Wednesday, February 19, 2014

Cryptopolis by Gaslight Living Document (Undead Document?)

It is some months since the theosophical catastrophe focused on a European cult of Christian heretics and their involvement with Super Science artifacts in 185_, and the world shows no signs of recovery or return to the humdrum affairs of yesterday.

A cataclysmic tide of unexplainable and dangerous phenomena has washed over Eastern and Western Europe, the Mediterranean, and the Near East. No communications with America are forthcoming at this time. The citizens of London, Paris, and Rome awoke one morning some months ago to find that a pale and clinging mist had enveloped their cities, through which no missives nor telegraph communications have yet breached. Londoners are plagued by Elves, Redcaps, and Goblins, who leak out of their sewer systems and haunt their basements and attics. People who leave through the mists seeking succor and safety are simply unaccounted for and vanish - certainly, none have returned to give news.

In the small territory of B_, (near the border with Wallachia), the shining modern city of S_ stands as a exemplar of patience and fortitude. Some weeks after the events of Dr. M_ P_ and his associates (the villainous S_ and diabolical R.S. and Q.R.), the town was quietly assailed on all sides by hordes of wandering corpses. The usually taciturn townspeople awoke to find that the very land around their hometown had changed abruptly. One morning the cool mists showed marble mausoleums and headstones stretching as far as the eye could see, where before there stretched placid woodlands and idyllic scenes. Delegations into the mists returned harried and wounded, and brought with them clouds of flies and fever. At night, awful things skulk through the rooftops and sewers and the townsfolk bar their doors and windows. Evil men do terrible things during the witching hours. The constabulary are flummoxed and men leave it in droves to join the militia or attempt to move their families away.

It is through some quirk of fate that B_ stands upon a junction of rail lines and was formerly lauded as a pleasant resort town in the summertime. A convention of miners, laborers, businessmen, and speculators was making plans for the World’s Fair, to commence here in the Spring of 185_. Although those plans are likely ruined, there appears to be a surplus of heroes and charlatans, able-bodied men and women all, willing to explore and beat back the dark forces that threaten the innocents amongst which they live. Strange abilities to protect the innocent have been awakened in some, and (on the contrary) some have begun to plot and conspire with evil forces for their own gain...

Essentially a horror-themed West Marches/HexCrawl thing using Dungeon Crawl Classics and the supplement Transylvanian Adventures. Drawing a good deal of influence from Hammer Horror, Zombie Movies, and Spaghetti Westerns. I guess you might say there is some Steampunk or whatever but that's not my usual cup o' diesel fuel.

Timeline/progression for character options (by week or game session, as opened up by the narrative)
1. Humans only, funnel
2. Transylvanian Adventures characters given priority or Thief/Warrior from Core Book
3. Characters from Masque of the Red Death/Go Fer Yer Guns (humans!)
4. Dwarves or Caliban choices (by vote)
5. Halflings or leftovers from 4
6. Wizards/Elves (hopefully not the cute Tolkieny kind)
7. Weird PCs like Clockwork Men and Mutants as reality breaks down altogether (open season)

Guns rules from Transylvanian Adventures/LoTFP/wherever - I will try throw in some character options and feats from Arthaus Ravenloft and other places as upgrades to the normal ones in TA. Right now I'm using a sweet little d20 based game called Go Fer Yer Gun! (available free on RPGNow!). There're some fun classes in there and fit the feel of a frontier thing and luckily it has no Weird West issues to complicate the problems.

Base rules will be DCC with some d20 stuff taped on. Every once in a while, you can opt for the 2d6 Dungeon World resolution but then you are in charge of the description and we can all agree on whether the consequences fit.

If you don’t have TA, then I will put something together to accommodate your character – everybody will get an upgrade at the right times as needed - probably a generic “Adventurer” class. Maybe we can start with access to Thieves and Warriors, only, for those who don’t have or want TA. Pop a top hat on that thief and you are (as they say) good to go.

If you pop in from nowhere into the continuity, you start at the average level as other PCs in the game rounded down then -1

No armor to start – some may become available to characters as you adventure. We’ll use the AC and Ruin and Death rules from TA since I think they are fun.

This will essentially be a Undead-flavored early-1800s Hex Crawl/West Marches around a pre-modern Eastern European city in which everybody speaks english, with no clerics to save your ass (unless you choose to put faith in the Christian God or the Evil Demiurge, or maybe the Perfected Christ which would be a blight on your soul). Sort of Barrowmaze let loose in and around the mounds and the city and through the forest and hills. Mausoleums and interconnected dungeons below and around the city. Sewers underneath to unfathomable depths, and new/ancient dwarf-haunted metropolises in the mountains. This’ll kinda be Wild Wild West crossed with Shadowrun in which the corporations are cults into bending reality and raising the dead

I will try to do things in dollars for ease and sanity.

Will have an equipment price list up soon. Will likely use the LoTFP grindhouse equipment since I like that for ease, but CoC 1890s or GFYG can be good, or Masque of the Red Death for Ravenloft

If you choose the Thief/Warrior/Generic Adventurer option for level 1, you can take a sword-cane or a percussion cap pistol or rifle to start (your choice). Maybe as the thing wears on we can get six shooters and serious gunplay since I am seeing a shit ton of rules put out right now for guns in d20 systems.

Bayonets might be handy.

Standard starting kit:

1. Kerosene lantern & ½ pint of oil /1d3 torches
2. Flint and tinder
3. Knife
4. Bible/Cross/Holy-Symbol
5. Choose 1: brass spyglass (see that zombie close up, ) or magnifying glass (+2 to search/detect)

Chargen:
3d6 scramble how you will.

You can move points to your prime requisite at a 2:1 cost (not funnel characters - they get what they get)

+Scott Mathis has given me some informal leeway to add some upgrades from TA to this document for handy reference but that'll need to come later

For flavor, I think it would be really cool if you would pick some of your funnel characters/1st level/whatever and think about them in this way, in terms of terrible secrets

This is the link upon which that document was based, further it's a spin-off of some French thing (maybe +Vincent Quigley can offer a good translation of it).

Funnelers get max HP to start.

When levelling, roll 2 hit dice and pick the better of them to add to your new total.
Combat:
Roll d20 init every round by character, after declaring your action (I know, I know). Adjust by Agility mod. The heart tells me this is the old way and the right way. Funnelers do it by player, and then go in Agility order. Ties determined by Agility and then by Luck - ties with PCs and NPCs/Monsters always go to the PCs - think of it as a perk.

You can opt to wait to go later in round order

I trust you on the dice.  We may be able to use Roll20.net down the road but I don't plan to do it up front.

I debate going until 0 hit point and then using the Ruin score as presented in TA to do the Ruin-based Luck check. I like this method and want to see how it's going to work out. If you like, you can stick with the "Turn over the body" method, but you still get a Ruin score.

(Heroic Option) You can stay up and fighting until -1/2 of your Stamina score - every time you are hit you will take critical damage and injuries at this point, so you can make it heroic and have a gruesomely destroyed corpse.

If your body cannot be recovered or otherwise disappears, we can say you can roll 2d6 on my handy Mordheim/Necromunda based OUT-OF-ACTION chart to see what happens. Maybe you fell in a hole and crawled back to town. You could get more XP this way! I do it like this to keep it pulpy but there is a possibility that you are actually dead dead.

Psychology
Fear and Horror saves: As much as I dig the pulp tone, in any scary game I think fear and insanity are for the good. The Arthaus Ravenloft (and the d20 CoC) had pretty good rules for this, and the idea is that there's a DC for the Fear save and you try to make it with your Intelligence (maybe pick at creation/exposure if you want to use Int/Sta/Pers/Luck?) and if you fail to make it then you are stunned that round for starters. If you blow it by 5, then you get a minor temporary insanity. If you miss it by 10 then you can pick a minor permanent insanity or a major temporary insanity, durations influenced by circumstance, roll play, and player consent. Good role play could be worth Luck, reduction of Ruin scores, or XP or all or whatever. I'll work with you. Attacked by frog demons and go insane? Vow with megalomanic intensity to kill all frogs/Bogbugbilz whatever... That's a hook to good role-play down the road.

Magic
(more later on this)

Other Useful Links
http://www.fraternityofshadows.com/TheVault/MasqueWebEnhancement_byRucht_Lilavivat.pdf

Thursday, February 13, 2014

Progress - Cracking the Whip on The Hounds of Halthrag Keep

It may seem, with all the games I take part in (flash forward to tomorrow's post maybe) and the fatherhood I am doing, like I must never get anything else done.  This is mostly true. I've given up on Spelunky, for example.  However, keen readers, worry not!  For I am creeping incrementally toward the goals I've set, not nearly as fast as I'd like but nevertheless the words and ideas are falling out apace.

Don't believe me?  Well, hurr hurr hurr, I am making arrangements for cover art and interior illustrations!  I have written (as I said before) all the Random Encounters and the modified DCC rules to use in the course of solo play.

Here is the node-web of fighty events that attach themselves to the somewhat more baroque and tangled one that is the main plot of the game book:

The tangled web I've weaved.
I've left the resolution low so that you can't see any clever solutions.  Purple nodes in this diagram mean "questionable ends" in which the player survives but it's not an ideal ending (to me).  Red boxes IIRC lead to other entries in the main quest line.  Black is, naturally, an ignominious death - like when the cruel gods of the Choose Your Own Adventures squashed you into oblivion and made you feel foolish.  I think the dark blue ones are clues or items, but I'm not telling.

The two bigger branches represent "night encounters" vs. "day encounters" and rely upon a pretty crude time-keeping device that affects the states of some entries.  The whole of Halthrag Keep is going to be littered with junk, space rocks, rusty weapons, singed Black Grimoires, dead bodies, the occasional silver coin, and (of course) titanic struggles for the souls of men and women in the cosmic battle of Law versus Chaos.

If you're keen to see it, maybe I can drop the text of the first couple entries to wet your whistle, Adventurer!

I assure you, if you don't despise Diptherio from the very start of the chase, you will by the time you climb out of the river, fleeing for your life!

list of PC casualties for 2012/2013

A blow-by-blow of the horde of temporary fantasy personas I've assumed since returning to RPGs in late 2012.  In rough approximation of order:



Kal Arath (Barbarian Prince rip off) - killed by a bite from a dog-sized spider in the IRON CANYONS. My first PC death since 1995, if I recall correctly.  The sadness of his untimely youthful demise, struggling to reach the open air above the labyrinthine tunnels, snapped my fevered brain and I determined to exact my revenge upon +Dave Younce in the most baroque and excruciating way.  If you are +Dave Younce, please unread this joke I just made.  Also, later on I had a pretty fun Dwarfy conquistador who was fairly bad-ass with an arquebus.  Don something or other.

In an Christmas Eve 2012 game with Jurgen M. and Josha P.A. - I played a gender bending DCC Wizard and plumbed the lair of the Santa Claws with my dwarf associate (module by Daniel Bishop).

A failed funnel group that I couldn't keep up with in the DCC Barrowmaze game of the same +Daniel Bishop .  There was a Halfling merchant, a grave digger, a very pious turnip farmer, and a female dwarf blacksmith, I think.  This could be wrong, though - if it's wrong, those are from another game I played in around January or so.  So 8 funnelers in this confused bunch, whose only actions were to run into the room late when I didn't keep up with the posts.

Vens Kral Vathos - played once in the Barrowmaze Open Table by +Jason Paul McCartan .  I say that poor connectivity wrecked the game for me but it was the brutally unresponsive interface of Roll20.net and my first time on the client end of a VTT, so I couldn't manage it.  I'm impatient.  The upshot was, the community layout and structure was/is inspiring.

There was a big, mean, White Ape Banana Marshall in the post-apocalypse of +Kyrinn S. Eis.  The sliding around in the icy tunnels destroying humanoids was a highlight of the year.

Doctor Varlguise - a murderous and insane plastic surgeon in the Dying Aereth, DM'ed by +James Bennett 

A couple of funnel meats in +Vincent Quigley's Stonehell game (the female one was an agitator prone to leaving subversive pamphlets in newly emptied treasure chests). There was also a burly proto-fighter but I don't recall too much other than that they almost killed a giant iguana-type "Dragon"

A funnel dwarf tunnel runner - killed by a gladiator.  Also, half of a twin pair of sure-to-be-future gladiator team in +James Bennett's islandy hex crawl

At Camp Nerdly I played In A Wicked Age and ran a house of ill repute as a prim and proper Englishwoman poisoner, Jillianmaybe Somethingorothershirestone (Chloe Moretz clone?).  Also, a feisty martial artist killed before his first real match in +Don Corcoran's Burning Wheel .  I even LARPed there as a kid who was physically abused by his alcoholic parents (Danny maybe?).  The In A Wicked Age game was an eye-opener.



There was a funnel group that had a lot of promise in +Alex Chalk's test game. The shrine-sweeper would have been an excellent cleric had he not been murdered by a spidermanspider. The others ended up being a lot of fun for a one-shot, mostly since I tried to swindle Clay's merchant with one and tripped balls on hallucinogenic mushrooms with the surfer guy type the rest of the time.  Big SnakeArm Hands of Colubra Hugs brah, we're gonna make it through this bad trip, mmkay?

Maybe in November or December 2013 there was Forthelbert, lawful cleric of day old baked goods in +Darien Mason's one-shot (maybe a two-shot).

+Evan Lindsey opened up the Gatehouse of the ASE and let in my most recent White Ape warrior, whose name I cannot already recall, but it were much enthused and smashy.

James ran me through a Dungeon World scenario with some nice people in which I played a thief who used the sprawling bureaucracy of the city as a cover for swindling and gallavanting

In this year's reboot of the Iron Canyon, I started with Walger Cheesebeak - a ratling forager, and his grungy buddy Scherandus, a plainsman tracker who is prone to heart-eating.  Also, the grim and thewsy H'ak Rathis, Vulture Spirit Shamaness (now wielding the ancient and wicked-sharp spear Agony's Servant). Strangely, she is the only character I've wanted to play twice since like 1993.

Got into a game with D. Kovacs and a crew of heavy DCC Stoutfellas, all Lawful (but evil) dwarfy Jersey/Boston/NYC type gangsters.  Sadly, I am supposed to be traveling this weekend so I might not be able to see the end of this one.  Fishbit Burris, cleric of the God of Deep Waters, who loves sacrifices in the form of bodies with concrete shoes

The other night I played as Mr. Muggins, student Chronomancer and the bastard son of a low-level Lantern Archon, struggling to break into the seedy criminal world of the City of Dis.  Coincidentally, he was co-opted by the Black Legion, an anti-construct and summoned monster activist group, pretty early into his studies at the Celestial Uni.

In retrospect, I played a great number of one-off games, and it does conclusively show that I have absolutely no allegiance to any particular character.  Perhaps more importantly it also reveals that I will enter into and drop out of any friend's campaign at the drop of a hat.  For that, I am woefully sorry and am attempting to amend my ways.  My friends and I kick around a lot of good campaign ideas and none seem to last very longish - maybe 'cause I don't often play in their games regularly and they also flit about from good idea to good idea like I do.  Maybe the ideas are hare-brained, I don't know.

On the other hand, I ran a great number of games in 2013 of a couple of different stripes.  I won't list offhand the player characters that I remember from those games since it would beggar description (I think it ends up being 50 or 60 different individuals whose details are spotty).  Of course, there were a low number of (short lived!) NPCs, my favorites of which were the three Barrow Harpy sisters that were "befriended" by Roy the Radish and a crew of hapless n00bs (one of whom may have demi-harpy offspring running around the mound surface ****shudder****)

I don't know what the purpose of this is, other than that it's a follow up to my WORKS FOR ME DM'ing style.  We all get our fun in different ways. I guess mine is kind of non-committal.



Sunday, February 9, 2014

Follow Up with New Spell - Imbue Wild Spirit

In my previous post, I proposed a spell to snatch a wild spirit and put it under the caster's control.  Here is a DCC version in PDF form...

Any public summonsing will result in immediate incarceration, unless they are HAWT

I tried to keep a little of the danger and a lot of the random-ness of the LoTFP version, and added in a mechanic whereby you can stick the spirit in something physical and also a method to keep summoning the same spirit with a little added risk (sure to bite you in the ass eventually).

Again, thanks to all the weird little psyches that I twerked this from, including but not limited to +Rachel Ghoul +Ramanan S +James Raggi and especially +Claytonian JP and +Doyle Tavener who filled in a couple of blanks in Table 1.  I don't know what "Thrushing" is - some fungal infection, I guess?

Let me know what you think in the comments, or not, as you prefer.


Saturday, February 8, 2014

Whacked Elemental Golems and Amuck Conjurations

I'm often behind the curve on stuff.  I mean, I'm fairly new to the OSR thing and hadn't really played from the period of 1994 or so until late 2012.  Case in point: I'm only now getting around to digesting the Lamentations of The Flame Princess: Grindy Edition by the esteemed +James Raggi.  A couple of weeks ago everybody was talking about the awesome and disturbing and suitably dangerous Summoning Spell from the magic section - let me be clear before I go on that I think it's a piece of good work and a boon to Roleplayers everywhere.  Mr. +Ramanan S made a cruelly easy automator link to the thing that is breathtakingly fast and sexy.  I think I dig that the thing is chock full of opportunities for meta-gaming based on the high end results.  Say what you want about it, but switching DMs in the middle of a game (I think he did this in the OSR Bundle of Holding module) - not only do I think it would be doable and fun, but it's a great premise for a disastrous conjuration.  Essentially, the Universe doesn't work the way that your usual god wants it to and the New God is calling the shots, now.  I think I'm conflating two separate works, but anyways.

So +Rachel Ghoul put a thing up about "Concept Elementals" - which you can find here.  Briefly, instead of just the traditional elementals of Earth, Wind, Fire and Disco, there are elementals of a great number of abstract concepts.  Rachel mentions Love, Wealth, Friendship (I think), Blogging, Deceit, Time, War - I don't know, but the idea is that these things - abstract concepts can be summoned and embodied.  Now, the speck of fun I put into the stew was that not only do all constructs/golems/clockwork/steampunk whatever machines need some animating principal, but let us say that the Forces That Be love - just Love - to send answers to requests from spell casters of any kind. low level or not.  And this is tricky bidness, if you get my drift.  Low level summoners can't really control what comes through, but it will animate whatever vessel you prepare for it and do what you tell it for a certain price - in line with its needs and motivations.  You could put some human/elf/dwarf/lizardman in your Golem, if you want, but that's another spell and this thing can be all kinds of motivated and dangerous in ways a human persona would not be.  Appeal to Yan'C'Bin, or Cryonax, or Ithaqqua, or whatever, and you're headed in the right direction...

Turns out, there are a wide range of awesome Summoning Adjuncts to your standard run o' the mill rules.  I recommend the Swords and Wizardy: Eldritch Weirdness series (came with my OSR Bundle of Holding) and maybe any of the weird Tekumel Stuff, or just fuck it - chuck in some Carcosa or GW random mutation things, piled on top of your standard run of the mill elemental summoning spell.  I don't have 3.5 or Pathfinder, but I do have L/L and AD&D 1st edition and a lot of other crap laying around, so maybe we can do an easy peasy Random Elemental Summoning into Small Vessel with No Chance for Good Outcomes, Wizard Level 1

Fucking around with a couple of dice and a handful of charts could get you Wood Elemental, with Fecundity and Water, giving you thus:

It seemed like a good idea at the time.
Or a Fire Elemental with Heartbreak motivations and Jealousy, or a Time Elemental with Impatience and powers of Disinvigoration (she might have sex with you real fast until you were a pile of dust and wouldn't take no for an answer).  None of these needs must end in combat, and they could and it would be swift and easy since if you're using the LoTFP thing it's the equivalent of a Blood or Shit Demon and maybe a HD or two.  But, think if you could get that thing on your side by playing to its needs and motivations in RP?  Instead of cleaving it into pieces?  Could it be a Patron for your DCC Wizard?  It pops in to discharge its obligation to you and then dispels the forces that hold it on the Prime Material Plane?  Could its services be traded to a thief to rust a lock or some bars to pieces?  If you could tie it up in a sword, or trick it to stay in there for a few rounds, you could do like the old BRP Elric! game and have a iron sword become briefly magical in a very, very weird way.  I ought to just say that all magic items are this, in my campaign.  Some crazy ass elemental spirit or demon locked in your item, just itching to get out and take it out on you.  Hmm, I always push Realms of Crawling Chaos on people since I like it, but since I read that I realize that all my magic-items since have been really cursed artifacts like in that show in the 1990s, uh - Melrose Place.  I don't think people appreciate that without Robey doing that thing there would be no Mulder and Scully, incidentally.

One night in Bangkok makes about 4 hours of play, 5 or 6 good encounters, and 6 XP

This reminds me I need to grab those Reaction tables from the 1st ed. DMG or maybe its Moldvay B - I think a lot of folks want some handy dandy random charts.  Fuck, I like 'em, I'll tell you what, but it seems I use them less and less lately except in a tight spot and even then my desk/drive is so cluttered I rarely can remember where I put it.

Place a bookmark in "Self-Geas" #497, right behind Tcho Tcho as PC for DCC (DONE) and also +Jen Brinkman and +Bob Brinkman 's fucking righteous form-fillable .PDF character sheets which I was going to do I swear it but he did it anyways, and Ygg bless the self-taught man and woman

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