My Games

Wednesday, March 10, 2021

Tabletop RPGs as Performance Art

I've got another very incomplete post drafted, didn't get much sleep last night, haven't posted in a while, and had this idea in the meantime. Been really caught up in some work stuff and trying to maintain progress on MRD and push through all the hardest parts. It's where working on the book feels like work, but that's ok, I knew what I was signing myself up for. (MRD being my kickstarted game Maximum Recursion Depth)

So there's all the critical theory stuff people have with TTRPGs like GNS or "does system matter?" and tl;dr few if anybody discussing these theories is making any effort to operationalize their definitions, formalize their hypotheses mathematically, and test them empirically or through some kind of modeling, so at best they're interesting reads and interesting conversations, and at worst their toxic or attract toxic people.

So I will attempt to define my terms, but this is me just talking off the cuff, this isn't good science, and I really have no interest in hearing your bad-faith nitpicks, but would welcome any genuine comments.


All of that being said, I've been thinking about what I want out of games; how I design a setting, or campaign, or even a game itself, and what my interests are as a player, and what I expect from my players, and what they expect from me, etc.

Broadly, it seems like games fall into two camps. There are the "storygames", that are more about character conflict/interaction, and collaboratively telling a story within the confines of a genre. Then there are the "gamey" games, which can be the games that are more tactical and incorporate almost wargame-like mechanics like D&D 3.+, or games that are about resource management, puzzles, and problem-solving like OSR. And what I've struggled with, is that neither of those really satisfy me. 

In some ways, I lean towards the collaborative storytelling, but more so in the sense of worldbuilding than character interaction per se. Also, I don't like how those kinds of systems constrain genre because I don't like to operate within genre. I understand the logic of it- by constraining the game mechanic space to a particular genre, you can leverage that to do some mechanically interesting things within that genre, but that's just not what I want.

So mechanically I prefer games like OSR; rules-light, modular, rulings over rules, can be abstracted away from genre fairly easily. However, I'm not necessarily into the resource management or even puzzle / problem-solving stuff that most OSR people are into. I don't like deadliness for the sake of deadliness, and I don't think things need to be perfectly balanced, but it sucks when random rolls lead to one player being less capable than others. You might think as a software engineer I'd be attracted to the logic puzzles and problem-solving stuff, or to the crunchier theory-crafting tactical stuff of D&D 3.+, but honestly, I get enough of that in my work life, and even if I wanted more, I'd rather get it out of a videogame. I can understand how tabletop RPGs can be uniquely suited for puzzles / problem-solving in particular, but it just doesn't appeal to me.

And what I've started realizing, that I don't know if I've seen anyone formalize in quite this way, is that I like tabletop RPG as performance art. I like to build worlds that throw a million wild ideas at you a minute, that don't always make sense right away, or sometimes ever, but you just have to sort of be along for the ride. I like to break the rules, break expectations, do stuff that's surprising. It's still problem-solving, but less so in the sense of resource management and logic puzzles, and more so in, how do I confront this weird and inexplicable thing? How do I come to understand the rules of this world, and what do I do when they change? It's a Multi-Armed Bandit Problem. It's art, if I may be so pretentious; its very existence is the challenge. It's art when you read it, it's performance art when you try to run it, or when you play in it. It's those interactions between a prospective GM trying to interpret my ideas and filter it through their own sensibilities, and then any players interacting with the setting as presented by myself or another GM.

I had a good conversation last night on the #mrd channel of the NSR Discord Server.

I discussed how to some extent I think of my worldbuilding / GMing style as being like David Lynch, or how I think of continuity in a comic book sense: I like to imagine how a writer comes up with an idea, and then later another writer does something that contradicts the first writer, and then later a third writer bends over backward to try to make sense of the continuity error, and then later still a fourth writer just says fuck it and upends the whole thing. I think I've talked about this before in the context of mythologies, or Lovecraft, but it's these idiosyncrasies, these inconsistencies, that I think make these worlds interesting and authentic.

My favorite moments as a GM are when I make players go "woah...", or "wait, what?". I understand that that's not going to be for everyone, and it makes it especially difficult as I write MRD and try to convey what it is, or at least what I intend it to be. I think other people can run it more straight, taking the premise on-face. Some people might even be disappointed in exactly how far I veer from that initial premise (I think I've been clear about this, but it is definitely not a game about Chinese or Buddhist mythology per se). I can only do so much about that, but I at least want people to be able to read it and feel like it is an effective version of what it was intended to be.

As an example, here's briefly one thing that has happened over the last several sessions of my campaign: I started the players off on a Poltergeist Investigation. I just dropped them in and played it off as a GM fiat kind of thing. I never told them who started them on the investigation, or why.

They never asked.

The next session, I do this trippy thing where I start them off in a different place and some weird stuff happens, only for them then to go back to where they were at the end of the previous session.

I thought this would get them to rethink the previous session but they did not.

It was only towards the end of the last session, that they finally asked how the whole thing had started, and they still don't know, but at least now they know that they don't know. But they're so embroiled in it now, they don't even have time yet to consider how it all started.

Basically, I leveraged their willingness to go along with the GM fiat, to create a genuinely psychedelic moment. It didn't remove their agency, it didn't violate any preconceived notions about the setting, but it did, I suppose, violate their expectations as players in a game.

On the whole, my players know at this point to expect this kind of stuff and roll with it, and I can't speak for them but I'm having a blast and I'm reasonably confident they're enjoying it too. My current group happens to be a very interesting group of both people who lean hard in the OSR direction, and people who lean hard in the storygame direction, and one of the storygame players did struggle with it a bit. I don't think this framing would make them any more preferential towards this style of gaming, but at least it might facilitate their understanding, although again, I think at this point they do understand that that's just what this game is going to be.

But anyway, that's sort of veering away from the main point, which is that, I think it's worth considering frameworks outside of "storygame" or "gamey-game" or whatever, and here I'm proposing "performance art" as another kind of game, and that's what I'm trying to make.

It is about characters' inner struggles, and interpersonal struggles, and societal struggles, and that is broadly encoded in the Karma mechanic, but not by genre. It is about problem-solving, but less so in the sense of logic puzzles and resource management, and more in how you confront these weird and inexplicable circumstances- it's more a creative challenge. I guess it's more of a life challenge, if again I may be so pretentious. Things happen that violate our expectations, there is much uncertainty, there is a balance between the comfort of the known and comfortable vs. the appeal of novelty and danger. The players' actions matter; just as I said I love making players go "woah...", I also love when players make me go "woah...".

So hopefully this newest step in my attempt to explain myself clarifies certain things for you, or inspires you, either to think of your own games or gaming style as performance art or to think of what else gaming may mean to you.

Thursday, February 25, 2021

Weird & Wonderful Wavelengths (Variety Show s1e1)

EDIT: I think I should state more clearly (I explain this in my comment Kyana): This is supposed to be like a TTRPG in itself, where the medium is the blog and the RPG is a Variety Show themed around blogosphere stuff. I, the blog writer / GM am the Host, and the readers / commenters / players are the Audience. So you can "heckle", or make a mech character who may get brought up on stage next episode, or you can take this idea and run with it yourself on your own blog and make your own pirate broadcast of Weird & Wonderful Wavelengths. It's sort of a... I dunno, maybe it's pretentious to say performance art, but it's like the blogosphere TTRPG equivalent of performance art.


Hello, ladies & gentlemen & all other folks, welcome to Weird & Wonderful Wavelengths, the one, and only tabletop RPG Variety Show. The original footage has sadly been lost to the dark depths of the multiverse (that's a storyline for another time), so here we'll be transcribing an approximate reconstruction of the show using our trademarked, patented, and copywritten quantum golem learning algorithm (TM, C, etc.)*
*This is an experimental technology, there is a 1% chance this episode induces nirvana, Weird & Wonderful Worlds cannot be held liable for damages.
This is an all-new venture, something a bit experimental. Maybe it'll work, maybe it won't, but what would be the point of the Weird & Wonderful brand if we didn't try to do new things now and then amiright? We'll see where it goes, I'm open to suggestions and hecklers in the audience. Maybe next episode we'll even bring some people on stage! Anyway, please keep in mind this is just a pilot, but I hope you all enjoy the show!

We're going to be starting off with a musical number by my old friends, Junior Senior:

EDIT: it appears that the video embeddings don't work in mobile mode. Cool! I'll just include links I guess...

What a wonderful performance. I hope you're all getting excited now for what's to come. Let's move those feet towards our first act.

We're going to build a character for Batteries Not Included!

Yesterday you were in a warehouse, processing angry customer complaints. This morning you were on a plane. Five minutes ago, you were falling from the sky. One minute ago, you found a wheel, a taser and a claw amongst the wreckage. Right now, a metal monstrosity with tank treads and a chainsaw is yelling at you: "YOUR LIMBS. GIVE THEM TO ME."

What a dramatic start! I'm really looking forward to seeing how this plays out. This is Mechs and Battle Royale and Tabletop RPGs, and something I've been interested in for some time now.

Core (+P / [H] / +5 modules / cannot be tapped)
Tactical Simulator (TP: "undo" an action you just took, it was a simulation)
Turbine (while in fast flowing water or gas, +PP)
Minigun (A: D / fast)

We start with a default Core, capable of holding up to 5 modules, with +1 Power and a Heat Capacity of 1. Because Minigun is a starting module that requires ammo (A), we start off with two units of ammo. Given the Turbine, which gives us an additional +2 Power in water (if I understand correctly myself) our Mech will likely prefer to operate near water, but since our only module so far that uses Power is the Tactical Simulator (which costs 1 Power and must be Tapped to use), maybe we should focus on gunning down enemies and stealing their modules first!

And that's it, folks! Meet our new Mech: Hydro-Max Platypus! Tune in for the next episode and we'll see how our new Mech fares!

Are there any other Mech pilots in the audience? If there are any pilots, raise your hand! One lucky audience member will be brought up to the stage next episode to face off against the RapidFire Dynamo: Hydro-Max Platypus!


For our next act, we're going to raise the intellectual level of this show, for a discussion on applied machine learning. I know this is a little different than what we usually discuss here, but I think you'll find this interesting. Anyway, I happen to think the first speaker is quite charismatic ;).


Let's return to tabletop RPGs, shall we? Your "humble" host here has been working for quite some time on a little game with a little title: Maximum Recursion Depth, or Sometimes the Only Way to Win is to Stop Playing.

The majority of the content of this game is finalized at this point, but I've got far more ideas than what fits into this first issue. I've made some dedicated blog posts for additional content, but sometimes I have some ideas that haven't fully formed yet, so we'll be discussing one of these ideas today. If this makes it into the game at all, it may take a wildly different form, so this is a real peek behind the curtains. Everyone always talks about breaking the fourth wall, but we'll start easy and break the third wall, heading behind the stage itself (tune in next episode for when we break the fifth wall!).

I find the Four Symbols (even though there are five, kind of...) and the corresponding mythical beings from Chinese mythology fascinating. Black Tortoise (with a snake tail!) of the North; Azure Dragon of the East; Vermillion Bird (Phoenix- sort of) of the South; White Tiger of the West; Yellow Dragon of the Center. There's something very elemental about them, and not just because they correspond to the elements of Taoist Alchemy. The interplay of mythic creatures with all of these levels of symbolism, the aforementioned elements, but also color, and spatial orientation, and more. I've played with the idea of symbolic mythic beings with my Ordinal Beasts of Phantasmos (featuring art by Scrap Princess!), with ordinality being the inverse of the cardinality of the Guardians. I've also played with elements (with a fancy generator!), and missing elements (this one is especially popular), and elemental planes (this one is "smart"), and elements as key concepts of a setting (this one is old and probably confusing!), so in some ways, this is almost like going back to basics for me.

So with all of that out of the way, here I introduce my (dear lord I hope not offensive) sixth element / sixth Guardian Beast to Chinese mythology (if Marvel can add a Tenth Realm to the Nine Realms of Norse mythology, maybe I'm in the clear here...). Please remember, this is very much a WIP idea, so keep this in mind and heckle accordingly. Also I reference a bunch of stuff without citations believe me or don't.

Indigo Cyclops of the Outside, Elemental Lord of Meat
Elephantine body with a monstrous humanoid face, one giant karmic "third" eye, elephant tusks, a long prehensile tongue, one hundred humanoid arms thrashing outwards from its stomach.

Color: Why Indigo? I'm not sure yet if it relates at all to The Indigo Saint's Cathedral, I just think Indigo is an interesting and underutilized color. It's a canonical part of the electromagnetic spectrum, and yet other than one weird Lantern Corps in DC Comics, nobody does anything with it. There's probably some interesting stuff I could say here about the Sapir-Whorf hypothesis and the linguistic anthropology of color, but...

Directionality: Why External? Well, the other Guardian beasts cover North, South, East, West, and "Center" (China- which is I think why it sometimes gets dropped in other interpretations), so there's not much left. I had considered Time, but that seemed too "me". So I went with External. If Center means China, then External means Foreign relative to China. So then I started thinking about things like the Silk Road, and the Buddhist-Hellenistic connections, and that led to...

Beast: Why Cyclops? Why Elephants? I went with Cyclops to reinforce the idea that this is something External; it's a creature from Greek mythology brought into Chinese mythology. One could imagine how this actually could have happened, even though it didn't, I'm making this up. 

One theory on the origin of the Cyclopes (apparently the plural of Cyclops) is that they were actually elephant skulls, with the trunk cavity mistakenly believed to be an eye socket. But also, apparently, there are multiple conflicting kinds of Cyclopes in Greek mythology, and this is where it gets interesting! Most people think of the kind from The Odyssey, which were basically dumb giants, but before that, there was a group of Cyclopes which were the children of Gaia and Uranus, who were like the grandparent-gods of Greek mythology. Why were The Cyclopes and The Hecatoncheires ("The Hundred-Handed Ones") separated from the other children, the Titans, who went on to birth the Gods? I dunno, but isn't that interesting!?

So I have only at this point done a small amount of reading into this, but I did not find any substantive description of these original Cyclopes except for the implication of one eye due to the etymology of their name, so I figured, let's use that as leverage to do our own thing with it, and make them more monstrous and interesting. I decided to make them more overtly elephantine, but with the long tongue replacing the trunk since the trunk is the eye socket, and kind of lean into them being these eldritch proto-gods, and then let's fold in the arms from The Hecatoncheires as well because it seems reasonable in this pseudo-history that that could have happened and you could imagine some interesting psychedelic imagery off of this.

Element: Why Meat? I say, why not Meat? It seems odd to me if we're thinking about the fundamental "stuff" of the universe, from a pre-scientific era, that no culture I'm aware of considers Meat as an element. The Western Alchemical elements are Fire, Water, Earth, and Air, and then kind of also Aether, which is basically the cosmos but also maybe gravity; the Taoist Alchemical elements are Fire, Water, Metal, Earth, Wood, and then kind of also Qi, which is basically life force but kind of also air. And then apparently the Japanese version of the elements adds Void and I think drops one of those other ones but I no longer remember offhand, but probably drops Wood. 

But Meat is something most cultures eat (I should say actually that I'm a vegetarian and have been for most of my life), and it's the fundamental, physical nature of animals, and humans have been wearing or using animal hides and skins presumably since prehistory. Maybe it gets avoided because humans don't want to think of themselves as just a sack of meat. That's why we have souls and spirits and qi, but not Meat.

But Meat isn't just a physical vessel, it's also vital, it pulses with blood or lymph, in many cases (including our own) it metabolizes and oxidizes. It is the means by which we build things. Apparently, part of the myth of Cyclopes, the proto-god ones, is that they were "hand-to-mouth", they were "workers". This is part of what inspired the Meat element, and also part of why I folded the hands of the Hecatoncheires into the Indigo Cyclops's stomach.

So I don't have any specific plans for what to do with this or the other Guardian beasts in MRD yet. For now, it's just a thing that exists in the mythology of the setting as a "real world" pseudo-mythology, not unlike the deviations from canonical mythologies represented in modern superhero comics. Maybe the Guardian beasts show up, or incarnations of them, or maybe a corporation co-opts the Indigo Cyclops for a mascot, or a military names their new fancy mech or power armor after it, or there's a superhero themed off of it, or any number of other possibilities... 

So that got a little long-winded, I hope you're all still with me. 

How about some <creepy> art? I found u/c_o_n_a_r_t on Reddit a while back and was really impressed with their work. There's something very modern about it, in terms of its horrific sensibilities. It feels very 21st century. It's weird, gross, absurd, seemingly full of subtext, and he does some mini-comics and other forms of narrative as well. I'd actually love to get him for one or two pieces on a future issue of MRD, he expressed interest in doing so at one point but we didn't make any hard commitments. Here's Myself:



Moving On.

It's been a while since I've posted a micro-setting. This one has technically been featured before, but it got buried in a dump so I thought I'd feature it again.

(Heckler in the Audience) Why dredge it out of one dump just to toss it into another? *badum dum tss*

Heheh that's real funny, I didn't realize we had a joker in the crowd tonight. Well, all the same, let's take a look at the exotic Gasoline Swamp!

Gasoline Swamp
The Primordial Soup from whence hyperlife evolved. A species reminiscent of fungus covers the Earth, a constant hazy explosion of spores and heavy diesel energy. Animal life in this swamp, if it could be called that, take the adult form of tiny "pixies", full of manic energy. They have no mouths and other than the absorption of some transient energy, they have only the energy they absorbed in their tadpole state. The dominant lifeforms are hyperplants, tesselating undulating monsters that branch, root, fruit, and leaf in real-time. They are not photosynthetic and instead are mainly carnivores (fungi and animal eaters) or predators (herbivores), or some are omnivorous. Their biology is inextricably linked with plastics and microplastics, like if humans wore their microbiome on the outside. Their blood is diesel and most consumption is vampiric; diesel being the most nutritious substance for all hyperlife.

Well, folks, I hope you enjoyed this first episode. We had some fun, we had some laughs, we had some deep thoughts, but we haven't cried yet, or at least hopefully not, but this is a pilot so anything's possible I suppose. I figure, let's give our new psycho-spacetime machine a whirl, and head to another time and place and feeling within the emotional matrix, for our final act of the night, the lovely Julie London. Julie and I had a long talk about this, I practically had to beg her to bridge psycho-spacetime so that you all could enjoy this performance tonight (note that it's always Tonight on the Weird & Wonderful Wavelength). I know it seems weird to end on such a melancholy note, but such is life. So with all that said, may I present to you, Julie London: Cry Me a River.


Did you like tonight's performance? If this pilot gets picked up, the producers say they'd like to have more guests, more games, and more audience participation! They'll even accept heckles, so heckle away in the comments below. And if your station is interested in licensing this show for syndication, all you need to do is hyperlink this episode onto your own frequency; there's no streaming exclusivity here and all episodes are anti-canon including this one!

Sunday, February 14, 2021

The Indigo Saint's Cathedral: The Nightmares of Nocturnal Creatures (Ch. 2)

I started writing this quite a while ago, I think late October or early November. The first chapter is here. I haven't had much time for anything besides Maximum Recursion Depth and I've never been consistent about doing "real" writing anyway, but I wanted to swing back to this. I don't know if it'll ever properly finish, but I think it still has places to go.

I worry that this is getting too meandering and I'm not sure how to take it where it's supposed to go, or even where it's supposed to go, but also if you combine these two chapters, at its current pace it's still pretty short even for a short story, so maybe it's ok to let it breathe some more. I hope the general themes I'm going for are coming through and there is a reasonable amount of foreboding for what will come, that it is neither too melodramatic nor too aimless, as I worry it may be. There's a certain thematic juxtaposition I'm going for, that I'd rather not say explicitly even though I don't think I'm being very subtle, and I think that juxtaposition is what makes the story interesting, but also, makes it hard for me to figure out how to fulfill on it without having to give up that thread, so it's sort of a difficult balance, but hopefully, it will come together the way I'm envisioning it.

**********************************

I love that period in the early morning, that brief window around 5am or so, depending on the time of year, where it's no longer dark, but the sun isn't quite up yet either. There's a gray stillness. It's too late for the late night and too early for the morning hustle. Things are quiet. Nobody fucks with you in that Gray Zone, it's the only real peace you'll ever experience, and most of us sleep right through it. It's more than that though. It's like... it's not part of reality. Society doesn't expect anything from you, it's out of phase with your circadian rhythm, it's a sort of liminal space, like a lucid dream. Once the sun's up, you have to deal with the world. Predators abound, and all that; assholes down the street or on the road, unreasonable deadlines or a shitty boss, family drama, your own fully lucid thoughts. Nowhere to hide, besides maybe the bathroom stall, but then you're still stuck with yourself.

That's one way of thinking about it she says. I can already tell I've lost her. I knew I should have canceled, but I knew if I did it would probably never happen, so here we are, basically the same as if it isn't happening and now I'm that much closer to tomorrow morning. I'm in a mood, it happens.

The night has barely started and I'm already heading back home. Then a motion detector picks me up and then there's a bright light, and I see a raccoon rummaging through the trash, and the raccoon sees me. We stare each other down, that little bandit thinking he's in for it, but what am I going to do? I'm no threat to him, but anyway, he runs off, of course. To a nocturnal creature, the blinding spotlight must be what nightmares are made of.

I've been feeling a little better since I started working at the Indigo Saint's Cathedral. It's some kind of internship or fellowship; it pays to stick around after the seminar after all I guess. It's just about enough to pay the bills at least, and I'm in over my head, but with this on my resume, I should be able to do anything. But that's then and this is now and in the meantime, I'm staring at a screen wondering what to do next.

Not much happened after that. I had a dream... it was interesting, I think. I don't remember. My eyes adjust quickly to The Gray Zone. I'm glad I started getting up early again. Make coffee, take a walk. The sun begins to rise; I just woke up but I'm already tired. Each morning, like trying to race against the rising sun, knowing I can't possibly win, and then just giving in. Psychologists call it "learned helplessness". I swear, as the sun rises, I can feel sparks in my brain as serotonin binds to receptors, opening gates in the neurons, post-synaptic potentials building up to action potentials, setting off a cascading response of sodium and calcium and other things, beads of light turning into threads of consciousness; the tendrils of sunlight squirming through my molecules, an unwanted shove onto the stage for my brain, forcing me into lucidity, forcing all of us into this illuminated state; so many colors and features, and yet we all know we're seeing the same thing. I resent this unwanted feeling of consciousness. Already, I'm thinking about what dreams I will have tonight.

I do look forward to going to the Cathedral, actually. But now that I work there, it's not the same. I can already tell, I'm loading it with so much nervous energy. Already associating this place with the fear and anxiety of the job, of being a part of the world and at its whims. I notice now, how bright the Cathedral is, and how open. I thought I'd have a cubicle at least, but it's an open floor plan. The other engineers seem nice enough, but I can already tell they're sizing me up, or maybe that's just one way, my own insecurities. "Projection", that's what it's called. But I'm here; they could have chosen anyone, but they chose me, they wouldn't have done that if they didn't think I can do it, so I guess I can do it. I can do it. I can. I loop through that for a while and realize I've wasted the better part of the last half hour, well, this whole morning's basically over at this rate.

How's your first week going he asks. Great I say too enthusiastically. I mean it though. I haven't really gotten much done, and I don't know what I'm doing, but it's exciting being here, thinking about what I'm eventually going to be able to do, even if I'm not sure how I'm ever going to do it. But I guess it'll just work itself out eventually. It's still sunny by the time I leave, sunset nowhere in sight. I worked all fucking day, and still, it mocks me, taunting me to keep going but I'm all spent.

A month goes by, and I know they're expecting results soon, but it feels like I've barely started. The Indigo Saint is going to want to talk to me soon. I used to get excited by the prospect, but now, I don't even know what I'll have to say to him. I leave a little early, again. I wasn't getting much done anyway, and I'm stressed out, so what's the point.

It only took until midwinter, but it finally gets dark before I leave the office, even when I leave a little early. I was going to watch that new horror movie tonight, and I guess now I can watch it sooner than later. You know that uncanny feeling, that little tingling sensation, that unsettlingness of good weird horror? That gives you something to think about, even when you're reasonably confident it means nothing, or even when you know exactly what it's supposed to mean but somehow it feels like there's more? It feels kind of good, right? Masochism for the amygdala; gives you fake things to be afraid of so you don't have to deal with the horrors facing you in broad daylight. Horror is always steeped in darkness. Why are the boogeymen so afraid of the light?

Sunday, February 7, 2021

Disk Horse Not-Review

I read Disk Horse a while back, by my Maximum Recursion Depth collaborator Fiona Maeve Geist (who is less famously known for her work on Mothership: Dead Planet). I meant to give it a proper not-review earlier and then got caught up in stuff, but here are some thoughts on the game.

Disk Horse is great. This not-review is perhaps the most NOT-review of any of my not-reviews yet, which is probably fitting for a game so meta. This probably won't make much sense unless you've read the thing, or even if you have, but hopefully, this will pique your interest if you haven't read it.


It is super-duper in-your-face meta at the onset, but it's very cleverly written and genuinely funny. Also, I could totally see myself unironically using this as a setting/module generator even though it's clearly making fun of most of the things it's saying. I actually think if it were presented slightly differently, it could be framed in a way that is only somewhat meta instead of super-duper meta and could maybe gain more traction that way.

It seems like there are at least two levels of meta, but I actually think the more difficult level of the meta is very front-loaded, which I actually think works in its favor. The most difficult level of meta is more intellectually interesting in my opinion, but I don't actually think would be that fun if I'm being honest, whereas the other level of meta, while not as intellectually engaging in my opinion per se, is something that actually seems fun and playable, and the game seems to have been designed more so around that level.

There's this level of the meta that seems to be about juxtaposing the bullshit of the satanic panic with the actual toxicity of people who get way too argumentative about game design theory, that's the intellectually more interesting but less gameable one (again, in my opinion), but then there's the other level that's more about making fun of how games actually tend to play out with real people, and the tropes and pseudo-intellectual or pseudo-original ideas that spring up, or how the players' personalities bleed into the game on every level, and the interaction of the game mechanics and the gamers playing them.

And there's a play report at the end; I don't know if it was actually a real game or if it was fictionalized, but I genuinely wish more RPGs had play reports like that written into them. Even though I'm not that into play reports in blogs (and neither are most people, if the view numbers on my play reports are at all generalizable to others' experiences...), I think within the context of a gamebook, demonstrating how to run the game or the feel it might evoke, when done well they are useful and entertaining. I suspect here it was designed more on the entertaining end than on the useful end, but nonetheless, a worthy inclusion into the book itself.

On the whole, if you're reading this blog, you're probably tapped into the OSR / blogosphere culture enough to appreciate what's in here, and open to poking fun at and criticizing the hobby and the culture while simultaneously reveling in it, and if that's the case, then you should give this a look.

Sunday, January 31, 2021

"Final Fantasy" Worldbuilding

Originally posted on The OSR Pit

This post is probably not about what you think it’s about, it was just fun to troll :p. But it is, loosely, about Final Fantasy.

While nearly all of the Final Fantasy games take place in their own universe (or effectively so, even if they’re technically, loosely connected in some way or another), spanning all sorts of genres, from closer to traditional fantasy, to steampunk, cyberpunk, science fantasy, and even off-brand Americana, they have many overlapping elements.

You’ll see recurring character names like Cid and Gilgamesh, or summons like Ramuh and Ifrit, original creatures like Moogles and Chocobos; in some games, you see recurring original character classes, or semi-consistent class art design, even some recurring art design for more traditional fantasy monsters.

I tend to do this in my worldbuilding as well, if I build out a world long enough. On this blog, my first focus was on my science fantasy setting Phantasmos. More recently I’ve been focusing on Maximum Recursion Depth. I had already introduced one recurring character name, Doctor Lovesmenot, and I’ve been considering rolling over some other ideas from Phantasmos and possibly some of my other settings into MRD.

I go back and forth, between feeling like it’s creatively lazy, or too self-indulgent, to on the other hand thinking about how Final Fantasy, Zelda, Dragon Quest, and many other franchises, all do that too, and that’s part of what makes them endearing. It’s “part of the brand”, and while I could imagine the concern of being too tied to that brand, if I’m ever successful enough for people to be concerned with whether I’m straying too far from my brand, that’s just an entirely different set of problems.

I try not to get too precious with my ideas, something I discussed in a retrospective of my very first blog post, but at the same time, one of the hardest parts of focusing almost singularly on one setting as I’m having to do right now with MRD, is that I hate to abandon all of these other ideas from other settings that I’ve created. I find some comfort in the idea that somehow, all of my settings are connected, and they have these shared threads, and it’s ok if certain characters or names or concepts recur between them, or even if in some cases they contradict and in other cases they’re implied to be continuous. I guess in that way it’s a bit like Lovecraft’s anti-canon, before it got all mucked up as a “mythos”.

In any case, so I think rather than doing it half-way, or feeling a little ashamed for doing it, I’m just going to lean into it and own it, and really double down on the idea that there are going to be recurring elements across my settings, and hope that others see it as part of the charm as well. I haven’t given it too much thought yet beyond Doctor Lovesmenot, Mr. Smiley, and Hopscotch and Honeybee maybe, but I’m excited for what I come up with now that I’ve kicked down this door and accepted this as a thing I’m willing to do. Obviously, I don’t want to go so far that MRD and Phantasmos blur together, let alone some of my other settings, but they’re all different enough that I’m reasonably confident I can do this without that being a concern.

Anyway, what do you all think about “Final Fantasy” Worldbuilding?

Sunday, January 24, 2021

13 Sentinels: Aegis Rim Not-Review

13th Sentinels: Aegis Rim is really good and I want to talk about it. This was originally posted on The OSR Pit, with some changes now that I'm further into the game. I took a break from it for a while or else I probably would have finished it by now, but I believe I'm a little over halfway through the game, whereas the original post I was only a few hours into it.

This game is really good and more people should know about it. It’s sort of a visual novel, point and click adventure game, except laid out like a 2D brawler, with super-duper-high quality 2D hand-drawn character models and backgrounds (maybe they’re not actually 2D hand-drawn, but they have that look) and butter-smooth animations. Also, despite describing it like a point and click adventure game, for the most part, the puzzles/item management type stuff is pretty minimalist; there were only a few times I had to look up online how to do something.

BUT it’s also a mecha tactical RPG. But even then, not quite like any other I’ve played before. First of all, it has this really unique art style, where it’s like you’re watching from a tactical monitor, like a radar or something, so it’s almost more like a hi-fi space invaders (and I think that this is intentional). It’s really evocative, and it’s a clever way to cheat around not having to develop super detailed assets for both game modes. I was worried it would get confusing, and sometimes it’s hard to see certain things, but for the most part, it seems to work. I think that’s in part because, kind of like into the breach, the goal is different than in a standard tactical RPG, and so it’s almost more like a puzzle, and the visuals mostly facilitate this successfully. In this case, you’re trying to defend a base from waves of aliens, most of which go down pretty easily, so it’s really about area control and energy management (so you can use your maneuverability or range moves, or your area of effect moves). I’m not describing it well, but it’s unique and fun.

Also, despite what the name may lead you to think, it’s really nothing like Pacific Rim, or only in the loosest sense. Or, at least so far, anyway. I assume the name was intentionally evocative of Pacific Rim though, but maybe not.

It also has a really interesting story. In some ways, it seems like your traditional teen mecha anime, but it’s got some cool timey-wimey stuff, a non-linear narrative to go along with it, and it feels a little bit more in the vein of something like Evangelion, Gurren Lagann, or Darling in the Franxx, where it seems to me like there’s some subtext here, but I’m not far enough into the game to know what that is yet, or in any case it’s got some cool high concept ideas. As it goes on too, you realize that it is homaging so many things, like War of the Worlds, Terminator, magical girl genre, cyberpunk, and a whole bunch of other stuff that I don't want to spoil. Some of it is explicit, some of it not, but it homages all of these specific works or whole genres, while still feeling cohesive.

Also, while the prologue organizes things in a tight loop between VN sections and tactical sections, once the game actually opens up, it becomes much more non-linear. Because you follow different characters, you can play the different characters’ VN stories somewhat freely (some things get locked until you’ve completed other stories), and it seems that even within any given chapter, there are potential branching paths, and the narrative also seems to support the idea that these branching paths and non-linear story developments are co-occurring. But also, while there are incentives to intersperse story and tactical, it actually separates out those modes, which I thought was a really cool idea. So if you’re not in the right headspace for tactical gameplay, you can push through the story, and if you’re not in the right headspace for a narrative and just want to fuck up some aliens, you can push through the tactical gameplay. It actually feels like it should have been a handheld game; I usually play my switch docked anyway, but if it did come to switch, I’d probably recommend buying it on switch just to have the option to play it handheld. Both the tactical sections and VN sections, at least as far into the game as I’ve gotten, are fairly bite-sized, it feels like it was designed with this in mind, like maybe a few years earlier it would have been a Vita game (RIP Vita).

I was saying, I think it was on an RPG discord, how I think it’s interesting that mecha anime has fallen out of favor in recent years, with a few high profile exceptions, so this was a pleasant surprise. I still don’t have any deep insights about that… maybe one day.

I don’t off-hand have anything tabletop specific to say about this either, besides that, I’m enjoying the game on multiple levels and am finding it creatively inspiring. Perhaps the way it integrates the non-linear story with player choice, separates the modes, and uses visuals to unique effects, could be analogized to tabletop… I dunno, if I think of anything I’ll follow up.

Check this game out.

Saturday, January 16, 2021

Off to the (Karmamare) Racetracks: GM Notes for Maximum Recursion Depth Module

This is the second in a series of posts attempting to turn my GM Notes from the last handful of sessions of my current Maximum Recursion Depth campaign into something like a functional module (see Doctor Lovesmenot's Halloween Party, as well as a recent batch of play reports). As I say in the last post, this is not meant to reflect either the content or overall quality of what will be published in the Kickstarter-backed MRD Book, this is more so for general reference/practice.

Unfortunately, these play report/module posts have been some of my least popular posts in a long time. Granted, this is all just a passion project and I'm going to post whatever I want, but it's still a shame, so probably I'll bank these kinds of posts for down the line, and in the coming weeks, I'll try to mix things up.

I posted this note in the last module as well, but to reiterate: I sometimes put these generic Karmic Attachment Opportunities, Save or Conflict events, or other "canned" stuff in my notes. That being said, if I'm being honest, I often see these as more like "backup". They're there for inspiration, or for if I can't think of anything better in the moment, or I need something to push things along. That being said, I usually try to defer to player action and elaborate on the spot with more interesting developments. I've retro-actively included some of those in this writeup, to varying degrees, but I'm not sure how well it really captures how things actually played out at the table. This is something I intend to pay particularly close attention to for the module that will be published in the Kickstarter-backed Book.

This module includes two leads, which involve NPCs who effectively join the team as companions. As I discuss in this post, I'm a believer in using NPCs to join the party not as GNPCs, but as Specialist assistants. If the players are confused or struggling to decide what to do, these companion NPCs can provide some information or suggestions. They also have special abilities or skills of their own, which the players can leverage. For instance, in Conflict, they could suggest a companion do something in particular, in lieu of taking an action for their character. I rarely have these NPCs acting autonomously in Conflict, usually it's assumed they're assisting in some capacity, but it only affects rolls or options if players invoke them specifically.


The Investigation

  • The Client: Barry* O’Brien. A big trucker-looking cab driver, severely handicapped, carries himself meekly. Has a tin nose, giving his gruff voice a tinny-nasally quality, whistling like a mouse.

    • Make a Karmic Attachment with O'Brien to accept this job and help him clear his debt, his gambling addiction, and/or his guilt over his son's death.

  • The investigation: Has a gambling addiction, always falling for get-rich-quick schemes. Made a bad bet, lost a lot of money, and was going to have to give up his taxi and taxi medallion (and livelihood). Took his son with him on a ride, hopped up on meth and "cheddar" (the "study drug" dharmafinil), and got into a major accident, killing his son and totaling his car. His son was sentenced to be reincarnated as a pack mule, and he sees this as an unfair sentencing that should be placed on him when he dies instead.

    • Barry O’Brien-Gonzalez (the son; not technically “Junior”) was sent to The Court of Those Who Bet on the Wrong Horse.

    • This was a mistake on the part of the Judge Devil- not the least because this Court was actually decommissioned over a decade ago- unbeknownst to its archdevil.

    • Junior is not there anyway, as he was intercepted by Pepper Pan and the Recess Rascals just as he arrived at the Court.
* I changed the name from the play report to avoid confusion with Rick Barrett.


Getting to the Court / Complications

  • The entrance to the Court is Karmically Attached to O'Brien by way of the underground casino ring he used to play at. The underground casino changes locations regularly but O'Brien has a couple possible leads on the next location.

  • O'Brien is on the run from the casino, and therefore no longer knows the exact location, but has contacts who he trusts in these locations who may know more (they all use codenames); Shining Ostrich, and Rock Dove & Wild Turkey.


On the Way to Following the leads

  • The party is mugged (randomly roll for party member and item).

  • The mugger is a Poltergeist child, one of the Recess Rascals. A pale child in a pirate outfit. Carries a stuffed giraffe that can elongate its neck into a thrashing, toothy whip.

  • Will try to flee; can be intercepted either by a good plan, a NAT Save, or NAT chase conflict. 

    • 10 HP, Nd6 in running stamina (outpace the team), Wd6 for the giraffe to whip up the environment and blindside strike somebody (obfuscate the team's line of sight).

  • If defeated, will mumble something about the Recess Rascals, turn ethereal, and fly away, leaving behind the item, as well as a single-use Sachet of Nixie Dust. If not defeated, will laugh at the party and boast something about the Recess Rascals, and Karma Roll for the party member to see if the Recess Rascal accidentally drops the item.

    • Nixie Dust: +1 NAT Saves and flight for 1d4 hours. Flight requires NAT Saves to maintain.

SIDBAR on The Leads: The leads play out very similarly and the party should only follow up on one or the other. If you end up running both, there is one climactic conflict for each lead, and only one of those should be followed up on, or you'll need to change up some stuff, but it should be modular after that point, meaning no need to radically change The Court if somehow the team does investigate both leads. That being said, you can always bank the other lead and plug it into a different Investigation.



Lead One: Shining Ostrich

  • Shining Ostrich: Located in Parkchester Bronx in an apartment facing The Oval. An Eritrean immigrant who was once a famous Cat Burglar / Femme Fatale, until her throat cancer. She now speaks with an electrolarynx. Her grandson manages an Ethiopian hedge fund with Chinese connections, which has some kind of connection to the underground casino. Will accompany the party in her old sexy cat burglar costume, and she still wears it.

    • Karmic Attachment Opportunity: Her grandson wants her to leave the neighborhood and move in with him in Westchester. She needs to prove to her grandson that she can live on her own (or be convinced to move).

  • There have been some muggings around the Oval, she wants to take down the gangsters. 

    • There are four of them, 5 HP each, three with knives (Nd6), one with a gun (Nd12, 8 WIS).

      • Gun: A gun. They're really cheap and easy to get. Nd12 for violent conflict, but must roll WIS Save to use, and on fail, the wielder accidentally shoots themselves or an ally instead.

      • Gun information will be in the Items list in the book.

      • See SIDEBAR about guns in MRD in this post.

    • The one with the gun is witty and clearly the leader (Pd6, the others Pd4), goes by Fox-Hare.

    • The gangsters are just kids.

    • Fox-Hare is on the honor roll and desperate for a scholarship for college, wants to study computer science.

    • Karmic Attachment Opportunity to help the kid get out of crime and get into college.

  • Fox-Hare has a DS (Digital Spirit) Friend*, Black-Sheep Shepherd, which appears in graphical form as a fox wearing the stretched skin of a Hare. He has had this DS Friend since his first electronic device as a child. 

  • Black-Sheep Shepherd is the one who stoked his interest in computer science but also encourages some of his more impulsive decisions.

    • Black-Sheep Shepherd will attempt to hack the party’s QuaosNet** social network accounts (or other accounts- everyone's got something), stealing their information (Wd6) or undermining their social media presence (Pd6). 

    • Requires WIS Save to notice; or else they'll be slowly drained and not know how.

    • If caught, will give up within 1d4 turns regardless of whether it is winning or losing and undo any long-term social or privacy damage (but not literal Damage dealt), as well as give the party a single-use Mantra of Adblock***.

      • *More details on DS Friends will be in the book, but nothing you absolutely need to know.

      • **QuaosNet is a social network in MRD, made my QuinceSoft, a tech company in the setting. It comes up in some things in the book, but nothing especially important.

      • ***Mantra of Adblock: Wd10 in conflict against those who would try to sell you things, and immunity to PRO Damage from them. (This will be in the book)


Lead One Climactic Conflict

  • Shining Ostrich's apartment complexes comes to life, sprouting little mechanical feet and mechanical appendages, attacks the party.

    • 100 HP from outside, instant defeat if the team break into the complex and shut the fuse box.

  • The team will be accosted by human-sized mini-apartment people wearing fedoras and trenchcoats.

    • 5 HP each, Nd6 silenced micro-guns, Wd6 manipulating the environment against the party.

  • Upper hallway windows are vulnerable if the team can reach them.

  • Front windows are vulnerable if the party can get past the horde.

  • Fire alarm / Sprinkler System in the building.

  • Other tenants may help...
Afterward a portal opens up in The Oval leading to the Court of Those Who Bet on the Wrong Horse. The apartment complex was sent after the party because Junior is missing and the archdevil of the Court believes the party is responsible.


Lead Two: Rock Dove and Wild Turkey

  • Rock Dove and Wild Turkey: A vigilante duo and romantic partners who primarily fight to protect foreign sex workers in Flushing Queens, but also do other work to protect immigrants. 

    • Rock Dove is Taiwanese-American and immigrated to Flushing at a young age. 

    • Wild Turkey is Hong Kongese and immigrated to America a few years ago. He now lives in Little Fuzhou.

  • The duo have a reluctant partnership with the underground casino, which they occasionally turn to for information on illegal underground activities.

  • Karmic Attachment Opportunity: A Russian oligarch is staying in Little Fuzhou to meet with a Chinese business partner, and later an infamous New York real estate Crimelord. The duo intends to go after him and needs help breaking into his hotel room.

  • The oligarch is protected by four Orange Goblins, private security of the infamous NY Crimelord.

    • They are known for their suicide tactics and willingness to cause collateral damage, particularly if it would violate the morals of the would-be attackers. 

    • 5 HP each, Nd6 claws, 2Nd6 suicide bomb.

    • Trained to weaponize reason and morality against opposition (Wd8 psycho-ethical assault, -2 related WIS Saves against them, immune to WIS Damage), but vulnerable to those who exhibit alpha behavior (+2 related PRO or NAT Saves against them).

  • The oligarch is not currently in his room. He intentionally relocated, asking his secretary Yana Yasak, to wait for him. 

    • He intends to frame her for an illegal real estate deal with the NYC Crimelord that the IRS is about to uncover, and she needs to be in that room during a certain time window for the frame job to hold up in court.

    • Karmic Attachment Opportunity: She realizes something strange was going on from some discrepancies in the paperwork and needs help to escape the hotel and be witnessed by the hotel staff before the critical time period, so she has an alibi.

  • Yana is blind and Karmically Attached to a Seeing Eye Devil-Dog.

    • It looks like the New York City sewer mutant offspring of a Chinese Lion Dog.

    • It protects her from critical harm but is only minimally under her control, and he often snaps at her or forces her into work she doesn’t want to accept.

  • The Devil-Dog will not let the party interfere.

    • 10 HP, Nd6 Bite, Pd6 howl of dominance.

    • Can be convinced (WIS) to recognize the party as friendly to Yana's long term interests. If convinced, will spit out a Devil in the Sheets Credit.

      • Devil in the Sheets Credit: One credit to hire a succubus/incubus for their services for 1d4+1 hours.

      • This is currently in the book, but I'm considering taking it out. This item just seems like it will cause needless discomfort for some people, even if principally I'm not opposed to these kinds of things and am pro-sex work. If I kept it, I think I'd want to elaborate on what it entails and try to avoid making it anything obnoxious. For the sake of disclosure, I had originally intended for Yana to be a sex worker but decided against it because it just felt too exploitative and uncomfortable in the way I had originally designed it, and ultimately I think the revised version of this module is more interesting.


Lead Two Climactic Conflict

NOTE that as written this is nearly identical to the Lead One Climax. If the party investigate both leads, choose one, or find a way to combine them.
  • The buildings along the street will come alive, sprouting mechanical appendages from both sides to trap the party within.

    • 100 HP from outside, instant defeat if the team can break into one of the buildings and shut the fuse box. 

  • Will be accosted by human-sized mini-city people wearing fedoras and trenchcoats.

    • 5 HP each, Nd6 silenced micro-guns, Wd6 manipulating the environment against the party.

  • Highrise windows are vulnerable if the team can reach them.

  • First-floor windows are vulnerable if the party can get past the horde.

  • Fire alarm / Sprinkler System in the buildings.

  • Hotel staff, other customers, or people from other businesses along the street may help...
Afterward a portal opens up within a Chinese-style archway leading to the Court of Those Who Bet on the Wrong Horse. The apartment complex was sent after the party because Junior is missing and the archdevil of the Court believes the party is responsible.


The Court of Those Who Bet on the Wrong Horse

Looks like a massive version of the chain sports bar Wrongside Racetrax, the kind of place where people go to eat too much cheap food, drink too much domestic beer or sugary cocktails, watch sports, and place illegal bets. The bar is overstaffed with bored and anxious devils, and mostly empty of customers. The scattered, remaining poltergeists continue to make bets and continue to lose, but seem largely unaffected by their unsurmountable growing debts.

  • Hooters: The attractive, big-eyed, avian-humanoid waitress and hostess devils. Overly excited to seat and serve the party. Will start bringing over food and drink they didn’t order, most of it covered in dust and mold. Will give canned lines about the sports teams and urge the party to place bets. They’ll grow increasingly forceful if the party tries to leave, and will not provide any useful information unless the party starts making bets.

  • The bets are a Karmic Attachment Opportunities, and there is only a 1 in 6 chance of winning (WIS Save to learn the odds). 

    • Each bet attaches the player to a Karmamare.

    • Winning the bet grants a Gift Shop token and auto-resolves the Attachment. Failure leaves an open attachment to the Karmamare.

  • Hooter Stats: 5 HP, Wd8 ability to entice the party and force their guard down (karmic-related, otherwise could arguably also be NAT for willpower).

  • Another table of schlubby Poltergeists are being egged on by Hooters and will taunt the party into betting (PRO Save/Conflict, 3 HP each).

  • If things get too hot with the Hooters, Barsabbas the arch-devil will call them off.


Karmamare Generator

You can make up your own names, but here are some suggestions on a d10:

  1. FauxJack

  2. Skycookie

  3. Maverick Queen

  4. Drunk Driver

  5. Traffic Jammer

  6. Late Bloomer

  7. Colt Magnum Suicide

  8. Bronco Rogers

  9. Buck Danger

  10. Daymare

I used the SS&SS Monster Generator as a point of reference, but you can make your own. I intentionally leave the abilities rules-light and no stats, but you could make this more involved if you want, particularly for the Karmamare Race.

  1. Hummingbird-like, superspeed, OCD.

  2. Comprised of simple shapes, hallucinogenic, vulnerable to points.

  3. Comprised of nanotube fibers, dampens WIS, very stupid.

  4. Algae swamp monster. Absorbs NAT, gambling addict.

  5. Chimeric (Shark, Moose, Wolf, Oyster). Existentially terrifying, but also afraid of itself.

  6. Corpulent, rolls rather than runs, unstoppable as long as it wears its bib.

  7. Undead / taxidermied with human parts. Can use its human hands to hold things. Gets distracted by True Beauty.

  8. Has a crab-like shell. Is nigh-invulnerable, but is pregnant and ready to burst at any moment...

  9. Made of hard-light and able to levitate. One of the other Karmamare's hates its guts...

  10. Floating ouroboros horse that can consume and reproduce itself if injured. Vulnerable if head separated from back-end.


Barsabbas: The bartender and also archdevil of the Court, who looks like the love child of Chow Yun Fat and Ted Dansen in a white/gold-black/blue suit.
  • True form is like Jersey Devil / Blue Mustang / Horse Face Devil.

  • He will try to play it cool, but it is clear that he is underpowered. He is not aware that his Court has been decommissioned, and thinks outside forces must be plotting against him, explaining why he has so few poltergeists left.

  • No stats necessary; He's weakened, but he's still an arch-devil...

  • He believes the party is working for Pepper Pan and the Recess Rascals, who intercepted Junior.

    • Karmic Attachment Opportunity: If Barsabbas can be convinced that the party isn’t working with Pepper Pan, they can make an attachment to defeat her.

    • He wants Junior returned to him- not given a better sentence.

    • If the party learns beforehand and tells him that he’s been decommissioned, that also changes the equation...

  • Barsabbas will not allow the team to escape unless they make a Karmamare Race bet (they'll ride Karmamares, the Jockey Devil will race on Barsabbas' behalf).

    • Even if they've come to friendly terms, it is his Devil-nature.

    • Not all players have to race, they can investigate the Court such as to find clues as to what's going on, or to look for an alternative exit.

    • Barsabbas will give each PC a Gift Shop Token beforehand if they agree to the race.

    • If a PC had not already made an open Karmic Attachment with a Karmamare, they will do so as a condition of the race.


Gift Shop

The number in parentheses is the cost in gift shop tokens.
  • Quince-Tini 2 Go: (1) A Quince-tini in a bottle. For 1d4 hours, -2 WIS, +2 PRO.

  • Wrongside Racetrax T-Shirt: (1) Makes you Basic.

  • Wrongside Racetrax Novelty Poker Chip: (2) Automatically win one bet. Automatically lose the next bet.

  • Quince-enero Hotsauce: (2) 3d6 drops. Each drop grants one conical (AoE) blast of Promethean Fire (Wd10, but Wd4 to self).

  • Wrongside Racetrax Gift Card: (1) Can be used to open a portal to The Court of Those Who Bet on the Wrong Horse 1d4+2 times.


The Racetrack

Jockey Devil: At first appears as a cyber-tech centaur (cyborg armor over jockey attached to Karmamare), but its true form is half humanoid, half karmamare, half RACETRACK.

  • The Jockey Devil will not reveal its true form until right before the race starts.

  • The racetrack ring bends, twists, stretches, compresses, contorts to its movements.

  • The karmamares are attached to meridians along the track and cannot escape unless they win in a race against the Jockey Devil.

  • Up to 3 laps for the race.

  • 50 HP: Whittle down before the end of three rounds to reflect either disabling the Jockey Devil, or finishing all three laps before the end of the de facto time limit.

  • Each turn gain a Mario Kart style item, lasts one turn (1d6):

    • Switch (1): Spank yourself to swap places with another Karmamare.

    • Fixed Bet (2): One Karmamare will take a fall / do something to your benefit.

    • Dark Horse (3): Like being covered with a sheen of galaxies. Can perform one extraordinary feat (or gain bonus to Save).

    • Devil Dog (4): Devil Dogs usually used to keep the Karmamares on track, but can be used to trip one up on the track instead.

    • Supershoes (5): Stepping into the shoes gives your Karmamare an Iron Man-like power armor (Rocket leap, laser attacks).

    • Blinkers (6): Gives the Karmamare cosmic awareness (provides some unique insight or WIS Save bonus).


SIDEBAR: On the whole, I think this went well, although in retrospect I wish I had designed it more concretely. On the one hand, I like leaving these things mechanically flexible because in the moment things often play out differently than you expect, but still, sometimes really cool ideas come out when you over-design, even if you don't stick to it too rigidly. If I were to include this in a published module, I would expand on it, probably with a caveat about encouraging GMs to alter it to their needs or preferences.