My Games

Sunday, August 15, 2021

Patrick Stuart (False Machine) Interview!

I have not done a Weird & Wonderful Interview in a while. I had intended to do them more frequently but got derailed a bit by Maximum Recursion Depth*. However, I had the opportunity to interview Patrick Stuart of False Machine fame (Fire on the Velvet Horizon, Veins of the Earth, Deep Carbon Observatory, Silent Titans...), and I wasn't going to turn that down. I hope you all enjoy this conversation.

* If you did not follow that link and have only just discovered my blog because of the Patrick Stuart Interview, I'm referring to my successfully kickstarted game: Maximum Recursion Depth, or Sometimes the Only Way to Win is to Stop Playing: The Karmapunk RPG. It's a very weird Mark of the Odd-adjacent game inspired by works such as Persona 5, Doom Patrol, Bojack Horseman, Superhero comics, my own interpretation of Buddhism and Taoism, and a bunch of other weird and/or pretentious stuff. I'd like to think I have a flavor all my own, but if you like Patrick's works, you may be interested in mine as well. And MRD will be available soon on drivethrurpg, hopefully by late August or early September 2021 (which is to say, a few weeks or a month from date of posting)!



Max: First, what made you decide to do this open call for interviews?

Patrick: I NEED PUBLICITY DAMNIT. I have a Kickstarter on* and several days in I realized that I had no particular plans to publicize it. last time I did a ping-pong post duel with scrap but neither of us really felt like it this time. Most of the things you can do to do 'marketing' are almost palpably unpleasant to me so this seemed like a reasonable compromise.

* Note(Max): He is referring to Demon-Bone Sarcophagus



 


Max: That makes sense, I figured it had to do with the Kickstarter, but I wasn't sure why you chose to do it this time and not on previous occasions, but I guess you've already answered that as well.
How have they gone so far? Have they, in the aggregate, left you with any particular impressions yet?

Patrick: I think I've only done two, one was a rather whimsical one by text and one was a book-centered one that isn't really related to the whole Kickstarter thing and is coming out after it finishes anyway. No strong gestalt impressions so far.

Note(Max): I believe he has since gone on to do at least one more, but it took a little while before publishing this post, and I'm not sure which all that he's referring to have themselves been published yet.

Max: Fair enough.
As you're working now on this Kickstarter, I'm thinking a bit about another project you were working on. You haven't discussed Goose-Gold & Goblins / "Soft" D&D in a while on your blog. Is that because of this, or any other reasons?

Patrick: It's a few things. I felt it was meaningless to go forwards without getting a decent grasp of child and family psychology, and my attempts to find out more didn't go great initially. I also don't really have the time to read a lot on it. 
That links into my second reason which is having to seriously ramp up the time spent working on DBS as it got closer to Kickstarter time. That, and other projects that looked like they had more of a chance of becoming real soaked up a lot of attention.
Lastly, I would really need to playtest with families and kids. That would be a whole project on its own. Covid made it hard and generally fucked me up a little bit even without that I am not the most outgoing of people.
So all of that led me to de-incentivize GG&G.
It may come back one day. There are a few projects back there that have never died and never been born.

Max: That is pretty consistent with what I imagined was the case, and you had made some comments along these lines on your blog as well. This actually leads into a related question: 
Can you talk about any (other) ideas you've had, either that have shown up on your blog or books, or especially that you haven't written openly about before, that never quite worked out? What do you think happened?

Patrick: Sure;
The Prospero - A readaptation/hack of Magpie games Zombieworld which is basically Powered By the Apocalypse with Cards. Was meant to be a kind of investigation/game where a bunch of slaves from an early slave ship crash and are washed up on the island from the Tempest and find Caliban there ruling the place calling himself 'The Prospero'. It's all based around Caliban's character and how it interacts with these pseudo-Shakespearean escaped slaves. Complex, difficult, and a lot of research required so put on hold.
Eclipse Knights - Gazetteer about a land of Evil Chivalry - another big project but after not doing anything with it for a while is hard to get back into.
Knights of the Snail - Was going to be a book made of 20 short stories about 20 snail knights that interlace, but got jammed on one and it wallowed since then.
Lanthanum Chromate - People keep asking for this and it's tiring.
Unnamed Colour Landscape - A project with Scrap but not sure where we were going with it and it stalled.
False Machine 2011 to 2019, the abridged posts - This book actually exists in basic form. I hope to run a KS for it once Aug 2021 has passed, and once everyone has their copies of DBS - so hopefully in early 2022.
Spectrum Is Green - Basically a handful of lines in a notepad doc but may one day be something or something like it make exist.
Veins of the Earth Remade - May one day exist but we have to wait for the rights back and then do the very hard work of remaking the book.
Essentially, I have limited time and attention, many many things got to a certain point and get jammed or lost in development hell, what tends to send something to the front of the Queue is if an artist is actively interested in it and talking to me about it if I am making regular progress and if it looks like it will be a simple series of steps between here and making it a product. Think that's all.

Max: Wow I did not expect you to have so many answers for that question offhand, I feel like a hit a gold mine! I could ask a million questions about all of these alone but I will restrain myself.
Is Unnamed Colour Landscape related to that series, I think you did a few posts on it several years ago, where the world was basically a painting and so the physics of the world was tied to the canvas? Or am I misremembering or it's unrelated entirely?

Patrick: That is the painted Plane which is actually coming out as part of a book called 'Gackling Moon' which is being done by a guy called Emile
That's actually probably going to be my last book done with a publisher, it was on hold for a while due to various things but is actually approaching completion now.
It's a series of posts I did about 'the wodlands' of which the painted plane was one part - I'm actually meant to be sending feedback on the proto-layout but the Kickstarter and stuff has me knackered so I have not gotten back to them.

Max: Oh nice, maybe I missed that Kickstarter somehow? I really liked that setting idea so I'm glad to hear it's coming about in some fashion.

Patrick: I don't know if they are actually doing  Kickstarter. The original plan was to do it Print on Demand but don't know if that's changed.
If it's PoD it should be out pretty soon. The book is called 'Gackling Moon' and is a pretty shortish work about these strange lands lit by a mad moon that has different magical effects depending on the time of the month.
Got a really good artist working on it, let me see if I can track down his deets-
Tom K Kemp is the guy https://tomkkemp.com/ (I think this is him).

Max: Aah ok, well in any case I'll be keeping an eye out for it then, good to know either way.
This is kind of a flip side to that last question I asked about ideas that didn't work out. Are there any ideas from your books or blog that you feel have slipped under the radar? That you thought were really good or profound but for whatever reason didn't gain traction?

Patrick: Not off the top of my head. I think there are a lot of 'good' ideas out there in my work but a lot of difficult to game with or hard to communicate so, relative to the intended purpose of the work that means they aren't actually 'good'.
I have a lot of stuff, some of which people ask me about, and there is so little time that my experience is really much more triage and having to focus on specific things rather than yearning for what didn't happen.
There are opportunities that seemed would happen career-wise but didn't, but I don't really regret those at this point as my experience has confirmed that I am better at and enjoy most working on and producing my own stuff with a small number of collaborators.

Max: I can definitely appreciate that notion.
So maybe now is a good time to slip into some "heavier" (or maybe "headier") conversation. Subtext clearly exists in your works, and it's clear from your book analyses (such as your recent series of analyses on Warhammer 40K) that you are conscious of subtext and themes. Are there any common themes that you think permeate many or all of your works?

Patrick: Probably madness, deep time, maybe complex hierarchies, and ritualized societies. There was a period around Veins of the Earth where everything was very "Patricky", very dark-and-edgy in a highly particular way, maybe it is less so now, or maybe I haven't changed at all.  Hard to tell from the inside.

Max: Deep Time definitely comes through in Veins, but I think generally makes sense if one is interested in Fantasy. It is a rich source for Weirdness and Horror, and arguably one of the core aspects that make Science Fantasy interesting. The other themes also come through in your works though, and I think these themes can be de-coupled from being dark-and-edgy but I do see what you mean.
Why do you think these are the themes of your work?

Patrick: I honestly have no idea. My dad says he read me, Moby Dick when I was like five years old and I seemed into it. I think I can half-remember those readings. Did he just go straight for Moby Dick or was that one part of a staged attack on my aesthetic sense? No idea. But I have largely been into 'dark' or at least 'deep' things. McBeth rather than As You Like It, big looming strangeness, shadows, Warhammer probably played a part.
There has also been a dumb and ridiculous strand to what I like as well, Harry Harrison and Terry Pratchett from an early age.
Reasons? Maybe a touch of autism leading to social alienation leading to internal stress and an obsession with things deep and dark enough that they could sound clearly in a high volume brain? 
Maybe I'm just built that way and always would have been. Sometimes I think you can spot the tragedians in life pretty quickly, it's like a medieval humours thing.

Max: That is all very on point haha. That mix of tragedy and comedy, whether that's McBeth vs. As You Like It, or Moby Dick vs. Terry Pratchett, with a dash of absurdity, is something that appeals to me as well. There are many reasons, but one being, I think it expands the emotional but also conceptual range of what the work can be if that makes sense.

Patrick: They like to hang out together for sure. 'nother idea I had was about differently-minded people which I compared to Fission and Fusion reactors. But basically, for some people, ideas and intuitions in creative work gain power and meaning from their closeness and interrelationships both with each other and the experiential world and that tends to lead naturally to stuff like social dramas and real-life dramas. Whether soap operas or booker novels or whatever. Others draw power and meaning from how far apart concepts can be and still be connected. Stranger and more distant ideas yet still allowed to resonate. Ideas that stretch the web of cognition yet still find some sympathetic vibration releasing the greatest 'charge'. Simply - the pleasures of the known and the unknown. Though as with all such binaries we are all on a continuum. Like Tolkien hated Dante because he put his grocer in Hell and Tolkien thought that was basic as fuck.

Max: That is an interesting framing, I'll have to think about it more. I had always taken it in a more zero-sum sense, that it's just easier to focus on character-work and drama when you have a fairly straightforward world (the Fission case in this analogy), whereas a world full of abstract ideas, it's just harder to focus on both (the Fusion case). I mean, certainly, there are people who succeed at both, but they do seem to be at least weakly anti-correlated. But ya, this framing is a little different.
Although it's possible my comparison above is itself misinterpreting the idea, in which case, as I said, I'll have to think about it more.

Patrick: Not necessarily a conflict between the meta-scale and looking at it simply as a matter of practicalities, often two points of view can only see part of a deeply interconnected subject which has feedback loops on every level - "There are no subjects in nature" as I always say.

Max: Hmm I always think of the Blind Men and an Elephant parable, but ya, I think now I'm maybe getting a better sense of what you mean.
Circling back a bit, although I think maybe it's consistent with some of these themes we're discussing, Veins of the Earth deconstructs the concept of the Mythic Underworld in a very literal sense, using ideas inspired by science, while still prioritizing fantasticalness over hard science. Have you thought about other similar kinds of deconstructions?

Patrick: I don't really use the term deconstruction, I don't think it really means anything and I think Derrida is terrible but I will answer to my best understanding of your assumed intent
Most of my combinations of science and the fantastic come about more from a desire to make something good, new, and original than from any desire to 'deconstruct' anything. It's just that most people in the same field often don't do a lot of really deep research and are often happy to do variations on the same ranges of ideas.
Thinking about semi-scientific and science fictional concepts is pretty normal for me, it's more that I don't know why it isn't normal for everyone else. Those ideas really don't have a meaningful wall between them. With nature and history, the more you look into any one thing the more you are lead to others, "no subjects in nature".
I'm rambling perhaps. The short version is; I like classical things and often think they are good. I want to do good versions of them. The way like that is not to imitate the content of the people who made those classics but to imitate their characters - imagination, will, passion to create something genuinely new, curiosity in the world. If I have these things I am fortunate but I don't know how much praise I can accept for them as a lot seem "built-in" like many of my flaws.

NOTE(Max): I would have been very interested in unpacking that last sentence, but I felt it would have derailed the conversation too much so chose to move on.

Max: What you described is, to my mind, deconstruction, but in retrospect, as someone with limited formal knowledge of these concepts, perhaps I should have been more careful with my language haha. In any case, I can appreciate the distinction in your intentions between making something good, new, and original, vs. deconstruction for its own sake.
Thinking about semi-scientific and science fictional concepts is pretty normal for me, it's more that I don't know why it isn't normal for everyone else.
I have lost much sleep over this myself!
With that said, what in particular do you think is good, new, and original about Demon-Bone Sarcophagus?

Patrick: Hard to say at this point as I've been living with it for years. It's actually a pretty trad dungeon crawl - the triangular nature of the dungeon is new I think - it was created partly as triangles are a symbol for fire but also to maximize the number of loops and possible connections between rooms.
The core concept of a no-country-for-old-men massacre up top, and then the escapees from that jumping into the holes into the dungeon and racing about,
So - first you do some forensics and possible investigation up top, then hopefully you go inside and meet some of the characters from that event. So you are putting together pieces and trying to work out what happened and trying to understand that, whilst at the same time encountering these people as dungeon encounters, and that mixed up with monsters and traps.
Other than that the main points of originality come with its integration into a larger series -there are elements that will hopefully echo and mean something as people play through the whole saga and which will become important even in the last book 'Palaces of Fire' ... though the idea of having a big interrelated adventure is hardly new, publishing it in three books over three years might be.

Max: 
the triangular nature of the dungeon is new I think - it was created partly as triangles are a symbol for fire
I love little touches like this- small bits of symbolism or subtext, that end up bringing about all of these other dynamics in how they interrelate with other aspects of a work.
I remember Mike of Sheep and Sorcery did a really interesting analysis of Silent Titans. Not asking for spoilers or big reveals, but do you imagine there will be room for similar analysis with this book?

Patrick: Once the whole trilogy is finished probably yes. Simply because there is a lot of STUFF in there and it's all themed around fire, renewal, loss, destruction, and utterly different societies and cultures interacting through time.

Max: I see some familiar themes there ;).
I've really enjoyed this conversation, thanks for putting yourself out there like this. I hope things go well with the book and with your other endeavors. We're already a bit over time, but are there any last things you'd like to say, with regard to anything we've discussed, or about the Kickstarter, or really anything else?

Patrick: Not really, just thanks to everyone who backed the KS and the Kickstarter in the past, you are keeping my head above water! Her Majesties Revenue and Customs department thanks you also!
Also to you, Max, was a good interview, thanks for doing it.

Max: For sure! Your works have inspired me quite a bit creatively- if I went back in time and told myself several years ago that I'd be interviewing you now, my mind would have been blown! Whenever you're situated with all this and on to something else, hopefully, we can do this again.

Patrick: PEACE

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...)

Tuesday, July 27, 2021

Superhero Funnel Design Update 2

This is my second post outlining my idea for the Funnel Jam. First post here. I have fallen way behind on this, but fortunately, the deadline has been extended.

I'll put the full text (of what I currently have) below, but tl;dr compared to the first version, I now have a completely different resolution mechanic based on dice pools and how to spend a limited number of successes across tasks, and I've also stripped-down the superheroes themselves pretty significantly.

Premise

The Superhero Funnel is inspired by the My Hero Academia Entrance Exam. The players each control some number of prospective superheroes who must go through a series of trials (Issues) to be accepted into the superhero school. Players will variously play their superheroes altogether as teams, play each superhero individually, or split their superheroes across teams with the other players. The goal is for superheroes to “survive” Issue by Issue and earn a sufficient number of Hero Points.


Ability Scores

Abilities are more about an approach or style than physicality or other specific abilities. Sure, there are certain things one superhero may be able to do that another simply cannot, given the differences in their powers, but it is generally assumed that, even as students, all of these prospective superheroes are capable of completing challenges, and they are being challenged not just on their raw power, but on their individual aptitudes and character.

Roll 1d6 for each Ability

SHOWmanship: Power displays, catchphrases, signature taunts, or moves.

TEAMwork: Inspiration, self-sacrifice, prosocial behaviors, public safety.

WILLpower: Endurance, resistances, overcoming limitations, facing fears.

TECHnique: Infiltration, ingenuity, trained skills.

EXAMination: Investigation, surveillance, planning.


Hero Points

The starting Hero Points (HP) are 10 for all superheroes. HP are awarded throughout the tournament such as for completing Issues. If a superhero falls to 0 or negative HP, they are eliminated from the Entrance Exam even if they are not defeated or outright fail an Issue.


Issues

The Entrance Exam consists of a series of trials such as obstacle course races, hostage rescue, facing supervillains, and investigations. One could think of each trial as an Issue of a comic book. Some Issues are team-oriented, while others are solo or free-for-all. Superheroes are awarded HP for completing Issues and may gain bonus HP by completing certain sub-tasks or be penalized HP for failing to meet certain conditions.


Action Strip

Issues and other superhero challenges consist of Action Strips, where single actions are Panels on the Strip. For a given Action Strip, roll as many d6’s as the decided Ability Score and an additional 2d6. Rolling 4 or higher on a die counts as a success. Each Panel costs a certain number of successes in order to be completed.

At the start of an Action Strip, the GM will lay out the Panels on the Page; explaining what each Panel entails and the base cost in successes for each Panel. Additionally, players may be able to suggest Panels of their own and the GM will determine the cost. These costs may fluctuate Page by Page, and additionally, the GM may spring Surprise Panels on superheroes as a result of their actions.

A Page consists of the Panels for all superheroes on a given side of a conflict (if there are multiple sides), and all Panels resolve in parallel. Meanwhile, available Panels, Surprise Panels, and costs are re-evaluated on the next Page.

By spending half the cost (rounding up), a superhero can create a Danger Panel. They roll 2d6, and on a full success (both dice >= 4) it is as if they paid full price, but on a partial success (only one die >= 4), they may suffer consequences such as increased costs of Panels on the next Page, fewer available Panels, fail the Panel but without increasing costs or losing Panels or succeed but evoke a Surprise Panel. On a full failure (both dice <= 4), consequences are even graver, such as failing the task and increasing costs, losing Panels, or evoking a Surprise Panel.


Example

For this Issue, a group of bank robbers have taken hostages, planted a bomb, and are preparing to make their escape with the money. This Issue is a Three-Panel Action Strip where each Panel on the first Page costs 1 success, and the Issue is worth up to 5 HP. Bloodhound has 5 TECH but knows that she’s being tested specifically for her ability to keep the hostages safe and inspire confidence and that she will receive +3 HP if she can complete the Issue using TEAM, so she chooses to use her 3 TEAM instead.

She rolls 5d6 (3 TEAM + 2 default) and gets 4, 6, 1, 2, and 5, meaning she gets 3 successes. While this is technically enough to succeed on all Panels, she suspects that if she rescues the hostages or defuses the bomb, Meanwhile the robbers will have more time to make their escape, increasing the cost of that Panel on the next Page. She also suspects the reverse to be true- if she goes after the Robbers, Meanwhile the bomb will keep ticking and hostages will have less time to escape, increasing the cost of those Panels on the next Page. When the player asks, the GM confirms this is so, but would have kept it a secret if the player hadn’t asked, because they prefer the style of play that encourages player ingenuity, as was discussed in their session 0. She also suspects that if she does not rescue the hostages on the first page, then she will not receive the bonus HP (this is also confirmed by the GM).

Given these circumstances, she chooses the hostage rescue as her Panel for the first Page. She spends 1 success and, using her proportional strength and speed of a bloodhound, is able to pull the hostages out of harm's way, beat back her foes, and do it all with an inspiring smile.

Meanwhile, the bomb keeps ticking, and the robbers begin to make their escape. She’s close enough to the bomb that the cost for this Panel has not changed, so she chooses this as her Panel on the second page. However, instead of defusing it, she wants to detach it and toss it in the path of the robbers, blocking their escape. While normally these would be two Panels with a total cost of 3 successes (the cost of stopping the robbers had increased after the previous Panel), the GM allows this maneuver because it’s clever. However, Surprise Panel! A “supervillain” (actually one of the teachers, of course), intercedes the bomb, and without any more successes to spend, the robbers are able to make their escape.

Having succeeded at 2 of the 3 Panels, the administrators decide to award Bloodhound 3 of 5 HP. However, since she used TEAM and prioritized rescuing the hostages, she received the bonus HP for a total of 6. Having lost 3 HP after landing on a trap in the obstacle course of the previous Issue, this brings her up to 13 HP, still at the lower end of the superheroes who passed the first two Issues, but not so far behind that she can’t catch up.


Superheroes


  1. Bloodhound: Has the proportional strength, speed, and senses of a bloodhound.
  2. Gray Goo: Nanomachines convert non-living matter into other things (must understand the properties of the creation), and create virtual reality spaces.
  3. Vector: Unstoppable while moving in a straight line, vulnerable while pivoting.
  4. Pinball: Superspeed and proportional superstrength, but must account for inertia and other laws of velocity and acceleration.
  5. Snake: Floating orbs spontaneously appear around them. As they eat the orbs, they grow longer. Their sharp scales are dangerous even to themself.
  6. 2D: Two-dimensional. Can flatten against surfaces, slip through crevices, and fold like origami.
  7. Scanner Darkly: Superspy skills and gadgets, appearance and voice scrambling mask, separated brain hemispheres for multitasking, and deep-cover identity dissociation.
  8. Mushroom: Eating mushrooms makes them grow giant-sized or shrink to the size of a mouse.
  9. Flash Fry: Project hot grease and resistance to grease fires.
  10. Cinnamon: Emanate novas of burning-hot capsaicin.
  11. Mint: Emanate novas of ice-cold menthol.
  12. Alkahest: Project a universal solvent fluid.
  13. Kintsugi: Injuries make them stronger with scars of gold.
  14. Librarian: Paper Elementalist.
  15. Technomancer: Override software in devices and control them as an extension of themselves.
  16. Herbalist: While holding a plant, gain superpowers relating to its properties.
  17. Landfill: Telekinetic control of trash and waste.
  18. Schrodinger: While unseen, can be anywhere and nowhere in the vicinity.
  19. Laservision: Sees a laser-grid overlay for perfect accuracy and precision.
  20. Aye-Aye Aye: Has a long bony finger, like an aye-aye, with advanced supersenses.
  21. Memetos: A living idea that can infect the collective unconsciousness over time, or more rapidly the consciousnesses of individuals in the vicinity.
  22. Constructor: Rapidly construct cartoonish but functional devices and structures from minimal resources that break down shortly after use.
  23. Cleric: Summon rays of cleansing, healing, but also searing light.
  24. Parkour: Superhuman agility, dexterity, flexibility, reflexes, etc.
  25. Icarus: Waxy wings that melt away, dripping with the heat of Greek Fire.
  26. POP: Compel any non-living object to spontaneously combust. The force of the explosion and predictability of the detonation time is proportional to the size of an object.
  27. Chopper: Human attack helicopter cyborg.
  28. Flurry: Throw rapid and near-infinite consecutive strikes.
  29. Wavecrash: “Teleportation” via the internet and strike from the other side with the force of a vehicle speeding down the information superhighway.
  30. Babylon: Scramble or silence sounds, including language, and can emit sonic force beams.
  31. Triplets: Able to coordinate in perfect harmony; far greater than the sum of their parts.
  32. Warhead: Fortified with an organic metal shell. They can explode without harming themself, but lose their metal shell for the remainder of the Issue.
  33. Kafka: Proportional strengths and abilities of various arthropods, although their greatest power (and weakness) is their utterly horrifying appearance.
  34. Combo Ace: Store three pre-programmed athletic or combat feats like video game controller macros, infinite use unless replaced (30min programming time).

Monday, July 19, 2021

Tunnels & Trolls / Mark of the Odd Hack

I haven't posted any TNT stuff in a long time but I had a random Mark of the Odd (Into the Odd / Electric Bastionland) alternate combat system idea that takes inspiration from Tunnels & Trolls and Maze Rats. I had always wanted to do something similar to this for D&D, but actually, I think it would be a lot more straightforward for MotO.

Just the combat mechanic alone could be like a MotO Hack for TNT-style combat, but I had intended at some point to make a TNT Hack that was going to be basically my attempt at an NSR-ification of TNT (New School Revolution), but actually, I feel like replacing the core combat mechanics of MotO with those of TNT gets me like 80% of the way to what I would have wanted out of such a hack anyway, so it kind of works as both.

Index of Prior TNT Posts

Martians (Part 1 and Part 2, never finished Part 3...)
TNT Character Subtypes (Part 1 and Part 2)
Character Types (Mystic, Huntsman, War Dogs, Warlord)


Also, I deleted my Reddit a while back and would prefer not to create a new one, but a few of my TNT posts on the tunnels and trolls subreddit have been pretty popular, one of them even got pinned onto the subreddit I think, so I would very much appreciate it if somebody could share this post there for me! As I said, I think it could be framed just as much as an NSR-ification of TNT as a MotO Hack with TNT-style combat.

Base Combat Mechanic

During combat, characters (PCs and enemies) can take non-attack actions on their turn, and then once all characters have taken their actions, there is a group opposed roll for combat. In Tunnels & Trolls, this group opposed roll is the default assumption, but you could also choose to break it up into individual opposed rolls between just two characters.

The order of operations may vary; like you could say certain kinds of actions resolve before or after the opposed roll- it's not the kind of thing I get too hung up on, but somebody could codify this.

All characters roll their damage dice, and then you add up the totals for each side, take the difference, and the losing side takes the difference in damage spread between the characters evenly or in whatever other way would be sensible.

Rolling the highest value on a die deals spite damage, meaning even if you lose the opposed roll, you deal the damage anyway. In TNT there are dice pools of only d6s, and you only deal 1 damage for each 6 on a d6. Because more dice are being rolled, it makes sense to only give 1 spite damage per die, but in MotO I think it makes more sense to just have it deal the full damage since you only have one die, or maybe two in some special cases, but not dice pools.

TNT has a rule that I think is really interesting, where ranged weapons have fewer dice, but can bypass the opposed roll. I would translate that here as ranged weapons or small weapons like daggers have d4 or lower as default die size instead of d6. This way, they have a higher probability of dealing spite damage (1 in 4 or 25% as opposed to 1 in 6 or ~16.67%), which is a more streamlined way to implement something like the ability to bypass opposed rolls by leveraging a feature of MotO that is unique compared to TNT; that you can have variable damage die sizes, and that the size of the die is inversely proportional to the likelihood of dealing spite damage. This likelihood difference is still a lot less than the default for ranged weapons in TNT, but also, the difference in the amount of damage dealt is also going to be much smaller in most cases, so I think it balances out (but that remains to be seen with playtesting...).

Armor still exists in this hack, where MotO armor is damage reduction just as in TNT, so it doesn't add to your side of the opposed roll, it only decreases the amount of damage you would take if your side loses the opposed roll. I also think you could add the shield rule from Maze Rats into this, where the shield can be destroyed to negate all damage; this would be somewhat similar to one of the abilities the warrior class has in TNT.

Why do this (if you're coming from a MotO perspective)?

  • If you like MotO but want to try out a different kind of combat system.
  • It makes combat a little less deadly and more dynamic (maybe, this is untested...).
  • It adds an interesting tactical layer for smaller / weaker weapons or ranged weapons that I think is both interesting, and kind of appropriate for this style of game, without making it significantly crunchier.
  • It seems like a pretty easy conversion, easier than trying to convert D&D combat to opposed rolls, so why not try it out?

Why do this (if you're coming from a TNT perspective)?

    • Mark of the Odd is a really nice, streamlined system that evokes many of the core values of old-school D&D and TNT, but with some more modern sensibilities.
    • If you dislike the dice pools of TNT.
    • If you want to try something new but familiar.


    Full NSR/TNT Hack?

    To make a full hack, I'd need to think about how to convert TNT WIZ (basically spellcasting points) for MotO, and also how to deal with progression and class balance given that there is no obvious equivalent to dice pools or combat adds in this system as-is. I'd need to decide if those are core elements that need to be converted, or come up with some different but equivalent way to treat the ability scores and how they relate to the classes, spellcasting, advancement, etc.

    I think by the end, I would wind up with a system that is conceptually, mechanically, and legally distinct from MotO or TNT, while still evocative of them, in much the same way that MotO itself is meant to evoke the underlying values of old-school D&D, while effectively being an entirely new and unrelated system.

    Friday, July 9, 2021

    Retrospective: Elves

    I've done a retrospective on my first blog post, Mythic Beings, and on my first game, Pixels & Platforms, where I discuss how bad I was and how much better I've gotten at writing and game designing, respectively. Now I'll do a retrospective on my first "Traditional" Fantasy Weird & Wonderful Table, Elves. I begrudgingly included a hyperlink, but it's pretty bad, don't waste your time. I mean, some of them are solid ideas, but some of them are... really not. This was before I really nailed down the concept, that the "Traditional" Fantasy Tables should subvert expectations in interesting ways, rather than just being random variants (like WoTC so often does...).

    Rather than going entry by entry and critiquing it, in this post, I create an entirely new batch. These are I think a little less Weird and more focused on being subversions of typical expectations of Elves. Personally, I prefer the weird, but I imagine this principle will be more appealing to most people. This is closer to what I tried to do with the Elves of Aquarian Dawn, but I think the elves below are generally better.

    Since that original table, I've improved in several ways, which will hopefully be reflected in these entries, such as deemphasizing superficial elements and placing greater emphasis on elements that lend themselves to being used in-game.

    While sharing a few of these on the NSR Discord Server and The OSR Pit, an observation was made that some of these are seemingly at odds with each other. I hadn't necessarily intended all of these to be part of the same setting. The non-specified elves referred to in the Dark Elves entry, for instance, probably shouldn't be the High Elves of the entry above, but could maybe refer to the Dryads. Where non-specified elves are referenced in an entry, I generally mean traditional fantasy elves.

    Also, thanks to Semiurge for a few good suggestions!

    I had wanted to write ten but got stuck on nine and now I'm out of the moment so I'm just gonna let it be what it is so it doesn't wind up in draft limbo forever.



    High Elves (Uruk)
    A brutal empire dominated by a Lich God-King. The centuries-old warrior caste, Uruk, wear into battle enchanted skins such as those of giant bats, lizard-men, wild boars, and dire wolves, making of themselves as monsters. When not warring to expand their territory, they raid villages at the outskirts, but strangely, seem mostly interested in collecting an iridescent but otherwise useless and valueless rock. However, recent reports from spies who have witnessed them at rest, depict the Uruk as gorgeous underneath their skins, as prioritizing beauty and aestheticism, valuing romanticism, consuming psychedelic mushrooms, and engaging in social grooming and other acts of camaraderie and companionship. The human kingdoms must now grapple with the knowledge that the "monsters" they used to gruesomely murder at every opportunity, are in fact more so like themselves than not.


    Dark Elves
    They are to elves as deep ones are to humans; an intelligent species from the deep oceans with the mysterious ability to hybridize with their land-dwelling others. Whereas deep ones often have fish-like appearances, the dark elves are more like cephalopods. Unlike humans and deep ones, the relationship between elves and dark elves is one of communication and collaboration. This often creates tension between the elven and human kingdoms, as the human kingdoms and deep ones are in a perpetual cold war, and they see the dark elves as a potential information leak to their enemies.


    Changelings
    These predators appear nearly indistinguishable from elves, although they are more closely related to birds. They prey on elves, especially babies, replacing them with their own young to be unwittingly raised by the elves. They are boogeymen and the stuff of urban legends; so well adapted to their craft that most elves don't even believe them to be real.


    Dryads
    Nomads with an advanced sensory-immune system. They have a symbiotic relationship with a mycelium network that thrives in their guts and spores off of them invisibly to the naked eye, giving them a means of communication amongst each other and nature that is indescribable to other creatures. For this reason, they are also hyper-aware of the effects of pollution and environmental destruction.


    Wild Hunt
    These elves long ago ascended to the realm of the gods, exploring the celestial heavens in massive golden chariots. They value logic and are often perceived as cold and detached, yet are generally compassionate and generous when one considers their reasoning. Their name is a misnomer passed down in legends, as they only return to the mortal realm when a great threat looms, and so their arrival has become associated with that of demonic incursions and other calamities.


    Lamia
    Magical, shapeshifting, playful creatures that developed alongside elves, not unlike dogs to humans. They come in many genders, such as many-tailed fox, big-testicled tanuki, serpent, coyote, dolphin, spider, and peacock, although most are gender-fluid. They enjoy tricks and pranks, usually harmless and good-natured. A common prank is to take the form of an elf and develop a romantic relationship with a human (the elves see past their tricks), and so in some human lore, they are considered monsters or demons.


    Lemurians
    Their society is the nearest to that of the ancient and advanced Lemuria, the greatest kingdom at the height of the Age of Elves. Although a pale reflection of their past, they still hold ancient knowledge and powerful magical artifacts. While the longevity of elves usually preserves their society, the Lemurian Diaspora, little more than a century ago, has distorted history and knowledge that was already slowly slipping like sand in an hourglass. Lemurian immigrants are being exploited for their knowledge and artifacts, exoticized and tokenized by nobles, and scapegoated to direct the frustrations of the serfs.


    Tengu
    Veterans of an ancient war, and master warriors. Most of their kind have since passed on, and those who remain prefer to live in peace and contemplation as mountain hermits. They have little patience for those who invade their privacy and are prone to violence. However, to those who are virtuous and talented, they will teach their rare martial techniques, with feigned reluctance.


    Cherubim
    Uncanny neotenous elves, child-like in both appearance and behavior, although with a level of social and emotional intelligence far beyond that of humans. Their society is immeasurably wealthy, advanced, and idyllic. Although pacifist, when threatened, and where no peaceful effort succeeds, eldritch creatures come from the aether to protect them. The nature of this relationship is not well understood by others. They will trade with others, usually to the benefit of the partner and more for their own entertainment than out of any need of their own, but will not support those who engage in war or colonial expansion.