Thursday, March 13, 2025

Lexicon of Klarkash-Ton, Hierophant of Atlantis: Lupanar

 This time, we follow the good High Priest to the far future, to the final continent of Earth, Zothique, for a a tale of ennui and love: Morthylla.

Without impulses, other than that of an urgent desire for solitude, he turned his steps toward the suburbs, avoiding the neighborhood of taverns and lupanars, where the populace thronged. 

A lupanar is a brothel, so called because the ancient Romans supposedly likened the sounds of whores to the howling of wolves. Of course, if your brothel happens to be a hideout for werewolves, calling it a lupanar is more than appropriate. 



Thursday, March 06, 2025

Lexicon of Klarkash-Ton, Hierophant of Atlantis: Calenture


Clark Ashton Smith makes me very thanksful for electronic readers; I've never read anything by him that didn't include at least one word I'd never encountered before.  He is, of course, the author that inspired X2: Castle Amber, a fun-house dungeon much beloved by many grognards.

As a glossary of words gamers might find useful, I begin with his short story "A Vintage From Atlantis":

I turned giddy; and a sort of dark confusion possessed my senses by degrees; and I seemed to hear and see and feel as in the, mounting fever of calenture.

 According to Miriam-Webster, calenture is "a fever formerly supposed to affect sailors in the tropics."

While you could use this as part of the name of a spell or a plague ravaging the Isle of Dread, I think it might also make an excellent name for a succubus or night hag.

Saturday, February 15, 2025

The Bramble Marches

 The Bramble Marches is a campaign I've been working on that's meant to include TSR-era exploration and end-game content into 5e D&D. A friend of mine has actually done more with it so far than I have. ;p

Made in Inkarnate

The basic premise is that a thousand years ago, a great dark empire crossed the Mistweaver Mountains and destroyed an Arthurian-inspired kingdom, force-marching the survivors to the far south.  Those survivors eventually threw off the yoke of their subjugation and have been slowly expanding their new territory ever-northwards with the goal of reclaiming their ancestral lands.  In the meantime, the old evil empire collapsed, leaving those old ancestral lands a wild wilderness full of ruins and monsters.


The Bramble Marches is the furthest north territory of the survivors of the old kingdom, and its current northern borders are on the southern borders of the old kingdom.  


The map was made in Inkarnate.

Saturday, June 15, 2024

Grimdark vs. Eucatastrophe

Noisms has some interesting ideas in this post about his desire for some depth to his grimdark, and turns to Gene Wolfe and Tolkien for relief.  Now, it can be argued that he’s watering down, even spoiling his grimdark by twisting the universe to actually be caring and not indifferent.  And that’s true, but it sounds like Noisms finds the nihilism of grimdark to be hollow, all shadow puppets without depth or impact.  And I totally get that.  I don’t think his preference for a greater truth that bends the universe towards benevolence if only someone dares to reach for it is the only way to solve the issue, but it is an interesting one.


He follows that up with an elevator pitch that’s rather like something he’s done before with a dark science-fantasy twist.  And then he lays three conditions, or design pillars, on the idea: 

The task is to provide maximum campaign flexibility and maximum player agency combined with an institution-based mode of advancement.


Now, straight up, I’m not sure how I see these design pillars necessarily intersecting with this theme, and I’m not entirely certain they do.  They might only be challenges Noisms thinks are interesting to tackle in RPG design.  I certainly think they are.  


I think the core of making this work is building towards one or more eucatastrophes over the course of a campaign.  The challenge is that they can’t be random; just as Bilbo and Frodo sparing Gollum's life results in the destruction of the Ring, so do the eucatastrophes in the game need to grow from the actions of the PCs and the choices of the players.  The benevolent universe only puts its finger on the scales when courage and virtue invite it.  


There are a number of ways you could do this.  You could give the players points when they do something that invites eucatastrophe that they get to spend for rerolls or power-ups, but that feels cheap to me.  You could use Progress Clocks a la Blades in the Dark; as the PC knights exhibit virtue in the face of a hostile world, the Progress Clock fills.  Once full, Providence takes a hand, and by “miraculous happenstance” our heroes get their fat pulled out of the fire or stumble across a clue or tool necessary for their success.  


To truly make this work, I think the GM would need to keep the Progress Clock (or Clocks, as you could have one for each PC or tied to different threats or different virtues; I myself favor different clocks for different virtues) so the players would have no idea if the clocks are full or not at any time.  Heck, the GM might not know; perhaps the GM rolls each time the progress clock gets a tick to see if it’s full or not, with the odds rising for each tick but never quite reaching 100%.  


This way, the players know that acting in accordance with virtue is beneficial, but they never know quite how beneficial.  And since a full Clock doesn’t necessarily “go off” as soon as it's full, they can never know if the risk they take for virtue’s sake is actually benefiting them, or if it’s “wasted” on an already full Clock.  Which only feels right to me.


I think this is ringing for me in some part because I’m reading Pendragon 6e’s Player’s book right now.  I’d be tempted to use the virtues from the old Ultima computer RPGs, especially since those come into conflict with one another in beautiful ways, challenging not only one’s commitment to the virtues as a whole, but to individual virtues in relation to the others.




Tuesday, April 02, 2024

The Light Dawns

THIS!!!  Yes, a thousand times, this!



 

Back in the day, I referred to this as “neo-classicalgaming,” which is to say, the sorts of games that came out of various deep dives into older games to see what was actually going on under the hood, rather than what everyone assumed was happening.  (The ‘90s were a terrible time where dumb “conventional wisdom” ruled conversations about RPGs, but much of the thinking from those days still lingers, especially in professional spaces.)

 

Anyway, point is, if the core of gaming is making interesting decisions, rolling the dice isn’t playing the game; it’s putting the game on pause while a random element is introduced to force the players into potentially rethinking their approach and how they value their various resources.  So the more a game has rules about a thing, the less it’s potentially about that thing. 

 

This creates weird mechanics that kinda sidle-up to their topic.  On the one hand, if you want the players to be making decisions and talking around the table about a particular subject, you can’t gloss it over with a dice roll.  On the other hand, what rules you do have should encourage conversation about the topic.  Mothership wants you to spend time on being stealthy, so it has rules that make combat very dangerous, and creating spaces where you’re going to be chased by critters that want to engage you in combat.  So the game’s mechanics encourage stealthy activity and conversations because the alternatives (touching the dice) are much worse from a mechanical standpoint.

 

Granted, these games require a LOT of trust all around the table; lack of skill and lack of trust can ruin a game like this.  Luckily, it only requires a modicum of social skills to be able to put together a good group and engage in this sort of gaming.

Monday, February 19, 2024

Corkboards & Curiosities: a New Angle on DMing

Here's a new YouTube channel that's absolutely worth your time.  There's some clever ideas in this video I will absolutely be implementing in my campaigns soon (especially the "what are you thinking" one).



Sunday, February 11, 2024

Fun Dice Tricks with Map Crow

Map Crow is a YouTube vlog that’s hit-and-miss with me; when it’s hot, it’s pretty hot, but when it’s not, it’s pretty meh.  FOR ME, I’ll hasten to point out; there’s a lot of stuff being discussed out there this old troll has seen many different times over the years, nuggets of wisdom rediscovered by new generations.  Reminds me that sometimes the topic I think has been done to death is, in truth, a brand new revelation for somebody, especially with so many new folks entering the hobby.

 

Anyway, Map Crow’s latest is on fun random encounter tables, and he does some really neat stuff using 2d6.  The sum of 2d6 gives you what the encounter is, while the red d6 tells you what the disposition of the encounter, while the blue d6 gives you their distance from the party.  Check it out; he does some fun things with the interaction between the bell-curve and the flat curves, making a the extremely rare roll of snake-eyes really, really ouch.

 

His division of his map is similar to what I did when talking about Hex Mapping, but combining the table, the disposition, and the distance all in one roll is very clever.  I’ll still probably default to my own What-Are-the-Monsters-Up-To table (I’m too much in love with how you can roll differently for intelligent and bestial encounters on the same table), but game must recognize game!