Saturday, August 31, 2024

Worlds, Dice, Freedom


 

When I was young, I always enjoyed maps and gazetteers. I spent huge, formative parts of my childhood unattended and wandering libraries, browsing through history books with big beautiful maps and photographs, art histories and gallery books, and of course fantasy. Opening a fantasy book as a kid and finding a detailed little map sprawling across its first pages felt like discovering a a well in the forest. What more did its depths hold? How deep does it go? What lives in there and makes it its home? I would spend notebooks drafting my own maps; worlds painted out by maps alone covered in symbols and cramped notes, forgotten at the turn of the page for the next world. Picking up books began to have that same sense of wonder and curiosity as finding a new painting in Super Mario 64 and diving in to see what lies beyond.

Getting into the RPG scene, this fascination with maps and worlds held strong. For me, reading an RPG setting book was interesting only so much as I was drawn in by the world- my eyes glossing over any of the fiddly mechanical bits. Eventually, when I started running my own games, I was increasingly frustrated by those mechanical bits- the crunch that gunked up the game and slowed it down. I was interested in discovering stories, spinning tales of adventure and mystery, not interested in any way in identifying where in a five by five square a character was standing and whether or not they got an attack of opportunity on a fleeing goblin. 

Jon Juarez
Years later and with many, many games, systems, and sessions under my belt I am still presented with the problem of translating the grandeur of setting and world from headspace into meatspace. The problem, as near as I have been able to tell, is with systems and the tyranny of the character sheet and rulebooks in general. 

The crimes of the character sheet have been talked to death, but to summarize my issue with it is that the character sheet becomes the lens through which a player views and interacts with the world. The statistics and abilities listed on the sheet become the be all end all- the definition of how a player through the avatar of their character is allowed to interact with the game world. I encountered this problem most commonly when I started running TTRPGs and was running through 5e. I had players who had never played before who were laser focused on what their sheets said they were allowed to do, and I had players with a great deal of 5e experience who would likewise defer to the character sheet for all of their abilities and actions. Similarly, I've played in games run by 5e only DMs who have their own lock ups with doing things outside of the defined modes of play as highlighted by the sheet and the rules. 

Looking at it from a design perspective- the issue appears to me that the character sheet provided a tool- a hammer, and if you give a player a hammer then everything gets hit with a hammer and only a hammer. Likewise, when your system is focused entirely on the procedures of combat then the game gets mired in the application of the procedures of combat. While that may be some people's jam, increasingly I'm realizing that I prefer to run a game in the fiction of the game as opposed to the interface of established rules and restrictions. 

Free Kriegsspiel Revolution
 

And, conveniently, there's already a word for this thing I'd like to try. The Free Kriegsspiel Revolution, the ultimate in rules light (dependent), unshackling worlds from the burden of systems. Many links below, but the summary hits the exact notes of the problem I've been trying to put a name to for years: Play Worlds, Not Rules. It's changing the layer of player interaction in the game from interaction with the system as an intermediary for the game world to interacting directly with the game world.

I don't want to get too far in the realm of using words like proceduralism and diegesis here, but check the additional reading below if you're into that. For me, the form FKR takes is the simplest game of:

  • Referee describes the situation
  • Players ask questions about the situation
  • Referee answers questions
  • Players describe actions they take
  • Referee describes the effects of these actions on the situation

No numbers or attributes, just characters and situations.

At the moment, I don't think I'll go fully diceless- at least on my end. As a GM I love random tables- but in general I plan to embrace dicelessness. Hearkening back to Constellation, which I ran earlier in the year, the vast majority of that was diceless and it ran smoothly. For an FKR style game to work, there are two things that are critically important: 

  1. Mutual trust between the players and the GM. The players must trust that the GM will make rational rulings and judgements and is not biased against or for the players. Likewise, the GM must trust that the players are reasoning agents in their own regards. 
  2. The GM must have a strong sense of the world and communicate it to (or with) the players.

This style of gaming reminds me of when I started running games and didn't have access to a printer for character sheets, so we would just use notebook paper and go. The sense of storytelling freedom where you don't need to box your imagined settings into the ill fitting restraints of a defined system is extremely freeing- and it makes all those old setting books still applicable- "Any rulebook can be pillaged and have its meat enjoyed as the skeleton rots in the sun, however a FKR referee will only consume whatever agrees with the world" - Weird Writer. For my own works I think I'll need to look at how I want to portray worlds and scenarios in a new light.

No gods, no kings, no rulebooks

Slaughter all of your sacred cows

 Play Worlds, Not Rules

Anyways, here's some cool maps I like while I ruminate more on this. Maps are fantasy. Make more maps.

Break!!

The Gackling Moon

Yoon-Suin
Ace Combat Strangereal
Mekton, Algol II

Hubris

UVG map snippets

Bone Age

I Roved Out

Kill Six Billion Demons- excellent RPG map material
 

Additional Reading:

A researcher at heart, increasingly I have three dozen tabs open when I write a post- so here they are.

FKR Non Exhaustive Analysis by Weird Writer to Roll to Doubt

Focus on the World series from Sam at Dreaming Dragonslayer

Diceless Violence, Decisive Combat, and Diceless Resolution by Sam at Dreaming Dragonslayer

A Way of Free Kriegsspiel Revolution  by Sam at Dreaming Draognslayer

FKR - Free Kriegsspiel Revolution by Larry Hamilton

Rules Heavy - Worlds and Classes by Chris McDowall

HUDLESS Adventure Gaming by Sofinho at Alone in the Labyrinth

Less Rules to Do More: Advancement by Justin Hamilton at Aboleth Overlords

Yes, You Can Resolve Action Without Dice And Do It For Years by Jim Parkin at d66 Kobolds

Non-Authoritative FKR Core Gameplay Loop Tutorial by Wizard Lizard

Dear Players, Description Is Not Fluff, It's Meat by Wizard Lizard

What is Artpunk? by Patrick Stuart at False Machine

What does diegesis have to do with games? by Nikoten at Pathika

A Manifesto For Proceduralism by Gus L

New Simulationism by Sam Sorenson 

The Tyranny of "Rule" from Labyrinth Lesbian 

Against Procedurality by Miguel Sicart

Matrix Games by Tom Mouat

JOESKY TAX

I have NOT been paying my taxes lately, so here's a table of cool lanterns I'm proud of from my Bars Aplenty supplement.

  • Howler: A wolf’s head bronze lantern that howls when wolves are nearby.
  • Insurance Policy: An inconspicuous lantern with a dead-man switch that explosively combusts two hidden flasks of fire oil three seconds after released.
  • Sealamp: An orb of swirling sea glass with a handle on top, can be used to light the way underwater. The lantern fish inside must be fed every day.
  • Puppeteer Lamp: This lamp has cutouts of monsters and animals that can be used to project false shadows to trick the unwitting.
  • Spirit’s Lantern: An old wrought iron gravekeeper’s lamp. Once per night a spirit can carry this lamp for an hour. Follows simple instructions.
  • Blasphemer’s Flame: This skull shaped lantern is powered by a Vampiric Flame. It runs for one hour for each HP fed to it.
  • Cannibal: When unhooded, this lantern consumes any light source within 30 feet.
  • Dragon’s Head: Forged from heartsteel, this legendary lantern can be blown into to make a dragon breath attack. 3 charges, must be recharged by being hit with a real dragon breath attack.
  • Thief’s Accomplice: When shone, this lamp only illuminates the most valuable thing in the room.
  • Twin Lamp: A double sided fairy-wrought lamp. One side casts light, the other casts darkness.




Thursday, August 22, 2024

Real World Encounters

When I lived in Japan, I would go for runs before work at the abysmally early times of around 2-3am. It let me see a beautiful and empty part of the town, and sometimes I would have strange random encounters:

  • A shiba puppy would occasionally be waiting near a turn and follow me for half the run. Eventually, we would encounter the old woman who was his owner and he'd play hard to get until I could catch him and get him on the leash. His name was Taro, sometimes I would bring a dog treat just for him. 
  • Another runner came speeding around a bend and shouted "TIGER!" before ripping off at top speed. I didn't see any tigers, but the shadows seemed to be more lively than usual.
  • In a parking lot near the seawall, a woman would set up a small grill before sunrise and buy fish from the local fishermen, then grill a few of them and feed the Overwhelming Cat Population.
  • My normal route would take me along a small river inlet that I'd follow out to the sea. One night, I found lines had been run from one side of the river to the other, and in the air above were hundreds of koinobori (carp shaped wind socks). Without the wind and at that time of night, they hung still, eerily over my head as I ran under the lines.
  • One night, I reached a park at the mid point of my run and found the trail was covered in thousands of small white crabs, the size of my palm. They weren't moving, just kind of standing there carpeting the side path. I turned back and chose another way home.
  • Sometimes I would encounter a group of young and old women along the seawall diligently opening cans of cat food for the swarming local seawall cats.
  • I changed my route through a more forested area and shortly into my run began hearing loud cracks wherever I stepped. At the time, I assumed this was just acorns or something, but as I looped back around and the sun was coming up, I realized that I had been stepping on acorn sized snails. The entire path was coated in them. After that, I decided to forego the forested path that early in the morning.

 

blurry still from an awful quality video

Where the inlet met the sea was a library. It was three-four stories tall and its ground floor was an open air garage that was usually roped off at night. One morning, at about 2:15 am, I heard a strange sound coming from the garage when I ran past it. My headphones were blasting either synthestitch or coloris though so I ran past. On my loop back, I heard the sound again and took my headphones out. That strange sound was circus music, echoing out from inside the dark open air garage. It sounded garbled, like it from an old radio. I couldn't see anything in the garage, and my run had lasted longer than I had thought and I needed to get back- so I didn't investigate further. 

For the next two-three weeks, each time I ran past that library between 2-3 am I could hear strange circus music. Sometimes there were voices that sounded like a manzai recording accompanying the circus music. Another odd feature was that usually I'd see fishermen out at that time of the morning near the library- but each time I passed and heard the circus music they were nowhere to be seen. To further test it, if I came by a bit later around 4-5 am there was no music at all. 

Finally, one morning I decided that I had to know where the music was coming from. After talking about it for weeks with coworkers, we thought the most likely source was some sort of speaker malfunctioning in the garage- or a gang of murderous clowns trying to lure joggers in to their untimely dooms. With no one willing to wake up that early and come with me, I checked it out on my own. Tucked away near the staircase that led up into the library I found the source- it was an old battered battery powered radio left about halfway up the stairs. At the top of the stairs was the glass doors that led into the library, a greenish exit light inside was all I had to see by. There was a man sitting at the top stair. I couldn't discern well enough what he was wearing, but he looked up at me and we made eye contact. He stood up, and I took off and continued my run. There would still be music playing for another three-four months. 

I'll end this with this photo. After a long night of inadvisable drinking we realized the trains had stopped running. Unwilling to pay out for a cab, we stayed out bouncing around Shibuya until the trains started again, and on the first train out we found this polaroid on the ground. Still have it around somewhere, it's a sort of cursed good luck charm.

Wednesday, August 21, 2024

Ramblings, Mecha

INT. DUNGEON. HALL OF THE LUNATIC.

All of the great glowing suns are extinguished. Their light that once calmed the lunatics and pacified their torments is gone. Scraping chains rattle intermittently down a side hallway. Hungry sounds in the dark, the flagstones barely visible through the blood that pools throughout the room. Through the broken ceiling, the moon shines a terrible light on the pile of corpses. Something moves among them. Dimly, in blood written on the wall, a madman's scrawl:

"Kill and eat your darlings. They were not yours to devour. Leave their bones to be kicked up by the mourning sea. BE ASHAMED. Sink the crime into the well, keep it with the moon. In your entrails their viscera will shape a seed that will one day press out from your eye sockets- hands raised to the hungry sun. Your new darling."

CRAB emerges from the pile of corpses, soaked in blood, the broken body of HEARTBREAKER:GRAVITY hanging limply from their mouth.

I want a print for my office to hold staring contests with. I want it perfectly seated behind my chair so when I get up during a video conference or interview the other side is left to stare into saturn's eyes until I return
 
CRAB

 Has this ever happened to you? You want to run a game with mechs but the system you built for the game is trash- and now you don't know which of the many options available suit you? Are you like me, CRAB, one who has this problem? Yes? Yeah me too. There's so many good systems out there, let's do a highlight reel.

LUNATIC CRAB

saturn catches his glimpse in a mirror but the expression is not one of horrible realization but of horrible knowledge and anguish because he knows what he is doing and knows why he must do it and the why is the terrible source of his pale figure misshapen crouched in the dark eyes mad

Two small fish-men in usher uniforms drag a whimpering projector into the room and it screams to life displaying the reel on the bloody wall. 

CRAB

I've been in a mood for mechs as of late. Mecha is a whale I will break a thousand lances tilting at and then a thousand more before I find that two thousand and first lance that, being probably a harpoon, doesn't break- discard it and begin again.

Where was I going again?

Let's take a look at some mecha systems:

 

Mecha Hack: Based on the Black Hack, the Mecha Hack is the most "traditional" of the bunch I have here today as it really is just a reskin of black hack with mecha characteristics applied. It does a good job of it,  

Apocalypse Frame: Powerful combat, tactical choices that make sense, sense of really being an "ace" pilot. Armored Core on paper. Lumen has some very tasty synergies here. I especially like the way advancement is handled in Apocalypse Frame, being shared between Ace Advances, which are slight buffs to the aces themselves and Weapon/Frame improvement and acquisitions. Also damage is a guaranteed value- it's always 1-5 harm etc etc without dice rolls which allows the Aces to turn some battlefields into more of a controlled environment. Also has an expansion with considerations for a mecha hex crawl. MECHA. HEX. CRAWL. 

Celestial Bodies: Gambling your shots, real piece by piece mech construction, crunchy mech building. It has a few neat mechanics such as the main attributes being spent in combat to make enemy attacks less accurate as well as some crazy missile mechanics where you can plop down missiles and direct them independently at targets. The attack rolls combined with the unique gear grid system really feels smooth. Concept-wise too, the setting is fun.

Beam Saber: Is 438 pages long and much more heavily narrative focused. First rpg to teach me what clocks are years ago and it only took like four rereads of the section (in an old version) to actually understand them. I hear it's great, there's like thirty supplements and a bunch of actual plays and podcasts are out there! Still though, not quite what I'm looking for here.

Steel Hearts: I LIKE A LOT. IT'S VERY GOOD. Uses Evangelion typeset because Sandro isn't a coward. Amazing art.  Building a roll will have you rolling a wild amount of dice and construction of a roll is a bit funky. Gravity is a dope concept. Sick vibes, Mekton heritor in style and then some [complimentary]. I dig the setting and all the flare put into it. Also that character sheet? Lovely. The game is generally more focused on fighting monsters than fighting mechs, but also makes room for mech v mech fights- including Trauma From The Consequences Of War! Stratagems are a great way to highlight individual skills/actions, and the tension system for monsters is something I'll be thinking about for awhile. Bezel and resonance though- not present in my campaign.

Mekton Zeta: No one should play Mekton, probably. Does it have a cool lifepath system? Yes. Is it stylistic as all hell to the point of being unreadable? Sort of. Is the best copy I have of it a blurry scan at the best of times? Also yes. Does its professions list include Lawyer, Housewife, and (checks notes) Hello Nurse? Yes. Are its attributes/statistics/skills nonsensical to the point of being willfully malicious? Possibly. Could I spend over 10,000 words of spilled digital ink in lament and praise of this relic? Probably. And does it have one of the most robust mecha construction systems out there? You betcha.

CRAB

Damn. Honestly the more I read Steel Hearts again the more I'm drawn in by the charm alone.

LUNATIC CRAB

you aren't even considering the warhammer40k evangelion hack

CRAB

Of course not, it doesn't Fit My Theme. And also it's warhammer40k and that's a whole different barrel of headless fish to go into the guts of its system. 

LUNATIC CRAB

he walks the abyss, tall as wind

CRAB

Of course I'm not just going to reuse my heartbreaker, it's trash. At one point a player rolled 16 dice to complete an impossible feat. 

LUNATIC CRAB

and was it awesome

CRAB

Fine. But I'm going to chew on it some more. I want something clean and easy, simple with impact and probably only runnable at my table- as all the best heartbreakers and house rules are. Something that bleeds steel and jams its reactor core full of esoterica.

LUNATIC CRAB

the sun resides within me

CRAB

I'm only 40% sure that's a real quote at this point, and honestly you're starting to bug me out.

CRAB scuttles out of the pile of corpses and down the hallway, the fish-men pack the sobbing projector and hurry after. LUNATIC CRAB begins rising up into the moonlight and rotating at a 45 degree angle faster and faster. 

TO BE CONTINUED?

Saturday, August 17, 2024

Constellation: The Setting

This is some background information for the setting I'm running for my strange mecha game. Since the players succeeded in escaping out into the wide world, it's time they finally got some backstory.

The world was going to break anyways, people at the time had just assumed it would be a slower, more gradual process. Underneath the meteor, the monsters, the war, famine, plague and all the myriad heralds of the end was the miraculous discovery that started it all. 

Fishing deep sea meteorites

Before the Rain

While the first case was never publicly identified, sometime after the turn into the 21st century discoveries were being made around the planet about rare, sudden cases of people displaying what would eventually be classified as an anomalous congenital malady: Spontaneous Instant Matter Synthesis, or SIMS. The affliction seemed to suddenly affect people regardless of age, gender, race, or other circumstance of birth around the world at rates of around one in one million people. 

Those affected by SIMS had the limited capacity to create objects directly from thought. As this was researched, it became clear that most people affected by SIMS lacked the finite control necessary for large scale or long duration creations, colloquially referred to as "manifestations", but the possibilities that this provided for production and research were well understood at the time, and a gold rush of unbelievable economic and technological growth was quickly driven by SIMS users. 

The Cyber Demon
 Of course, there were some problems along the way. SIMS users were notoriously difficult to control, and some of them were unable to keep their abilities in check- leading to several well publicized disasters. SIMS users who became too lost in their creations risked severe brain damage, psychosis, and in rare cases would lose their identity and sanity, devolving into roiling masses of everchanging flesh and matter- twisting everything they touch and leaving swathes of destruction in their waste. These cases, though rare and well covered up, began the demonization of those affected by SIMS, with some in the public calling them witches- leading to spurts of violent hunts through small communities worldwide.

Still, the progress that their powers brought was undeniable. While being unable to cause their manifestations to last very long, they were able to use them to manipulate extant matter, and with the proper priming and imaging techniques a SIMS user could manipulate matter all the way down to the subatomic level. Miracle materials began to be synthesized, medical cures beyond possibility, stable cold fusion, self-replicating nanomachines, and more were all within humanity's grasp. 

Around the same time as SIMS was discovered, however, incidents began to spring up around the world of unknown creatures appearing. Small, at first, some were just half-baked meat and matter that fell apart nearly instantly- but others were fast, smart, and deadly- fueling panic in small towns and tightening communities to defend against these threats. 

For the first few years, these creatures were more of an occasional nuisance- strange beasts ranging up to the size of a bear that would occasionally ransack a campground or attack cattle. These were bogeymen, rarely caught on camera and shared online with shaky early internet footage or blurry photos. This all changed with TERMINAL VAGRANT in 2011. 

 

95 feet tall, bipedal, no recognizable biology, covered in absorbent steel-like bone plating and with no regard for human life, TERMINAL VAGRANT left a trail of destruction through Ontario until the RCAF was able to bring enough AGM-65s and GBU-12s into play to put a stop to it. After TERMINAL VAGRANT, things moved quickly. 

Nations pointed fingers at one another, blaming each other for releasing bio-weapons to attack. The world's militaries were mobilized as monster after monster attacked around the planet. Speculation ran rampant about the source of the creatures, with most now calling them monsters or demons. The alien attack theory was very popular in the early days, and with good cause. Small meteorites were raking the through the sky with abnormal frequency and no recognizable source, sending the world's space agencies scrambling- leading many to believe they were seeing the start of an attack from as of yet unidentified aliens.

Constellation logo circa 2011

To defuse worldwide tensions and combine their efforts, 21 nations and corporate conglomerations created Constellation, an international organization dedicated to researching the ongoing monster phenomena and combating their activities. With researchers and militaries from around the world contributing their resources into Constellation, rapid response bases and research teams were quickly set up around the planet to analyze samples of recovered creatures and to respond to any large scale attacks.

Worldwide opinion was still undetermined on the new organization, which was unable to reduce the number of attacks but was able to respond to them quickly. Religious movements caught fire once more, linking those affected by SIMS with the monster attacks and holding them responsible. Witch hunts began with a new fervor, leading to Constellation offering asylum to SIMS users. Taking in these new personnel led to quick development of new techniques and materials to combat the evolving threat. 

Testbed

The first of the mechanized human frames (commonly called frames) were deployed to combat UNDOLANT JESTER, a dangerous monster that emerged in the foothills of the Alps near Liechtenstein. These frames proved to be more reliable and able to adapt to varied terrain than traditional light and heavy vehicles- taking advantage of SIMS-derived materials and technologies they proved to be critical in the future battles- especially as the evolving threat began to defeat more and more traditional weaponry. This period of time, lasting until 2033, is now known as the Onslaught.

As the attacks continued, the monsters that appeared evolved in their capabilities. Most frustratingly to the militaries at the time was their ability to dazzle and jam guided munitions, leading to warehouses of the most advanced weaponry being nearly unusable in combating the attacks- instead relying on dumb-fire rocketry and artillery where possible. The most significant ability of the monsters was their capability at not only defeating nuclear weaponry but being strengthened by it. RADIANT DAWN in Shanghai was the earliest demonstration of this phenomenon, and its transition post-nuclear strike into RADIANT DEVOURER put a moratorium on nuclear weapons usage for all but the most desperate nations. More and more, the monsters displayed unheard of abilities that could mold terrain, change the environment, affect electronics, and even alter people's minds.

Machina
 

Constellation efforts to pinpoint the source of the attacks drove a space race. While the planet below was becoming wreathed in unpredictable and previously unknown weather phenomena, Constellation established monitoring stations in orbit and even the first moon colony. Despite all these efforts, millions were dying every month from attacks and the natural consequences of war: plague and famine. Nations began to shift, populations moved, entire cities were uprooted and as borders began to waiver small conflicts sparked into full blown wars. While their most advanced munitions may not have been effective on the monsters that laid waste to towns and cities, they certainly were effective against their neighbors. Constellation began to supersede its national components, operating on its own without international approval- and sometimes even intervening in conflicts that proved especially jeopardizing. 

The Great Wyrm
 

RADIANT DEVOURER was the first of the monsters that "settled" in one area, leading to a warping phenomenon that changed the area it inhabited and spread- creating the Shanghai Exclusionary Zone. Soon, a number of other zones were established as Constellation proved unable to defeat their occupants, including several zones that exist today:

  • HARBINGER WHITE: Ohio Exclusionary Zone
  • PANTHER DYNAMIC: Sydney Exclusionary Zone
  • FANATIC PYRE: Amazon Exclusionary Zone
  • DEVIANT THUNDER: Norwegian Exclusionary Zone
  • ABSOLUTE EMPEROR: North Pole Exclusionary Zone 
  • WICKED EATER: Babylon Exclusionary Zone

MD NAD
 

These zones each displayed their own warping of established biomes and weather patterns, spreading even further chaos through world as their effects were felt by their neighboring regions. From within these zones, offspring of the "settling" monster would pour forth- leading to even more attacks. As the world began to fall apart and populations began attempting to fortify in defensible areas, Constellation announced they had actually discovered an extraterrestrial threat- though not an alien one. Twenty-five miles in diameter, nearly six times the size of the asteroid that killed the dinosaurs, and on approach to Earth, an asteroid dubbed Coyolxāuhqui, though commonly referred to by its more popular name as "The Hammer of God", would strike somewhere in South Africa on May 5th, 2033- just two months after the announcement. 

Efforts were scrambled to stop it, attacks were launched using primitive space-borne weaponry and the remainder of what could be found from the world's nuclear weapons supply- but the asteroid proved to be made of an extremely dense material and barely took a scratch from any attempts. Just before it broke into the atmosphere, Constellation undertook an undergoing shrouded in mystery: Operation Swordbreaker. Apparently successful- to some degree- Coyolxāuhqui's shell was brought into orbit around Earth- however its hyper-dense core was unaffected and impacted in South Africa, 25 miles northeast of Cape Town. Fractured chunks of the asteroid's shell would continue to rain down over the Earth for the next fifty-eight years, ushering in the era known as the Downpour.

The Hammer of God

Thunder and Lightning

The Hammer of God not only broke the camel's back- it rendered the camel into an unrecognizable gelatin and rained down camel for decades. Rock and ash was spewn from the impact crater across the hemisphere. The Hammer had already started tipping the dominoes, but its impact ensured a runaway Kessler Syndrome developing in low to high Earth orbit. The shards of the Hammer were highly reflective as well, creating a night's sky of thousands of shards of light in constant chaotic movement. Satellites were destroyed one by one and the era of global communication came to an end. The ash that filled the atmosphere from the impact crater and from the volcanic eruptions it triggered clouded the sky and temperatures around the planet plummeted. 

Fortifications around the planet that were under construction as sanctuaries from monster attacks were overwhelmed with refugees. During the Onslaught, the teetering world population had dropped from 9 to 8 billion. Over the course of the Downpour estimates hold that the world population receded to as low as 1.2 billion as a result of widespread famine. The already fragile ecosystem under strain from an assault of foreign biomes entirely collapsed. 

Synthesis

Some fared better than others. Constellation had prepared shelters which they retreated their staff and equipment to, holing up deep underground and effectively separating themselves from the rest of humanity that suffered above. Their activities during the Downpour aren't well understood, but it's believed that they continued research with SIMS users and their experimentation on the monsters, now called demons by most people. Data from this time is especially difficult to recover, but there are reports of Constellation operations throughout the Downpour to recover samples, acquire resources, and to recover personnel. 

 The rest of the world had to fare for itself. Some sanctuaries fell to infighting, unable to bear internal strife. Others would succumb to the environment, lack of food, lack of resources, and disappear with not even a whisper. Yet more were destroyed by demons, their onslaughts unimpeded by collapse of the world and climate around them. Eventually, some sanctuaries would suffer yet another burden- the threat from their neighbors, just as desperate as they were.

Throughout the first half of the Downpour, humanity floundered. But by the second half, recovery was underway. The nascent nations of humanity's Rebirth was fueled by the dreams of those born into the underground shelters. A small number of leaders and adventurers, known now to us as the Phoenixes, sought to find a way to bring humanity back from the brink. The sanctuaries would slowly make contact with one another, if only briefly- relying on high speed scouts to pass messages on the surface or through deep tunnels running between the closer sanctuaries. Plans were made, and the sanctuaries banded together into a loose organization that called itself Starfall- which included several breakaway elements of Constellation. 

Afterworld
Times were still dire, but shared resources and information allowed the constituent nations of Starfall to achieve huge leaps in a short few years. Recovered technology from the early days of Onslaught allowed the creation of frames once again- and of even more advanced technology. The stigma against SIMS was still high in the nations of Starfall, the majority of whom believe it was SIMS that brought the end of the world. Still, some of the remaining nanofabrication mills were able to replicate themselves, and advanced technology spread without the use of SIMS. 

Incidence of SIMS was on the rise in the background of the preceding decades. While originally just one in a million, the numbers had risen at this point to one in seventy-five thousand. Most nations in Starfall treated those with SIMS as monsters- but eventually the Staple was developed. A miraculous bundle of nanomaterial and living fibers, a Staple could be used on anyone afflicted with SIMS to completely suppress their abilities. Widespread adaptation of the technology diminished the stigma against SIMS sufferers, but secretive research continued with SIMS by Starfall in well shielded laboratories during this period. 

Nations boomed and pressed up on to the surface as the Downpour lessened. By 2070 there were over a hundred surface cities using frames as their security and slowly reclaiming the lands above. The effects of the global winter were diminishing fast- too fast. Ash and carbon dioxide were being absorbed and sealed away at an astonishing rate, with the source identified as unknown processes undertaken in the Exclusionary Zones across the planet. Cities and food production boomed once more as technology adapted, and Starfall made contact once more with Constellation in 2065. 

Boris Turano

Constellation had been developing in secret during the Downpour. What had started as an icy greeting became open hostilities as most Starfall nations directly blamed Constellation for sheltering SIMS users and for not aiding the rest of humanity during the Downpour. The conflict proved to be nearly one sided at first- as the Constellation fielded a new model of frames they called the Eidolons, heavily modified frames piloted by SIMS users whose abilities were augmented within their mechanized suits. Though few in numbers, the Eidolons were overwhelming on the battlefield. Starfall countered the Eidolons with a swarm of firepower, identifying that enough could be brought to bare to create an opening then the Eidolons were still as vulnerable as frames. 

This conflict, sometimes now called the War of Retribution, brought to light many discoveries about just what Constellation had been up to over the years. Advanced research had yielded an understanding of a method to induce SIMS in newborns, and Constellation created a number of SIMS incubators in secret across the planet where they raised legions of SIMS users called Academies. Treatment in these Academies and the methodologies employed in child rearing were viewed as vile by most of the Starfall nations, which emboldened their efforts in the war.

As the world above became more and more available, the scramble for resources began again and despite the ongoing war tensions developed amongst the nations of Starfall. One of the most controversial issues in Starfall is the utilization of exowombs to grow new citizens. With so much work to be done to recover the world and to combat not only Starfall but the demons that continued to plague their efforts, some nations in Starfall began to grow their own citizens using technology recovered and reverse engineered from the Academies. As they each grew to flex their own power, the Phoenix Nations of Starfall- those helmed either officially or unofficially by those who brought humanity back out of the rain- began to push at the boundaries of the tenuous agreement that binds them.

After the Storm

The Peripheral

The Downpour was declared ended in 2091. Small meteorites would still impact here and there, but they were well within acceptable limits. Throughout the years after the Downpour, the nations of Starfall consolidated power- absorbing through diplomacy or force their smaller neighbors. They expanded their borders- as far as the demonic presence would allow- and flexed their wings in the wider world. Communications- though still a challenge with satellite being unavailable- were typically rigged through a redundant balloon network with mounted line of sight transmitters. Radio itself was used in small, localized areas but interference from demons proved to rule long distance communication over more than 10 miles to be unfeasible. 

Conflict with Constellation is ongoing across the globe, but only in small theaters. Their forces rarely directly assault Starfall cities or fortifications, instead usually seen defending held territory fiercely. Starfall has been diligently building an information network to identify key Constellation strongholds and has gotten lucky with concentrated strikes and the occasional Constellation turncoats, including escaped "Academy Graduates", striking at several central laboratories and Academies, most recently liberating Academy 18.

Zygmunt and Zoska

Although life is improving for most people across the planet, demons continue to attack in spurts of violence. Their attacks diminished significantly during the Downpour, but tracking of their appearances since then have seen an increase in their assaults- leading some to believe there may be a Second Onslaught on the horizon. Reclamation of the Earth is a frequent discussion amongst Starfall nations, as the spread of Exclusionary Zones have cut off vital resources and land. Some zones have been cleared for habitation, however the small list of Exclusionary Zones from before the Downpour ballooned after the Downpour, leading to nearly half the planet being uninhabitable by humans. 

The year is now 2123. The War of Retribution is ongoing, but internal factors are increasingly affecting the nations of Starfall. Demon attacks are increasing, but Starfall is much better equipped and mobilized than the Constellation of the Onslaught.

Factions

Constellation: The secretive research organization continues to operate advanced frames and technology out of the grasp of Starfall. Recent operations have put Starfall on the upper hand, however the motives and means of the modern Constellation remain shrouded in mystery.

Starfall: Once the great military and research arm of the remains of humanity, now a cash and resource strapped military defense pact struggling to continue its mission.

Germania: Thriving from a theological revival, Germania holds that demons are in fact actual demons sent to test humanity, and therefore their destruction is a divine mission.

Antarctic League of Republics (ALR): One of the more neutral Starfall nations, the ALR sprouted with heavy exowomb usage during the Downpour to create thriving fortress cities in a very warm and climate changed Antarctica.

Bharin Empire: Merging the remains of Onslaught China, India, and several neighboring nations, the Bharin Empire is one of the largest nations in Starfall.

New Alexandria: The notional capital of Starfall, New Alexandria controls territory as far south as the Hammer Crater and as far east as the Kavir Exclusionary Zone. New Alexandria is a meritocratic dictatorship driven by expansion and consolidation of "lost" sanctuaries.

United American Defense Pact (UADP): The beaten and battered Americas consolidated into one power- loosely connecting their disparate nations. Filled with their own infighting, the UADP still sports a powerful military arm of Starfall.

Minor Factions:

The Nomad States: Some seaborne, some landborne, and even some traveling through the air, thousands of nomadic families sport advanced equipment and weaponry to survive the savage world and make their living wherever they find suitable. Nomads are fiercely independent and tend to look down on the technointroversion of the Starfall nations.

Midnight Sun: A terror collective notorious for several deadly attacks throughout Starfall. They hold that demons are the natural response to human overextension- the Midnight Sun is a radical nihilist collective that seeks the end of all humanity.

Volkharev Initiative: Another radical group, the Volkharev Initiative holds that demons are intelligent and can be communicated with- and eventually can cohabitate the planet alongside humanity

Alkahest: Starfall's second favorite bogeymen, Alkahest is a group of SIMS users branded as witches seeking to hold humanity under their thrall with their unholy power. Especially reviled in Germania.

Wednesday, August 14, 2024

Designing Hall of the Five Moons

Recently I published my first dungeon, the Hall of the Five Moons. It was originally conceived when thinking about putting together something with a heavy puzzle element to run for a one shot. Ultimately, it spiraled from the initial plan of a one-shot length dungeon into a thirty-five room dungeon that's probably at least two-three sessions- but it was still a fun one shot. 

 

 

Building a Dungeon

The first thing I did going into it was build a very limited scope design document to guide the process.  This was a really small scope caging of the goals of the dungeon and ended up as:

  • Dungeoncrawl
  • Puzzle Emphasis
  • Multiple Routes
  • Cairn
  • Moon themed

And that was about it, short and simple. After this, I decided to try out something I've been seeing bouncing around here and there: Cyclic Dungeon Generation (CDG). The idea behind Cyclic Dungeon Generation is to create circular linked dungeon rooms, similar to common Zelda designs. As a fan of the Boss Keys Zelda series I was curious about how this would work- and I was looking for some actual inspiration for how to design the dungeon itself. My typical dungeon design procedures are pretty "shot in the dark and figure it out as you go" which has lead to some- from my perspective at least- boring and uninspired designs. 

After reading through CDG I refamiliarized myself with Into the Odd and Cairn, then got to work rolling on the tables in CDG. These tables were to initially generate cycles, circular looped dungeon chambers which would have a theme and be made of a few key points:

  • Start: The start of the cycle, usually a single room
  • Goal: The end of the cycle, an obstacle, a reward, something useful
  • Arcs: Two lines that connect the start and the goal. There are short and long variants, with short arcs being 1-2 rooms and long arcs being 3 or more.
  • Insertion Points: Point in the cycle where a subcycle may be added- nesting even more cycles inside of it. 

 

At this point I had started getting some general ideas of how I wanted the dungeon to flow. Taking some Zelda-eseque dungeons in mind, I wanted to have a central hub room with branches that all draw the adventurers back into the hub eventually. With this in mind, my first cycle that I rolled was a simple Lock-And-Key. This would be a short path to get to the goal, which would contain a lock, and then a short path to the key. I then started rolling a few more sub-cycles and put them all together in draw.io to create this rough map:

I had intentionally treated room 6 on this diagram as the hub room and ran two additional loops off of it, creating what would become the Ooze Wing and the Heretic Wing. 

Rooms Rooms Rooms Rooms

With some vague ideas of how I wanted to proceed, I started off simply with the concept and decided to treat 1 as a descent into the dungeon. The first loop that would be encountered is a Change-Return-Loop. The idea is that by reaching the goal in 4, the players should be able to return to 2 to find it altered. This is where I started to get the ideas for the Moons that must be collected through the dungeon, and the first one I settled on was the Drenched Moon which absorbed moisture. After that the wing became a mechanical puzzle with light on bone pits, pipes, tumbling machines, and once the players removed the Moon from its containment it would not only awaken all of the Desiccated Adorers but would also unleash the vampire in the sacrificial pit that 3 turned into. 

As I went, I was mapping in dungeonscrawl to build out a better map of the dungeon itself and tweak where I wanted rooms to run out. The free version of dungeonscrawl is pretty decent for this, but there were a few problems with actually mapping things where I wanted them to be or conveying nuances (can't even mark a secret door and have it look pretty with the free version) that I just couldn't do- but the dungeonscrawl map was good enough for me to run off. 

Eventually, all of the wings were rounded out and I did a check against the Dungeon Checklist to see if I had everything and felt satisfied that I did. It's worth noting that I was doing all of my keying for the rooms in ghostwriter in markdown, which ended up being pretty easy to read on the fly. The whole process took about two days/8 hours or so. I probably spent more time tinkering with Cairn to see if I wanted to tweak something and procrastinating actually getting dungeon on map. 

After the Run

With the run finished I got a worm into my head about actually polishing the dungeon up into a format that other people could run. I've had some players who have become dungeon masters of their own who have asked if they could see what materials I used to run previous dungeons and campaigns, but usually my own notes for running are nigh incomprehensible. So, the solution? Uhhhhh figure out how to format and  make a dungeon. Thankfully, Luke Gearing has us all covered and I only had to learn a little bit of LaTeX to get it all working. 

Format-wise, on hindsight I entirely failed to follow the Cairn SRD for how monster descriptions are written. But otherwise I thought I'd start with their stats and follow on with everything else useful to know. For the room descriptions I tried aping the style used in The Dark of Hot Springs Island- which I think was successful in conveying the intents for each room but, to my taste, feels a bit bulky. Of course, with a dungeon filled with puzzles I think this was sort of inevitable, but we'll see if I'll try other styles in the future. 

The last thing I did was the art for the pages and the map- all of which I did through Playscii which I've had a bit of fun working with before.  The art is pretty barebones, but it did feel like it added something to the experience of reading the dungeon- even if it's only intermittent. 


 

Summarizing, that was the basics of the process used to make the Hall of the Five Moons. I enjoyed it but will definitely try a few different things in the future for format and generation. Of the whole dungeon, my favorite part is everything in the Heretic Wing- and especially the Last Word that can be entirely missed in one of the last rooms in the dungeon. The whole process was engrossing enough that I then went and feverishly cracked out Bars Aplenty- which I might chat a bit more about later (1d12 is superior to 2d6 in almost every case for those random tables etc etc).

If anyone runs the Hall of the Five Moons- let me know!

Sunday, August 11, 2024

Hall of the Five Moons & Bars Aplenty

The previously mentioned Hall of the Five Moons dungeon is complete and available for download on Itch! I'll chat about it a bit more in the near future. 

HALL OF THE FIVE MOONS


Bars Aplenty, meanwhile, is a colossal 66 page supplement for Barkeep on the Borderlands- one of my favorite modules to come out in the last few years. After catching that there was a barkeep jam going on I set to feverish work and put together 21 new bars to pubcrawl through as well as a variety of miscellaneous other rules and optional additions. 


 

BARS APLENTY

This was a lot of editing and writing for a week and I'm looking forward to a break- but I'll go into some more detail about these two productions in some posts in the near future. For now, I slumber.