • VALIS Trilogy
  • Harmony (Project Itoh novel)


Like many of my recent posts, I know there is more there there, but I was in a very particular state of mind when I wrote this, and I often struggle to get back into those states afterwards, so rather than waiting several months, barely adding anything, and then still sharing it in an incomplete state, I figured I'd just do it now. Hopefully I'll follow up on it more in the future.


Wednesday, June 19, 2024

Heaven's Gate Academy: An Interodelic Adventure

Followup to Into Interodelia: A Probiotic Drug Cocktail Adventure [Campaign Setup]. If you see something with a *, it's a reference to the first post.

Thanks to Dan of Lacrimis Draconis for proofreading and moral support.


Heaven's Gate Academy
Everyone knows that life is suffering and the world is broken. It's just that you're a little more broken than the rest of the world. Or, that's what the world is telling you. The mission statement is that they're going to fix you, but nobody really maintains the pretense on the inside.

Bad things happen inside the Academy, seriously. Violence, dehumanization, indoctrination, forced biochemical and body mutilation. It's some real dark shit. You've been warned.

Even so, some people are actually happy here, or better off at the very least. I don't know what to tell you, you'll just have to roll with the messiness of it all. At least it's campy too. Just wait until you see Mr. Doctor Priest's Enochian Cyber-Cock.


The Academics of Movement
You are always being monitored inside the Academy, except when you're not. During the day you will have two supervisors, and at night just one, and you can only go where they let you go. You'll spend most of the time in The Dorms.

Fortunately, space and time are relative, and therefore so is movement. You can always escape inside yourself in the Positive Plane*, or dissociate into your own holographic rainbow shadow, the Negative Plane*.

Where there is uncertainty or contradiction, you may find respite. But you have to be willing to sit with the discomfort of the unknown, like balancing on a bench of arrowheads.


The Teleology of Interodelia
Remember, this is all magic. Which is to say, a drug trip of misremembered memories. And only some of those memories are your own.

The goal is to escape, and this is agreed upon, including by Heaven's Gate Academy, although they won't just let you do it, what would be the point in that?

But anyway, when the trip ends and the magic's gone, you will escape. You were always going to escape. It's really more in how you do it.


The Dorms
In addition to yourselves, other dormmates include Carolina*, Del*, and Rabid Dog. Jakky* will come and go as he pleases. There are other dorms as well, but this one is yours.

The Dorm is a small nondescript living room, a couch and tv, a narrow hallway, and a few rooms of bunk beds, each with their own bathroom. They're not so bad, but there's only so much to say about them. Which is unfortunate, because you'll be spending a lot of time here.

The PCs' and NPCs' room assignments should all be mixed. I know that might seem inconvenient, but sometimes that's just how it goes.


If you room with Del, keep in mind, he's generally a decent guy, but sometimes he can be mean, or want to roughhouse, sometimes a little too rough. Del isn't violent by nature, no more so than anyone else, that's just what the trauma did to him. And once Del gets riled up, then Jakky follows shortly afterwards, and then it's a real problem because Jakky's a fucking ghost tiger who thinks he's people.


If you room with Carolina, she really is kind and sharing. You can see how the world would chew her up. It's not that she can't defend herself, she's actually tougher than you'd think physically, you'll find out for yourself if she ever gets her hands on any drugs, it's more a personality thing. She's also smarter than people think. People treat her like she's stupid but she's not, she just doesn't show it the way other people do.

There is one and only one true fail state in this game, and that is if you help Carolina escape. Incidental* will remind you of this fact in case you forget, or get any ideas. Worse, even just helping her, or showing her true kindness, could cause a Calamity*. You were a bad friend, and even in this magically misremembered memory, this failure must be relived.


Not long after you arrive comes Rabid Dog. Never before have you seen such eyes. They’re too-human eyes, full of cold intelligent violence, modern and primal. And should you ever find yourselves unsupervised in the Dorms, and should it seem that a physical altercation might ensue between yourselves and another, then Rabid Dog will intervene to break up the fight, and you will see those hyper-human eyes differently, because then you will see a love purer than you could have imagined, and you will feel joyous enlightenment, and also something like the shame of post-nut clarity, and you won't want to fight anymore, you won't even understand why you wanted to fight in the first place, you might even want to cry. Please, if you would resent a game telling you what your character should feel, just listen to your character, that's all I ask.


If Rabid Dog is ever in The Stables and the only supervisor is Zombie, he will grab a wooden 2x4 and he will bludgeon Zombie until his skull fractures and his spinal cord snaps and then Rabid Dog will run, and he will be captured, and taken somewhere else, somewhere worse, and you will never see him again. But you'll remember his hyper-human eyes.


One of the daytime supervisors is Jesus. He's more rotund than the usual White Jesus, and he's a ginger. Frankly, he's as broken as any of the students are purported to be, and has problematic views towards women, I mean really he's a misogynist, and he's deep into conspiracy theories. I know this all makes him sound unlikeable, but he leaves an impression, he's intelligent and convincing in his own way. He'd start a death cult of his own if he could but he doesn't quite have the charisma for it. But every once in a while he hooks a student into his madness, and even though he has the best of intentions, it doesn't usually end well for them.


The other daytime supervisor is Markov. He's small, wiry, a little past middle aged, bald and goateed, with rough skin, and he always wears sunglasses. He doesn't look that tough, but the students know that if you fuck with him, he will fuck with you back, and you just know you're not gonna win that fight, even if you think you can take him. But usually that's not a problem, because the students love him, he's the Cool Dad who lets you break some of the rules if it means you won't break the important ones. If Corporate ever had a clue they'd have fired him a long time ago, and that would be a shame, but that doesn't happen until after the drug trip ends, so you don't have to worry about it. He'll take a smoke break and mock you when you're jonesing, but it's all in good fun and when he comes back he'll let you sniff the nicotine off his fingers.


The nighttime supervisor is Mountain Dew. He's chill, nondescript. No ambitions, but not too bothered by it. He got his name because he drinks a lot of Mountain Dew and plays videogames all night, or reads comics, or watches hentai. Obviously none of this is allowed, but he does it anyway, and sometimes lets the students join him. If the drug trip would be coming to an end during the night shift, he'll give you drugs and a real fucked up indie comic book, and then you get to have one more wild adventure, recursing through both trips and eventually back up into what we erroneously call the real world.


The Stables
Do you ever wonder if they're called Stables because they provide stability? I don't want to look it up, it's better to wonder.


The Stables hold Majestic Beasts, and you get to take care of them, and learn to ride them. The Majestic Beasts are all large, at least as large as horses, and strong, because if they were small, or weak, someone would abuse them, they'd find a way, so you don't get to have something like a dog, even though that would be nice. I wonder if the Academy learned this the hard way.

The primary supervisor of The Stables is Zombie. He was supposed to go to Heaven, but due to bureaucratic error he's stuck in this broken world a little longer, and they didn't know what to do with him, so he's here. He is intellectually divergent and is legally not culpable for his actions, he has a legal guardian, but anyway they let him supervise The Stables, and he can do that just fine. He comes from a red state and has some regressive beliefs, but if he finds out that one of the students is "a queer" and he otherwise likes them, he'll find a way to rationalize it to himself.

Fat Tony is a student from another dorm, and he has the most experience of the students in running The Stables, and is often allowed to assist Zombie. He's a bully, a huge asshole, and remarkably ugly in an understated way, like he's actually uncomfortable to look at, but it's not from a disfiguring scar or deformity or anything, I mean he does have a disfiguring scar, but that's not what this is about, that's just a coincidence. He just exudes ugliness. Or maybe it's more like extrudes, because it's greasy. If you're the forgiving type you might indulge the question of how such a person came to work The Stables.


The Corrections Facility
At Heaven's Gate Academy sex is forbidden, because sex is life, which means sex is also suffering, and violence.

Every student at Heaven's Gate Academy is forced to take medications that halt their sex drive. And there's a three strike rule; if you get caught engaging in even the most innocent and playful of flirtations, that's a strike, and after three strikes, they use chemicals and instruments to tame you, and then there's no coming back from that.

But you know what? As monstrous as that sounds, some of the students really like it. No longer to be made an object of, no longer to fear that kind of violence, or the implication of it. And likewise, to be free from those urges, to no longer feel enslaved by them, or want to enslave others by them.


The Corrections Facility is managed by Mr. Doctor Priest, who prefers to go by Dr. Priest. He has an Enochian Cyber-Cock that he's really proud of, and always finds "subtle" ways to bring it up or wave it around. What Mr. Doctor Priest doesn't know about his Enochian Cyber-Cock, is that it's very easy to hack with a SQL Injection, because he doesn't actually know how to code Enochian, or really how to code in general, he just kind of muddles his way through it, like many do with life. Even though he's not a licensed therapist, they let him run the mandatory therapy sessions. Many students who would have benefited from real therapy will never get it, because he gave them the wrong idea of what it's about and so they'll wash their hands of it forever, and that's a real shame.


The Dining Hall
The food comes in plastic containers or bins of things made from powder and water, everything wet and greasy and white. There is a notable lack of scent, flavor, and nutrition. It’s filling and makes you tired and accomplishes very little else, but The Lunchlady really does care, and somehow that makes it worse, because you’ll hurt her feelings if you complain about it.

Occasionally The CEO will eat at The Dining Hall (and on those days the food is notably improved), and he’ll talk with the students. It's always a one on one conversation, and he's a very good listener, curious, and thoughtful. He has a clean and unthreatening handsomeness, like a diet Mitt Romney.


The Glassed Desert
Heaven's Gate Academy is located in the middle of a Glassed Desert, Shevet* knows where. The Nuclear God Shevet detonated here long ago, and it's never really been the same since. There's a tragic beauty in this desert in the middle of nowhere, mountains off in the distance. Serene and empty. You misremember it once being quite naturally beautiful, without all the weird baggage and feelings. Now it's all glass and charred vantablack trees, cauterized branch-collars like eyes that see into 無, the contradictory negative space contained within the cycle of being and becoming of existence, and maybe if the circumstances were different, there'd be a beauty in that too. You realize you too can stare into 無 if you follow the line of their sight.

There are also monsters in this Glassed Desert, but it's the people you really need to watch out for. They used to be a family, but after the war, after everything they did and everything they didn't do, there's not much left of them except their failed humanity laid bare, and even still they cling to it, they've learned nothing, and will continue to learn nothing, and that nothingness radiates and destroys everything it touches.


The Threats We Face
Whether on the run or sleepwalking through the day, we face obstacles in our path, inevitable conflicts, and lurking threats.

The Victims: No, they are not survivors, although maybe one day they will be. These are the victims of circumstance. Those circumstances can be anything; sometimes it's a demon in the head. It's not that they don't deserve sympathy or help, it's often the lack of either that got them here, but all the same, they've lost their fucking minds and so you don't know at any time whether or not they will hurt you, or hurt anything weaker than themselves, because that's all they have left to do.

The Inmates Who Run the Asylum: The supervisors are not so different from the students they manage, but they have the power and the students don't, and so even the weakest and stupidest of them is a threat.

Monsters: Because of course there are monsters.

The Outside: The system is designed to keep you inside. Whether on a supervised excursion into town, or escaping into The Glassed Desert, everything is out to get you. The failed humanity of The Glassed Desert despise you the way they despise everything that is not themselves (and also themselves in a different way), the people in town fear you, or they fear what would happen to their town if The Academy fails, or they think nothing of you, just that you aren't supposed to be here and that's enough.

Time: Time is not on your side. The longer you stay in The Academy, the more likely it is that they break you further, or fix you, which may be even worse. The part of you that is a student of The Academy becomes a greater part of your identity, it defines you until you are nothing but a student in this place. Time distorts your personal reality from the inside out like a microwave, like sickness and neurochemical imbalances in the Positive Plane, and rumination spirals and distorted perceptions in the Negative Plane.

Yourself: You are, perhaps, your own greatest threat, whether you can admit it or not.


Wrote the original draft as early as March 2024 (maybe earlier?), made a lot of progress on it for a month or so, then fell off. I had originally intended to gamify it up a bit more, maybe I'll finally do that in some hypothetical future third post.

I was very worried if this post was a little "much", again thank you Dan for advice and encouragement!

Friday, February 9, 2024

Into Interodelia: A Probiotic Drug Cocktail Adventure [Campaign Setup]

There are no contraindications to Into Interodelia: A Probiotic Drug Cocktail Adventure (it’s system and setting agnostic), but it pairs well with:

“What does a scanner see? he asked himself. I mean, really see? Into the head? Down into the heart? Does a passive infrared scanner like they used to use or a cube-type holo-scanner like they use these days, the latest thing, see into me - into us - clearly or darkly? I hope it does, he thought, see clearly, because I can't any longer these days see into myself. I see only murk. Murk outside; murk inside. I hope, for everyone's sake, the scanners do better. Because, he thought, if the scanner sees only darkly, the way I myself do, then we are cursed, cursed again and like we have been continually, and we'll wind up dead this way, knowing very little and getting that little fragment wrong too.”
― Philip K. Dick, A Scanner Darkly



In this adventure, your body has been reduced to a state between life and death, and your mind downloaded into the consciousness of a drug-induced microbiotic gut bloom. Your vagus nerve has been torn from spacetime as you know it, uncomfortably bundled to fit within the confines of the curled dimensions, and yours and all the other's stitched together like string puppets pulled by the GM's trigeminal nerve somewhere past the fourth wall. The entire world as you perceive it is disseminated through the pain of the GM as immunopathological signals.

Too much information squeezed through coiled wires like electrons, the only release existing outside the body, outside the mind, the magnetic field in this too tightly stretched analogy.

A low resolution low-fi virtual reality, a sub-conscious cloud of pain-protecting signals. When consciousness is compressed into computational clouds, real and virtual become an arbitrary distinction.

“I am, because we are; and since we are therefore I am.”
― J. S. Mbiti on Ubuntuism

Fools as you are, you cling to a semblance of self, even as inevitably you bleed into one another and all of existence, which as far as you can tell has reduced to your interior body outside of spacetime and a handful of very vividly misremembered memories that are probably some of yours.

Nothing but yourselves and each other, and the bare nakedness inside you, all the bile and mucus and piss and shit and blood; and metabolic warmth and white noise whooshing bodily fluids. Simple comforts cramped inside your body and the paradoxical ease of an embodied reality.

It was drugs that got you here, and you consented to it, and the rest is Incidental. All the same, you've got a few hours to make some magic.


Who am I?
You are the most reduced, prototypical version of yourself, whatever that means to you.


Where did we go?
Within the computational space of the gut bloom, signals of consciousness are reduced into a binary perspective. The Positive Plane, material reality as we understand it; and the Negative Plane, like multi-dimensional shadows, holographic reconstructions full of impossible colors, the metaphysical things. You navigate your own insides, spindles and fibers and gristle of the positive plane, and holographic rainbow shadows of your memories in the negative plane. But, they all kind of bleed into each other, it's all dream-like.

Each player should supply a list of misremembered memories for the GM, and you can roll them up as needed.

And mixed up all in it are also Pain, Sickness, and Ennui.


What can I bring with me?
  • You may bring the experience of a single album of your choosing, but the songs must be played in order, and each song may only be played once.
  • You may bring the symbolic representation of one piece of technology or equivalent, and consider how it extends your body, offloads your consciousness, or expands your senses.

That's it?
As you go through this Interodelic Adventure, you'll find that it's really much more useful to think about what you don't have than what you do.


“To know that we are only angels weighed down by filth, free of guilt? The bacteria in our bellies are responsible for the farts which shame us, tiny monsters shitting in their billions all over our pure skin create the acid reek of "our" sweat. And Slade: when the "inner voices" tell us we're unworthy or instruct us to "love" and "hate," despite our best instincts... are these incessant distracting thoughts our own? Or do we only hear the voice of the eternal germ screaming in our heads?”
― Grant Morrison, The Filth



Into Interodelia
Each player starts in the negative plane, in one of their own misremembered memories (you share the memory with the party).

If the memory was of a physical act like a sports achievement, you might connect with the party in the positive plane via a muscle. If it was a concert you attended, it might be the banging of the tympanic drum, or sweating skin, or strobe-addled eyes. And so on.

You didn't come here to defeat evil, collect treasure, or gain XP. Here we are our most reduced selves, before space and time and causality. Those are just means to justify the ends, but magic is in the journey itself.

It's only a few hours, all you have to do is explore, and survive.

...the rest is Incidental.
Or so it feels in Interodelia, but then we still have to go to work tomorrow, don't we?

Unless you're like Del, the shared delusion destined to die, a sacrifice to The Nuclear God Shevet. Crazy, snarky, cynical Del, who was secretly a bit of a dork as well. Lost in Interodilia for Shevet-knows how long.

And besides, you'll need to clean Jakhodo's litter box. Jakky can be a real homicidal maniac if he doesn't get his way. Jakky doesn't believe he's a tiger, he was conned into thinking he's a human. Jakky is also dead, but he doesn't believe he's mortal either. He's made a home for himself in the memory buffer of grief, and like any cat, he will not be told where he can and cannot go.

And then there's Carolina. Oh, Carolina, did you forget about her? Everyone else has, but really you of all people... Sweet Carolina only wanted to please, but all she ever received in turn was scorn, or nothing, nothing at all. Wouldn't it be easier if you forgot about her again? Because, we all know, whatever happened can't have been good. She really looked up to you too.

But that's all Incidental. Or so we keep saying. But Incidental has a way of making incidents out of accidents and Shevet help you if Incident insights a cohort of colluding co-incidents and then you have a Calamity on your hands. All I'm saying is keep an eye out for Incidental, no matter how innocuous it seems.


Pain
Some would have you believe that happiness cannot exist without suffering, and to that I say, go fuck yourself. Have you ever experienced Pain? It fucking hurts! If you really think Pain is necessary for Pleasure, then come on over because I've got a five-finger treat for you. Oh, you're a masochist you say? Well fuck me, that's another matter entirely… Anyway, Pain and Pleasure may or may not necessarily go together, but they certainly both exist in Interodelia. 

In this reduced reality, the spectrum of Pain and Pleasure is the one and only signal of embodied experience. The spirits, anima, ki, djinn, daemons, however you want to think of it.


Sickness
I want to say something about Fire, and Being and Non-Being and Becoming, and Prometheus and Dveikut, and Oxidation and Inflammation, and Pathogens, and Anxiety and Depression, and Hangovers. I want to say these things, but I'm just so tired. There is no space for thoughts inside me, my head is full of explosions. My skin burns. I can’t keep a single thought straight, it dissipates from me like light and heat.

There is a fire inside me, a controlled burn that firewalls me from the rest of existence. This raging flame allows me to be strong, but I don’t feel very strong right now. I recede inside myself, my cells, a cell. The divine light and warmth of my existence, all of existence, illuminates and enlightens the universe like stars. But all I feel of it is like a candle dripping away to nothing. A pool of sticky spent wax, and crusty white ash.

The Sickness mutates my DNA and sets my body and mind on fire with inflammation. As I flicker away impotently providing neither light nor warmth, as my most notable quality becomes my conspicuous absence, I remind myself, we are Phoenix.

In Interodelia, Sickness is paradoxically the source of both strength and weakness. It is an ongoing process, like the relationship between fire and fuel.


Ennui
Because “boredom” is a boring concept. A lazy, unexamined, flattening of a maddening sensation. The cyclical pattern of learned helplessness and cortisol angst towards that which is beyond your control. The illiminal spacetime of a late train that cannot be compelled to arrive. The psychopathic rage of being surrounded by a bunch of ignorant fucks without a clue, and you without the faintest idea of what to do about it all. Knowing it’s all wrong, and it’s all outside your control, and therefore it’s all pointless. A lazy, unexamined, flattening of a maddening sensation.

Ennui manifests in the physical plane as a kind of anemic, unaroused, seething frustration. But in the negative plane, it is imagination and creation.


The man who said I was a joke and my life was a joke—he may not have been there in my final moments, witnessing my final breath, but what I realized was: he foretold my death. He could only have foretold it by seeing me to my core—by having been my soul’s witness. When he said those awful words, he witnessed me into the future, a future he knew I would meet. During our fight, I tried to convince him that he was wrong. “I’m not a joke!” I cried. “You’re the joke! You’re the joke!”
― Sheila Heti, My Life is a Joke


And then we find ourselves at Heaven’s Gate Academy…
Which is neither in Heaven nor an academy.
(And if you feel you've been railroaded, truly you are more lost than was intended.)


I came up with the majority of this adventure / micro-setting in Fall 2023 and never quite finished it but even in its current form I thought it worth posting. It's supposed to be a whole adventure. If I follow up, I'll elaborate more on how the songs work and maybe more concretely how Pain, Sickness, and Ennui work mechanically, and also maybe write the Heaven's Gate Academy adventure.

Wednesday, August 4, 2021

MRD Campaign Play Report Summaries (12-16)

Play Reports are never popular posts but I'm going to keep trying. In session 15 in particular I think we had a really cool encounter, the kind of thing that could make for a good module. Each collection of PRs I've put together in a post has had at least one really cool encounter so I'm pretty happy about that. I also think the preceding sessions get into the kind of social intrigue and domain play that I really enjoy.

In 15 and 16 below I include the GM notes for two scenarios that I was really happy with. They're not quite in pro-Module shape, but I think they have future Module potential if I spruced them up and removed stuff that was specific to the context around the current campaign, so if nothing else please read those!

MRD Play Report Index

MRD Module / GM Notes
The Court of Those Who Succumb Prematurely to Crippling Expectations (A significantly rewritten and expanded version of this will be the module in the book)


The PCs
We have the same three players that we've had throughout the vast majority of the campaign at this point:

Alco (SlimyKeyboard): A student in a trade school for plumbing. While working the pipes for the Poltergeist Investigators (the original team), she inadvertently activated her Poltergeist Form, Ghost in the Mirror, and has since joined the team.

Jack (Eight): A "wetworker", a Recurser with the Poltergeist Form, On a Full Moon an Ichor Heart. Works for the Nature Spirit drug dealer Chester, and has joined this team of Poltergeist Investigators on Chester's behalf.

Adore "Dori" Greyfeldt (Fiona Maeve Geist): An enforcer, also working with the team on Chester's behalf. She fled Denver after being sold out by her partner in crime and has been hiding out in New York City. Her Poltergeist Form is Crashing Rocket Nixie.


PR 12: Corporate Restructuring and the Short-Sell

The Team has their first meeting with the higher-ups of Anti-Sphinx, the criminal organization they just couped. The organization can be roughly broken up into The Underground Casino, Security, PsyOps, "Personnel" (Mafia), and QlippothNet / MLOps. They learn that the organization is now critically understaffed, losing its street reputation, struggling to maintain QlippothNet and the Hell-Money cryptocurrency the valuation of which is wildly fluctuating, bleeding funds, and has at least one leak but has possibly been infiltrated by both the Deseret Avengers and The Doppler Potential.

There is an entire spreadsheet set up for all of the major NPCs in Anti-Sphinx, their relationships to each other and the PCs, the status of the different departments, the various threats and leads for the organization, etc.; it's sort of a whole thing that doesn't translate well to PR but would probably work well in a wiki...

They assign Soft Mother to Personnel as part of a "false flag" operation to try to root out the leaks. 

Through diplomatic conflict they work out a deal with Beatriz Suzano, the head of the Suzano crime family, to bolster their staffing and reputation.

They also have a heart-to-heart with Barsabbas the Arch-Devil of The Court of Those Who Bet on the Wrong Horse. After making peace with him, he admits that he was short-selling QlippothNet Hell-Money, betting on their failure and making it a self-fulfilling prophecy, but he agreed to orchestrate a short-squeeze on himself to neutralize the problem before it escalated.

PR 13: The Trial of the Pipes

This was a very goofy session (and also a backdoor way for me to basically run The Module under a totally different context). Alco the plumber-in-training must take The Trial of the Pipes in order to get her plumbing license. This involved dissembling an anthropomorphic set of sewer pipes, defeating the rogue poltergeist Train Golem which Jack drags into Dori's Positron Pack, and eventually traversing The Court of Those Who Succumb Prematurely to Crippling Expectations, an NYC Metro-themed Court, in order to find The Metro Thing.

Meanwhile, Dori receives a call from Emil McGinley, the Recurser Glass Maiden Pixie, who betrayed her in Denver during a heist, sending her on the run to New York in the first place.

Much of this and the next section are just them exploring The Court of Those Who Succumb Prematurely to Crippling Expectations (the revamped version that will be in the book, not the version linked above). I don't include all of the particulars here, but they saw a decent chunk of it.

PR 14: Excuse-Me-Sir!

The Team continues their investigation of the Metro Thing, an urban elemental nature spirit like a sewer crocodile, who was once a tame pet of The Buddha, but after centuries of neglect from The Monkey King, has become monstrous. They develop a budding relationship with the Metro Thing after taking a bit of a beating and Alco passes the test.

Along the way, they're assaulted by a Poltergeist that hacks their Karma with "Excuse-Me-Sir!" malware, like a door-to-door salesman, who invades their minds and implants in both Dori and Jack each a Karmic Attachment of someone else, which they will later have to somehow find and resolve.

Within The Court, they find Rat Jack, of The Council of Jacks and The Polterzeitgeist, and also a drug dealer of Dharmafinil, and work out a deal with them to increase their revenue stream and intel.

Rat Jack shows them a secret backdoor entrance into Pyrite Tower, where Emil McGinley is staying, owned by a notorious NY Real Estate Warlord and frequented by a Russian businessman referred to as The Oligarch.

Emil has taken over the gang in Denver that they were robbing. It turns out the gang is actually a cult known as the Niguma Gang, which had once been a genuine Tibetan Buddhist sect but which had been coerced by a charismatic white supremacist (who is conspicuously not a Deseret Avenger, but part of something else...) before Emil took over from him.

Emil believes that reality is a simulation, and asks Dori's forgiveness and for her help to "break the world", but she refuses and attempts to kill him, and conflict ensues, including the Orange Goblin private security forces. After much destruction in the lobby of Pyrite Tower, we find ourselves at a standoff...

PR 15: Goblins!

The building is surrounded by SWAT and emergency services, as Pyrite Tower itself begins to implode/topple in on itself. The Team came here on a mission to rob the NY Real Estate Warlord, and so they ascend the building even as it collapses beneath them. They encounter various a series of experimental, grotesque, cybernetic / bio-engineered Orange Goblins and other things. The goblin variants were inspired by my old Goblins post, but in most cases, I combined entries or changed the context since they're a paramilitary group and not actual fantasy goblins.

Here are the tables I used for generating the point crawl (?). Basically, there are six "floors" (obviously more, but six that we play out), so I rolled randomly for a layout, a bad thing, and a good thing, skipping duplicates:

Layout of this floor:

  1. Open floor plan with a mini kitchen / hangout area in the center, and four corner offices.

  2. Narrow corridors of various sized rooms like labs, filming rooms, supply closets, etc.

  3. Semi-translucent glass windowed conference rooms.

  4. Cubicle farm. The walls of the cubicles obscure the fact that the cubicles are not neat rows, but more of a maze-like configuration.

  5. This floor was under reconstruction before the explosion; full of holes in the floor and wall, dangerous equipment lying around, exposed wires.

  6. Commercial floor of restaurants, shops, a cafeteria, seating areas, viewing areas, game room, bar/cafe, etc.



Bad Stuff

  1. Moon Marine is rescuing people. Will offer to help the Team out, will be suspicious if they turn her down, or if she sees them doing Recurser stuff.

  2. An experimental cyborg created by the Orange Goblin company, part of Project Blackcap: Binata sa Punso (think robocop).

  3. The Team sees an exit off to the distance, but as they move towards it, it gets further away, leading them towards a group of Orange Goblins while another group flanks them. The floor is unstable but the Mirage Goblins are ok with dying to complete the job.

  4. A chattering noise floods the floor, causing panic, disabling WIS abilities / Saves, and dealing Wd4. The Panic Goblins are little machines hiding in the walls.

  5. A monstrous cyborg arm punctures the window, swiping at the Team and grabs one PC randomly. The Genocide Goblin (think... I dunno, Attack on Titan?) climbing up the side of the building spans the length of ~2.5 floors.

  6. The entire floor is being converted into a Ru Goblin, a fleshy mash reconfiguring itself into the structure. The assembly of the Ru Goblin is the only thing keeping the floor sustained, but it is actively undermining the Team.



Good stuff:

  1. Norman Rockatansky will at first feign impotence but will pull some superspy moves if desperate.

  2. One of Nazli Kaplan’s other hustles is a pharmaceutical internship. She is on this floor and needs help escaping. She is also an amateur boxer.

  3. Through IoT and Comms, Black Sheep Shepherd reaches out to the party to help.

  4. KAO: An intern will offer you a Tote Bag of Holding if you help them escape. The intern secretly has a gun in the Tote Bag, which they may use if put under pressure, but they have no gun training and are likely to hit a PC, themselves, or something important by accident (WIS 5 for the gun Save).

  5. KAO: A small child on “visit your parent’s work day” offers the Team his Magic Macro-Man Action Figure to save him. His parents are somewhere on the next floor. Being a child, they will require careful supervision.

  6. KAO: The famous TV chef, “Momma Tastemaker”, will offer you a DS Nightcrawler if you rescue her and help her find her lucky spatula. Momma Tastemaker is competent and resourceful, but definitely out of her element. Also, she is livestreaming the events (WIS Save for Team to notice). The team will have to do PRO Conflict (5 HP) or in some other way convince her not to livestream, or barring that, they will take Pd6 if they refuse to help her because she’s livestreaming, or fail to rescue her and/or the spatula while live.

In addition to these things, they encounter Emil and some regular Orange Goblins halfway up in a sort of mini-boss battle that I apparently didn't write down but it's basically the abilities from the linked Glass Maiden Pixie Poltergeist Form.

As part of this crawl, they wind up on Momma Tastemaker's live stream, with Jack putting on a makeshift mask and Dori giving a fake name, inadvertently being labeled as vigilante superheroes, and they begrudgingly work with Moon Marine to rescue civilians (as they aim for the top to steal the NY Real Estate Warlord's Treasure).


PR 16: Treasure Trove of Cave Monster Hoarding Pyrite

At the top, they reach the NY Rear Estate Warlord's multi-level penthouse. He has been consumed by his Karma, transforming into the Ashura Cave Monster Hoarding Pyrite. CMHP is basically invulnerable so long as he has his treasure. The scenario is below:
  • The NY Real Estate Warlord has become an Ashura: Cave Monster Hoarding Pyrite*.
    • Destroying or displacing the “treasure” littering the penthouse will deal Pd6.

    • If its venom breath gets on its treasure or on itself, also deals Pd6.

    • The Cave Monster is lazy, stupid, and easily distractable.

  • If the Team evades the Cave Monster, some Toadies** might timidly attack them.

  • The penthouse is two floors connected via a spiral staircase, and various lowered and elevated sections of the penthouse give it the feel of separate mini-rooms.

    • Bedroom with a 60s-style rotating love bed and a conspicuous pole.

      • Surrounded by a water curtain of an acrid yellow liquid (Nd4).

      • On the bed is a briefcase filled with a large quantity of single dollar bills.

    • Piano Bar with robot server and robot pianist.

      • Spicy (bartender; chameleon with camouflage) and Punchinello (pianist; stout giggly horned toad with big fists).

      • The bar contains several extremely valuable bottles of liquor, but is mostly overpriced junk booze.

    • Gallery

      • The curator is The Worcestershire with a pencil-drawn pencil moustache.

      • Full of “priceless” art (all fake).

    • Office

      • Hanging just behind the desk is an “authentic” Samurai Bustah Sword with the Ninpo Stones Poison, Magic Counter.

      • An expensive, massive, Susie Suburb “Dreamhouse” comes to life as a robot contraption to eat The Team if they try to steal the sword.

    • Trophy Cabinet

      • Ancient goddess figurine originally stolen by the Dutch East India Company.

      • The Team can steal it to damage the Cave Monster, but if the Team destroys the figurine or it gets destroyed by Toadies or the Cave Monster inadvertently, they take Pd6 (I decided to make this a Karmic Attachment instead).

    • Living room

      • Framed, signed photo with an A-List celebrity who was recently “cancelled” for having done something absolutely heinous.

      • Norman Rockatansky is already attempting to steal it.

    • Old-Timey looking but actually state of the art vault containing the Fool’s Gold.


The reward is Fool’s Gold; it’s valueless except to the extent that people believe it to be valuable.


*
20 HP
Immune to normal Damage
Poison Dart Frog Salamander Dragon
Exotic Colors
Touching it causes psychological torture Wd8
Venom breath AoE Pd6 (marks you with a pheromone which makes you instinctively socially / politically / etc. toxic)

**
Like mini versions of CMHP except squat and blobby.
3 HP Each
Wd6 to touch
Wd4 Venom spit (short-range, one target)
Will mostly troll and harass the Team, avoid direct conflict or run away.

They manage to steal or destroy most or all of the treasure, defeat CMHP, and get the pyrite from the vault, at which point they all had resolved enough Karmic Attachments and lowered their Karma to 1, so they all escaped safely via their Reincarnation Rituals, gaining new abilities. Also, they took Spicy with them, so he's part of their crew now.


There's been one more session since I drafted this post, but that is the beginning of the next "arc" so to speak, so I'll save it for next time (also this post is already long...)