Wednesday, October 9, 2024

Bars Aplenty Cut Content

The blurbs from the Barkeep in the Borderlands Jam are up now! I made a big supplement for this called Bars Aplenty!

Earlier this year, after finishing Hall of the Five Moons, I realized that there was a Barkeep Jam going on thanks to Bluesky and went into a fugue state to jam out 21 bars and some other stuff in three days for it before the deadline! 

I had a lot of fun making all the locations and trying to fit it thematically into the extant materials and I may have gotten a bit carried away with the number of locations in the end. But! That wasn't all I had planned. My original design document had 27 bars in total. I cut a few due to the deadline coming up and my own available time coming up short. Here's the basics:

Nightshade

A invite only bar for the ne'er dowells, vampires, and everyone just a bit too edgy and illegal to hang out overtly with the Cult of Chaos. These guys were going to have a swanky jazz bar with a bunch of available errands to run for the various esoteric villains of the city. 

Garden of Necessary Evils

If there's a bar for creeps and ghouls then there's surely got to be a Lawful Paladin speakeasy. I scattered a few Lawful type events around Bars Aplenty and if anyone in the party took them up then they got an invite to the Garden of Necessary Evils where the insurgent Lawful types of the city mingle and try to hold things together. This one would also have errands but they'd be more focused on countering the activities of the Cult of Chaos.

Starship

In my ongoing Mothership drop-in game, a spider-cyborg ally by the name of Tenpiece fled a station the crew was accidentally responsible for deleting from reality. This bar was to be a direct insert of Tenpiece and crew's ship crashing in the Keep and setting up a bar as well as offering reaper/cybernetics goods and putting out Pikmin style bounties for needed ship parts and reagents. Ultimately scrapped because it was just too tonally distant for me.

Slumbermaw

This was to be a sleeping dragon in the keep that partygoers could enter and experience the dragon's dreams and the bar that colonized them without waking the dragon- very similar to how the Gatorbarge works. Some of the ideas got reworked into my dream-selling-buying bar location.

Slapsticks

Barkeep had a few secret factions and Bars Aplenty certainly has secret recurring characters and factions- one of which is Clowns. They're all over the tables to be found throughout the city and the party would inevitably hear about the clown-only speakeasy they would need to dress up as clowns to enter. I was waffling between it being incredibly sad, unspeakably horrific, or just an actor green room and couldn't make the concept work to a way I liked. There's just One Clown anyways.

Labyrinthia

I am pretty bummed I didn't have time to finish this one. It was to be a giant maze set up in the Citywood with harpies that deliver drinks to those trying to solve it and commentators in a central tower heckling maze goers. There would be all sorts of traps and tricks found throughout- including an accidental drop into a real dungeon active beneath the city.


Bars Aplenty was a lot of fun to make- if anyone uses any of them please let me know! I'm considering taking Wicked Whispers and spinning it off into its own separate product and expand its depthcrawl- so maybe there'll be more news on that later...

Friday, October 4, 2024

The Witch and the Wile (GLoGtober 2024)

This is for the two complimentary monsters challenge in GLoGtober 2024.

So your town has pissed off a local witch. These sorts of things happen with an uncomfortable frequency in the Starklands, so what was it this time?

 

Justin Gerard

What did your village do this time?

1. Someone cut down the witch's favorite tree and it was very explicitly marked with sigils and craft. No one will fess up. 

2. A drunk stumbled from the tavern into the woods and threw up in the sacred spring. The naiads called in a favor from the witch.

3. Patricians from the nearest city are going around trying to stifle witchcraft and require locals see doctors in the city. The witch has taken offense that her cures are insufficient. 

4. There's been a spree of cat killings throughout the village and the witch has had enough of it.

5. An oppressive religious sect has taken up residence in the village and is spreading rumors about the witch's terrible powers. They aren't fully wrong. 

6. Sulfur mine expansions have destroyed a precious foraging spot for rare mushrooms. It was the last one for miles.

Consequences and the Wile

Lusy_sama
When a Witch is ready to begin her mischief, making the town rue the day they brought her anger upon them or at least until they right their wrong, a Wile comes into her service. Sometimes a ritual is done, but more often than not Wiles have a sense about these sort of things and find their way to where they are needed. Whatever the witch does, the Wile is there to amplify and sow discord amongst the townsfolk. Their relationship is not exactly mutual- many a Witch's grimoire warns of the dangers of Wiles left unchecked.

Wiles have no shape or form of their own, instead adapting whatever suits their fancy- but a careful observer will notice their shapeshifting is never quite perfect. They aren't said to be strictly speaking intelligent- possessing more of a feral trickster level of intelligence and a sharp sense of where to twist a knife and mimic sharp words as like a malicious mockingbird. Their touch rusts new metal and gnarls wooden craft- wherever they've been one is sure to find twisted roots sprouted up from the ground where it walked.

Without any prompting by the Witch, the Wile amplifies her hexes and curses. If she brings a storm onto the village then the Wile is there howling in the night, shaking windows and doors, and calling in the voice of loved ones from just outside. If the Witch invokes a pustule pox then the Wile is there, a faceless familiar villager in the back of the crowds jeering and riling the town up. 

Though Wiles are more than happy to raise trouble for the fun of it, they also tend to take things from unsuspecting villagers. Precious jewelry, mementos, diaries, spices and the like are all up for the taking by the creature which will usually lair in a hollow tree nearby and revel in its ill gotten gains. 

Jonathan Gregory Bick
Many charms and counters are said to work against Wiles. Sometimes a Wile gets carried away and goes too far, taking a child, killing a herd, and the Witch herself may turn against it and expel it. Like all beasts of the wood it shirks from fire, though salt has no effect on it. A clever village may be able to catch and trap one by locking eyes with one another standing in a circle- ensuring someone will recognize and point out a lurking Wile in their midst. 

By the time a town has appeased the Witch and she ends her torments the Wile will have moved on, oftentimes lazily lairing in its hollow tree nearby and pulling tricks on unwary travelers until another Witch has need. 

Old myth and legend tells of the first Wile to walk the lands as a curse upon witches. They tell of the time when a Witch first acted in rash anger against a village that had offended, and the Wile leapt up from the ground and began their mischief. They amplified the Witch's fury and soon had goaded the Witch into wholesale destruction. While storm and root tore the town open the Wile stalked from home to home, eyes glowing bright, cackling laughter of parents and children, claws dripping red and rending villagers limb from limb. When the fury cleared the Witch's vision she saw what she had wrought- and what she had let stoke and feed on her rage- and lamented.

Thursday, October 3, 2024

Invasion of the Adversary (GLoGtober 2024)

This is for the Alien Invasion challenge in GLoGtober 2024.

Across the stars, the mechanism of undeath is in constant motion. Dead nebulae churning out exotic matter, necromegastructures teeming with engineers and warriors in the dark, untold billions are at work under the direction of the Adversary. When your world was but a cloud of condensing matter, the Adversary stood tall on glassy night-soaked sands and watched their home chewed and swallowed by a black hole and on that day began their crusade to end ends, to cease cessation, to break the cycle and fling its ends to infinity. 

Vadim Sadovski
The Adversary's battle continues to this day, now spread across the filaments of the stars their intergalactic war against the Inevitable takes the shape of an intergalactic machine powered by matter, fueled by energy, and helmed by intellect. It is in search of these three resources that their Necrospores, moon sized heralds of undeath, have been scattered to our galaxy. 

General Order of Events:

100 years before Invasion:

Astronomers across your world will look up and see the bright corpselight burn of the Necrospore entering the star system and braking into a distant orbit. To wizards, this will be a terrible light that blooms across the night's sky and thrums with power. The Necrospore begins waking, organizing its legions and scouting the system- inevitably discovering your world.

85 years before Invasion:

The Necrospore begins thorough scouting of your world. Spies are deployed in steel coffins near major population centers and begin raiding cemeteries and funerary sites for corpses, interrogating them to learn more about the world and feed this back to the Necrospore. Meanwhile, the Necrospore is at work surveying planets and asteroids. Its light burns even brighter in the sky as its furnaces roar to life.

60 years before Invasion:

At one moment, the Necrospore contacts all of the most powerful wizards and world leaders and offers them a deal. Join the Adversary willingly and be blessed with eternal life, lead armies the size of planets across galactic timescales in exchange for selling their world. 

20 years before Invasion:

Agents of the Necrospore begin sabotaging the world's defenses and identifying key areas. Mass graves. Loci of magical power. Vaults of artifacts. Capital cities. Orbital batteries. Using Gates and other ritual magics, the Necrospore begins seeding elite forces throughout the world and causing chaos.

10 years before Invasion:

Each day the world is more dangerous. The dead walk freely, and the corpselight in the sky grows brighter. Over these ten years the Necrospore burns into a tight orbit around your world. Each day the great bell at its heart tolls a pulse across the gulf of space and you feel it approaching in your bones. Your skeleton knows where it is at all times. Once it is ready, the Invasion begins. 

Day of the Invasion:

The stage set, the Necrospore eclipses the world. Its corpselight blots out the sun and it unfurls its many millions of hangars and launches a million million ancient skeletons, alien death knights, and galactic liches to invade your world. Your world will serve, one way or another.

Variations

What's special about your world?

1. Your world was seeded with life long ago by an alien empire. Their engines of creation and destruction are still intact in the deepest parts of the world.

2. The world itself is alive but slow to rouse. It will try to combat this invasion- making it a powerful ally if you can contact it.

3. Nothing. Yet another world for the machine.

4. Powerful ley magics are infused in the asteroid belt near your world and the Necrospore will take twice as long to begin its invasion.

5. The veins of your world run infinitely deep and wide. The further you go, the stranger things get- and the further away the invasion forces are. If you're clever and fast enough you could outrun them forever.

6. A Third Party has interest in your world and will warn and provide support once the Necrospore appears in the sky. They have fought these battles before.

Your Necrospore

The Necrospore itself is a machine-being the size of a moon. At its core are the concentrated quantum-state phylacteries of a hundred liches in divine theospension mixed into one Ur-mind that makes up the Necrospore itself. It has a personality, whims, and can be spoken with. Though there are countless Necrospores, each is unique. This one:

1. Will take its time. Using waves of attacks from very far away until your world becomes strong. Then, it will crush you and turn that strength into its own weapon.

2. Prefers subtlety and manipulation. It masks its presence and sends dreams to recruit a cult of followers that will make the world ripe for its harvest.

3. Tries its best to bring your world into the fold peaceably. It will offer the gift of undeath to all who will take it willingly. It wants to be your friend so badly- why won't you just let it kill you?

4. Is a cauldron of bio-horrors. Feasting on samples from your world and others it brews them into soldiers and deploys them in a quest to improve their armies.

5. Has killed your gods. This isn't its first invasion by a long shot and knows the best first strike is to sever the divine links and smother the gods and godlings before they make the invasion more difficult.

6. Hates all of you individually and specifically. There will be no offers of peace or leniency. The Adversary sent it here to acquire materials. It wants to guarantee that the last sparks of your lives are so miserable that you will recognize undeath for the gift it is. All will serve- it does not matter how they get to serving.

Conclusion

Play as a dynasty fighting over a hundred years to defeat the Necrospore and its agents. Or as adventurers on that final day as the sky rains alien skeletons and angels of death. Or as world leaders and wizards orchestrating the final defenses. Maybe a neighboring interplanetary civilization will offer an escape for some? 

If you defeat the Necrospore then you have probably bought yourself at least a hundred years- maybe more. Perhaps you'll be lucky and the Adversary's forces are busy elsewhere in your galaxy and it gives you more time to prepare. To the Adversary, these are but small setbacks on subpixels of an intergalactic map. Your world will join eventually.  

And if you do join? Well now comes the longest war in the universe. Join the legions of the undead as they battle the Inevitable. Galaxy-class rituals spanning a thousand thousand worlds. Lead legions of dead conquering innumerable planets. Star system sized battles against the pawns of the Inevitable. Ancient Necrospires floating in the dark secret parts of intergalactic space and collecting all of the knowledge of all of the subsumed worlds. And perhaps, serve well enough to earn an iota of attention from the Adversary and bear their mark.

Wednesday, October 2, 2024

Chapel of the Living God (GLoGtober 2024)

Sacred Body Horror for GLoGtober.

On entry into a Chapel of the Living God most visitors will first be in awe of the hundreds of Beneficent Saints lining the walls, smiling down from the rafters, whispering their rapturous chants and cloaked in woven gold. Older Chapels are said to be so filled with Beneficents that their very roofs and shrines are upheld by smiling, chanting saints- gold-flecked skin and swirling golden irises.

Kris-3d
Feast days and memorials will usually see families visiting with and caring for their relatives that have become Beneficents, cleaning their skin and making offerings of their favorite foods. I have even heard of some sects that allow families to take their Beneficent out for the day to visit and bless each of their households before returning them into the care of the Chapel once more. 

The two other most significant features of your average Chapel of the Living God are the Supplication Basin, where appeals are made to the Living God in the presence of the oldest Beneficents of the Chapel, and the closed off Ritual Chambers, where the priests perform the Benefaction Sacrament.

Entei Ryu

Most are familiar with the general practice of Benefaction as a means of ritual preservation and recognition of services to the Living God, however the details aren't well understood by those outside the faith. The history of Benefaction goes back to the early days of the Living God, who would bless their chosen as Avatars that would wield a fraction of the Living God's power against their enemies. The saying holds true, however, that absolute power corrupts absolutely. After a time, Avatars would begin to be corrupted by the Sacrament as it grew and warped their bodies and minds with unfathomable power. Eventually, the Living God introduced the practice of Benefaction as a means of preventing Corrupted Avatars from wreaking havoc. 

Depending on the suitability of an Avatar candidate, they are assigned a date for their Benefaction. Great heroes of the Living God are known to have borne the Sacrament for years on end, though most last a month or a week. Once the date is reached, the Avatar returns to a Chapel where the priests ritually sever their limbs and burn them, then wrapping the strands of the Sacrament that remain around their torso into a golden cloth. Now a Beneficent Saint, they are put under the care of the Chapel- or transferred to their home chapel- where they will be cared for eternally. 

What's Going On?

The Living God is a hivemind organism that lives in the bodies of the Beneficent Saints. In the form of the Sacrament, it is a bundle of carefully grown tendrils that are ingested by candidates. Over time, it grows in the candidate and grant it extreme powers of strength and agility as the tendrils reinforce the candidate's natural body. As the growth progresses, the Living God and the candidate begin to act as one- however eventually the Living God will overtake the host where it then risks severing from the hivemind and growing its own- something like a sub-cult. Knowing this unfortunate feature of its evolution, the Living God uses ritual and tradition to curtail its Avatars early- maintaining its existence in the body of the Saint and allowing it to continue to grow. 

Evgeny Romanov
These facts are known by some of the highest of the clergy of the Living Saint- who maintain that these abilities could only be those of a God. Their God is tangible and, if it needs their service, then they will carry it in their body and become its lever upon the world.

Tuesday, October 1, 2024

Knifepoint Horror

Smaller posts for awhile! Finally not procrastinating and spending more time slaving away at the programming chisel, amateurishly trying to rip the form free from the marble block it's trapped in. 

I am very, very picky about podcasts that I listen to. Partly this is because the main times that I consume podcasts affects what I'm listening to. For example:

Driving: Anything below but particularly: If Books Could Kill, Bad Books for Bad People, Radiolab, Behind the Bastards, Fear of a Black Dragon, Pretending to be People, Into the Megadungeon, Ologies, etc.

Hiking: Lore, Mayfair Watchers Society, Modes of Thought in Anterran Literature, the Magnus Archives, the Silt Verses, the White Vault, etc.

While falling asleep: Exploring Series, Acephale, Knifepoint Horror, the Wrong Station 

My "falling asleep podcasts" are, barring the Exploring Series, exclusively horror themed and have been finely selected for three qualities.

1. Consistency of audio volume. If it maintains the same general volume over an episode then it's a keeper.

2. Paucity of advertisements. I don't know what happened recently, but more and more advertisements on podcasts have been maliciously raising their volume over the general volume of the episode it seems, which is annoying. 

3. Unique Horror (Mostly). The three main contenders here, Acephale, Knifepoint Horror, and the Wrong Station generally offer stories that I have not heard before. 

Best of the Best

In particular I have to shout out to Knifepoint Horror as the best horror podcast I have been listening to this year. I have listened to it for several years, but this year in particular I did a great deal of hiking and driving finally actively listened to the entire catalogue and on a re-listen I finally started to appreciate these tales. 

Soren Narnia, the author of the stories, the podcast creator, and the main voice in all but the earliest of episodes weaves a variety of tales that usually wind a nebulous wandering tale through horror and mystery. Each story is very minimal in audio effects and uses a singular narration, they're all by one person. There's no guarantee of getting closure on these tales, some of them end rather abruptly, some of them wind out over the hour or so, and some have satisfying resolutions, but each one still succeeds in that draw in of Soren's narration as he tells a strange story. I highly recommend the podcast and in particular here are my favorite episodes. You don't need to listen to anything in order*, so don't worry about that. 

  • Let No One Walk Beside Her: Absolutely unique in the podcast, there's nothing else like this horrific, fantastical tale of survival, winter, and magic
  • Colony: A tale of years and a bright community's transformation, told by an outsider
  • The Crack: Unsuspecting, a student joins a silent group meditation hike and experiences a terror of geography and humanity 
  • Twelve Tiny Cabins: A student finds a campground mysteriously and suddenly abandoned. Later, they interview a professor about the writer's retreat that had been abandoned and what they saw.
  • Occupiers: A 19th century story about what stalks the streets of occupied Moscow.
  • Digs: The narrated notes of someone moving into a strange apartment and what they experience there.
  • A Convergence in Wintertime: Tales of treasure bring several different groups together at a critical moment in a deadly environment.

There's more but as I scrolled through my notes just now I started to realize I would end up listing most of the episodes in the catalogue! So, if you want some quiet, wandering narration and mystery then definitely check out Knifepoint Horror. 

Thursday, September 12, 2024

Fear and Hunger Takeaways

The dungeons of Fear & Hunger stand before you...


Fear & Hunger (F&H) and Fear & Hunger 2: Termina (Termina) are dungeon crawl RPGs with a lot of meat to pick from and use. The first game is set in a classical megadungeon called Fear & Hunger while the second is a city crawl through the afflicted town of Prehevil and its many minor dungeons. 

Many people describe these games as "games that hate you" due to their sheer difficulty. And yeah, these  are very challenging hellish crawls set to tear apart the unprepared. But if "Nethack and Silent Hill inspired survival horror dungeon explorer" tickles your neocortex or causes an ominous humming sound to emit from your cerebral cortex then check it out. Oh and take those warnings on the game page and in the game seriously, the world of Fear & Hunger is extremely dark.  

Spoilers ahead! The game is best experienced blind.

Alright with that out of the way, I want to highlight some things from my experiences playing the games so far:

Fear & Hunger

Zoinks!

Puzzle Monsters

Most of the combat encounters in both games are against one creature, you'll very rarely be fighting two or three at the same time. The reason for this is because it only really takes one foe to absolutely ruin an unprepared party. 

Combat in F&H has the party deciding which body part of the enemy to attack aside from a few abilities that vary their locations or hit everything. You can cut off a cleaver wielding arm to stop a devastating hacking attack, cripple the legs to stagger the enemy and expose their head, keep rolling the dice trying for a lucky headshot, or just concentrate on the torso to take the monster out directly. 

The first encounter with a new enemy is always tense. You have no idea what it does and need to be careful. After a few encounters you start to figure out the best ways to to cut down some of them and start getting into the groove of understanding the best approach, but bosses are always a terrifying encounter. Are they going to go for my limbs? Attack our sanity? Inflict conditions? 

Let's take one of the most common horrible encounters: the Guard. Spoilers ahead.


Standard guards wander around the early levels of the dungeon. They're generally slow and easy to avoid, but if you get locked into a fight with one then you need to have a plan. Almost every encounter with an enemy will have the players take their turns first (something something agility), so we take a look at this guy and consider:

1. There's a big cleaver in his left hand. That thing looks like it could inflict bleeding or even chop a limb. 

2. The "stinger" between its legs is bad vibes, I hate it, and I am afraid of what it will do.

3. There's the other arm, which is really big and looks maybe longer than the cleaver arm? That could be a problem. 

So what do we go for first? There's an optimal way to handle these guys with almost no chance of taking damage and I'm not going to spoil all of it, but this visual representation is something that could easily be explained at a table to represent a monster your players will encounter. Without any input from the player, the guard will do the following things:

1. The cleaver will slice at a party member and sever a limb and do damage.

2. The stinger might do a high damage piercing attack. 

3. The big right arm might initiate a Coin Flip attack. Coin Flips attacks are something like Save or Die attacks. Crucially, this one can be entirely avoided if all of the characters guard before the attack comes. Failure to dodge or guard it is going to probably kill one of your characters early on.

And this is just an example of one of the many monsters in the dungeon. Again, each of them have a variety of attacks, are made up of components that can be targeted to disrupt these attacks, and have standard attack patterns.

Running Away

Not encountering something (seeing it on the world map and running around it) or running from an already started battle are some of the best options for combat in F&H. Why risk resource expenditure when you could just not encounter the creature? Much like at the table, sometimes the best choices it to run away. Or to talk! Many creatures have unique interactions where you can try talking to them, distracting them, confusing them, trivializing or ending encounters early. Although for others, talking might just be a waste of your turn- it's up to the player to make the judgement call.

Actually I think this is why so many people find the game so challenging early on. Much like a 5e trained table, they see a monster and must go fight the monster. Running away or choosing to not encounter it isn't an option people think of with these sorts of games, and there's definitely a few thrown in early on that are intended to teach players that running away is not only viable, but sometimes the best choice.  

Fighting a monster doesn't always reward the player with much here either. Looting the body of a crazed cave gnome might turn up a shilling? But was it worth getting bleeding on two of your characters and an infection on one? There's no experience system here, F&H embraces the diegetic advancement system of finding equipment,

Resources

b0lyachka

Much like your tabletop dungeon crawling experience, there are resources to be spent and carefully used here!

  • Food: In the dungeons of Fear and Hunger, you get hungry quickly! Just entering the dungeon makes you get hungry faster. There's a pervasive, oppressive influence (with an in universe explanation) that constantly drains the party. Food items need to be scrounged, prepared into recipes, and used carefully to avoid starving in the bowels of the dungeon.
  • Mind: Mind is a sanity mechanic that drains over time as well, and if a character reaches 0 mind it's game over for them. In F&H, it drains faster when you're not using a torch which ties torch management into this resource loop. In Termina, Mind can be slowly regenerated by hanging out in one of the two "safe" areas where you can relax and chat with party members. Mind is also used directly by spellcasting in both games and managing mind is critical for a spell heavy run.
  • Health: Health is a big one. It's the discrete number of hit points you have but you're also going to be managing the variety of status effects that you can be afflicted with. An infection from an attack in an arm or leg will kill a character over time and has to be treated with a healing item- or the limb needs to be removed. Speaking of limbs: 
  • LIMBS ARE A RESOURCE TOO: Lose both your arms and you're reduced to tackling. Lose your legs and you're slowed both in battle and on the world map. There are also ways to get your limbs back which you can only discover through searching the world and understanding its magic systems.
  • Time: In F&H you have about thirty in game minutes before a character tied to several of the possible player characters' backstories dies. In Termina, the entire game takes place over three days with different events and character activities happening across the town. Termina in particular also ties time into its saving mechanic. There are several ways to save your game, but the easiest one is to rest in one of the usable beds throughout the city, advancing time and also gaining access to the game's advancement system. 
  • Restoratives: These are the things that cure your conditions and heal your characters. Herbs are scattered around the maps, and if you find a recipe book you can make these herbs and other resources into a variety of healing items. 
  • Battle Items: Termina has more of these, including one of the best additions which are glass shards you throw into enemies' eyes to blind them and make their attacks miss. But there's also things like explosives, saw blades, traps (usable on the overworld screen too), poisons, and more. Each of these add new ways to deal with encounters aside from just the tried and true hack and slash.

Books and Lore

People have been discussing usable lore lately, and F&H as well as Termina are great case studies of how to sprinkle lore in. Facts about the dungeon and its inhabitants mostly come from discussions with the few NPCs or from reading old books scrounged from libraries scattered throughout the dungeon. There's very little exposition in general and things need to be pieced together. Or not. Some of the lore is tied into usable books that teach recipes for food or consumables, some of it teaches lore about the gods of the setting while also teaching the character about what magics they can grant and how to earn their favor. 

What little "fluff" lore there is directly explains or adds context to things encountered in the world. An old film reel might give insight on some creatures encountered in Prehevil. A heretical text could contextualize some religious misgivings. A serial killer's diary helps with a puzzle in the world. In general, F&H is much more sparse on the texts it offers and I think this is something really easily translated into tabletop gameplay: 

  • If your players examine a bookshelf they might just find it filled with nothing interesting. But if there is something there, keep it index card sized in length and tie it into something intractable in the world itself.

Closing Statements

 

Letharts
There are plenty of other aspects of the games I haven't touched on here, and I'm still playing them so there may be more to chat about later. For me, F&H and Termina are really interesting dungeon crawls with a bunch of neat bits to take and cannibalize. The content is something that is probably too much for some people, and that's okay. Not everything has to appeal to everyone. 

Much of the process of getting good at either game revolves around you the player failing forward, dying and learning the patterns of attacks or where traps are, embracing the roguelike inspirations of the game. If I was running something at a table, I'd be more explicit with broadcasting attacks than either of these games are to at least give a chance. There might be some room though for running a game in an extremely deadly world that rewards the players for learning things about the world with each run, that's something I'll chew on for awhile. There was a mechanic from the 5e Hardcore Rules supplement called Zymer's Candle which allowed characters to burn a candle in a room and then as long as one of them can run back and extinguish the candle within an hour of it being lit then time reset to when the candle was first lit, creating an in universe pseudo "save and reset" method.

There's a good deal of very powerful magic available throughout the games in limited supply, such as regrowing limbs at ritual circles or powerful spells that can be cast or the Empty Scrolls which can grant any item in the game. All of this can be strong very early but only if you the player understand the mechanics and how they work in the game world.

I quite like Termina for its diversity of cast and backgrounds as well as some of the choices it forces you to make. Its time mechanic though is a bit weak, as time only advances with sleeping in a bed it means a skilled/lucky player can do most of the game in one segment of time. F&H's time mechanic after that initial 30 minutes is really more of a timer for how long you can keep yourself fed and your sanity up.  

If any of this interests you and if you can handle the subject matter, I highly encourage giving these games a try. Both of them I bounced pretty hard off at first and only after coming back and sinking an hour or so into them was I hooked- so I encourage new players to not get discouraged at their many inevitable deaths.

Oxycontin

Miscellania:

  • Using a heavy blunt weapon on a monster's limb to disrupt their attack
  • Spells that affect vision are incredibly powerful
  • Spirit Boards that can be used to lead to useful items or to deadly traps
  • A book that transports you to an end game area temporarily
  • Learning how to talk to cockroaches to turn a boss into a quest giver
  • An overwhelmingly powerful wizard broadcasting an attack that will kill you for four turns unless you run away
  • A sword that kills you just after you pick it up unless you teleport away (like with that book)
  • Enemies that flee if you damage them enough
  • Sequence breaks and multiple progression paths (there are several ways into Prehevil besides the main locked gate- or that can make that gate irrelevant)
  • Doppelgangers of party members
  • Maps that swap out in different runs allowing variable pathways
  • PRHVL Bop, a cozy jazz bar in an awful city. It is the Whirling in Rags of Termina and like the Disco Elysium Whirling I love it dearly

  • Multiple paths to different levels of the dungeons
  • Hell plane alternate versions of areas with gates that you can use if you appeal to an old god
  • Nemesis enemies that have a chance to spawn on any map and chase the characters
  • Other adventuring parties getting absolutely wrecked by the dungeon
  • A sword that possesses you if you go too crazy
  • Enemies that don't kill the party but leave them afflicted
  • Limited Wish scrolls available from the very first floor of the dungeon and usable if you learn the secrets of how they work
  • Disguises that fool simple enemies
  • The Irrational Obelisk
  • Spectral enemies immune to normal weapons (sounds obvious but they're very frightening to the unprepared here) 
  • A cryptid that trades you powerful items for children
  • Multiple vendors within the dungeons
  • Enemies that fight each other (usually seen on the overworld)
  • A fucked up moon



Wednesday, September 11, 2024

Blog Signposts

The most important blog aspect is the blog roll! Each blog is an off-ramp on the information superhighway and a blog roll is a signpost to direct to other blogs. 

My introduction into the blogosphere is lost to time now, who can say which post it was that lured me in but it was probably a goblinpunch article some time in 2013-2014. At the time I hadn't yet run so much as a single game but was always thinking about it. Finding the blogosphere was an infernal fuel and seemingly bottomless well of creativity and diverse ideas across a huge sprawling beast. 

Sure to start with I think I was looking around the /r/rpg wiki, but the D&D associated subreddits didn't vibe with me and I ended up preferring the then OSR side of blogs. But first, how does one navigate the blogosphere? I have no idea how other people do it, I strongly suspect a mixture of discord and twitter are the primary means these days but for me the blog roll is still my preferred method. Alright so what is the blog roll? It's this thing:




The blog list, blog roll, whatever you want to call it (blogger calls it a blog list gadget) it's the constantly updating list of new posts from (presumably) blogs the blogger reads. So, cut back to 2014 and my fresh introduction to the blogosphere: I lived off of Arnold K's sidebar and spider crawled out through dozens of blogs reading old posts, finding new blogs, filing and tagging things away in the moon garden of the soul to sprout later. 

These things can go for miles! Miles and miles and miles! Go crawl a blog's sidebar and just see how far out you can get. Definitely a lot of circles and groups of mutual blogs on each other's blog lists (the need to diagram/map a blogosphere with a webcrawler is growing) but still- the sidebar was critical for my exposure to new blogs, ideas, posts, the word diegesis every time it sweeps through the discourse, etc. And so, for me, the sidebar holds a special place still as a way of checking on what blogs I like are up to and getting a direct IV feed of posts.

For a good year or two I swapped over to using Feedly to keep track of new posts, which was useful for a good while but lost the tactile feel of a blog's native page and the eternal call of the sidebar for other blogs. There are worlds to be discovered! Go crack open a blog and find someone's session reports and world building: eat well and hunger for more!

An Aside On Linkrot and Memory Holes

Of course the blog wall is only as stable as the blog itself. Sometimes blogs go down! Shuttering, wilful deletion, migration to a new page, the natural decay of the fragile internet: posts and blogs go missing sometimes. And I don't just mean a dead blog roll, who among us hasn't seen a blog roll with posts all from 2-3+ years ago? Instead I mean links going down, things happen. For me, this dovetails perfectly into my issue of remembering where posts I have read came from. 

I am awful at remembering where I read something. Too many times have I manually crawled pages, crafted google searches ever more niche, and delved into the stacks to consult the scrolls in search of some minor piece of esoteric blogateria. It's actually somewhat of a zen experience. Still! To combat my own incessant devouring of posts and the frailty of URL memory, I opened up my Crabinet of Curiosities on my page where I keep links I revisit and want to come back to- or ones that I found especially entertaining or useful. I'm pretty decent about updating it. Now it stands as a monument to stuff I liked reading and maybe as a big signpost for someone else crawling the blogaspora late in the night.

>> Crabinet of Curiosities <<

Maybe one day I'll get to making my own tagging and categorization system. Or an index page for my own blog. Index pages are good and cool and useful especially on the more prolific posters' blogs.

Anyways, if you think you want to blog go do it! Blog! More blogs! The blogaspora is sort of like one of those ever-rotting ever-mutating webrings from the old net and new voices are great! And we need to get weirder. This place (gestures around my own blog) is getting way too normal... But don't just take it from me, listen to other people about why blogging is cool and good: