Staying in any megadungeon when playing a drop-in game is a risky enterprise (cuz sheeeet, I dunno if you are gonna show to play in a week or three months sometimes, ya crazy IRL players). Your character has to try and find their way safe and sound back to base.
Roll a die based on the judge’s surmization* of what the party make-up is looking like. Rolling low is good.
Party is fine, they have a well-thought route back: d16 Party is a little worn down, deep, or laden: d20 Party is low on HP or supplies, is carrying heavy junk, or lost: d24
Party is ragged, hunted, or pissed off the gods: d30
So when it is time for you to roll, roll once and compare that roll to your ability scores. If half or more of your scores were rolled at/under with the die, then you are fine. If the majority of your scores were not rolled at/under, we got a problem.
Determine randomly among the failed-against scores, what will be your downfall and consult the below table:
Failed scoreProblem (fumbles are rolling the highest number on the die)
STR Nearly starved on your way out. Ration needs doubled next outing.
Fumble: d4 STR dmg too, hungry Hank.
DEX You dropped something, determined at random, down a hole. Fumble: whole pack!
Fumble: An arch-enemy came across it.
CON Dungeon crud; start the next outing down half HP.
Fumble: Very bad crud. Save or die!
INT You got lost in the dungeon. Each room entered has a 10% chance of having your PC (your responsibility to check; play a backup PC while searching). We have [your lost PC's level] sessions to find you.
Fumble: You are stuck in a trap, enslaved, or jailed and will have to be broken out.
WIZ You were robbed of something while unawares. A monster has it now. If it was your lucre, you don’t get XP for treasure until you get it back.
Fumble: You also take the result of one more ability score failure, determined at random.
CHA You managed to piss off a faction. They know what you look like.
Fumble: Fatwa!
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*Look, maybe surmization is not a word, but surmise sounds weird as a noun, cromulent tho it may be, and judgement would have been redundant sounding in that sentence. I could have reworded it, but here we are. ---- Share good posts with good goblins.
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This is a list of comments and things that constantly come up in my campaigns, sometimes cantankerously or contentiously so. I don't always get into them, cause RPG settings often win out due to being a bit of a buzz kill to shoot down.
Torches suck. Candles suck. Torches blind you. Candles flicker out and are dim. Torches are not so easy to just put together. You need stick, wick, and fuel. Advanced darkness is awesome tho. Now everything sucks like a candle.
"What class does the party need?" My sibling in Christ, the dice decide what your ability scores are, then you choose a class/species based on what you can make do with.
Clerics should worship all the gods, patrons, and saints that they can.
Molotov oil flasks should not be a thing. I'm kinda open to high-proof alcohol and alchemy tho.
It's not easy to backstab in combat. It’s mostly about ambushes. If you check to creep or your fighter friend sets you up for the alley-oop, I'm down to clown. Backstabs should not be limited to the thievin classes.
"I hit him with the flat of my sword." If you knock out someone, you have just endangered their life. Maybe I'd make an exception if we were playing a pulp, Hollywood-logic game.
Blacksmiths and merchants shouldn't hold much interest in purchasing used gear, except as scrap. This ain't Final Fantasy.
PCs should be constantly freaking out and making knee-jerk actions. I think fumble rules help here. You ever see someone try to shoo a bat out of their house? Now imagine it's them trying to deal with a spider the size of a doberman.
"I aim at the one that is most hurt." No you fucking don't. In the chaos of battle, you panic a bit and flail at the closest guy or, if you are really cool, one that not standing next your friend. It's dark in here and everyone is dodging about. You are lucky you don't hit allies more often. When in doubt, I ask the dice who you attack. Choosing slightly stabbed targets reeks of playing the game as a boardgame and munchkinism.
Locals should kinda hate you. You are grubby murder-hobos that are crazy enough to go into holes. You spend all your money carousing. You try to sell junk and are constantly trying to bargain up the price. You got those demi-human freaks with you. Demi-hyooms should be a rare spice, BTW. You never bathe. I'll make a bit of an exception in an isekai setting.
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Was talking with a dude on Discord. They shared a couple things they made that take advantage of Roll20’s ability in recent years to embed outside images. So here is a macro for calling up some rules:
&{template:default} {{name=ShadowDark RPG Rules}}
?{Choose Rule|
Actions,[image](https://i.imgur.com/M4rqmsd.png)|
Movement / Distance,[image](https://i.imgur.com/2BWQwpc.png)|
I mainly made this to advertise my online games when I'm gathering lost souls on Discord. I plan to run Shadowdark or Black Pudding, and DCCRPG Thracia. Incidentally, my email is down there if anyone wants to inquire about joining a game (Friday and Saturday evenings in the US times).
I think Russ Nicholson, JV West, and Junji Ito will help get eyes on the things.
----
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Chaos vs Authority Both sides don't give rip about the little people. It's a crapsack world, and the points of light left in it are established by oligarchs that desire to enslave and crush everyone because their god is Mammon.
Demons whisper sweet seductions about taking down the rich, but their wanton means cause everyone to suffer in the end. Should the PCs manage to take down the rulers, they will likely become the thing that they hate or destroy the world. Then the next batch of PCs get to take on the old ones. Anything more metal than killing your past self?!
Look up Michael Moorcock for inspiration on this and countless other things in this post.
Monstrous Monsters Make things that the PCs will fear and high five over somehow slaying. Buggers with eyes in the wrong places. Undead that spread their curse with their tainted claws. Aliens that gestate in your blood. Don't send in goblins*, send in something the players have never seen before.
The worst monster is man though. Give the PCs lots of leather-clad, spiked out agents of dark lords and demons to mow through. Give plenty of them demonic alterations to show their alignment to weird, inhuman powers. See mutants, below.
Kick the Puppy, Run over the Kid Nobody is safe in Metal World. That animal companion? Blat! That unicorn you befriended with rations? Head-shot! And children, won't somebody please think of the children?
In the original Toxic Crusader, they run over an innocent kid. Everyone wants to see the villains suffer after that. Make your players into holy avengers.
Mutants mutants mutants I just think they're neat. Seed each adventure with at least one thing that will alter a PC's mind, soul, or body. Have the majority of the things have upside. Have a lot of them be mixed blessings. I wanna see your campaign turn into Gwar. Let's get your PC to bite off the head of the richest man in the world.
Don't forget to throw mutants at your players too. Mutated people, freaked out animals, biblically-accurate angels. Keep it weird, and perverted.
Guns Bring guns into your game somehow. Uzis and ray-guns. Look to Fallout New Vegas for inspiration here. Baddies constantly have guns in an ideal elf game, and the PCs are gonna want them. Shoot them down for their avarice!
How do the guns get in here? A wizard did it. I wanna show you a little trick mom taught me while you weren't around.
Be sure to use friendly fire rules too. You missed the baddie? When you definitely shot one of your buds fighting right next to it for exploding d12 damage.
Behemoths Big monsters show up to devastate the world. Harbingers... uh harbinge them! Prophesies of the end times are metal. Scaling a giant horror is metal. Fighting its immune system is metal. Giving it an aneurysm by blowing up an artifact in its brain is metal. Boss battles should feel like album covers come to life.
Epic Mounts Give the PCs something crazy to ride. Dinosaurs with laser eyes. Human centipedes. That thing from the cover of the Heavy Metal movie. Flying is usually better, but sometimes a humble velociraptor or blond oast will do.
Valhalla You can either get crushed by plague or wars at home or go out there and seize the world by the throat, dying a glorious death. GMs, look for opportunities to give PCs a righteous end while doing something epic. Then ride a Valkyrie (epic mount) to the next crystal sphere.
Crit Tables and Stakes I wanna see you mangled. I want you leaving your friend behind to die because they can't walk and the spider-people are coming. Use crit tables like the ones at Winds of Chaos (I need to work on a non-warhammer version of those). Or I think Arnold K or Cavegirl or somebody made some good injury tables for when you run out of HP. Let the blood splatter in the survivor's faces.
On the other hand, don't forget to give your players metal damage moments too. "How do you want to do this?!" should be on your lips constantly, as they plow through their foes.
Metal Albums and Songs are your inspiration Get ideas for scenarios, spells, and gods from metal sources. I once wrote an RPG that was full of Dio songs. Ride the tiger! Hooah!
Dark Gods Gods are Lovecraftian cancers on reality. They want your fealty. You are a plaything. If you encounter the Buddha on the road, cut him down! Leave the lawful clerics on the cutting room floor, or make them realize they serve the worst version of the fire and brimstone gods that are very angry at mankind.
(Tim Curry intensifies) SsSpAcE! Get cosmic. The universe is full of dead titans and lurking horrors. Get the PCs onto strange planets and into horrific dimensions. Make space as scary as that dumb Event Horizon was supposed to be.
---- * Goblinslayer gobbos get a pass, but you'd better have a session zero about the content there, bud. Gore is one thing, what those goblins do in episode one is a whole thing.
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Click this or drag it to your bookmarks toolbar. Fuckin use it with any D&Ds.
This one includes symbols from what appears to be a draft page that was never used in the final GOZR RPG. The symbols give good ideas. Let's look at a sample output:
So there is a creepy Innsmouth-looking wizard in a harbor-side cliff manor. He serves a Dagon-like entity and keeps his pet killer cats fed well with fish. He has started to cause earthquakes that are spreading the waters of the rivers that run through Gooz city's canals. A cultist of a rival god takes an interest in this and recruits the PCs to take care of it by stealing the wizard's Orb of Quakes (an egg from Shmagon's own sack). As the PCs make their way towards their objective quakes drop buildings and gangs taking advantage of the chaos get in their way.
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I did the math (and rounded up to the nearest 16%) (lord, someone should probably check my probabilities) to answer the question:
What if you used the initiative die in J. West's GOZR as the threat die too?
This appeals to me because I'm the kinda dude that forgets threat if a macro isn't screaming at me about it.
Remember, in GOZR, a 1 or a 2 counts as a threat realized.
Threat Die
% Chance (≥1 die rolls 1 or 2)
Equivalent d6 Roll ≤
3d4
87.5%
5
2d4
75%
5
3d6
70.37%
4
1d3
66.67%
4
2d6
55.56%
3
1d4
50%
3
2d8
43.75%
3
1d6
33.33%
2
1d8
25%
2
1d10
20%
1
1d20
10%
1*
*: Maybe you have to roll again and get 1 to 3 to represent this low percentage, or maybe let the common gooz (the monster with this sucky range) have their moment to shine anyways. I know I'd choose the later.
So it is possible for the PCs to win the initiative (they just need a 3 or better) but still have to deal with a threat coming to the fore.
In our roll20 GOZR games, I switched to a d20 for initiative and adapted the percentiles above to d20 ranges. The appeal of the honest d6 is tempting me tho.
I should really ditch the DCC XP rewards system, as it is not OSR. It rewards fighting, so fighting becomes the thing. Some may counter that avoiding fights can also grant XP in DCC, but it is super hard to judge how much to give in those cases*.
But I am trying to give it another shake, for some reason.
Readers of the blog may recall I messed with XP rewards for exploits. It worked too well. We had a player level up three sessions in a row. Way too fast. So I want something that is just slightly fast. I can still repurpose some of those exploits as Luck score rewards instead.
Here is what happens when we multiply XP rewards by a small bit, then round the numbers to the nearest integer:
Level
Base 1 XP
Base 2 XP
Base 3 XP
Base 4 XP
1
4
6
7
8
2
5
7
8
10
3
6
9
10
11
4
7
10
11
13
5
8
12
13
16
6
9
13
15
17
7
10
14
16
19
8
11
16
18
21
9
12
17
20
23
10
13
19
22
26
So if you have a level 1 dingus who is a survivor of a bloodbath, instead of getting 4XP, they actually get 8XP. The game Judge doesn't have to change their 0 to 4XP scale, they just need to show this table to the players.
How does this look in play? Well, I'll have to find out, but if we imagine average XP for average fights, we get something like this:
To Level
XP Needed
Avg XP/Enc
Encounters Needed
2
40
6.25
7
3
60
7.25
9
4
80
8.00
10
5
100
9.00
12
6
120
10.50
12
7
140
11.50
13
8
160
12.25
14
9
180
13.75
14
10
200
14.75
14
Maybe that will be fast enough, especially if I give XP for a variety of risky events. Maybe too fast! I may have a followup report some day.
*: Oh, you didn't know that the chest you didn't mess with was trapped... have uh, 3XP cause maybe you wouldn't have saved versus the poison needle in a hypothetical world? Oh, now you want to go back and mess with the chest cuz you think it being trapped means there will be treasure and if you survive the trap you'll get more XP?
----
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The following was posted to the defunct Basic Red blog. I scrounged it from The Wayback Machine, as the Internet Archive may be gone (again) someday itself. So, in other words, I didn't make this, but to quote Indian Jones, "that belongs in a museum!"
I did fix a couple typos tho and edited in a little smidge of clarity /taste. Please forgive my thickie archeology.
HD,
Saves, Attack as Thief. Requires 2 Ability Scores of 7 or less. You may
use no armor but leather and may use one-handed weapons/small
weapons/d6 weapons, but nothing that needs two hands apart from a
shortbow. You may use a shield with a melee weapon but if you do then
your weapons only do 1d4 damage. The shield grants you an extra point of
AC bonus from what normal folk get. No speed penalty but you can carry a
quarter of what a normal human can.
Instead of tying your bonuses to which specific values took the hit when
you rolled up your pawn I'm just going to give you a list of hobbit abilities to choose from. Each poor score give you one point to buy an ability.
None of these hobbit abilities improve as you level and you can't choose any of them more than
once. Even if your scores are reduced below 6 later in game, you do not get
new abilities, but neither do you lose these abilities should your
scores later improve.
Speaking of leveling, if you are part of any successful adventure or
perilous scrape that results in a member of your party leveling up, then
you level up as well. You don't track XP and certainly not gold for XP because your fortune is the fortune of others. You may still only advance to 8th
level.
At 8th level, you gain any 3 Hobbit powers you don't already have, are
free to establish your own private Estate which will attract a bunch of distant
relatives to live on your lands, are considered fluent in the language
of any creature you met in your journeys, and may choose to Retire.
Retirement is important because you can come out of retirement ONCE and
be treated like a level 16 Fighter by those around you, also gaining
equivalent to-hit and save benefits.
The hobbit abilities you get to choose or roll from are:
Christina Ricci: If you wander away from the party for one
Exploration Round and are not immediately accosted or killed then you
may rejoin the party at any point by declaring yourself to be inside
something nearby, like a chest or barrel or cabinet or monster corpse.
You do not have to explain how you got there, it just has to be barely
big enough for you to fit into; rooms, closets, wagons, etc are not a
suitable use for this.
Charming Manner: +3 Reaction roll. Note that this does not confer a Morale bonus for retainers.
Escapist: Like "shields shall be splintered" without the shield;
if you can explain how being little, thinking carefully, or leaps of
faith might have spared you from what might have been a disastrous
magical effect, hazard, or killing blow, then congratulations, you made
it. Usable once per day. You can expend your use for the day to
conveniently be able to wriggle out of bonds or through bars or whatever
and get away, so long as there is the narrative possibility.
Barrel Rider: You gain a swim speed equal to the fastest land
speed in the party, can hold your breath for at least 2 minutes, and do
not suffer check/attack roll penalties associated with being underwater.
Forager: You have a 3/6 chance of finding enough food to feed the party in wilderness or grassland, 2/6 in a city, 1/6 in a dungeon.
Bravery: Whenever a fight breaks out you may elect to suffer from
Fear, as the spell, and immediately make a saving throw, making a save
at the top of each round. If you save against this effect then you may
consider enemies you engage this round to be under the effects of Fear
for a number of rounds equal to what you experienced, minimum 1, no
save.
Plain Hobbit Sense: You always use your best/lowest save when
dealing with mind-affecting magic/effects unless the source of that mind
alteration is beer or drugs, in which case you are a lightweight and
take any penalties for the effects after one dose.
Redecorating: You make anywhere you sleep more homey. A Hobbit
camp lets everyone who rests there regain 1 extra HP cumulative per
night they and the Hobbit have slept there/settled in. If your players
automatically reset to max HP after a night's rest, don't, but if you do
anyway then add this bonus instead to the first healing the characters
receive between safe night's rests, under the logic that a morning's
invigoration puts one on the right foot throughout the day. Add 1 to the
odds of a wandering monster check when Hobbit camping in the wilderness
or dungeon.
Overlooked: Your enemies who ambushed your party literally just
don't look down and see you. You never act in a surprise round but are
never targeted, unless you are alone.
Hustler: Hobbits are passingly familiar with most common games
and better at learning new games. If a Hobbit engages a NPC in a game as
a distraction or tries to cheat at the game they add their level to the
attempt.
Dressed For Movement: Hobbits dress for comfort and like lots of
layers, because it's like taking a blanket with you. The first missile
attack targeting a Hobbit always makes a hole in their clothes but
leaves them unscathed, although arrows and bolts will pin them in place.
When falling this has a 1/10 chance of snagging them halfway down the
fall, but when climbing it has a 1/10 chance of snagging them and
causing a fall.
Far From Home: A reminder of your life back home - being able to
score your favorite tobacco, hearing someone else sing an old folk song,
running into another Hobbit - eases your homesickness so much that it
can overcome the effects of game elements like level drain or sanity
loss, and in the presence of these players who are cursed or wield a
cursed object are not affected by this curse. All these examples have a
limited shelf life/benefit proximity so you're not untouchable but you
can endure the strange foreign lands you encounter a bit better.
A Bit O' The Drink: You respond well to a little liquid hospitality. A tall warm pint reinvigorates you as from a night of rest.
Sworn to Carry Your Burdens: Magic or cursed items never count toward your encumbrance.
Friendship is Magic: If there is another Hobbit or halfling (meh)
in the party you are each +1 AC. If there are three Hobbits (but not
halflings) in the party you each gain +2 to hit. If there are Hobbits,
FOUR Hobbits, in the party then you all gain +1 Constitution. If this
puts your Constitution above 7 you do not lose your existing abilities.
Hillfolk: You wayfind and identify herbal, fruiting, or
decorative flora as a Ranger of the same level, or 3/6 chance. You also
have a 95% chance of tracking foxes and sheep.
Reputable: Your exploits have a life of their own, even if you
toil in obscurity. Once per session you can confer a boastful title upon
yourself, your allies, or one of your carried weapons.This duplicates
the effect of an NPC's failed Morale check.
Bill: Any ponies you ever own gain +2HP every time you level and
can Hear Noise/Search and Hide/Move in Shadows/Sneak as a
Thief/Specialist of your current level. You may also use a
Thief/Specialist's Climb rating to keep your saddle or navigate
difficult terrain with this pony. They gain Morale 12 while you are
alive.
Rally Monkey: When you suffer damage from a critical hit your allies benefit as if from a surprise round on the next round of combat.
That Dank Shit: You can always find pipe weed when shopping, and
you (and only you) can always exchange pipe weed for spell casting or
alchemical services.
In this post, we continue to flesh out the slightly samey-trending jobs of DCCRPG. Or just use this for whatever Dweorg characters you make in other games.
I tried to envision a society that is often underground and deals with fantastic flora and fauna. No doubt they kill and eat many underworlders too. Also, my thing about dweorgas being made out of treasure is seeded in here.
Turnspit (rat-skewer rotator “one time I roasted a wumpus”)
Trade Goods: Salvaged armor scraps, pouch of rivets, rags of various oil saturations
Pinchpenny or Clutchfist ("Strict financial records must be kept." Note that Dwarven greed is primarily centered around building new dwarves of precious materials, lest abominations be made.)
Trained Weapon: Coin purse (as flail)
Trade Goods: Ledger of debts, pouch of copper coins
Sawbones ("Bite down on this")
Trained Weapon: Bonesaw (as dagger)
Trade Goods: Healing salve, set of surgical tools, leather dentata
I’ve had a few groups visit Shremlane over the years, and have been tinkering with it since like 2012. It’s basically a misery crawl, but hopefully the odd encounters keep the players coming back. I’m trying to iron out the procedures for the latest foray. Those groping trees are really stressful!
Procedures:
Enter new hex or get to midway point→Roll 2d6
Sides add to seven→Underworld entrance spotted! Permanent find; mark it.
Sides are adjacent numbers→Trail spotted. Trails are not permanent. The trees are dicks.
Sides match→Encounter! Roll a d20 the first time, d30 the second, and d60 the third+ time.
Travel times & stress cost:
Always confirm the times to start a day, add extra time for incidentals, rations should be consumed every six hours (stress if you skip meals).
king’s road: On hour per ½ hex/Two hours per hex.No stress
trail: Two hours per ½ hex/Four hours per hex.One stress point
no trail or road: Three hours per ½ hex/Six hours per hex.Three stress points
Background:
Shremlane forest is a cursed place. A generation or so in the past, it was host to a group of peace-loving humans called the Shmisdanis. Then, as always seems to happen, barbarians invaded from the north, sacked the stronghold of the Shmisdanis which was also the heart of the forest, and then went on their way. People say that the barbarians were after the treasure of the Shmisdanis. Others say the Shmisdanis failed to keep up the accords they had created with nature and the forest, thus letting the barbarians slip in as punishment. No doubt more blood than sap was shed that day.
----
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