Black City Blues

After probably three years and two separate starts with the two caravans meeting and merging up, my UVG game has finally come to a close. It’s a good time for it to happen since I’ve moved to pursue the Ph.D. and the regular crew will have to meet online if they want to game with me. I do plan on running games online.

I’d been reading the new 2nd Edition (especially around the Black City) and I think I have something interesting to say about the setting. So often, when we encounter a new game, we want to know what the game is about. What is it trying to say? Some narrative games wear this on their sleeve (My Life with Master is about depression explicitly), and some games are able to be more discrete (Changeling the Lost is about trauma, but you have to push past the fairies to see it) but with UVG, I think there’s a bit of a bait and switch going on. On the tin, it says that UVG is “inspired by psychedelic heavy metal, the Dying Earth genre, and Oregon Trail games.” And that’s true, the rules around traveling and the caravan and starving in the steppe are a testament to that. But it’s not just about that, in a way, and the 2nd Edition makes that clearer by removing a lot of the rule clutter around those things. 

There’s something else sitting just below the surface. As I said, the second edition explicitly removes mechanics, but they’re there in the first edition and in the Uranium Butterflies player’s guide: Ha, Ba, and Ka (“…the totality of the sentient creature in the Rainbowlands is divided into a trinity of body (ha), soul (ka), and personality (ba).”). When I first read through UVG, I kind of just dismissed this as kinda neat to think about but ultimately superfluous to the running of the game. It was also an idea that I’d been thinking about at the same time due to the greatest game ever made coming out. But as the party got closer and closer to the Black City, the more I thought that there was more at play in the concept than I first thought. 

I mean, the game has multiple races that play into this motif: the Ultras are ghosts with all soul and personality and no body, the Steppeland Liches are multibody copies of the same personality, there are uplifted mammals who have been granted or forced to have a personality that does not fit their animalistic body, elementals are souls forcibly inflicted on reality, and regular humans sit as the spiritual triumvirate of all three. Players can find soulless body processors in the Forest of Meat. Demon-spirits in the Black City can possess the players and others. Slavery exists as a way of purchasing more bodies for personalities to subjugate (or just to carry your stuff, subjugatation the old-fashioned way). This even goes for the player-characters, who are made of habaka and can gain or lose abilities based on damage to it.

But that’s not exactly accurate: Rejec recently wrote the Synthetic Dream Machine preview, Eternal Return Key, as if a malignant force known as the player was forcing itself into the body of the character. In one interview, he mentioned that you can read the book backward and forward and get two different stories from two different views, which is “hella cool.” You, the character, are afraid, but you, the player, are incapable of feeling fear and have no morale checks to make because, at the end of the day, you’re safe in the wasteland of reality. The players themselves are a force of habaka, forcing themselves on others. 

UVG isn’t just about traveling, it’s about… consent? Foucaultian biopower? Internal power dynamics? A modern liberalist view of self that seeks to separate body and mind in the same way it separated soul and culture or religion or community? I know it feeds into the transhuman belief that these things (body, mind, heart, soul, spirit, personality) are not components of a complete and full being but are actually separate elements that can and must be consented to and against and that you’re the ultimate master of yourself, a brain on a stick able to choose the way the world reacts to you and you to the world, “anything that exists without my knowledge exists without my consent”-style. I don’t know if it was intended implicitly, but that’s something I’m thinking more and more as I read between the lines. And honestly, I think this is completely valid, considering both the “anti-canon” nature of UVG and an outcome of the way the book was written. Because nothing is true and everything is up to interpretation, this reading of the book is just as legitimate as the opposite, with no “real” UVG to speak of, really. I think I’m onto something here, but my game ended before it really moved to a place where I could explore it completely. 

Maybe because of all this thought, the last session got really metaphysical (to the point where I made a big sign of putting both books down as a symbol of “we are off the reservation for this one, boys”), and one of the things I really liked was that three of the last four players, by their own choices, each managed to embody body (ha), soul (ka), and personality (ba) in their totality. One spent eternity in the Black City to reach Nirvana and merge totally with their Ka, one subverted the systems of the Black City to become their Ba, and one simply wandered the pathways of the City until everything save their Ha was forgotten (which I felt was the darkest of all the endings by they seemed okay with).

But the fourth? The fourth found another road, to another steppe, and they knew that the end could wait with another beginning in the here and now. 

I liked how it ended, with all the lore and facts of the setting falling by the wayside as we tried to figure out how to end the time we spent together well. I hope to carve out the bits I like (which is what I’ve been doing for years now) and really apply them to my own personal game and setting. And I think that’s one of the things I love most about this hobby.

Yet Another Case of Rainy Day Blues

This is more a diary entry than a blog post, but man, I have been dealing with some pretty major depression for the last few weeks. Reflecting back on it, part of it might have to do with the kind of work I’ve been doing over the summer, but I think I’m just… listless at the moment. 

A part of this listlessness is probably coming from my reflection on the games I’m running and want to run in the future. I’m trying to find a graceful close to my Monday UVG game (the second edition just came out) and I want to devote more time to working on my homebrewed ruleset. I’d also like to get around to homebrewing some beer and putting more practice into playing my bass, not to mention hacking away at the massive pile of books I want to read. I have all this stuff I want to do, and time to actually do it, and then I get hit with this… lethargy. And then I get mad at myself because I’m feeling this way and I spend all my energy ripping into myself, which leaves me exhausted, which means I still don’t get to the stuff I want to do. 

I don’t know, man. 

So, this article is going to be a little laid back and a little less organized; like a hangout session as opposed to a writing assignment. 

Nanomatic Somatics

One of the justifications for magic in my worldbuilding has been that the world was terraformed with nanomachines. Basically, they recreated the planet as programmed, a couple of molecules at a time. However, when the shattering Boar Spear occurred, the processes maintaining their evolution stopped and they began to develop in different ways. No organic material on the planet exists without these nanites. It’s one of the reasons that a wizard can cast Charm Person in the first place: the nanites that affect the parts of the brain that predispose individuals to like the wizard are already past the blood-brain barrier and have been since the target was born. 

I was driving home one night and I wanted to listen to a particular song, and I said, “Hey Siri, play Sabrina by the Stray Birds.” And as I was driving I started thinking about talking to computers and the verbal somatic component of spells in OSR games. The first ones that come to mind are the rules in Old School Essentials, where “all spell casters need to be able to move their hands and speak in order to bring a spell’s effects into being” and “as a result, it is not possible to cast spells when bound, gagged, or in an area of magical silence.” And I thought, what if that’s a significant part of the spellcasting in the world?

After the catastrophic planet-wide event that forced the remaining humans underground and then back to the surface with different cultures and religions, another thing that goes out the window is universal language. Part of being a wizard in the world is the rediscovery of the ancient language that summons the ancient force spirits into the world. Wizards go into dungeons to find more words to bend the nanomachines to their whims. It’s kind of Blame! with the Net Terminal Genes, though anyone can find the words if they look hard enough. You might have to go to a university to find the right pronunciation, though. Also, this is why even people who aren’t “wizards” can cast some magic; wizards are just the ones who are obsessed enough to be able to lean on that power fully. Maybe doing some work for the Obscured Goddess will earn you a couple of choice phrases in convincing the nanomachines to levitate gold off the ground or make it start raining. I was also thinking about this video about how the environment affects magic and also thought about how certain nanomachines might have mechanically evolved to be better at certain things in certain places. For instance, in a radiator core for an ancient hab unit, it’s easier to cast “frost spells,” because the nanites there were optimized before the fall of civilization to regulate extreme temperature. You might even be able to go so far as to incorporate a Dungeon Crawl Classics style of “magic corruption,” whereby casting certain spells enough times, the nanites that exist in your bloodstream start adjusting themselves to your choices, and all of a sudden its fifteen degrees colder sitting next to you by the campfire. A wizard might even want to encourage some strange variant of nanite to live inside them, though I doubt they would express the intention as such.

Basically, Draconic is pre-collapse English. Just something I was thinking about.

The Man with the Yellow Hat

I like the broad strokes of the world I’ve built (especially the Goddesses), but the more and more UVG I’ve run (and the closer and closer the Monday Caravan has gotten to the Black City), the more I want to hack off the gonzo weirdness and make a western. I’ve complained enough about Luka Rejec to last a lifetime and honestly, his system and world are fine, but one of the big problems is that I’ve been trying to force a square peg in a round hole for the last three years. Ultimately, this is a “me” problem. I need to sit down and do the work to make the art I want to make, not just complain that others aren’t. Only a moron goes to an art museum and complains that the art doesn’t appeal to him; make your own art, find your own people. 

I’ve had the outlines for character creation in my system for a long time, but I wanted to add two more. First, one of the last steps of character creation is that every player character rolls on a d66 table to generate a hat. Players roll three times: first for the style of brim and crease, second for color, and finally third for detail. I have feathers, flowers, bands, quality, and other weird things, like playing cards or paint or weird hats. 

An example d66 table for the hats. I haven’t added the exact entries yet.

I was inspired a lot by the trinkets in games like Mothership and Black Powder, Black Magic, and too many other games to count, that give a player a little hint of their past in the form of an item. Giving players this hat hopefully sets different OSR characters apart, especially in high-lethality systems (as it can be used in any OSR system to give it a Western flair). It can also be used to distinguish important NPCs (“A gang of desperados rides into town, their leader is wearing a tan cutter crease hat with a snakeskin band.”). Finally, the game Frontier Scum has a variant of the OSR “Shields Shall be Splintered” rule that if a character gets hit by an attack, they can choose to ignore the damage if they lose their hat, with a luck roll after the combat is over to see if the hat survived. I saw this during Questing Beast’s review of the game and immediately fell in love with the mechanic. I’m not sure if characters should lose the ability if their original hat is lost, or if they can just pick one up off the ground after combat, or if they can only take the hat from a “named enemy” (“After I kill Rattlesnake Dan, I scoop his hat off the ground and put it on my head. ‘Rot in hell, bastard,’ I spit.”). 

The second thing I want to add is that everyone starts with a revolver, a six-shooter. I’m considering it a “Medium Ranged Weapon” but I’m not sure if I want to break free of the 3.5E distinguishers for weapons or not. For now, the rule is this: at the beginning of combat, everyone places a d6 in front of them, on 6. As they make attacks, they advance the die down until they reach 1. After they reach 1, the next attack they make is their last until they spend a round to reload. At any point in the combat, they can spend a turn to reload and put the die back at 6. It’s not a unique or new mechanic, but it’s a way of tracking ammo, especially if I’m really stringent about people using six-shooters and that’s it. 

Also, everyone starts with cold-weather gear. Fuck it, winter Western is the norm. I talked about how one of the inspirations was “sawanobori” in a past blog article and the idea that just as everyone had to escape underground, all life takes place within the canyons that emerged after people started leaving the vaults, where the surface is inhospitable. I was seriously inspired by this piece for a game called Legacy: Life Among the Ruins. Personally, I wasn’t the biggest fan of the system and there are a lot of post-apocalyptic games out there, but hey, your mileage may vary.

Western Games at the Tabletop

There don’t seem to be a lot of Western tabletop RPGs. Speaking of “your mileage may vary,” it probably has to do with the historical element of the setting/genre. One of the things I want to do is divorce the Western from the American West. There are a couple of good movies and books that seem to do that, like Logan and No Country for Old Men. Seems like the least “problematic” way of solving a lot of the worrying that goes on around the genre. Of course, there are a lot of reasons why people don’t like Westerns, so that doesn’t fix all of them, but the easiest way is to just stamp a big “For My Entertainment Only” stamp on the front of the box and call it a day. There are cowboys and six guns, but the world is like the Mongolian steppe and Russia in winter with everyone prospecting ancient dangers and archetechnology. 

I’ve been playing an unhealthy amount of Disco Elysium recently, a game whose setting was not only created for a tabletop system but also manages to do this “Extremely Alternative History,” where nothing is like the world we live in, yet it’s extremely like the world we live in. They use “fantastic realist setting” in this article, describing it as “AD&D meets ’70s cop-show… with swords, guns and motor-cars.” There are shadows of the modern world, obviously, disco and drugs and communism, but the creators were willing to create things that were entirely new. The more I think about both their world and my own, the more I want to emulate the process. But I guess that’s always been my problem; I’m too distracted by the newest thing I see, and I struggle to stick to a self-imposed deadline, especially for my hobby over my job. I also wear my inspirations on my sleeve. But maybe that’s okay (the sleeves, not the deadlines).

I like Westerns, and I’m willing to fight for them. 

The Boys with the Cast; Casting Boys, If You Will

A couple of budd(ies?) of mine have reached a large number of episodes at the Wrong Room podcast. One of them is about to announce a project he’s been working on for years, something I plan on writing about here. I recommend you give it a listen here and see if it’s to your taste. Some episodes are less gaming-oriented, but the one about the Ur-Game is phenomenal.

I hope this was an enjoyable read.

Ice Hell, or UVG Fan Hours

This article contains spoilers for a number of Luka Rejec games, in particular Longwinter and Witchburner.

This article’s been in the oven for so long I have no idea how good it is. It’s actually like three articles Frankenstien-ed into one big blog post. It’s rambling in only the way Caravan Crawl can provide. Enjoy!

I was shouted out for some games I’m designing and some beer I brewed for the Wrong Room podcast a while back, which is hosted by three real rad dudes. One of them writes tabletop stuff here, one of them DMs stuff here, and one of them just seems to be a real chill dude. If you haven’t, I recommend you listen to it. It’s the Cumtown of tabletop roleplaying podcasts. Well, “ostensibly a tabletop roleplaying podcast,” at least.

As mentioned in the podcast (exactly which episode I don’t remember, this article has been in the bin for months), I have an idea for a game combining all the works of Luka Rejec (specifically Witchburner and Longwinter), and just wanted to carve out some time to write up my thoughts on what I’m doing recently.

It also gives me a chance to discuss some of the tabletop drama floating around the scene with the OneD&D news (like I said, this article has been in the bin for months). A buddy of mine noticed with some skepticism that One D&D is being shortened to OD&D, potentially as a way to muscle in on the name Original Dungeons and Dragons, which is hallowed OSR ground. It’s like that THAC0 character in Wild Beyond the Witchlight all over again, calling all of us grognard clowns and mocking our scene! Not to mention how many changes in the rules are the result of Wizards of the Coast attempting to create a system that’s easy for use in their virtual tabletop and hard for DMs to make subsystems on the fly while at the same time retaining enough similiarity to old content for them to sue anyone who attempts to take a shot at the king. Anyway, before I can talk about what I’m working on, I’ve got to talk about scene. 

And… Scene!

Like most of my articles, I have to make a running start at it, and the place I want to start is the scene. (I fully recognize this is like starting a pole vault from outside the stadium.) I am a old school player at heart, looking at the new ways D&D is innovating itself in mild frustration. I was having a beer with a former coworker and I mentioned that in some of the systems I’ve run there was no distinction between “race” or “class,” that in the games I usually run “race is class.” He told me he couldn’t even comprehend how that would work, to which I proceeded to really blow his mind and described Burning Wheel to him. But it raises an important question: what does it mean to be part of a scene? 

A scene is an intellectual space that exists for a time and then vanishes. Be it poets or painters or wargaming nerds, there’s a time and place for innovation in a particular art, and it is demarcated mainly by its horrific bloody end. The blogs links are broken, the big players are shown to be either jackasses or criminals, the OSR is dead, long live the OSR! But more seriously: I am a DM adherent to a style of running games that for the most part has lost its place in the larger RPG conversation. In some ways I’m like a martial artist during the Progressive Era in China, or an artist in the Progressive Era in the West unfortunate enough to die or become whatever Ezra Pound was up to

Speaking of artists turning to fascism, it’s funny to me that there’s this push against using race in the TTRPG space because of its racial or ethnic connotations, but not a push against class because of its political or economic connotations. However, personally I’m coming around on “heritage” and “profession” for those game terms. An entire subsect of RPGs uses profession as the marker for skill generation for characters from the Warhammer Fantasy line. For Long Rim, a part of the character creation is rolling what religious faction you’re aligned with, even if your character isn’t all that much of a believer (at least it was, this is a section of character generation that can be dropped for more setting-neutral play). As I wrote in this article years ago now, what makes up a character is their debt and what they do to get out from under that debt. Into the Odd’s Electric Bastionlands does this the best, I think: rolling up the debt is part of the character creation process, and the group is bound together because they all owe the same organization something. However, both Bastionlands and Ultraviolet Grasslands miss the mark for me just because they provide all these crazy goofy professions when I literally just want something like the profession list in Dungeon Crawl Classics or Black Powder, Black Magic (or Boot Hill!): people have ordinary jobs and they’re entering an extraordinary world. If they’re already weird, how do the players relate? (I understand there’s an argument here about gatekeeping the goofy, that the fun comes from diving into the crazy right away, but it always gets in the way I run my own games. To each his own, I know.)

When I run a new game of Ultraviolet Grasslands straight, I’ve been starting the party in the Azure Ruins in the Bluelands, not technically in the Grasslands proper. This way, I can set the tone: there’s some strangeness going on in the former Bluelands, mostly cultish mischief styled after rampant sectarianism, but for the most part it’s typical black powder fantasy. When they get to the Purple City and meet the talking cats and drug smoking biker-slavers and the Lime Nomads they know “oh, this is weird.” If the craziness is set to 10 at the very beginning, there’s no place for it to ramp up. It’s also one of the reasons I’m both excited and worried about UVG 2E and the expansion of the map east, up past the Circle Sea. On the one hand, more content, on the other, more gonzo weirdness to balance. I’m also sure that my setting of Long Rim has the perfect fix for the UVG map: habitable band of a tidally locked planet, link the maps top to bottom. 

My setting of Long Rim is kind of built on this, taking some inspiration from games like Destiny and Anthem. I really like this “lost archeo-tech new world” feel some of the games have, something that is easy to depict in art and hard to showcase in gameplay. Of course, this comes with the caveat that both of these games are bad, in two ways. The first is how the gameplay rarely reaches the level of the ascetic, and the second is the missed potential of the ascetic for the story. Destiny has this “fighter thief magic user in space with guns and melee weapons,” “fantasy as scifi” feel to it, not to mention the crawling around ancient ruins of a past human golden age, and Anthem has this “robot fantasy,” “real people living in the ruins” feel, and both just fuck it up. I mean, that’s what the Obscured Goddess is all about: she’s an AI who’s taking the place of a D&D deity, her temple is a server room. Spending time figuring out why they don’t work is important for what I want to do with Long Rim.

Luka Rejec Fanboi Hours

Considering I have been talking about his work, it should come as no surprise to find that I am a Luka Rejec fanboy. I kickstarted Ultraviolet Grasslands (which was a horrible decision that haunts me every time I pick up that hardcover rulebook), I followed Red Sky Dead City closely, I have hard copies of both Witchburner and Longwinter, I followed his blog back when SEACAT had old Black Hack rules… hell, I follow him on Twitter. Considering that using Twitter is probably a sin at worse and a herion addiction at best, this is a Big Deal™. The only thing I don’t do is support him on Patreon, which… I mean, you should if that’s your thing… it’s not mine yet. And it’s with a heavy heart I realized that there’s a lot of stuff Rejec has put out that I don’t like. 

Now, don’t get me wrong, he’s great, and I came into the OSR scene at a time where there were major players to be followed, so checking his blog for what he’s working on feels like the good old days. However, I have two major complaints about Rejec. The first is more general, applying to all indie and industry game developers, and the second is more specific to him. 

Buying Products for Play

I buy an adventure, an campaign, a dungeon, in order to cut down the time spent in prep. It’s not that I can’t do the work, it’s that I don’t want to. 

I don’t know if I’ve talked about the False Trinity of Game Design on this blog, but if so, here’s a quick refresher: people imagine there’s three pillars of tabletop RPG design, the player, the DM, and the game designer. The game designer creates the rules system for the entire game, the DM adjudicates those rules for his table, and the player enjoys the ride. However, this idea isn’t true: there’s actually just the player. The DM is a type of player, and the game designer is not as required as he makes you think because his role requires you to give him money. Because of this false trinitarianism, a lot of people struggle with how to properly arrange themselves in the RPG space. Playing a tabletop game is not like reading a book or watching a movie, regardless of how bad WotC wants to transition to being a consumable digital medium. 

Let’s paint a picture: if I was out clearing brush on a backwoods property, I could do that job with a pair of gloves and a machete. It would be long, arduous work, but it could be done. (In fact, there may be days where I might want to do that kind of work, labor where doing the labor is part of the enjoyment, looking back on a woodpile full of wood and going “yes, I have accomplished a task.”) But sometimes you want a tool to help you preform a task better. Imagine if I ordered a chainsaw online. A chainsaw is good, it accomplishes the task easier and faster and with less physical demand than I could do it with a machete. Now imagine that when the chainsaw was delivered it came unassembled and when I opened the instructions, it was full of encouragement that putting together the chainsaw was fun and exciting! Now, it might be, I’ve never mucked around with putting together a chainsaw beyond replacing a chipped chain, but the problem is that I didn’t order a chainsaw to put together a chainsaw: I ordered a chainsaw to clear brush. While they might seem like similar tasks (both involving chainsaws), they are not the same task. Putting together a chainsaw leaves you with a complete chainsaw and an overgrown field. 

In this parable, the chainsaw is the anticanon adventure and the backwoods is the game at the table: you are selling me one thing, but I need another. The solution I have purchased is yet another problem to assemble. I don’t want you to give me permission to imagine elves in a different way than you’ve imagined, I already had that right before I bought the book. I do not require your consent to use the book however I want. There’s an introduction for one OSR adventure that explains that you could use the book as written, or parts of the book, or let the book inspire you for your own game, or even use the book to prop up a shaky table or use it to kill bugs. In the old days there was an understanding between the indie OSR writer and the DM that at the end of the day, the book was a complete thing, and it could be used or ignored at leisure. 

When I buy a setting book what I want is how the setting works. Not “let your players do the heavy lifting,” not “it’s ambiguous and contradictory for a reason,” not “this is fun, trust us.” I want the thing you meant when you thought it and then I either go “wow, that’s so imaginative,” or I go “wow that’s neat, but at the table I think I’ll do this instead,” or I go “that’s dumb, I want to run Boot Hill.” Offering tables for what could be is nice, because a good random table prompts imagination, but now you’ve given me work. When I buy an RPG product, I want a complete thing, something that enhances me as a DM, not something that assigns more work. I’m purchasing a product to avoid doing work.

On a side note, this is also how you should respond to drama in the TTRPG community. The author is dead, the RPG author doubly so. If someone made a game and it turns out they’re a distasteful person, you should still be able use their stuff because even running straight from their book you’re going to make it your own as you run the content. Too many good blogs died because they hitched their wagon to a bad mule, when it’s always easier to just raise your own livestock. This metaphor is out of hand, help me. 

Of course, now we get to the Wizard in the room. On the one hand, when I purchase a product I want it to work, but I also don’t want to sell my soul to a corporate overlord to play my tabletop games. A lot of the Systems Reference Document/Open Game License drama has blown over since I first started writing this blog post months ago, but it bears repeating: the game developer is an optional element to the activity of tabletop gaming. The DM is suppose to do the work of creating the game, all the tools he uses are just that: tools. If I buy a chainsaw to clear brush, that does not mean the chainsaw company has any right to the field that I own. It’s my field, your tool is optional. A corporation has as much right to tabletop gaming as a yarn company has a right to activity of knitting.

And I think many of the worries that were fostered by the OGL madness have been unfounded at worst and incredibly interesting at best. There was always a culture of using the Creative Commons to release content, and Pathfinder’s Piazo, a company born as the consequence of the 4th Edition War, is working on its own ORC to yet again exploit the division caused by the owner of D&D. But what’s really exciting is how this has prompted so many people to try a lot of third party games. Many people are beginning to recognize that there are more systems and settings than “superhero fantasy.” This mass exodus and doubling down on old rule systems is not unusual: the Edition War is but one of the ways God makes new grognards.

The other major complaint I have about Rejec is that he’s on the forefront of this idea in the scene to run anticannon games. There has always been this push since the days of the Forge to deemphasize the role the DM has in the running of the game. However, my response to this borders on political, so I’ll just say that an organization composed of individuals that consent to a developed hierarchy is not the same as being oppressed by hierarchy and move on. 

Rejec says one thing and does another. “We’re all friends here, building the world together,” he says, smiling, “everyone has an equal say in the creation of the game world,” and he assigns all the players part of the world to create and then he has the audacity to turn around and write shit like “There is no Witch” or “Winter comes and not only can the players can’t do anything to stop it, they can’t even find out it’s going to happen.” On the one hand, he offers players the opportunity to be part of the game creation, on the other the adventures he publishes railroads them hard. This might be an unfair analysis mostly because I’m not with the game design interview he gave here, but it’s like, dude. Come on.

(His adventure Holy Mountain Shaker gets a pass: spolier, but collapsing dungeon after dealing with the boss is a time honored gamer trope.)

Anticanon flows back into the first complaint a bit: at the end of the day I am buying a product. It has a purpose. If the idea is to give me things that might inspire me, okay I get it, but make that clear that “some assembly required.” Every time you give me something where I have to do more work, you have made a bad tool. Everytime I think about a hiccup I’ve had to overcome in UVG, I am reminded of the greatest dungeon/adventure ever put onto paper: Gradient Descent for Mothership. I know for a fact I’ve talked about it here so read that blog post, but I recently ran it for another group of gamers and I cannot stress just how usable and enjoyable it is to run that module. Everything you need to run the game is there in the book, and you don’t even really need to read it beforehand to run it at the table. It is the gold standard of dungeon design and everyone should own a copy.

The Ice Hell

SPOILERS FOR WITCHBURNER AND LONGWINTER BELOW

Okay, so you’ve complained about indie developers and corporate developers, what’s this game you’re planning? 

So, I’ve spent I don’t know how much digital ink shitting on Luka Rejec, now I’m going to tell you how much I love him and his work. I ran Witchburner relatively straight, relatively recently, for the Monday Group and it was a lot of fun. There were some changes I made and some pitfalls I fell into running the game from the book, however. First, there was no witch. My players, who had spent weeks trying to figure out who the fuck the witch was, almost setting multiple people on fire (though they did burn the schoolhouse down), struggling and failing, were really upset at the reveal that it had all been for naught. (If only I had let them do some worldbuilding!) By running the game as is was designed to be run, as a DM I felt like I had failed them. If you run the game, I would recommend randomly rolling a witch, but see below. 

Likewise, I didn’t constrain them with the drink rule (everyone offers the players brandy, making them roll charisma checks at disadvantage, which makes no sense for an investigation game) and I gave all the players the magic ability to make thier eyes glow purple and “see into a character’s past” so I could read verbatim the cool-as-hell backstories all the characters had to squeeze as much content from the book as possible. There was a weird moment where one of the side characters (not a suspect) was mentioned as being a “Republican shield maiden” but the way it was written the Republic was an civilization that stopped existing thousands of year ago and the players were like “it’s not a witch it’s a vampire we kill this borderline nameless NPC” and spent a session on a red herring. Arguably, the entire investigation is a red herring, but I’m trying to not be too negative here considering I’ve been so negative already in this post. I don’t think I would keep the architectural descriptions of each house either, but then again, see below. That’s also a problem in UVG, by the way, that there are these ages that you can roll on but what actually happened in those ages is unclear. I mean, I get it, it gives you a tool to generate something from the “Ming Dynasty,” to give treasure a sense of antiquity, but there’s got to be a better way to incorporate that into the game at large.

So, I am writing a game in the same way you would a three act play, using three different supplement settings to transition into each act until the bitter cold end. The goal is a complete and cohesive Ice Hell: players start with a small problem, that blossoms into a larger problem, that blossoms into escaping the Ice Hell. I want to use Witchburner, Do Not Let Us Die In The Dark Night Of This Cold Winter, and Longwinter in a combined effort.

The First Act is directly inspired by Witchburner. The party, either explicitly or accidently, find themselves charged with finding a witch. Sometimes the game might start in the Longwinter city of Veldey, the one with the hot springs with the party getting a deed to a hot spring in a small town. Sometimes the game starts off straight: the party are witchburners, they’re here to burn a witch. Regardless, the first act is about getting the players to the village. It’s in a narrow valley in the middle of winter, and the villagers are convinced that there’s a witch. There are some typical witchsigns (dead cat nailed to a door, voodoo dolls, strange symbols in the snow), but a lot of the signs are winter themed (white ravens in the graveyard, dead flowers melting into snow, John gets attacked by a giant white moose in the woods and dies). It’s not clear what’s what. At the end of week one, an avalanche washes out the road into the village: players can leave, but it’s hard trekking through the winter backwoods. They can and skip out of the other two acts, which I think Rejec would approve of.

In the village, every villager has a secret, something that would take about three days to find out and is completely mundane and ordinary, but goes against the taboos or culture of the town. (Some of the default Witchburner ones were kind of suspicious, like, was that one guy a werewolf or not? What was the deal with the chick who body-shifted when she dreamed? What’s the difference between mundane folk magic and witchery?) Remove a lot of the magic, but play up the tribalism of the town: there are churchmen of the Green Moon and trade unionists, and the specter of separation is everywhere. 

By the way, the Wild Child’s secret is that he fucking exists. Give out the sheets of the suspects to players and when one of them asks to see the Wild Child just go “who the hell is that?” and then when he shows up at the end of week two all the players can go “hello there.”

As players investigate the town, for every suspect they question, allow them to place a house on the map, using the resources in the back of Do Not Let Us Die In The Dark Night Of This Cold Winter. It’s less about the architectural history of each house and more about letting them build a real place. Literally let them build the town as they explore it. 

The point of the First Act is this: the players are given a bait and switch, though one that doesn’t cut as deep as the original Witchburner. There is a witch, there are strange occurrences, those occurrences are not just coincidences, but the source is wrong. The people of the town know that the winter weather is unusual and want to find a solution to the problem, and they believe the problem is a witch, which in some ways it is. However, everywhere in the region (though the players don’t know this yet), the same drama is unfolding, people trying to make sense of what’s going on. They see a small part of the puzzle, and imagine that they can fix it by fixing this village here. 

The Second Act is directly inspired from Do Not Let Us Die In The Dark Night Of This Cold Winter. The witch is burned (or found frozen in the middle of the woods), and the blizzard starts, and now the players have to keep the village alive. All of the surviving suspect villagers will pile into a larger home for warmth. They’ll probably use the Storemaster’s warehouse as the storeroom, after raiding the place for cold weather gear, extra blankets, and lanterns. If the Storemaster is still alive, she makes a point to record each and every piece of inventory leaving and who is using it, to charge the user later. It won’t matter. If the adventurers want all the villagers to stay in their homes, then they’ll all die separated and alone. They’ll realize their mistake after the third or fourth village they find frozen to their bed with all their firewood used up. 

The players should not be forced to roll any sort of Constitution saving throws to collect resources or suffer damage from the frost. The winter snow isn’t here for them. For now. For now, the goal is simple: all these people the players have spent the last thirty days investigating, getting to know, growing to love or hate, all of them are going to freeze to death. This is dark. It’s bleak. It’s not for the faint of heart. I know I shouldn’t have to say this, but before running this, make sure your players know how heavy this game is going to get before you get to this point, preferably before you run a witch hunt with no witch. 

You come back and one of the villagers is sitting apart from the rest of the group, holding a piece of ice to a bruised cheek and a black eye. When they see you, they try to jump up and talk but another villager leaps up to hit her again. “They’re a witch!” “No they’re not!” The other villager roars. “No one’s a witch! There wasn’t any witch! It didn’t matter! Don’t you understand how stupid we were? How because we were so preoccupied with stupid superstition now we’re going to freeze to death here!”

If you want to soften the blow, you can adjust the difficulty of surviving the winter. There should be some loss of life, but don’t make it the terror it could be yet. 

The point of the Second Act is this: the players have spent a month investigating these characters, finding out their backstories, forming relationships, and making enemies. Now, the players get to watch as all these characters freeze to death. Finding the witch doesn’t matter anymore. In some ways, it never mattered. 

The Third Act is directly inspired by Longwinter. The town is dead, frozen to death by a snowstorm that is not letting up. There is no food, no heat, and the only chance is to run. The players have to get out of the region alive. 

You come accross one village, completely abandoned save for a massive bank, the village has all huddled in the vault, burning the paper money for warmth. They’re emaciated, and some are blankly staring at the fire, chewing on hundred dollar bills. In another, the remnants of a burned down beerhall, the signs of blackened bodies in the white snow. In a third, so very much like the village you’re fleeing from, with their own witch burned in the middle of their own courtyard, the same drama played out with different actors. The question blows through you like the arctic wind: how many times has this play been performed across the frozen hell you find yourself in? 

The point of the Third Act is this: as the players leave the village and try to make it out, they come across other people, all who have experienced the same thing the players have over their own two months of frozen hell. Some are better than the players, some are worse. Scenes of horror are common. There are some points of light, some communities that survive with their souls intact, but most don’t. The call of the scapegoat is too strong. Now, it’s up to the players to respond. They’ll survive. Who they become after is the question.

Alas, Strict Time Records Must Be Kept

Oh my god, Caravaneer! You could’ve ended it right there! That’s such a strong close! “Who they become”? Powerful! Alas, that little voice in my head has been pestering me as I edited that last section that I actually haven’t provided any gamable content. And as such I have to at least try and pretend I game.

Witchburner breaks up its day on a four watches based on six hours each. For Forbidden Lands, it’s called a watch, and each travel action takes place on the four watches. Instead of making players roll for drunkeness every social interaction, I said that there were four watches to a day, but players had to spend a watch sleeping or take fatigue damage. It was a good choice, because one player always slept in the afternoon so he could wander around the village in the dead of night looking for the witch and one time a bunch of players decided to stay up with him and got hit with the fatigue because keeping a watch on someone’s house was more important than sleeping.

I’m sure people have seen this image of the “Proposed New Stardard Year,” made up of thirteen equal months made up of 28 days each. This is insanely impractical in the modern world and usually suggested by people who are equally ignorant of both agriculture and computer programming. However, in a world of elves and magic, whose to say that the optimal calendar couldn’t also exist?

Not to mention there are 28 day calendars in real life: there are lunar calendars, and lunisolar calendars that try and match up the sun and the moon. Not only is every Monday the first of the month, its also the full moon. By the way, here’s a section of a Wikipedia article about customary issues in modern Japan due to their calendar.

So, here’s something that you can steal:

A month calendar for Longwinter/Witchburner

Four watches a day, seven days a week, four weeks a month. The first day of every week is Monday (or whatever fantasy equivalent you want to use), every Monday has a phase of the moon. The new month is represented by the full moon. Day weather corresponds to the first two watches of the day, night weather corresponds to the last two watches. You can either roll it randomly every day or assign the weather beforehand. Columns on the left are for preplanned events: villagers going missing, witch signs being found, etc. Columns on the right are for player actions so you remember what every player did every watch, who they talked to, etc. One watch is spent sleeping. In small scale games, travel is broken up by watch: three watches to travel to the next village, a sack of supply fuels… eight watches? And speaking of sacks of supply:

A year calendar for UVG

A year calendar for UVG: four weeks to a month, three months to a season, four seasons to a year. Every week is another phase of the moon. A sack of supply is needed for surviving every week, travel in winter is hellish, and every season has a random event, like a region erupts in war or a plague hits. At the end of the year everyone ticks over a year in age, or let everyone roll 2d20 to determine when thier birthday is. (One of the things I realize looking at this spreadsheet is how I wish settling in for the winter was easier in UVG.) I have a third calendar combining these two types of calendar but its massive and unweildy.

Okay, this post is too long, so I’m calling it there. Good luck, have fun, game please.

An Addendum of an Addendum, or Three Ways East, or Trapped Again in No Games Hell

The Snow-Storm

Announced by all the trumpets of the sky,
Arrives the snow, and, driving o’er the fields,
Seems nowhere to alight: the whited air
Hides hills and woods, the river, and the heaven,
And veils the farm-house at the garden’s end.
The sled and traveller stopped, the courier’s feet
Delayed, all friends shut out, the housemates sit
Around the radiant fireplace, enclosed
In a tumultuous privacy of storm.

Come see the north wind’s masonry.
Out of an unseen quarry evermore
Furnished with tile, the fierce artificer
Curves his white bastions with projected roof
Round every windward stake, or tree, or door.
Speeding, the myriad-handed, his wild work
So fanciful, so savage, nought cares he
For number or proportion. Mockingly,
On coop or kennel he hangs Parian wreaths;
A swan-like form invests the hidden thorn;
Fills up the farmer’s lane from wall to wall,
Maugre the farmer’s sighs; and, at the gate,
A tapering turret overtops the work.
And when his hours are numbered, and the world
Is all his own, retiring, as he were not,
Leaves, when the sun appears, astonished Art
To mimic in slow structures, stone by stone,
Built in an age, the mad wind’s night-work,
The frolic architecture of the snow.

– Ralph Waldo Emerson


Sometimes it’s surprising to find that you’re the best in the world at something. Even with something simple, something anyone can do, the discovery that you are in fact the best person on the planet at something can make you look up at the stars and wonder. 

Friend, I am the best person in the world at wasting my own time. 

I know, I know, you’re shocked. The best in the world at poorly planning out your day and working on things that don’t and may never matter? Yes, that’s me. I wrote a long blog post about the themes of a Warhammer game that’s going to be absolute garbage because I’m running it for a bunch of people who know nothing of the setting, I’m dragging my feet on working on gameable mechanics for my house rules, and, to top it all off, I just realized all the hard worldbuilding for my setting needs to be thrown out. And that’s on top of all the work I need to do to finish my Master’s. I am truly the king of wasting my own time. 

Warhammer 30K

This is the first addendum for the last article written. Two things: first, what is the everloving point of running a game of Warhammer 30K if none of the players have any experience with the setting at all? If the game has to involve the explanation of the setting, then just make a new setting. Steal obviously and flagrantly from the old setting, change all the names, add all the things you see as missed potential, and just go for it. The players can’t miss out on something they don’t know about. 

Second, setting forward systems like Star Wars and Warhammer always fall apart inevitably because when you run a game in the Star Wars universe in the “Reign of the Empire” era then some jackass player is going to say “I fly to Tatooine and kill Luke Skywalker.” Unless there’s buy-in from the players that certain actions are off limits (“We’re not going to steal the Millennium Falcon from Han or go to Kashyyyk and kill Chewbacca as a baby”) then players are really just trying to steal the copper pipes from a setting. I’ve already got my head canon of what the Warhammer 30K should have been (namely with anything written by Dan Abnett thrown directly into the garbage), just do the extra work, file off the names, and let the players know all the shit they want to do in the name of Chaos is on the table. No worries about “Oh so and so character is canonically supposed to die here so blah blah blah” because it’s not the setting as is. A tabletop game’s rules evolve from table to table, why wouldn’t the setting? 

Which is why knowing what the theme is so important. 

Your eyes follow the lander that bears the Emperor of Mankind intensely. The first thing you see is the triumvirate sigil of the Imperium: three circles stacked on top of one another emblazoned on the head of the spacecraft. The first and largest circle, bronze inlaid with rubies, represents the Mechanicum of Mars, the engineers and mechanics of the Imperium. Within this first circle is the second, silver inlaid with sapphires, representing the Selenar of Luna, the architects of the gene-forges and keepers of the archive. Within this second is the third and final circle, the smallest but most splendid. It is gold inlaid with diamonds, fashioned into the image of an unconquered sun; it represents Him on Earth, the Emperor of Mankind. All three, combined, represent those kingdoms too powerful to be overrun by the Imperium in the early days of Unification. 

In this setting, the Imperium is explicitly a Roman one. I also had this idea of a system or pre-Unifacation bad guy, but the only notes I wrote down were “Garden Tyrant, lord of a green garden fortress,” which is based and I will return to this idea in the future. Maybe when the party is sneaking onto Terra its a character they run into?  

Cardinal Directions Make My Face Go Red

Earlier, I uploaded another blog post about how I was concerned about the geography of my setting and after I hit post I went to bed. As I was falling asleep, I realized something absolutely critical. One of the things that was kind of important to me about the setting was the distinction between the cardinal directions. When you travel from north to south, at some point you reach the poles and you can no longer travel south; every direction becomes north. This is the same with the north pole; at some point, every direction is south. The direction is determined by a point. East and west are different: when you travel east, regardless of how long and how far you go, you will never reach west. West isn’t a point, it’s distinguished by the fact that it is not east. And as I was going to sleep, I realized it doesn’t matter. 

You see, the people on the Long Rim are trapped between a technology level of Medieval European and American Old West: there are sixguns and wagons, banks and universities, but a lot of the technology of the spacefaring race where they all spawn from is mysterious and unknowable at this point. Arthur C. Clarke and “indistinguishable from magic” and all that. There wouldn’t be a magnetic north for them to follow. 

And then I came to the realization that again, I have wasted my time and people knew how to navigate before compasses, Caravaneer, they used the stars. The fact that the sun always rises and sets in the west is critical navigational knowledge, and if the sun wasn’t up then they could still navigate by following the stars. And then I talked to the man in the robe and wizard hat and he pointed out that instead of the cardinal directions, if each city or town was in a line where you hit them in order than direction would mean much less than which of the major cities you were moving away from or towards (X-ways or X-ward or something where X is the name of the city.)

So I’m just going to throw up some world building stuff for Long Rim and go die. 

Three Ways East

The first city is Berseri, the Radiant City, the former capital of the world empire a thousand years ago and one of the three central trade hubs on the Long Rim. Berseri is a city of immaculately cut stone and perfectly manicured gardens and pathways, with districts both independent of one another and part of a beautiful tapestry. It almost feels like individual townships decided to start building towards one another, and have convergently evolved in the same architectural and societal way into this larger civic organism. There’s an organicness to the city: the roads aren’t straight, and you never know when a stone road will curve into a residential district, or a garden orchard, or straight to a massive cathedral. The Church of the Radiant Goddess is strong here, and while the city and the Church are not the same entity, there’s an understood allegiance in the government of the city. Many places in the Long Rim are ruled from Berseri. 

The second city is Talcard, the Synergized City, a relatively new city that established its national sovereignty three hundred years ago. Talcard is like if a wooden fortress on the Russian border just kept expanding year after year until it consumed all the material around it. There are many stone buildings, usually churches but also many personal mansions and merchant manors that have been around long enough to warrant their reconstruction into a more sturdy material. The people of Talcard are liturgically led by a figure known as the Patriarch, who dictates the doctrine of faith that attempts to fully synthesize belief in both the Radiant and Obscured Goddesses. Sometimes it’s not really clear what the people of Talcard believe, just that sometimes they believe the same thing as you do “and as such you should buy from me, friend!” and sometimes they believe something completely different “and you should convert and come to my church, it’s very nice!” 

The third “city” is Karam, the Obscured City, though to call it a city is somewhat incorrect. It consists of thousands of wagons and horses, all moving in a massive caravan from north to south. Every few years, the city makes it to Berseri or Talcard and it’s like a giant festival. Karami merchants buy out entire districts of goods, sell exotic and foreign goods from around the world, and the city doubles in size. Regardless of the stone of Berseri or the wood of Talcard, for a couple months the city is clothed in the wild kaleidoscope of silks from the Karam. 

Talcard loves this, it’s a season of festivals, but also of spies, of information gathering, of making alliances and gauging strength. Berseri is starting to hate this: there are quite a few wealthy old hands in the government that enjoy the return of Karam and stock up on teas and luxury items, but many new up and comers in the administration are starting to feel uncomfortable with a city full of foreigners filling the streets every few years, especially when some of them decide to lay down roots. And they’re not exactly wrong, because there are a number of Talcardi spies currently living in Berseri who made it there under the cover as Karami horsemen who decided to stay. Likewise, Karam is starting to dislike staying in Talcard long: they see the spy games as irritating and getting in the way of business, and the Talcardi missionaries are starting to get pushy about the whole “Twin Faced Goddess” nonsense (“They’re not the same, we literally asked the Obscured Goddess last time we saw her and she said no.”). The war between Talcard and Berseri is a cold one, one waged on economic and political fronts, because neither has the military ability to really fight the other.

Karam does not tax its citizens, but requires much more than the other two cities: they are bound by steppe travel, and as such trust between travelers is very important. The consequence for theft of food or horses is typically capital punishment, and in cases that need arbitration, a council of merchants headed by the Caravan Lord makes the decision, with the role of Caravan Lord changing depending on the leg of journey and the navigation skill of the merchant. The Caravan City moves as fast as its slowest participant, fostering cooperation between travelers who want to move as fast as possible. There are great merchant houses who have lived generations on the road. Sometimes these Great Houses decide to settle somewhere they feel they can dominate an industry, and a town springs up overnight. As Karam travels, caravans splinter off, going off in wild directions whenever they feel the time is right to leave the Caravan City. 

Long Rim Mechanics

As the party travels the Long Rim, they will pick up followers. These are divided into three groups. The first are caravan guards, combatants that can be used in combat, the second are camp followers, who help with tasks but aren’t combatants, and the third are tagalongs, people who, if the caravan gets large enough, really just want to travel along with the caravan. 

I hate running retainers. Hell, I hate running NPCs that travel with the party for long periods of time. It’s always a pain to remember who is with the party at any given point in time, and then there’s always that point where a player goes, “Hey, where’s Joe?” and then you have to go “Fuck, I forgot about Joe.” I will admit I did have an enjoyable experience playing Bouncequartz Gazetteer with Ex Miscellanea where there were basically two kinds of retainers, hirelings and heroes. Hirelings were almost like a dice modifier for mass rolls and heroes were extra characters that players could use if things got spicy, almost like a 0-Level Funnel. There was a direct mechanical benefit to having a village of peasants following you into the basement of House of Leaves

I don’t think anyone does mass group combat and management in the OSR like Into the Odd. The section about “Enterprise and War” is phenomenal, and I recommend trying out that system at your table and seeing how your players interact with it. What I’m trying to do here is figure out the first steps into a mass caravan management that’s actually fun to mess with. 

So, here’s my first doodle: a caravan has fifteen slots. Imagine a five by three table; that’s all the space a caravan can take up. In the middle of the table is the party. The middle space is a free space. It represents all the horses and equipment of the party. As party members begin to build out their caravan, they can begin adding groups to these slots. Do you want a band of nomad horsemen to ride with you? Fill the slot next to your party. What about escorting merchants? Fill a slot. If you’re carrying lots of goods, like a wagon’s worth, then that’s a caravan slot. The good has a times-ten modifier: you’re literally got a wagon’s worth of opium. 

Maybe some units require more slots. Let’s say you find an artillery unit for hire; that’s two slots, one for the weapons and one for the ammo wagon. Maybe units can provide the caravan with other benefits outside of combat. You’re riding with a band of farriers and saddlers, so the caravan can travel faster and any misfortunes that make you lose animals you ignore. 

If a party discovers a dungeon, players can “check out” slots to bring with them. Want the nomad swordsmen to tag along as you investigate this ruin? Done. Either: 1) Players can each check out one group to bring with them, but are responsible for managing them. If a player brings a group of shotgunners with them and forgets to roll for them or use them, then they’re around the corner nervously smoking cigarettes and avoiding work. Or 2) The party can choose one slot to bring with them, and the DM runs them. Caravan guards are unique: they will do combat, but only combat on the overworld. They won’t go into dungeons, but they’ll make sure no one fucks with your stuff while you’re down there. 

If the caravan gets attacked you can figure out who gets ambushed, with the three inner slots as “safe” slots in a maxed out caravan. If a merchant with their own caravan wants to travel with you, you can combine caravans. Let the players play the tetris game of putting the merchant, the 

Karam is a caravan of a hundred slots. Karam is the caravan equivalent of the titular Spelljammer from Spelljammer. Karam is the Caravan Crawl. 

Conclusion

So that’s it. Technically the first official blog post of the year, since this has the triumvirate of “thing I like,” “fiction I wrote,” and “game thing.” It was getting hairy there for a moment, not going to lie. Might go back to semi-quiet for the next few weeks as work picks up again. Roll more dice, play more games.

Warhammer 30k New Campaign Notes?

Introduction

So, I have decided that I want to run some Warhammer RPG. It’s been a long while since I ran anything (Dark Heresy back in college, I think), and I’ve got a serious itch to get behind the screen. For any of my players in the Monday game, if you want to be surprised, don’t read on. These are kind of my personal thoughts for the game, and it might spoil the larger ideas and themes I want to play with.

So: thinking about how to structure a 30k game set before/during the Horus Heresy. Going into it, everyone is pretty down to Chaos it up, so part of me wants to speed through the first half of the game. On the other hand, laying the groundwork of the setting is kind of important to me, especially since a lot of the players don’t have experience in the setting. Likewise, no one wants to play a Space Marine, and I kind of want them to. 

One of the things I’ll need to get across is that Space Marines in 30k are very different than they are in 40k. In 30k, especially at the end of the Great Crusade and before the Horus Heresy, there’s this tension with what the Marines are going to be after the fighting is over. There’s a hundred campaigns between then and now, but still, it hovers heavy on everyone’s mind. What do you do with yourself when you’re allowed to do anything? 

Some Marines are looking forward to retirement: they’re going to be Marxists, basically. They’re going to write, to make art, to basically bask in retirement. The warrior gets to beats his sword into a plowshare and go home. The Ultramarines are excited to be administrators because they’re a bunch of turbo-nerds, the Emperor’s Children and some of the Blood Angels are going to make lots of art and music, the Iron Warriors are going to be architects, the Iron Hands engineers, the Thousand Sons are going to be historians and scholars. For a lot of Marines there is a world after death, and they can’t wait to get there. So, the idea to get accross is that Marines are not just prayerful fanatics yet: they can see a future where they can be something more. 

However, not every Marine sees this. The Word Bearers wanted to be priests, and were chastised for it with the destruction of their homeworld. The Night Lords want to skin people alive and the World Eaters and some of the Blood Angels just want to kill, and there’s not going to be a world for that after the Great Crusade. The Space Wolves are the Emperor’s executioners, so there might be a purpose for them in the end, but no one likes living next door to the town’s executioner; for them the end of the crusade represents the end of any prestige they might have. Some of the legions, like the Dark Angels and some of the Ultramarines, will always be vassals to the throne when they could be rulers of their own kingdom. For some, the world after death is death itself. For them, purpose comes from bloodshed, and there is coming a time when warriors are not needed and that is terrifying in and of itself. There is a division that runs through the heart of every legion: what does the future hold? 

One of the things I need to think about is including the lore and motivations behind a lot of these factions in an organic way. Like the Word Bearers wanting to be priests, how do I explain that to someone who has never read anything about Warhammer? There is a flexibility that I’m looking forward to with that as well, though: a Warhammer that has my own personal branding on it.  

In the same vein as the Marines, the Imperium is still young. Everyone’s an atheist, a progressive, and a Marxist: the Emperor is leading us to our post-sacristy post-superstious society under his benevolent autocratic rule! He’s going to institute the labor laws any day now! For a long time, there’s been room for diversity in the Imperium, different planets with different cultures and different ideas, all working together for the Golden Throne. Hell, he let Mars continue that “Omnissiah” shit. However, people are starting to realize that the loop is closing. Psykers are outlawed, the remembrancers are starting to be more propagandist than journalist, there are more and more bureaucrats everywhere, and the Emperor just put together a Council of Terra without any Space Marines. Not only are warriors are being crowded out, the people on the edges are being crowded out too.

I think the push to make the players move to the Chaos side of the house comes from this: during the Unification Wars, the Emperor developed another subrace of military minded humans called the Thunder Warriors. In the last battle of the last war before the unification of Terra, the Emperor betrayed his creations, having his Adeptus Custodes kill every Thunder Warrior and hide all the bodies. He rewrote the history books, and then he made the Space Marines for the galactic Unification War. Just as he fed the Thunder Warriors on the lie that they could retire after Terra was unified, he is feeding the Space Marines on the same lie after the galaxy is unified. The risk of a warrior caste without a war to fight overthrowing the administration hangs over every society that has a warrior caste in human history. So, the reveal is that the Emperor has betrayed the Space Marines already: there is no retirement coming. When the empire solidifies its borders and war is over the Emperor will kill all the Space Marines and defend the realm with the Custodes. 

Which is where Chaos comes in. It lures the party into going against the Imperium by saying “Hey, weren’t you suppose to retire? What the fuck is wrong with that guy in gold? Hey, you should join Horus and eat babies.” And then the players are going to go “Finally we get to play Black Crusade, based.”

The tragedy of the setting, and this game in particular, is this: the Emperor is betraying the Space Marines by preventing them from retiring to the peaceful lives they want to live. Horus and the Chaos Gods offer them those peaceful lives if they overthrow the Emperor. However, on both sides of the conflict the peace is shattered forever. If you’re a Loyalist, you’re fighting to maintain a crumbling empire for the rest of your (apparently eternal) life. If you’re a Traitor, the freedom offered to you is an illusion and all the things you want to do are now villainous and evil cause the Chaos Gods are dicks. 

Part 1: Introduction

So, game-ables. I kind of want to start at the Triumph on Ullanor. Open with the Triumph and the declaration of Horus as Warmaster. Do a touch of lore dump: this is the Imperium, this is what you do, these are the tasks you have for this first session (and are thinly veiled excuses to explain all the factions and why you should care.)

First, all the players have individual challenges to introduce them to the way rolls work. They’ll be on Ullanor for a couple days as the war effort is configured to better suit Horus’s ideas on how to run the Great Crusade. It’s a time for rest, relaxation, and introduction to the setting. Explain what a Space Marine is, explain they’re not space monks but dudes who are genetically enchanced for fighting and that they’re kind of normal dudes. (God, I hate to do it, but broach the topic of “female space marines“.)

Then, they get invited to two events: Imperial Army command is putting together a banquet for the newly formed expeditionary fleet. Players who want to go to that can. Later, they get a much less formal invitation to go bar crawling all the Imperial Army speakeasies and moonshine stills that have sprung up from all the logistic work going on planetside. Players who go to the banquet are shown the uneasiness of the Marines: some are excited for the future, some are hesitant, everyone is worried for the future except the baseline humans who are just stary-eyed at this great world ahead of them and “Did you see the Emperor!?”. Players who go on the bar crawl drink and gamble with the baseline Army troopers and hear about how excited everyone is to go home to their family’s (families, by the way, Space Marines never got the opportunity to start). They get to talk to other legionaries in a bit less guarded of an atmosphere and then get into a fight with a legion that thinks their Primarch should’ve been the Warmaster. Introduction to how combat works.

After Ullanor they go fight stuff. They fight one campaign and get the combat stuff out of their system and get some more worldbuilding (warrior lodges, Imperium at large, what’s the deal with the Mechanicum and the Gene-Witches of Luna), a second campaign that’s a bit more diplomatic, and then the third campaign where they get hinted at the truth of the Emperor’s Lie.

Part 2: Discovering the Truth

Somewhere in part one it gets slipped (maybe an alien cabal, the warrior lodge, most likely a Chaos demon considering how fast the players want to fuck the Imperium) that the Emperor might not be totally on the up and up. The party gets assigned back to Terra for something (maybe transporting a mysterious cargo from the second or third campaign back to Mars or Terra to examine or guarding an Imperial dignitary), and have the opportunity to discover the Emperor’s Lie. 

I have this idea of a couple sessions sneaking around Terra and infiltrating the Imperial Palace, having to dodge Custodes patrols to get the information about the Thunder Warriors from the Blackstone, a prison, or even the Imperial Dungeon itself. They discover the horrible truth and take it to Horus. 

Part 3: Chaos Shenanigans 

They scramble out from Terra and get back to Horus, who’s already chugging the 64-ounce Haterade for the Imperium, and the Chaos Shenanigans start. At this point I open the gates and just let the boys run wild, whatever Chaos shit they want to do. Run through Istvan V, give them worlds and campaigns they can take part in, have broken legions they can hunt, whatever. However, always have the Siege of Terra in the foreground. It’s coming, taking the fight to the Emperor. 

Conclusion

So that’s the broad outlines of the game. I’m already putting together pregen characters for players. I have been toying with the idea that each player could run two characters with each character on the opposite side of the character sheet: a human and a Space Marine. The humans are dialogue based, the Space Marines are combat monsters, and by the second part of the game they know which of the two characters is the “primary” character. Really want to reach out to Exmiscellanea and see what he thinks of this idea. The big challenge is this: how do I explain the setting to a character that is already kind of suppose to know what the setting is? I kind of want to say everyone is a recruit that traveled to Ullanor from Terra and that’s why they’re playing catchup: they’re fresh from the factory.

All in all, this was a fun writing exercise and I hope I can actually get around to sitting behind that table.

#Dungeon23: Tripping Over the Starting Line

Outside of Targon, the forests died away again, consumed by the all-encompassing steppe. The sun shone weakly over the western mountains, illuminating the steppe in soft white light, though not hot enough to dry the mud. 

Jeol was having a bad time with the wagon. Recent rains had washed out what little trail there was, making the ground hidden behind the tall grass a muddy bog that would’ve swallowed both horse hoofs and wagon wheels if he had been a worse wagonmaster. But Jeol was an old hand at the driver’s trade: a bad back, a scarred chest, and quite a pretty penny wasting away in some bank as evidence of the fact. 

The outfit that had hired him consisted of four gunmen obsessed with some scrap of steel out close to Jawbreak Canyon. They had chittered both to him and to themselves about some great big score, some massive treasure that would pay out for lifetimes. Jeol always took payment upfront for that kind of talk. Too many fools who thought they could outsmart both the Obscured Goddess and her steppeland realm had died before paying him what they owed.

The sun tried to dry the land but failed. And the wind blows. 


Guess who slammed into the semester like driving into a wall? Is it the siren call once again? “Johnny NoGames,” she cries, the sound wafting through the air like freshly baked bread…

Okay, I’ve been a bad boy, and I haven’t done any rooms for #Dungeon23. I got distracted with worldbuilding my setting and rulecrafting my system. I’ve been thinking about really buckling down on finishing my house rules and putting everything aside until I have a system to run at the table, especially with all of The Discourse at the moment. I think that’s going to be my gaming focus instead of my super cool dungeon idea that you can read here. “But Caravaneer,” I hear you say, “isn’t this like failing your New Year’s Resolution in January?” Well, the joke’s on you, I’ve been flying by the seat of my pants for the last two years and I’m not stopping now. 

So, worldbuilding first. The Long Rim is the habitable band of an almost eyeball planet with no moon. (Maybe a moon, I’ve been thinking about that too.) The day is bright, the night is dark, and the sun both rises and sets in the sunbaked west. Following my inspiration, it’s still a steppe, though I got distracted with the idea of maybe making it a jungle, considering there is a hot and cold side of the planet and the band would be where the winds would meet so there might be a whole bunch of rain, similar to the monsoon season in India butting against the Hindu Kush and Tibet. However, I’m waved off on this by two things: first, the rivers that this would cause. If the party can travel by floating down rivers then it might trivialize the travel portion of the game. The second is the resource management element of the game. Jungles, unlike steppes, are flush with life. There’s no worry about dying from thirst on the river or running out of food. The concern shifts from finding food to the food eating you, the challenge of cutting through the jungle itself. Also, if I did go in this direction, it would be more akin to Pacific temperate rainforests or Japanese temperate rainforests, especially in the light of sawanobori from this blog post

However, as I think about it, a riverrun would fit a point crawl really well. There could be points on the crawl where people could pick up goods and quests, and the fact that rivers always flow in one direction could gate progression to one direction, a constant inextricable movement towards the Black City and the end of the line. I’m thinking about the Dnieper Rapids and the Siberian River Routes in particular. Vikings traveling to Constantinople would ride their longships on the river and would have to brave the rocks and rapids of the river, sometimes even having to haul their ships overland to make it to the next river. Not to mention, as an American, all the fun that folks got up to on the Mississippi. In the same vein, instead of having everyone have a character sheet and the caravan has a group sheet like UVG, the ship that the party is using has a character ship and can be improved on, and each person in the party has a role on the boat: captain, carpenter, doctor, armsman. It makes more sense, and the boat can serve as a mobile base for the players. Also, for exploring, they could take the approved and mapped rivers, facing the tolls and civilization that come along with it, or they could brave unexplored waterways and sail their boat right off a waterfall. I’m digging this more and more as I think about it.

One of the hard parts about this project is wasting energy: this is all hard worldbuilding, figuring out geography to then figure out how people might respond to life in those geographic regions which then informs the way the world works. However, there are two problems with this approach: first, it discounts soft worldbuilding, where elements are included in the setting not because it makes sense literally, but it makes sense figuratively, and second, because this is not the way developing a tabletop game setting should work.

First, the work I’ve done on the Goddesses is kind of in the middle of this hard and soft worldbuilding. There are reasons people believe in the Radiant Goddess, but the reason I included it was that I love religion, especially the way people interact with religion. It’s one of the reasons that rolling what sect you’re a part of is part of the character creation. I haven’t been obsessed over religion in the same way. Or maybe I have. On the one hand, focusing too much on hard worldbuilding is a waste of energy because it’s not like players are going to ask why there’s a river here, they just see a river. On the other hand, as the DM and the arbiter of the setting, you have to make sure it makes sense to you unless you simply wash your hands of the work altogether which is arguably the better way of doing this.

Second, part of the joy of tabletop games is discovering the game together with friends. People make suggestions about the way things work and the arbitrator of the setting, the DM, says yes or no. I remember an OSR game where as a player the party discovered a desert of black sand where there were diamonds and obsidian in the dunes. I asked the DM if I could fashion rakes to make searching the dunes easier and with a smile, he said “Yes, that’s how it works, the orcs used these large rakes to sift the dunes.” With a question, the world was created. That’s the best part of OSR games: exploration that even the DM isn’t aware of. 

So, game thoughts, how to begin to apply this: maybe start with a “short rim.” Find a random hex generator online that lists hexes by a single type of terrain (for this example I’m thinking desert planet), and then print off six pages of hex paper. Make sure the hexes are flush with the top and bottom of the page. Explain to the players that these pages are actually the bands on a planet, the west and east sides of the pages are inhospitable to life (too hot in this example). There are no landmarks on the pages, not yet. Then, just have a party just explore. As they find things, they mark them on the map. If they reach the top and bottom of the pages, move them to the next sheet. The top of sheet one links to the bottom of sheet six. When they’re done exploring, staple the top of the sheets to the bottoms: that’s the band, that’s how big the planet is. It would make a good exercise to see if what I’m thinking of for the Long Rim is fun. 

As for rulescrafting, I wrote something about emphasizing culture over race in B/X classes, so that instead of dwarves and elves you have different groups of humans who partake in different roles of dungeon crawling because of what they value, but it kind of fell apart and I wasn’t sure where I was going with it, so this comment serves as its headstone. RIP in peace. 

So yeah, week one of #Dungeon23 done! And I think that’s it. I’ve always been bad at internet challenges, I remember the days I could delude myself into thinking I could write a novel in a month, but I think my time is better spent elsewhere. And by “elsewhere,” I mean actually running games.

#Dungeon23 Scratchbook and Ideas

A couple of months back the boys all got really into Project Zomboid

For me, the thing I liked most was the potential of post-apocalyptic feudalism. Living in the woods, using only what you can make with your own hands, eating only what you can grow and catch, forging your own nails and hinges from burned-out cars, the ruins of the past on the periphery… I love that shit. I’ll probably return to it for a couple of weeks when they add animals and basic AI again, just me and some sheep at the end of that one highway that the developers just stopped adding stuff, a car as the one thing that gives away the fact that I’m not simply a Welsh peasant in the 800s.

Games like Rimworld and Caves of Qud also scratch that itch, that potential for a cozy post-apocalypse. CoQ has more of a Gamma World gonzo feel to its world and as such is a lot more frantic at times, and Rimworld is more of a grounded “Dwarf Fortress in space” feel with its systems but has a lot more potential to just create a version of rugged Space Islam and grow opium in the mountains with your two wives. These games fit into the theme and style of the Long Rim well: humanity has suffered a massive cataclysm but has survived and moved on with only the scars of metallic dungeons and megadungeons as memory. 

As I prepare to embark on #Dungeon23 alongside the always more productive Ploog and Plover, I have some initial ideas about what I want to make. On the one hand, I kind of want to use it as an excuse to flesh out the Long Rim itself: 365 unique locations in 52 discrete areas in a caravan-style map would be based, 262 unique locations (working only weekdays) divided among 12 regions would be a much more likely and workable project. However, part of me also wants to keep to the dungeon format. That part of me knows that I’m garbage at this NaNoWriMo shit and that if it’s not easy and inspiring I’ll spiral off into other things. I’m a busy man (finishing the Master’s and starting Ph.D. applications) and if it isn’t helping me roll dice with the boys it’s not worth it. 

A long time ago, the /tg/ board of 4chan embarked on a rewrite of the Warhammer 40k Horus Heresy, called the Hektor Heresy. This was back in the Silver Age of TG, the good old days when Heresy rewrites were all the rage, the quest threads were good and not spamming the board, and /pol/ actually served its purpose as a containment board. The Hektor Heresy shares a little in common with the Dornian Heresy but goes further than simply palette-swapping the existing Space Marine Legions. People created new Primarchs, new conflicts, and new lore, some of which was better written than the Black Library stuff. One of those new Primarchs was “Inferox the Burned King” who had been blasted off as a Primarch babe to a planet of frozen night that only survived because of a geothermic power station from the age of human exploration in the system. Inferox grew up around a bunch of primitive techno-cults who kept the heat flowing in an icy world. (I also think there’s another megadungeon with this concept of an “ancient geothermic power station” as well, I want to say Anomalous Subsurface Environment for Labyrinth Lord?)

I love this idea, coupled with the forgotten past and the Long Rim, and I think it would make an awesome #Dungeon23 project because at its heart it’s a puzzle dungeon. 

The rooms the players interact with in this dungeon would have three condition states: frozen, normal, and furnace. Think the light and dark, normal-sized and factory-sized conditions for rooms from Mothership’s Gradient Descent. These states would change the properties of the rooms: some might have traps that deactivate the freeze over or burn away, and some might have treasure that’s accessible only at the right temperature. The players would be able to explore a section of the dungeon, and then find a switch or mechanism that pumps heat into the area, making for an entirely new experience traversing back. Rooms that were a simple jaunt are now a deathtrap, and treasure that was easily carried in frozen rooms burns up when the rooms heat up. It opens up new sections and new ways of interacting with the existing rooms they’ve just explored, rewarding exploration and player knowledge. 

Likewise, this system helps with gating. Players should not be able to encounter every obstacle right out the gate, that’s one of the central elements of the megadungeon: there should be some backtracking as new rooms become accessible as the players change the temperature. For example, one set of rooms might be locked off unless the furnace condition is activated because the room that allows access to that area is like an air vent, it doesn’t open unless the ambient temperature gets too hot. Likewise, entering the facility dungeon from the onset will lock all the rooms in the cold condition until the players figure out how to close the doors that let them into the facility in the first place, locking them in the dungeon. As heat returns, power turns on, but too hot and the equipment overheats. Freezing rooms allows for quick access out of the dungeon entirely.

(I just realized this is just another variation on the Icehell. I really am a one-trick pony.)

If this is set in my world-setting, the Long Rim, then it’s probably sunward on the Blue Mountains, the mountains that frame the steppe and sit between the cold icy hell of the dark side of the planet. When the cataclysm I’m calling the Boar Spear happened (the people on the Long Rim know something happened, but not what, and I think the word is just starting to get around about the hyperdense skyscraper-sized spear of black iron at the near heart of the side of a planet locked in eternal winter with no light and no day), this was one of the many settlements that survived, with people huddling in the dark illuminated by geothermal power relays. This group would probably be unaware that the tragedy is in some ways over because the harsh climate of the mountain they find themselves in would make it hard for them to contact the outside world. “Hell is up, where it’s cold and there’s nothing above but an uncaring sky; heaven is below, where there is heat and community and life.” 

(If I was going to do this whole dungeon completely alone, I would also include a mission for the players from the Obscured Goddess. Perhaps some element of her psyche is trapped in the ancient facility, and by restoring power to the whole thing while avoiding the fire spears, faulty wiring, and security traps of a long-dead cybertomb, they could be rewarded handsomely.)

I think a more modest fourteen rooms across six levels would be a good scope for this project since each room would need three temperature conditions, with the sixth level being the base of the main faction, but there should be three or four factions total. Maybe a group of academics seeking to make contact with this lost tribe from one of the universities in the Long Rim, or a splinter sect of fire worshipers upset with the current orthodox establishment. By the way, yes, I have been playing Elden Ring, and yes, I did farm all the fire monk armor and the fire spells and have been riding my horse around yelling “O Flame!” and throwing fire at all the enemies. (I have some comments about Elden Ring, but for now, let’s just say I’ve suffered an “Elden Ringout” and I’m kind of tired of the “swingyness” of the game.)

There’s a good chance that this might be all I write about this dungeon because I might rework a lot of my ideas so I can work in tandem with Ploog and Plover. One of the things I want to do is make a collection of tables to help quickly generate ideas for traps and treasures and how to make the place seem like a living, breathing thing. Anything by the talented Courtney Campbell I can’t recommend enough. The goal before anything is making something that can be used to play the game at the table, and any prep that doesn’t make it to the table is wasted prep.

A new year dawns, one that I hope brings with it many new opportunities for me to pursue new studies, new paths, new employment, a new home, and a new way of life, one that I hope burns brighter than the previous ones with the light of God’s grace. I hope that your new year is filled with that same hope. Amen.

A Quick Thought and a Return: Exploration and Evolution

Finished with my penultimate semester and have been enjoying the break, had a massive blog planned but never got around to polishing it to the level I wanted. Here’s a small thought about mega dungeons for your break and mine.

The megadungeon solves one video game problem in tabletop form: exploration and evolution. When first encountering a space in a video game, it seems massive, like Stormveil Castle in Elden Ring or the map in Death Stranding. It is expanded by potential: who knows how many rooms there are, what kinds of enemies there are, what kinda of traps and treasures. However, once explored, the potential is lost, and while you can spend time exploring the area and potentially finding hidden secrets, the space has shrunk. What was once massive is now small, and shrinks as you master the space further. One way to fix this problem is the way roguelike games fix it: total random generation. Every dungeon, every map, is different based on the player run. While this fixes the potential problem, it introduces a new one: it eliminates player knowledge. You can’t get to know a dungeon because the dungeon always changes. 

The megadungeon fixes both of these problems with the introduction of factions: different groups in the dungeon are killed off, move to different areas, and alter existing rooms. Each exploration changes the dungeon because of the way the dungeon denizens interact with one another and the space around them. Knowledge of the space remains intact because certain layouts don’t change, but new experiences can still be found, providing the balance between player knowledge and player skill. 

Building a faction list of four different groups, all with different kinds of relationships between them, is critical to making a megadungeon both alive and ever-changing. Two at war, two at uneasy peace, two unaware of each other’s existence. Factions willing to board up doors, rearm traps, and hide treasure in old rooms. I also like color and graffiti as indicators: blue tapestries, red paint, yellow flowers blooming from the walls, and so on.

One thing to consider is the adventure party as sledgehammer: the party experiences the original room, traps and all. However, after the adventurers leave, that’s when the factions make changes to that area of the dungeon. Exploration and evolution occurs at the rate of the party. 

And that’s it! Expect more soon, and Merry Christmas!

Little Johnny NoGames Finally Loses the Epithet

O sages standing in God’s holy fire
As in the gold mosaic of a wall,
Come from the holy fire, perne in a gyre,
And be the singing-masters of my soul.
Consume my heart away; sick with desire
And fastened to a dying animal
It knows not what it is; and gather me
Into the artifice of eternity.

Sailing to Byzantium by William Butler Yeats


She had lied.

It was not unusual, of course. The Obscured Goddess often did. The elders, unafraid of the simple rank heresy laid out by the neophytes, had once said her mind was muddled, is still muddled. She could not account for every one of her decisions, they would say, their hands heavy with their thick gray beards huddled around the fire, but for Jalick clarity had come, in this moment and no sooner. She had lied.

He was bleeding out. His lungs, probably. Sacks filled with liquid, like trying to carry water across the steppe in a bag. His life mixed with the dust and made some thick black viscous concoction as it spread across the floor. It would not last for the next crew of cutthroats that entered this particular dungeon, of course. By then it would be indiscernible, all but dried to the iron floor. But for now, for some odd reason, the pool comforted him. It was some small sign that he had been here and he had been alive, once. 

He had seen Yalid die this way, once. Of course, that time it had been in the light of the sun, far from any black-damned tomb, a bullet from a scavman’s gun. Jalick remembered holding the boy as blood oozed from the line on his face that carried his smile and the light disappeared from his eyes. Big and blue, his mother had told him. Something “worth loving,” she had said. Jalick wondered if there was some special magic, some element of remembrance, in his own brown eyes. The Goddess had not blessed him with blue eyes. She had just killed him.

It had come from the ceiling. Not a blade or a trap. He’d have seen a trap. No, this was simply wrong place, wrong time. Pipes and cords burst loose from their long-held resting places by a bunch of dumb tribesmen traipsing the place in search of long-forgotten treasure. A luckier looter might have escaped with power burns and a story to tell at the tavern. Not Jalick, though. Jalick just had to take a wild electrified cord through the chest like a man. Jalick just had to die here. As the Goddess willed. 

For a moment, he thought of his crew. One of them must have at least leap to his aid. Someone must have shoved a silk yellow bandage into his bleeding chest. But even from here, he felt the lie. No one had saved him. No one could have saved him. They had lied to him in that brightly lit tavern, just as his Goddess had lied to him here. But not for long. The world was starting to turn. 

At some point, long beyond the confines of his perception, he fell. His mind slipped past its material bonds as he lay on the floor, down, down, down, seeping like grease between the tight metal panels. He was going somewhere, and by the Goddess, he hoped it was somewhere better. He doubted it. 

Damn. She had lied.


Man, it’s been a hot minute. 

I recently ran The Hole In The Oak by Gavin Norman in Old School Essentials over three sessions for my usual group. I really enjoyed it, especially because I didn’t make too many crazy adjustments, and I think they liked it as well. This is my first play report thing on the blog, though it’s a lot more freeform than “and then my party entered Room 2.” I focus more on lessons I can take away and how I can improve my DMing for the future

Spoilers for The Hole In The Oak ahead. 

So to inspire adventure, I told the party that a wizard was looking for three magical chess pieces and had hired them to find in the titular Hole. It forced exploration, and it naturally fell off as characters died and were introduced. At the very end of the dungeon (their time in the dungeon, not the physical end), they discovered Hazrad the Unholy, a wandering wizard with Skyrim style skull face paint who I played as just a pissed-off dude after he found out that they had smashed all the little niknaks in his hidden closet in Room 37. “Uh, I’m Hazrad the Unholy, man that was my stuff what the fuck.” They traded the chess pieces they had collected as an apology and also because they were already loaded with treasure and it was an easy way for them to ditch the quest that got them there. Lesson: Play fast and loose. If this was a longer adventure (and it could be if they decide to venture into the Incandescent Grottoes, see below), I might have that action have consequences, but for the beer and pretzel game I was running, it worked out just fine for me. 

At the end of the adventure, I had everyone pile up all the gold and treasure they had collected and total it out. Because there was a table with all the treasure in it along with the total of the dungeon, I was able to give a video game-style complete percentage (“67%!”) at the end that I just loved doing. Lesson: Stock treasure in your dungeon beforehand and give players a score on how well they did. At the very least, keep a running tally on how much treasure you’re stocking if you’re rolling it randomly as characters in the room. A good rule of thumb would be finding out how much a particular goal of theirs is and modulating so that they are almost there. If they want a tavern, make sure you only include enough for like, 70% of a tavern. I believe it was a piece of Apocalypse World GMing advice that you should give the party “almost enough.”

Also, the treasure is important! There’s no point delving into dangerous tombs if there’s no reward! It’s always better to get a magic item from solving a puzzle than buying it in town or just having it!

I attempted to use THAC0 at the beginning as OSE intended, and I don’t know what my problem was, but I just couldn’t grok it. I’ve used THAC0 in the past but trying to run the dungeon and keep things moving just bogged me down too much. Maybe I was just out of practice. I returned to a lot of 5E style mechanics the longer the dungeon crawl went for. I don’t think the players minded, but it just means the Lesson: Finish my house-ruled system. Have a rule space where everyone understands the rules and everyone feels comfortable suggesting changes.

I love anytime I can be a creepy motherfucker as a DM, and the Faces of the Deep in Room 4 was a great opportunity to do that. Discordant overlapping voices are always a fun gimmick, especially when you use them to bring up backstory and explain to players how to interact with the dungeon. I had each player roll a rumor when they started a new character, and that also helped with pushing them forward. The Faces were a place where more rumors could be generated. As for roleplay, I remember running an ancient ruin once overrun with giant undead snake monsters with human faces crying black tears who were looking for their long-dead loved ones, moaning and screaming in the darkness. Had a lot of players uncomfortable that night. Lesson: Know when to tone it back.

Speaking of “creepy motherfucker,” at the Altar of the Stump in Room 60, I gave the evil stump god the heretic gnomes worshiped this stupid “heh heh heh” evil villain laugh, solely because I liked doing it. I did it at completely inappropriate times, which made the combat a bit more goofy and comical, but this is OSR, there are places for seriousness and it’s in the total party wipe, which my players almost suffered in that fight. Speaking of the gnomes, I had a picture in the Faun’s house be a drawing done by the gnomes with “remember what they took from us” scrawled on the back, and I rolled a random encounter where the heretic gnomes had kidnapped a forest gnome that the party saved, so the gnomes took on this sectarian violence angle I enjoyed playing up. 

The Fauns I reskinned for a twist. Instead of fauns, they were Chaotic goatmen masquerading as Lawful sheepmen. I left lots of clues that they weren’t the original owners of the house, like how there were only three of them despite there being eleven sheepmen in all the photos on the walls (no one questioned how they could have photos in a medieval land, and it comes up later in Room 54 with all the pictures on the wall). When the goatmen threw off their literal sheepskins and attacked the players they all freaked. Two characters died before they could get away, but going back and getting revenge on them was very important close to the end of the dungeon. 

My players never encountered two really big elements of the dungeon: the Hunter in Room 13 and the troglodytes in Room 16. Might have just been part of not playing it more up considering they are a full faction (though the ghouls were also a “faction” and there was no option to dialog with them), but I don’t think I suffered for it. Lesson: A good faction is one with goals that can be communicated beyond violence, preferably with words. Violence is scary for people who don’t get to simply pick a new pregen when they die.

Likewise, for the Hunter, I’ve run the LotFP module The God that Crawls before, so I know how much fun it can be to have a monster that spurs exploration because you’re constantly running away from it. If it had been a more central part of the module, I could imagine adding more triggers for it to activate, but I don’t think my experience suffered because it wasn’t. Lesson: Sometimes a lot of elements of a dungeon mesh together, sometimes they don’t. Having a quest and a monster chasing and no map and rumors all might be too many cooks in the kitchen for a dungeon crawl, and it might raise the tension when it doesn’t need to be raised.

Actually, make that three things my players never encountered: they never made it to the last third of the dungeon, with all the forest and vegetation rooms that lead to the tombs. I don’t have much to say on that, save that one of the rooms is on the map in such a way that it might be difficult for the player mapper to record it accurately. Lesson: Always have a player mapping and be open and honest about where doorways and entries/exits are. I still think that Google Sheets is the best mapping software/dungeon generator out there, it just requires a little know-how in macros to pull it off.  

My players found the Reptile Cultist’s giant altar in Room 46 just as I randomly rolled the Ogre to show up from Room 25, which was a hectic fight but the party won without getting too messed up by the Orge’s mutagenic breath. After that, they decided to dedicate themselves to who they thought was the god of the dungeon, the Lizard God Kezek. I’m a sucker for religious stuff in roleplay, so I let them have their fun, sacrificing gnomes to the Scaled God, with Kezek bordering on the consciousness of his new followers.

There’s a control room, Room 24, that turns the giant stone statues in The Hall of Kings, Room 22, into solid gold. The shine in my player’s eyes was worth the trapped first lever, as was the disappointment when the statues turned back to stone. I also like how rooms in a dungeon can affect rooms in another part of the dungeon, but I think there have to be more explicit rumors or info about what changed because sometimes you pull a lever and nothing happens and you go “oh, don’t know if that was good”. 

I love the river. Having the ability to traverse into different rooms by throwing your big dumb body into ice-cold, fast running water, I love it. Fishing, clean water, a good place to camp on the shore… Every time I make a dungeon, I have to include a river. Not to mention waterfalls and sumps ensure that as players navigate via a river levels of the dungeon can be locked off and they have to find alternate routes to return to the surface. The river in Hole in the Oak is especially good because it is connected to the Incandescent Grottoes, another dungeon you can run in tandem. I think they’re a little tonally different, but more content is more content. I had two players float down the river at the end of the dungeon and I tried my best to play up the Satania vibes. Lesson: If you haven’t yet, buy Veins of the Earth. You don’t have to use anything, but I can’t think of a product that gets you more in the headspace of darkness and caving more.

That’s pretty much it. I’ve been working on the Masters so I haven’t had the flexibility to get behind the screen as often as I’d like, but I’m still trying to finish my house rules and post a copy of them here. Likewise, I’m working on getting a podcast set up with a gaming buddy of mine and posting it here. All in all, good stuff.

Strong recommend on The Hole in the Oak.

House-Ruled: Lingering Injuries

More and more I began to see that desert warfare resembled war at sea. Men moved by compass. No position was static. There were few if any forts to be held. Each truck or tank was as individual as a destroyer, and each squadron of tanks or guns made great sweeps across the desert as a battle-squadron at sea will vanish over the horizon. One did not occupy the desert any more than one occupied the sea. One simply took up a position for a day or a week, and patrolled about it with Bren-gun carriers and light armoured vehicles. When you made contact with the enemy you maneuvered about him for a place to strike much as two fleets will steam into position for action. There were no trenches. There was no front line. We might patrol five hundred miles into Libya and call the country ours. The Italians might as easily have patrolled as far into the Egyptian desert without being seen. Actually these patrols in terms of territory conquered meant nothing. They were simply designed to obtain information from personal observation and the capture of prisoners. And they had a certain value in keeping the enemy nervous. But always the essential governing principle was that desert forces must be mobile: they were seeking not the conquest of territory or positions but combat with the enemy. We hunted men, not land, as a warship will hunt another warship, and care nothing for the sea on which the action is fought. And as a ship submits to the sea by the nature of its design and the way it sails, so these new mechanized soldiers were submitting to the desert. They found weaknesses in the ruthless hostility of the desert and ways to circumvent its worst moods. They used the desert. They never sought to control it. Always the desert offered colours in browns, yellows and greys. The army accordingly took these colours for its camouflage. There were practically no roads. The army shod its vehicles with huge balloon tyres and did without roads. Nothing except an occasional bird moved quickly in the desert. The army for ordinary purposes accepted a pace of five or six miles an hour. The desert gave water reluctantly, and often then it was brackish. The army cut its men- generals and privates- down to a gallon of water a day when they were in forward positions. There was no food in the desert. The soldier learned to exist almost entirely on tinned foods, and contrary to popular belief remained healthy on it. Mirages came that confused the gunner, and the gunner developed precision-firing to a finer art and learned new methods of establishing observation-posts close to targets. The sandstorm blew, and the tanks, profiting by it, went into action under the cover of the storm. We made no new roads. We built no houses. We did not try to make the desert liveable, nor did we seek to subdue it. We found the life of the desert primitive and nomadic, and primitively and nomadically the army lived and went to war. 

Alan Moorehead, The March to Tunis: The North African War, 1940-1943


It took less than an hour for them to get lost. They had ridden north from Halfa’s tribe towards the Iron Vein he had been going on about for the last three days. No one wanted to go with him, partly because he was more irritating than a swarm of blister beetles and partly because he had a notorious sense of direction. Salama had finally been chosen to go with the boy because she was a stronger navigator than him. The fact that she wielded a makeshift carbine and that she actually still had bullets for the thing made the decision inevitable. 

The grass, long and strong and sickly green, swayed in the breeze, and you could see the waves of wind dance in the blades. The sun had begun its descent, but the night would not fall for hours at the least. If Salama could see the stars, she could plot a course to the tribe, or a scrapper camp to the northwest. Until then, the ocean of blue overhead threatened to swallow both of the travelers up. 

“I said a prayer to it.”

“What?”

“The Blade in the Vein, the… shiny thing. The expensive looking shiny thing, I said a prayer to it. I asked it to still be there when I got back. I left it an offering.”

Salama was silent, so Halfa continued. 

“I offered it a ration. Like the way grandpa and the shaman do when they talk to the Purple Lady. I know she’s different, she talks and all, but maybe it’ll listen to me the same way the Purple Lady listens to grandpa.” 

Salama gently pulls the reins and her horse slows down just enough for her to launch a kick from the saddle into the rear of Halfa’s horse: with a start, the horse rears up. Had Halfa been a better horseman, he might have been able to get a hold of the reins in time, but he wasn’t. He tumbled across the horse’s backside as it bolted into the long prairie. He hit the ground hard, harder than Salama expected him to, but not hard enough for her to regret it. 

He struggled through an “ohh gods eyes” on the ground before Salama began. 

“I am bound by oath and honor to the Obscured Goddess. You do not give worship to every rusted bit of metal someone scrounges out of the veins of this earth.” 


A huge part of my system is consequences, and a large part of those consequences are scars. When you take direct damage to your Soul stat, you gain a scar. At first, the scars were very abstract. Oh, you lose a hand, or you go insane, roleplay that, have fun nerd. However, as I started getting things a little more concrete in my house rules, I realized that I had the opportunity to make a system that helps other DMs wean themselves off of the modern-day RPG bad habit of just letting players get what they want physically with no consequences. And trust me, I’m also someone who needs a spoonful of the sugar.

Not my players, mind you, my mere presence inflicts harm upon the boys. 

I think people struggle to inflict injuries or lasting consequences on the players because they don’t want to appear to be mean. You’re the DM, responsible for the entire world: with a snap of your fingers, rocks fall everyone dies. If you want an army to march over the hill and decimate these pesky player characters, you can. However, as the DM you want to represent a world that is real, and real worlds have consequences. Or maybe people struggle to inflict injuries or lasting consequences because they’ve had to deal with that guy, that one player who is way too invested in Gigachad Thundercock the Master of Magic and Getting Girls to Notice Him and any threat against him is a threat against the emotional and psychological well being of the player. In which case another solution may be required. Regardless, as I’m writing rules I’m thinking of how I can wean myself off feeling bad for inflicting tragedy and how to wean other DMs off it too. 

I’ve got like ten different pages all with different tables for variant rules for Lingering Injuries. I’m still putting them together, but I’m mocking something up like this:

RollMinor InjuryMajor InjuryDescription and Effect
1Blurred VisionLose an EyeReduce your Maximum Dex, Con, or Str score.
2Broken Finger/HandLose a Finger/Hand
3LimpLose a Foot
4“Got the wind knocked out of you”Punctured Lung
5Broken RibInternal Injury
6Ringing EarsLose an Ear

This just includes physical maladies: Soul damage from magical effects or mind-breaking stuff I still need to write up. I can hear you now, “Oh, thanks, John Caravan of CaravanCrawl.com, a useless table. How so very usable at my own table.” Hey, man, I’m trying my best. One of the things this table informs is the kind of game I want my system to emulate. For example, in one of my favorite games Dark Heresy, characters have a Courption and an Insanity stat, one that continues to go up until the character is no longer playable. This mechanic informs something about the game, that while you are investigating monsters from beyond the stars, you are going to see things, and those things are going to screw you up to a point that you’re not going to be sane or innocent anymore. Likewise, my own Soul stat implies the opposite: you have one number always going down, and there reaches a point where you’re spent, there’s nothing left in the tank and you’re all scars and sad stories.

When your players take soul damage, roll on the table. In a low lethality game, a game where the retirement rules are highly encouraged, just stick to minor injuries. In a larger scope game, or perhaps a game that’s been running for a while, be a little more willing to use a major injury. Veins of the Earth and a lot of other LotFP games have tables where if you roll an entry a second time, you ignore it and remove it for future rolls (mostly having to do with searching the body). Maybe something like that here, where if you roll a broken hand two times, on the third you lose a hand. This allows for a lot of injuries to pile up across the party before things get serious. However, mechanically, it’s all very similar: you get a limiter on how high your stats can go until you heal up. No pumping all your stats into Str for this one hit if you’re suffering from a bunch of puncture wounds and broken bones. 

I also want to build out conditions in my system more. I recently picked up the Torchbearer 2nd Edition books. I love the way that it does the downward spiral of adventuring, even though Luke Crane’s game design is just Burning Wheel carcinization. The question is how many times can he remake Burning Wheel. Having these conditions gives players a heads-up that things are turning for the worse, and gives them info to try and change that. Ultimately, that’s what I’m trying to avoid in my own house rules: making sure everyone knows that that rocks are falling, and they need to get out of the way.

I’m also thinking of writing up the rules for when you take soul damage from an obviously nonviolent force. Let’s say you’re beaten, you’re tired, you’ve slain the dragon and you come back to the Duke’s hall for your reward and he just starts straight up bullying you. Instead of dying, maybe you suffer a condition called Demoralized, where you have to take a break and figure out just what the hell you’re fighting for. I think Dogs in the Vineyard (one of my most favorite games of all time and boy could I say some shit about Vincent Baker but I am not) had a mechanic for this, where if you lose an argument you take a negative modifier and have to stew for a while. 

I’ll try and work on getting a more fleshed-out table for injuries together in January. I’ve gotten through my second semester of graduate school, and I have a lot of family obligations over the holidays before the third semester starts. I’m trying to stay ahead of the reading I have to do, but I feel confident I’m still moving in the right direction. Like generally in life and more specifically in my personal rule system.