Dungeon23: Week Five

I just worked 11 hours constantly going out in -36 windchill and I am absolutely desperately cold x_x

At least tonight won’t be quite as bad …

But I did get my weekly dungeon finished, and I’ll count that as a win —


Larger version of the pic can be found in this Mastodon post ~

Spirit Stones, and experience point musing

A thought that marched hand-in-glove with my tinkering with a B/X cultivator class (which took me the better part of a year to actually commit to and I can’t believe I’m admitting that ye gods), and that I kept on coming back over and over again, involved spirit stones.

Spirit stones (lingshi) are fancy mystical stones — or jewels, or crystals, or some kind of bit of shiny valuable rock/crystal/whatever — that have a pile of descriptions (or none at all, lol) in cultivation novels. They’re basically storehouses of spiritual energy, and cultivators can use them as energy sources or —

— this is the bit that I kept circling back to —

— to boost their cultivation level.

There’s even varying grades or levels of power for these stones, and apparently some series have higher powered versions also (“god stones” and the like) although I haven’t spotted those yet myself. Cultivators hoard spirit stones, use them like candy, treat them as currency, squabble over sources of them, and on and on. Sometimes they, or jewels a lot like them, get found inside the carcasses of powerful monsters or demons, even.

I bet you can see where I’m going with this ~


Spirit Stones and Experience Points

There’s a whole pile of extra bits and bobs that could get piled onto the spirit stone concept as applied to OSR stuff, but the crux that I’ve been rolling around is this:

If treasure = xp up to this point, but say you don’t want to just run a treasure hunter kind of campaign — or you can’t wrap your brain around just what the PCs are doing with that treasure to justify the xp gains, or the treasure piles are just piling up, well, why not decouple it altogether?

Have piles of normal loot for awesome normal loot reasons.

Have finding — or claiming, or stealing, or carving out — and then consuming spirit stones as the actual source of experience points.

You could even make up a set of tiers for grades of stones (type, colour, names, whatever) like in the source material; low-grade stones have 50 or 100 or whatever xp in them, sage-grade stones have thousands or more. Give them different appearances, and go to town.

– some combat encounters could give a lot of spirit stones/xp, if the target is likely to carry them. some, not so much. choose wisely.

– that said, think of the stone or stones likely to be found in the roiling innards of a mighty dragon, or condensed in the core of an ancient, sorcerous undead prince, or or or

Which brings me to notion number two!

Claiming stones from innately powerful creatures is one way to get powerful stones fast, if the GM enables that, yeah. But what if there’s a side effect of shortcutting one’s way through the shortcut, and too many spirit stones (too much xp) gained from a specific kind of source twists or changes you.

Consume too many demonic cores, start to take on demonic traits. That probably won’t go over well with a lot of people. Might be better to be cautious.

I’d probably decide on some particular ratio of “flavoured” xp vs. “standard” xp.


And yes, yes, I know, this sounds like some unholy amalgamation of “gold = xp” and “milestones” and an esoteric economy straight from satan’s arsecrack, but I’m still tempted to beat out a few more details and try it sometime, lol.

Imagine the possibilities! Players might even be tempted to slow their characters’ progressions (not consuming stones) in order to use them to wheel and deal and influence by trade/barter/etc etc. And that’s without layering on any other possible uses for the things …

on the eve of Dungeon23

By this time tomorrow, it’s going to be a new year.

I just finished the last page in a scribble-journal I’ve kept for a year, after several year’s hiatus.

I used to use Moleskine journals, but I couldn’t find one that just had dates, and this was more stressful than it needed to be; in the end I was saved by finding, oddly enough, an unused and very old (1975 at the youngest, by the calendar on the inside cover) government diary-pocket journal-agenda squirrelled away in the bookroom. (the gods only know where I found it initially, and when.) And it’s served admirably.

In 2023 I’m going to use a Moleskine again, and will just ignore the bujo notations down the side of the pages, and not let them bother me. I will fill larger pages than the little green diary, the way I used to; word lists and fragmented ideas, bits of prose and imaginary quotations, descriptions of places that don’t exist and that I might write someday, or not, or just in an expanded form on some other journal pages. And when I’m finished this one it will go stacked on a shelf with the other Moleskines, and with the little green diary.

Yes there’s a point I’m getting to here.

Sometimes, I miss days, in the Moleskines or the little green diary. I make them up when I have the opportunity; it’s the filling of the pages that I like to do, not flagellating myself if I double up a day down the way. Some stories need more than one page in any case.

By this time tomorrow, I’ll be starting Dungeon23.

In the time since I decided to take part — spurred by being aggravated at someone on the webs taking pass-agg “humorous” potshots at folks’ happy preparations and chatter — I’ve gotten myself settled into what I plan to do, which is still what I already posted about, more or less. (I’m kind of predictable?) I may leave some dangly bits on my maps to make linking bits together later easier, if I decide to.

I’m also not planning to transcribe my dungeons afterwards, at least not now, because I don’t want this to be a Thing[tm] — it’s something I want to tinker with and poke at and add to, and I might miss a day and catch up a day.

Like my journals, and all their contents that sit contentedly in their pile.

I might snap a picture or roughly scan dungeons to show, if I remember to. (that’s the plan, we’ll see if the plan survives.)

And that’s fine.

Some folks are planning to release their dungeons (or cities, or environments, or spaceships) as finished products.

That’s also fine.

Some folks are making theirs expressly to be played as they go.

That’s fine too.

Others have made special journals and workbooks and the like, some for free and some not, some fancy, some not.

Also fine. (I’m using a little one myself, I like it a lot.)

Whatever we want to do with our work, that’s fine.

You know what’s also fine? Feeling that the Dungeon23 activity — in whatever form — isn’t for you. Not all things are. I was feeling that it wasn’t for me, until I realized that no, all the folks pointing out that it doesn’t have to be a megadungeon were right.

And also that I don’t need to be a brilliant artist or anything either.

I can just make my dungeons.

My dungeons.

For however many weeks I have ideas for.

And that’s fine.

And if someone feels the need to cut down folks who are doing this thing that — one hopes! — makes them happy; or if someone feels the need to try to guilt those happy folks out of their fun and their conversations and their plans, just because they don’t feel it’s for them themselves; or if someone decides to start a tirade about how dungeons (never mind that not everyone is even making dungeon-dungeons) are BadWrongFun and terrible and we should all feel bad —

Well.

Yeet them all into the sun.

We got dungeons — and spaceships, and maps, and cities, and towers, and a zillion other things — to make.

Dungeon23

It took being spurred into it be getting annoyed as hell at some jerk being an attempted joykill after a week of folks making plans and sharing resources and etc etc, but I think I’m committed to giving Dungeon23 a shot.

(spite is, as ever, a wonderful motivation fuel. fuck that guy.)

Dungeon23 is the idea of Sean McCoy, who floated the notion of making one dungeon room a day, for a 365-room megadungeon by the end of 2023. This is really cool and seeing so many people also think it’s really cool has been one of the best things I’ve watched unspool in rpgland in aaaages.

But I don’t really do megadungeons, and I also do chunks of months of prompts already, and —

And, well, I can do smaller dungeons. It’s totally fine. 7-room one week dungeons. Longer 14-room or whatever dungeons. Make them so they can just daisy-chain however.

It’s all good!

I’ll probably stick with my usual kinds of themes and still basically fantasy; I have some scifi/space things dimly nibbling at me and before this came up, but I haven’t done scifi anything in a loooong time and I’d rather just go with the flow and whatever tips out of my head, especially since this is a big undertaking for me as is.

I might cruft together a weekly prompt list of my own (the gods know I have enough prompt lists of many many different kinds and lengths hoarded that I could pillage), or use Sean’s, or both. Maybe both. (probably both.)

Also, system neutral whenever possible, or as close as my brain tips out, because that’s theoretically shorter and easier.

I’m going to use Shouting Crow’s Monthly Mega Dungeon Maker notebook to write in, because I can make them as I need them and their ickle size and format means I won’t have a pile of unused journal when/if I crash out of the project. (also their notebook is both basically perfect for my needs and adorable.) There’s a bunch of other takes on Itch and elsewhere, though, as well as boughten journals and just scribbling up your own ~

If I can remember, I may make weekly or at least monthly posts on here about it, or at least take a picture of my scribblings and post it up …

Moonpack

Since I last posted — and since Twitter is now a tirefire for real — I joined another Mastodon-based instance, chirp.enworld.org, and this time around things are going a lot more smoothly. So that’s a yay.

Last night from work in a fit of something, I scratched out an extremely bare-bones little game that squeezed into one toot; I called it Moonpack:


//Moonpack//
° You are a werewolf. °
● spend 4 +1s on: Folk (tools, making), Wolf (wilderness, hunt), Moon (magic, shifting)
● pick a Sept; +1 to in-theme tests.
Ironjaws, Shadow Fang, Greenphase, Ghostsnare, Wild Hunt, Gravehowl

● Tests: 2d6, diffs 4(easy)/8/10/12+(mythic)
> add +1s to total

● Werewolf: +2 fight, +1 Moon; silver weakness

● Enemies
> may need 1+ succ. to defeat
Bonewolves, Sunswallowers, Black Moon Apex ...
> diff. sets danger

● Injury: 3 pips. Werewolf has 4; be careful!



And then bolted on a second toot, with a few extra magic(idea)s and a little more for Septs:


//Moonpack appendix//
° gifts of the moon °

● Moon-magic:
Predator's Stare, Changebite, Steelfur, Moonbow, Silent Howling, Silverfangs, Beastform Night, Moon's Frenzy, Hunter's Balm, Grey Halo, Flame Halo, Preymark, Spirit Snare, Corpsespeak

● Septs:
Ironjaws (protect, fight)
Shadow Fang (info network)
Greenphase (cultivation)
Ghostsnare (spirit trapping + exorcism)
Wild Hunt (tracking + terrorizing)
Gravehowl (underworld dealings)
Nightwatch (secrets, histories)
Clawwrights (mystic crafters)



Maybe I’ll squeeze it onto a (business? post?)card someday? Or expand it and make a trifold or summat?

It was an interesting exercise in Just Write, though —

psionics in the works

Over the last stretch of weeks, after contemplating the idea for most of last fall (I can be very slow), I’ve been putting together a set of psionic talents for pocketrpg stuff.

(I’m kind of thinking of tweaking the phrasing of a few of them and releasing a Creative Commons version of the talents themselves, like I did when I put out a hundred CC spells over the holidays)

And yeah, I basically used the tried-and-true thematic subdivisions, because

1) they work so why change it
2) they’ve existed through all branches of specfic as well as through sff rpgs
However! My end results have seven paths/schools/disciplines/whatever, instead of the “usual” (A)D&D six, for the following reasons and rambling train of thought to get to the end result:

1) I liked some of the ideas behind the Metapsionics discipline in 2e, but not all of them, and also the idea of locking stuff behind/into “the uber discipline” was and is annoying
2) similarly I really like the Metacreativity discipline in 3e, because making stuff is cool, manipulating ectoplasm — originally as much considering a psychic manifestation as a ~ghosty manifestation, thanks so much Ghostbusters *grumbles* — is cool, and why I never liked anything to do with crystal anythings why do you ask *shifty look*
3) if psionics is powered by your will, your “you”, your spirit/soul/insert-whatever-term, there should be spirit stuff in general
4) buuuut I hate the (often frankly creepy and not in a horror way) “occult” trappings that get slathered all over that end of things (a turnoff I have with Pathfinder’s approach to psionics, for example, because it lays it on thick)
5) I wanted to try to avoid the exoticizing/Orientalizing that keeps slinking into psionics stuff, from names to definitions

Also “telepathy” needed some tweaking, although in the end it really is about messing with people’s minds as much as talking to them and that’s annoying. I’ve avoided the worst mind control, though, I hope.

So in the end I have seven groups, labeled with one-word titles because frankly I think a good amount of the “psionics doesn’t belong in fantasy” crowd — aside from having missed whole branches of the fantasy genre in general for the many decades — are put off by the oft-deliberate pseudo-scientific name schemes in place.

To whit:

– Sight (“clairsentience”)
– Mind (“telepathy”)
– Body (“psychometabolism”)
– Forces (“psychokinetics”)
– Motion (“psychoportation”)
– Matter (3e “metacreativity”, tweaked just a smidge)
– Spirit (“metapsionics” 2e stripped down and recombined with spirit- and ghosty- and intangible stuff)

Twelve talents each, and I did my best to avoid jargon with the talent names also. (oh gawd I wrote another 80-odd thingers plz end me *lol*)


Hopefully I get some simple formatting done and these up by the end of the week or maybe next week. Definitely debating over a CC version also though.

And of course, nothing’s stopping anyone from using these, once they’re up, as just another pile of spells to add to a spell pool anyway; there’s nothing inherently different about them in the end. It’s all cool.

Dicember 2021 – world

Here we are, at the end of Dicember and at the end of the year, and this one time I’m going to diverge from the posts I’ve made up to this point to instead offer, if not “advice” exactly (because what works for me may not be guaranteed to work for thee), then a very brief glance at how I get grist for the worldbuilding mill.

(for all you “anti-canon” folks and similar, this applies just as much to making tables of possibilities and similar as it does to describing places and things. just saying ;p)

Because every once in a while I get asked how I make things, and — leaving aside that analyzing any of my creative impulses is a foreign country for me anyway, it would boil down to the following:

01. Read. Read a lot.

And I do mean read. Not watch Youtube videos or tv shows or Tiktoks. Put the words into your head. Go back and re-read parts. Chew on them. Mull them over. Compare them to other things you’ve read. Don’t be afraid to return to the material again and again, especially if you enjoyed it the first time.

02. I mean read non-fiction.

Stuffing more rpgs/novels/plays/manga/comicbooks/whatever into your skull shows you how other people implemented their ideas but it doesn’t give you where all that stuff came from. Read about the world; read about things that exist in the world (and beyond the world, for that matter). Which brings us to

03. Read non-fiction widely.

History textbooks are all well and good *glances at part of shelves* but you want more than that. Read anything and everything that looks interesting. Read about plants, animals (living and dead and very dead), rocks and stones; read about food — where it comes from, how its made, what’s eaten or not and why and how it got there. Bathing habits to bees, textiles to tombs, fossils to flowers, soil to space.

An illustration: the holidays are basically when my collection gets notably expanded, because I ask for books. Topics of the 2021 holidays include but are not limited to the Old Kingdom Egypt Pyramid Texts, the use of specific (author-selected) colours in art, an overview of 7000 years of worldwide jewelry, and the sociocultural and political history of the potato outside of the Americas.

The more you take in, the more you can send out.

04. Read outside your own experience.

Go beyond your own country, your own ethnicity; go beyond the modern era. The world’s a big place, it’s always been a big place. Check it out.

05. You don’t need to own it to read it.

In these benighted pandemic times, it can be tricky, it’s true. Nonetheless, a library is your best friend if you have access to one — wander the stacks, see what catches your eye. You might be surprised. Interlibrary catalogues and loans can bring sources to your fingertips that your local library doesn’t have. Many library systems are also online, now, so you can at least browse the catalogue from home (and often arrange book pickups).

If you have access to — or can have a sit-down in even if you aren’t registered (pandemic situation allowing) — a college or university library, these are also excellent sources of often very specific books. I’ve chased down my own copies of texts I used to read to death from my university library.

And that’s basically it.

Yes, yes, I haven’t said what to do with it all — that part I can’t help you with beyond “enough stuff in your head means inspiration to make your own stuff”. (I did say that analyzing any of my creative impulses is a foreign country for me.)

But seriously, this is my advice.

Reading up on all the cool stuff that has existed prompts me along. Maybe it will for you too.

Dicember 2021 – huge

Something I poke at on occasion is oversized (“dire”, “grand”, etc) weapons.

Because yes, sometimes I just want to play Cloud for a while, and I’m not even sorry.

So how to go about it with most of the games I’ve been poking at lately? (Exalted, of course, has this answer baked in already, so it can doodle in the corner over there for a while.) What needs to be covered to fit a sword that’s more like a sharpened steel ironing board into a game?

The way I see it, you need:

– the ironing-board-sized sword (or whatever)
– how its going to be wielded
– what it’s going to do
– what other results/effects

Now, the last thing I want is anything complicated, and while I could just try to bolt on Exalted’s reasoning, it’s fairly intrinsic to Exalts-as-existing-in-universe so that could get a little weird just about anywhere else. (but hold that thought for another time. lol.) I want something fairly simple, so I can apply it to OSE or Black Hack or Wandering Jewel Moons or whatever; sort of like my scratch rules for adding mecha.

So, I think I’ll tinker around with the following.

– A “grand” weapon adds a die of the appropriate type to its damage. Big chopper based on a standard sword in OSE? 2d8. This does still have a low end, but even slabs of metal can just graze.

– You cannot deal subdual damage with a “grand” weapon. (come on, now.)

So how to introduce these? Maybe

– If your system has any kind of class or other abilities, make “Grand Weapon Wielder” an optional choice. Replace one of the Warrior abilities in TBH; make it a selectable Trait in Wandering Jewel Moons; add it to the list of OSE Fighter combat options from Carrion Crawler #1 or let it replace a feature from the Cavalier or Paladin. You get the idea.

But what if your Fighter is a basic Fighter type, with no extras? Or if you don’t want someone to pay for the ability mechanically in quite that way?

– Then I suppose you can say a Strength/Body/whatever minimum is needed; say 17-18 on the usual 3d6 possibility. Maybe 16-18 or even 15, you want PCs to be able to do this or why put it in there as an option?

Yes, it’s a lot of damage. Yes, that’s the entire point.

What these behemoths will do, though, even if their wielder knows what they’re doing, is get in the way the rest of the time. Even if you can and know how to carry the thing, that slab is big, awkward, and intractible.

Which means they eat up encumbrance like a mofo.

Play a game with equipment/encumbrance slots? A Grand weapon eats at least two. Probably three. Definitely twice a normal weapon of its type, for sure.

Track encumbrance by weight? The thing weighs a shitton. This will vary by actual weapon of course, but come on now, the Buster Sword is surely easily comparable to a pile of armour in weight at the very least.

And if you want to be devilish, say if Grand weapons are enchanted (if they are enchanted at all) they have a high chance of being sentient if not sapient. And willful. Lol.

slouching towards the apocalypse

Or, more precisely, towards making at least an intro post for that setting idea I have.

I’ll have to make other subsequent posts, to flesh out the idea some — what characters might deal with, where they might come from — and things may mutate from the very first post a little along the way, but that’s okie. This is kind of an experiment anyway.

I’ll be tagging all relevant posts with “emberlight”.

Let’s bring a bit of hope back to a withered world or die trying, shall we?

To setting or not to setting …

Or to system or not to system … That is the question, two questions in fact, when I have a notion rattling around in my head but not quite firming up quite yet —

There is an idea; it is most certainly a setting concept. I have my “pitch”, for lack of a better phrasing (lol), which would set the tone and also the thrust of, if not everything that a PC or several PCs would be doing, then certainly the flavour that would be overlaying what they did do a good deal of the time. But maybe “overlaying” would be a better plan in general? Instead of spinning out a whole new continent or part-of-continent again (though I do love making places), create a thing that could — at least in theory — be overlain over an existing location/setting/concept.

It’s a thought; a rather tempting thought. I could make up tables (tables ~!) to go with the broad strokes. Maaaaybe even a small community just as a jump-point, more easily insertable into an existing world.

But, oh, system. Wretched system.

Continue stubbornly pecking along using pocketrpg? Use Black Hack, or OSE, or Cairn, or another? (not Troika.) Give vague notations, hopefully easily parsed to a system of choice? Write up a new bespoke system, whether inspired by another or no? Or systemless, sort of like City Of Chains, which at the moment I think just might work.

I’d still need to decide just what I was making though, and I don’t think I’m quite there yet. Things are still percolating and firming up as the concept, and — just as important — I’m coming off a very rough spring and a miserable late spring, just in time to hit the start of summer and already breaking out in heat welts and tiny blood blisters for my pains. So things will probably still be slow, if they do start.

Maybe, if I get started, I could post it all on here. Maybe in chunks as I go; serialized setting bit-lets?

I haven’t forgotten my planar project, but I did burn out badly on it which is probably part the project itself (I need to dial back the sample planes to a drabble of words per plane, I think) and the lion’s share the above mess of the last few months. I have that other pocketmod of setting I’d like to revisit, also. And just write some more tables, and bits from prompts, and whatever else.

If I make it through the summer. Blegh.