Showing posts with label inspirations and ripoffs. Show all posts
Showing posts with label inspirations and ripoffs. Show all posts

Thursday, September 25, 2025

Making Your D&D Game Fookin Metal

 

Image from Thieve's World

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.

Macguffins should be awesome, but come at great cost. The one ring has inspired a lot of metal. Strap a nuke to my head, I'll knock the smegger to oblivion! 


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.

Share good posts with good goblins. Claytonian at the gmails.

Friday, December 27, 2024

A List of Dungeon-world Style Bonds I’ve been needing


I like the bonds in DW, even if I rarely play that one. I never seem to have them at hand, so Imma blog my own version and bookmark it. Also, it’s a d12 list. The best kind of list in the OSR.

  1. BLANK has stolen something and they think they got away with it.
  2. BLANK is a figure of the prophesy. The signs are all there, right down to their birthmark.
  3. In a pinch, BLANK can/cannot be relied on to save my hide.
  4. BLANK is a great big phony! 
  5. BLANK is burdened by their past; but I know the way to cheer them up.
  6. BLANK is like a bull in a pottery shop. 
  7. The wisdom of BLANK is rivaled only by their QUALITY.
  8. I need to protect BLANK because REASON.
  9. BLANK matches the description of the guy that shot my pa…
  10. It’s easy to seduce BLANK, so I’mma keep an eye on them.
  11. BLANK is a bully… and I hang out with them. What does that make me?
  12. I’ll never doubt BLANK after THE INCIDENT.

Tuesday, December 28, 2021

Whence Monsters? And Wherefore?


Where do monsters come from? I've thought of a few generators over the years.

Drunk gods: Gods have too much ambrosia ale and mate with things all the time. This creates ur-beasts, immortal monsters that sire many progeny in turn.

Mutations: In the last few æons, tech evolved to the point where someone smashed atoms (usually the harbinger of that æon's end). Slow mutants are a common result, but Godzilla style beasts are out there.

Death: Humanoid souls are ridiculously hard to keep asleep. There are multiple aspects to a soul, BTW. The egyptobuddists warned us!

Underworld spontaneous generation: Some of the most common dungeon baddies seem to sprout this way. Orcs, goblins, slimes, &c. Maybe a spore-based phenomena.

Sin: Many is a mortal whose outer form comes to represent their dark heart. Dwarves know the wages of sin. Great evil doers may get their own domain. Evil people make for evil dead.

Wizards & Mad Scientists: They love a good hybrid. Or robot. Or cyborg hybrid. Most lose control of their creations.

----
Share good posts with good goblins. Claytonian at the gmails.

Saturday, October 2, 2021

On the Procreation of Dwarves

It is a little known fact outside of dwarf communities, but dwarven kind do not reproduce by anything as silly as mingling gametes.* 

When a community decides they need a new dwarf, they start the great chiseling. They find a rock worthy of dwarfiness, such as good marble, and begin to carve away until a statue of a dwarf is made.

You may have noticed there are no dwarf women, or heard speculation that their females are bearded. This is because there are also no dwarf men. There are just dwarves. It's a species designation, and gender is a somewhat alien concept to them. But most people use male pronouns because dwarves don't correct them.

So the statue looks a lot like any other dwarf. Many clans have developed tribal embellishments over the years. Mohawks are a popular "mutation" for example. But all dwarves have beards, and usually mustaches. The statue will not become a flesh and blood dwarf without treasure. Gems, silver, gold, et cetera are added. Runes are inlaid with diamonds. Ancient words are chanted, and blessings intoning the names of the fourteen dour dwarf gods are muttered. The dwarf statue glows brilliantly, and is transfigured into blood and sinew. The newly born dwarf blinks and is handed a hammer, battle ax, or ale. This is the way. 

There are times when a tribe will fill a great need by crafting specific traits into a dwarf. Genetic engineering by another name. Usually it is to fight a threat. Other times it is to fulfill a task. Such creations often turn out to not be dwarves at all. Some tribes call them mulls. Others might use the word golem. And many think them abominations that shouldn't be created even as a last resort. There are rumors that these creations sometimes escape and become monsters capable of reproducing somehow. Dwarves don't talk about it to outsiders though, and their runed walls don't ever record this shameful secret.

The need to gather treasure is instinctual--nay holy--and pleasing to dwarvenkind. But this desire gets perverted into greed all too easily, especially if the dwarf is not around his own kind. If dwarves don't reproduce and instead hoard their wealth, they start to undergo a blasphemous transformation. They grow scales, wings, horns. They turn ravenous and consume great quantities. They become ogres, giants, and even dragons. They all guard their hoard jealously. So if you see a dwarf muttering to his treasure and hissing at anyone that gets too close, beware! 

 ----
*: Now, non-dwarves that discover these things are mighty curious about certain facts of dwarf anatomy, but I'd rather not get into that. They eat and drink. They go to the bathroom. They don't like to peeped at in the bathroom. So don't. 

 ----

I need a preview image for this post, so I'm going with a pic of a drow take I did previously on the blog. If you want to read on what's up with the drow on my world, you can't, because the pic is all I really need to say on that topic (old post will tell you much the same).

 ;-)



----
Share good posts with good goblins. Claytonian at the gmails.

Wednesday, May 5, 2021

Adventure Hook: Spiders of the Purple Mage by Phillip Jose Farmer for Thieves' World or Whatever

Very few people have the courage to go near the Isle of Shugthee.







'



All I know,’ she said, ‘is that they say that the mage came here about ten years ago. He came with some hired servants, and many boxes, some small, some large. No one knew what his native land was, and he didn’t stay long in town.

'One day he disappeared with the servants and the boxes. It was some time before people found out that he’d moved into the caves of the Isle of Shugthee. 

'Nobody had ever gone there because it was said that it was haunted by the ghosts of the Shugthee. They were a little hairy people who inhabited this land long before the first city of the ancients was built here.’

Spiders of the Purple Mage is very good. It would make a good adventure, especially on a world like Lankhmar. Or heck, TW has its own out of print RPG, right? And I suspect Harley Stroh may have been influenced by this one when he wrote the module The Jeweler that Dealt in Stardust.

Hook: Have a solo scene with one of the PCs. They are walking through a bad part of town that is dark and pretty locked up. They are passing a house so reputed to be haunted that it hasn't even been scavenged. 

Ask the player who the poor youth is that just staggered around the corner and just about gave the PC a heart attack. Though the PC gets the sense that the youth is being pursued and it is best to stay out of things, they also hear the youth mutter something about a jewel before collapsing. 

If the PC ignores the boy, that will be that for the most part. Probably. Soon creepy sandpeople looking dudes come in. If the youth is alive at this point, they look briefly at the PC and continue to him, grab him and interrogate him in their strange donkey language. He dies within minutes. 

The sand-people will then start searching the area and want the PC for interrogation. The PC could fight them, even kill them, that's fine. But they will soon be scared off by hearing the whistles of the town guard in the distance (a coincidence, but they don't know that).

The PC of course will probably help the youth, who will mutter things about dying and getting into the maze of the purple sorcerer and stealing a jewel. Spiders. Pain. Ow. Urg. Dies. If the PC has dragged the youth into the haunted house, the sandpeople will come in, but the PC will be saved by the bell.

At this point I would do something akin to in medias res narration and be like, "that was two months ago. Since then, the town somehow got word of what happened that night and got it into their heads that [youth name] dropped a jewel and a rat ate it, so everybody hunted rats for a couple weeks, then moved onto cats, and now finally dogs. 

"You've been dragged before constables, gang-leaders, the holy-mafia and the governor to tell your story, but everyone in power seems to be unwilling to mess with the Purple Mage. Nobody speaks sandpeople language, and they seem to have stop coming to town for supplies during the day anyway."

If the PC has a family, threaten that next. Have them be kidnapped. But the whole party will probably start getting anxious about going out there without this step. Eventually, sandpeople will come for the PC that witnessed thing if they are being passive. Then other servants come if the sandpeople are beaten or the Purple Mage can't find another way to get leverage.

Appendix N:
Now, not only would I mix in a little Lankhmar or Punjar (DCCRPG), but I'd try to find a way to get some good old Clark Ashton Smith involved too. I dunno, the henchmen remind me a bit of the priest-things from The Charnel God. And if you are going to include a mage maze, you got to get some Maal Dweb in there, son!

This story also reminded me a bit of running an old old old White Dwarf adventure,  Halls of Tizun Tane. Fond are my memories of making the faction-head-brothers Sega and Super Nintendo. Then I made the monkey creatures be neck-less things with upside-down faces in their chests. Man, I love this hobby. 
‘The fur trappers and hunters who’ve gone by the isle say they’ve seen some strange things. Hairy beast-faced dwarfs. Giant spiders.’ She shuddered.

Wednesday, January 20, 2021

Lessons to Learn from New Vegas (for TTRPGs)

I recently, finally, started to play 2010's Fallout New Vegas. I bought it on sale, but had never gotten around to it due to thinking it was some kind of mere add-on to Fallout 3. Nope. Obsidian studios were told by their overlords to pump something out and they really did a good job. 

Okay, so the thing that is inspiring me as an elfgamer is the way missions are set up. Basically, it is a sandbox world. You can go anywhere, but some areas are just plain dangerous, so you have to listen to the NPCs to see which routes are relatively safe. 

NPCs will give you missions. They are all optional. Your actions can prematurely end them if you don't think carefully and kill the wrong people or something. The NPCs also usually give you an idea of where to go. Most of them even mark a place on the map you could check out.

I'm thinking this kind of approach could be particularly useful on Carcosa. My players have--thanks to risky psychedelics-- managed to glean the workings of a few rituals, but they are still a little rudderless. I do appreciate the few rituals that mention geographic locations though. I've been thinking about ways to give them more quests.

In the most recent sessions, they inadvertently created a horn-mutation on a lobotomite's forehead. The horn gained psionics and sentience and soon set itself up as a god-king amongst the locals. Now its followers are asking the party to fetch them some pink stones so they can strap them to their heads and look more like God-emperor Horny.  Meanwhile, the "true" king of these locals is trying to get the PCs on its side.

What I need to do soon is to have a small camp be encountered the next time the PCs are out exploring. The camp will have a sorcerer looking for a few humans for sacrifice purposes. The PCs will probably suss this out as evil and work to kill the sorcerer, or maybe they'll get down with evil. It's their choice; we have X-cards and social contracts to protect us. You can choose to do an evil run in New Vegas. It changes the outcome of the game, and makes people's opinions of you start to sour.

Speaking of opinions, you can usually use your words to steer conversations to peaceful outcomes in FONV, or insert expert observations thanks to your skills. I like that. Unlike a game with a reload system, there is no reason to keep the dice out of the equation though.

Freedom. Consequences. Many little things to do everywhere on the map. I do recommend New Vegas style sand-boxing.

Here's further inspiration:


----
Share good posts with good goblins. Claytonian at the gmails.

Monday, July 1, 2019

Dragon Quest III Guide and other cool illustrated books and gaming stuff

This is a vid I made a while back, but a friend recently reminded me of it. When I DM, I like to have things like the Dragonquest III strategy guide by my side. One of my constant go-tos is a MeMoA guide. Lots of artifacts and curious to stock your dungeon with there. Can be used for NPCs too. I thumb through until I find something. Pretty much as fast as a random table.
Nobody puts barbarian baby on her knees in the corner.

Howard and Nester drawn by Shuji Imai.
The true title of the DQ show was Yuusha Yoshihiko to Maou no Shiro (Hero Yoshihiko and the Devil King's Castle) http://www.tv-tokyo.co.jp/yoshihiko/
Here is a vid from that series:

----
Share good posts with good goblins. Claytonian at the gmails.

Sunday, October 21, 2018

Cutting Crits and Wicked Wounds

I'm finally getting around to adding my own crits for Quest for It, my fantasy heartbreaker that marries DCC with DW's "no boring rolls" mechanics. You can check out QFerrit here.

Anyways, here are some crits for edged weapons. Unlike in DCC, everyone uses the same crit charts, but there are options embedded in the charts for the fighter-types and other types. This is still a draft.

You could totes use these in a normal DCCRPG game by tweaking the ability score names and rolling usual crit die sizes. These crits are heavily inspired by http://www.windsofchaos.com's Warhammer crits, but I think Warhammer crits inspired DCC's, so it's a fun circle of death.

Crit Source: Cutting weapons (typically melee only)

Cut 1: (1d7) 1) foe’s weapon and yours obliterate each other (they shatter); 2) wrist nicked; blood flow makes foe’s weapon get slippery next round; they’ll have to save or drop it; 3) foe’s helm is knocked off if they have one, but if they don’t they are momentarily disoriented, giving you the option to get in a quick jab at +1d or withdraw safely; 4) foe’s torso armor is busted open a bit (+1d to further dmg against them) or, if not wearing armor there, they are stunned for a round; 5) shin-slap forces foe to make a Con save or drop their weapon and hop around, gripping leg; 6) force of blow does 1d5 extra damage, but your weapon gets knocked out of your hand in the process and puts you in a tough spot that the Judge will describe; 7) you get your weapon stuck in foe’s extremity (losing it); they have to make a save or drop their weapon and desperately grasp at yours to pull it out in an attempt to stop the pain.

Cut 2: 1) foe disarmed and you have the option to follow them and get in a free attack at +1d if they try to recover it; 2) fingers grazed; save or drop weapon; 3) glancing blow against side of head causes-1d next round; 4) poke to foe’s side pains them and they lose use of shield for a round, or, if they don’t have a shield, they’re stunned for a round; 5) force of blow does 1d6 extra damage, but if this kills your foe, your weapon is stuck in them for a round (guts are a sticky vacuum); 6) foe slips on a heretofore unnoticed turtle; you get in an attack and they are stunned during it.

Cut 3: 1) biceps slash; foe needs to save or drop their weapon and is at -1d damage this battle; 2) temple grazed; -1d to damage and saves for a round; 3) rib broken and pierced; foe has to make a save or be stunned for a round as it wheezes and gasps in pain; in addition, if the save is failed another save is needed to hold onto its weapon; 4) thigh strike forces a save vs falling to the ground, stunned for a round; 5) foe’s shield or helm shattered d5 extra damage if they have neither).

Cut 4: 1) deltoid gashed; foe drops weapon in pain; even if they recover it, they won’t be able to do beyond 1d4 dmg this fight with their weapon attacks; 2) forehead slash drips copious blood into the eyes, giving attackers +1d to hit until middling; 3) weapon pierces right into trapezius; foe must save at -1d or drop weapon; 4) deep slice down to the bone of the upper leg; foe drops to the ground, and drops their weapon for a round; 5) smash foe’s hand; they drop a weapon and--due to a couple broken bones--cannot pick it up with that hand (off-hand attacks are -1d to hit/dmg).

Cut 5: 1) foe’s weapon shattered; 2) back of foe’s hand is skinned; they drop their weapon and have to make a save to avoid dropping things in the other hand to grip the wounded one; 3) slam to side of foe’s head, stunning them until a middling result is rolled; 4) chest gash; foe must save or be stunned until a middling result is rolled; 5) groin poke barely misses femoral artery; you may spend 1 Luck to force them to save versus bleeding out, and even if you don’t they still have to save versus gripping the wound in pain for two rounds.

Cut 6: 1) deep swing rebounds off of radius bone; weapon dropped and foe is at -1d to hits/dmg with this arm until it heals over a week; 2) carve a bit of flesh off foe’s neck causing blood spurt; they must get it bandaged before three rounds have passed or be forced to save vs unconsciousness each round; 3) gall bladder punctured, and it spills its contents; foe must save versus retching, and will die of infection if not well-treated; 4) weapon lodged in foe’s femur; they drop to their good knee and you have the option to make a +2d check to wrench the weapon out and deal 1d4 extra damage; 5) 1d5 extra damage if you aren’t a death-dealer, but if you are you enter a battle rage.

Cut 7: 1) weapon lodges between radius and ulna; foe cannot use this hand and writhes in pain, stunned; you can make a +2d check to dislodge the weapon next round, dealing 1d12 extra damage; 2) most of ear flies off; future Char checks may be affected, and if this is the second lost ear -1d to hearing tests 3) weapon lodges from above into hip bone; foe cannot use this hand and writhes in pain, stunned; you can make a +2d check to dislodge the weapon next round, dealing 1d12 extra damage; foe has -1d Coord to run until healed; 4) hamstring severed; make a -1d save to stay standing ; foe has -2d Coord to run until healed; 5 or 6) 1d6 extra damage if you aren’t a Death-dealer, but if you are you enter a battle rage.

Cut 8: 1) biceps-tendon severed; this arm is useless until healed and save each round vs bleeding out; 2) foe tries to bend back to dodge, but you slice their nose off; save each round vs bleeding out and permanent loss of 1d to Cha; 3) groin stab makes opponent stunned until someone gets a middling result; save vs sterility; 4) knee-cap whisked off; foe falls to good knee and is not coming up this battle, stunned until a middling result happens; 5 to 7): 1d7 extra damage if you aren’t a Death-dealer, but if you are you enter a battle rage.

Cut 9: 1) large chunk of one shoulder hits someone’s cheek; you may spend a Luck to have the chunk hit eyes and blind someone for a round instead; foe is bleeding out 2) weapon cleaves into helm or skull; in either case the foe is stunned until you pull the weapon out, dealing 1d12 extra damage; 3) bladder puncture; unless healed somehow, foe must save vs infection and also has a permanent, stinky leak, netting -1d to Cha; 4) upper and lower leg-connecting ligament severed; foe writhes helpless for the rest of this battle and will be at -1d Coord when moving in the future; 5) roll a result from above and enter a battle rage if you are a Death-dealer.

Cut 10: 1) foe loses 1d5 fingers; if roll meets or exceeds fingers on that hand, whole hand is instead severed at the wrist causing a panic; save or flee; 2) ear torn off at the root; -1d to listening attempts in the future; 3) guts spill out a bit; save to stay conscious, but -1d to hits/dmg even if they do; healing necessary for survival and even then save vs infection; 4) achilles tendon severed; hopping about in pain is possible with a save, but foe is at -1d to all rolls and their instinct is very much to just crawl away in terror; 5) roll a result from above and enter a battle rage if you are a Death-dealer.
Cut 11: 1) arm severed at the elbow; bleeding out and save vs fleeing; 2) bleeding gash down the face and into the collarbone; foe bleeding out and a cumulative -1d to everything until bandaged; 3) spleen-kebob; cumulative -1d to everything until a die would dip below 1d3, at which point they pass out and need healing to survive, and even then save vs infection; 4) foe loses 1d5 toes and if the great to is lost, they will hereafter always be -1d to run; foe also is stunned until someone rolls a middling result; 5) scalped and blood rushes into eyes, blinding for a round; save vs infection; 6) foe disarmed so expertly that they must save or drop to their knees and beg for mercy; 7) roll a result from above and enter a battle rage if you are a Death-dealer.

Cut 12: 1) guts spilling out all over boot; foe may only numbly attempt to scoop them back up and will die at battle’s end unless supernaturally healed somehow, and even then the experience will leave them with an insanity; 2) foot shorn off; bleeding out on the ground and will need a peg-leg to get around; 3) gash right through an eye ruins it beyond natural healing; save vs fleeing and infection; Char checks affected; if foe is a death dealer they may spend a Luck to avoid all secondary effects and instead get mad enough to enter battle rage; 4) collar bone is driven down near the lung; foe must make Luck check or have lung pierce by bone, which kills with d10 rounds; even if that save is made the arm is useless until healed and foe is -1d to everything; 5) you pin foe to a surface, you may spend 1 or 2 Luck to add one or two extra people to the weapon-kebab, respectively, depending on how long your blade is; 6) you enter a battle trance, reducing all incoming attack damage at you by 1d for this fight; 7) roll a result from above and enter a battle rage if you are a Death-dealer.

Cut 13: 1) Arm severed at the shoulder; bleeding out and if they somehow survive the foe will be at a permanent -4 Coord die sizes; 2) lower jaw and tongue have a bit nipped off; several teeth gone, affecting Cha rolls; bleeding out and unable to cast most spells in the future due to speech impediment; 3) puncturing in from the side,through a kidney, and lodging in the spine renders foe immediately unconscious and bleeding out; even if they survive that and an infection save, one or both legs will be permanently paralysed; 4) leg severed at knee; only magical healing can stop this bleeding in time; 5) you deal class damage die in bonus damage to a nearby secondary foe too; Death-dealers can spend a Luck to repeat this with a tertiary target, etc.; 6) you enter a defensive stance, reflecting all 3 damage or lower rolls back at your opponent; 7) roll a result from above and enter a battle rage if you are a Death-dealer.

Cut 14: 1) right through the shoulder and deep into the chest your blade goes; foe can do naught but slide down to the floor to die from bleeding out with no chance of saving; 2) slashed from temple through jaw and past the collar-bone; they die right away and you are showered in jugular blood, making all foes that witness this have to save vs fleeing and then save again for each ally that fled; 3) as result 2, but the shower comes from a severed aorta; 4) deep puncture into femoral artery reduces foe into a spasming blood-sprinkler flopping about on the floor; no magics will be fast enough to save them before they die within a round; 5) roll a result from above, and an extra crit against a nearby secondary foe, then enter a battle rage if you are a Death-dealer.

Cut 15: 1) from one shoulder to the opposite hip, you bifurcate your foe; 2) decapitated head lands in foe’s ally’s hands, scaring them off; 3) a vertical cut flashes, then you pause to let your foe realize that they are dead as their surprised halves fall apart; 4) cruciformly-separated quadrants tumble to the floor; 5) roll a result from above, and an extra crit against a nearby secondary foe, and you may pay one Luck per target beyond the second that you want to crit, then enter a battle rage if you are a Death-dealer.

----
Want to give feedback? Share this on g+ and give me a tag (+claytonian JP) (if you want to keep it private, share with only me).
If you spot a typo or don't have g+, you can just email me. Claytonian at the gmails.

Saturday, October 20, 2018

Ironclaw: A fun, furry alternative to Hit Points

As the Dying Earth Sun equivalent of our great hobby (Google Plus) finally sputters its last, I am starting to go through my old posts and see what I want to share here for posterity.  I'm not the most frequent blogger, because G+ was good for low effort games talk and sharing. My attitude was presaged: I remember sitting at a Danny Choo party for who's whos among online Japan people (I used to be one) about ten years ago and hearing from another, much richer web guy that blogs were soon to be dead. But I value blogs as a semi-stable preservation of information. If my g+ posts become as inaccessable as my old Google Buzz or Reader posts, well, they'll be gone like nerd tears in the rain.

So here is the first post where I share something I think deserves eyes. In this case, it is an alternative to using HP. It doesn't even do wounds the same way as you usually see, really. Nor is it just a series of boxes like a White Wolf product might use. Take a look. One of the most interesting RPGs out there just happens to be for furries. I found it so intriguing I've been kind of folding it into my heartbreaker RPG.

You can read more about Ironclaw at 1d4chan.

----
Want to give feedback? Share this on g+ and give me a tag (+claytonian JP) (if you want to keep it private, share with only me).
If you spot a typo or don't have g+, you can just email me. Claytonian at the gmails.

Friday, January 19, 2018

d12 ways this village is different

In every village of the Cugel saga, something interesting is happening. There's an order that thinks it's keeping the dying sun burning, or a giant lake monster that must be watched for, or wretches that dream of having special contacts that will make all the bad things worth it, or male-burkas, or pillar sitters that try to get esteem and court melanomas.

In one of my favorite issues of Savage Sword of Conan, guests get to choose the most beautiful women... to watch have mortal combat on a precarious rope-bridge.

In real-world old Tibet, brothers all married the same woman in order to avoid splitting up vanishingly arable land among patrilineal lines.

My point is that there are many ways to avoid everything is-Tolkienian-fantasy-Europe. I really want to live up to the promise of what I read in the Judge's sections of DCCRPG. I have included a few ideas in the table below.

  1. This village eats those that cannot recite the Rites of Charbotage. They check for this knowledge on the holy day which will be the day after the PCs arrive. The PCs will discover everyone is wearing frocks of pea-green. Where the frock is your frock?!
  2. To walk about the village freely, one must marry into the community. Be sure to come back to this village by harvest time. Otherwise, guests are permitted in if they give their weapons over to the town Oblequive (a blind man without pinkies) temporarily, and wear severed lamb legs around their necks. Yes, you buy your own lamb, outsider!
  3. The village has to sacrifice someone to the great monster nearby each year. Roll a d4: 1) There is a lottery, and the  PCs are included; everyone roll your Luck and hope you don't fumble!; 2) someone that the PCs are interested in got hauled in just this morning; 3) the monster wasn't pleased with the last sacrifice; 4) the monster  is dead or never existed.
  4. There is a werewolf (or other horrible skin changer that can pass for human) in this village! Each night it claims a new victim. The village mystic knows who it is, but can't come forward lest they be burned at the stake. Each day, the desperate towns folk have a kangaroo court and off someone that is likely innocent.
  5. Vanceburg. Roll a d6: 1) the village has a thing that is very important and touching the thing could destroy the world so don't even ask; 2) we insist on male burkas; 3) would you like a cushy job watching this lake for a monster that no one has seen? I'll throw my buxom daughter/strapping son into the mix, too; 4) We all toil in the mud for the people with special cusps so that we too may one day earn our cusps and see the over-world; 5) all of our men are busy sitting on columns, and our women are busy earning more money to buy column segments;  6) No one who wears chartreuse in this town can see anyone wearing mauve, and vice-versa.
  6. The elderly in this village have a vital part in determining if outsiders are worthy: they attack them wearing naught but warpaint, a shield, and scabbard (with sword). This happens soon after the PCs come into town and the octogenarians have been roused and painted for battle.
  7. This town seems to be the exact same town you were in last. It is populated by simulacrums that do exactly what their real counterparts do every day. If your party murderhoboed the last town, these simulacrums will be walking around with ghastly and accurate wounds, not knowing how to be dead.
  8. Children of the corn. Nuff said.
  9. Robots are everywhere, just sitting or occasionally strolling and tirelessly observing. They watch births, deaths, and rolls in the hay. They move their heads to follow you and zoom their cameras to catch your frustration. They don't respond to language or prods of any kind. If you kill one, more arrive to watch. They sometimes come sit at a table where people are eating. Nobody pays them any heed any more.
  10. This town seems normal during the day, but under moonlight the inhabitants are revealed to be corporeal undead. Moonlight awakens their hunger too, but there is some rule they have to follow that could save the party. For instance, may they cannot attack any room where somebody is praying. Or maybe they can only eat virgins.
  11. Anyone who spends enough time here develops a super power. Unfortunately, this seems to soon fade away if you go farther than the local dungeon. The most powerful beings here have taken control as a cabal, but their strength is tenuous, and could be upset by new powerful people.
  12. This town worships a certain animal. They have oracles that divine the wills of the beasts in question, holidays where they are massaged and paraded around, and mansion-styes for them. Woe betide any outsider caught molesting one of these things. Of course, this probably isn't mentioned until it's too late.

----
Want to give feedback? Share this on g+ and give me a tag (+claytonian JP) (if you want to keep it private, share with only me).
If you spot a typo or don't have g+, you can just email me. Claytonian at the gmails.

Sunday, March 11, 2012

The Crypts and Things RPG


Crypts and Things was one of the recent RPGs that inspired me to put together the Kill It With Fire rules. Specifically, I heard that they were going with the d6 standard for weapon damage. I love the simplicity of a d6.  From the PDF preview, it seems that they either abandoned that rule or went with the option of different classes doing different damage rules which is  one I found at the associated Arkratic Wizardry, and am still thinking of in terms of how to integrate them as an optional rule in KIWF.

Anyways, Crypts deserves props for filling my head with lots of ideas just by existing, so consider visiting their page and purchasing it if you like the Swords and Magic genre and name drops of authors like C.A. Smith.

Thursday, March 1, 2012

Our First Weapon: Kabuto

As I am envisioning it now, the Kill It With Fire system will have d6s for all damage (barring a optional rules expressed by tables in the addendum). They will also be usable by any class and all get the job done at the same speed. What will set weapons apart from each other is how they crit, their abilities (if any) and how they can be used by a lateral-thinker. Daggers, for instance, can be concealed easier than other weapons and can be used by most anyone for a sneak-attack. A clever player may use a sword buried into the earth as a place to jump from (ala ninja tricks of old).

And then we have this thing.


Kabutos make for surprisingly competent weapons. And I don't even like One Piece before you complain.

Let's stat it! Keep in mind abilities are just suggestions for things to do with weapons. Unlike class abilities, you can negotiate these with your referee at any time.

Kabuto
Heavy Ranged (when thrown as a spear)*/Light Ranged (when the sling section is used)†/Melee
A Kabuto is a combination of javeline and slingshot. It is favored by those who fight mindless corporeal undead.

Zombie Killer: As long as you are not hampered by melee threats from other creatures, you may make a Prowess vs Toughness attack to pin down a creature. If it has the appropriate anatomy, you can make an automatic critical hit on your turn next round.
Stab and Pin: Prowess vs Dodge and Toughness. Hit on Dodge: Damage. Hit on Toughness: Knock the creature down and it is pinned in place, in no position to threaten you until it beats your Prowess to escape. You may make sling attacks with the kabuto while pinning.

Critical hit‡:
If it has the appropriate anatomy, the creature now has a missile right in the brain pan, and should die.
--
*:Heavy Ranged weapons are effective up to your Prowess in meters.
†:Light Ranged weapons are effective up to your Prowess in meters doubled.
‡:Crit text often mentions anatomy. When all else fails, go with a class ability crit. If you don't have an appropriate one to draw on, the default crit is +1 die per level, but no more than currently remaining hit dice.

Monday, January 2, 2012

The Base Setting

A setting can help an RPG sink or swim. If it is too complicated, like Tekumel, it can be intimidating and doomed to obscurity (sorry Petal Throne lovers, but I'll give some nods to you in another post).  Also, there has to be a place for humans. In a world without humans, the exotic becomes banal and paradoxically alien at the same time.

Enough preamble. Here is the basic setting for Kill It With Fire.

KIWF takes place in a post-civilization, largely agrarian society. Hunter-gatherers still eek out a living, but without sufficient defenses, puny humanoids inevitably fall prey to the dangers of the world, and so primitive social groups are vanishingly rare.  Many humanoids huddle together in small bergs and city states built from the ruins of the last great empires, of which little is known. Knowledge and the arts are also, understandably, rare pursuits. In a world where the majority of people eek out a living, such things as studying the magic or technologies of the old world are more in the purview of the aristocracy, which is a small group more concerned with maintaining its power rather than esoteric pursuits.

Of course there are exceptions. Adventurers, they are called. Individuals who have goals that put them on a different life path. The rich fancy the artifacts that adventurers bring, as well as the stimulation to the economy their treasure brings. The rich also appreciate that adventurers, who would all too often be trouble makers otherwise, often meet their dooms in some dungeon and so trouble society no more. The poor depend on adventurers to save them from the threats that the city guards and village elders are ill-equipped to handle. While some adventurers are altruistic, the majority of them are in it to fulfill their own goals: getting loot, getting status, getting atonement, killing things. For their own safety, most adventures are drawn to the protective association of each other. If there is one thing this dark age has taught us, it is that by cooperation we survive.

The world has many threats. Many of these take the form of monsters. In some cases they are mutants, created by the strange energies of The Last War or machines of the ancients. In other cases, they are supernatural beings, born from the darkness of the underworld or the psychic energies and spirits of our banal races. Some threats come from other worlds. Rarest of all are the monsters of technology, which despite its mighty power in its heyday, has barely endured to the current age.

There exist even more supreme threats to the world. The old gods, who are capricious and demanding. The demons, who seek only chaos. The devils, who want revenge via humanity's willingness to betray. The outer gods, who bide their time and wait to bring insanity. The primordials and giants, who were struck down but will inevitably return. The war machines, who wait to unleash genocide again.

This is a world where the technology available to the average human is medieval in nature, but whether that is expressed in Aurthirian cliches or kung-fu trappings is really up to the referee. The adventures I write will assume humans are the ancestors of an enlightened, cosmopolitan society. Though it is forgotten, the culture of previous generations has become distilled. As survival is the main goal, issues of race and gender discrimination rarely come to play; everyone is valued as long as they have something to contribute to society, and humanity's tendency to care for the downtrodden takes care of the rest.

Magic, be it arcane, psychic, divine, etc. is a rare skill, but recognized. It is tolerated as long as it seems useful, but common people are a superstitious lot likely to turn on the local wizard or temple if they blame these things for their bad luck. Therefore, practitioners of supernatural arts are very cautious about who they share their increasingly rare and valuable knowledge with.

Demihumans (humanoids that are capable of higher thoughts and aspirations) are common enough, but their numbers when taken as a species are small. The origins of demihumans and their place in this human-dominated world is a subject on contention and wild conjecture for all involved. Elves and dwarves will be mentioned in the core rules, because someone will want to play one and I think that is cool, but I don't know how important they will be in supplements and adventures. Gnomes may be out of luck altogether though because when I hear gnome I think camp. Humor should come from player banter, not the setting.

--
Inspirations:
There is nothing really radical mentioned in the above description. On the one hand, I want a world where the gonzo sci-fi fantasy mash-up that happened in the sixties and seventies will feel at home, but I don't want the trappings of such eras or to take it to the silly conclusions that I saw in the 80s. On the other, I like a world where knights can exist in some areas, while samurai can exist in others. I dislike taking such things unchanged, however, because it ruins the verisimilitude of what the brain is trying to accept. These things have to be able to meet without clashing, and so neither said knight nor samurai will be exactly like their real world counterparts; pastiches will be the ideal. I also don't like the eurocentric, white-race dominated look of 99% of games for the same reason. KIWF takes place on a fantasy world, not some analogue for Europe. There will be no Arabian setting or East Asia sub-setting in this game.

Of course, the vast majority of role playing settings are post-apocalyptic, and it works well for this sort of game. Even the first role-playing campaign, Blackmoor seems to be such a setting, with its last functioning musical organ and so on. You will also see a bit of Arduin in the game, but hopefully with a bit more veracity that it.

D&D's cosmology throughout the ages has a lot of influence on how I am viewing the planes of existence being domains you can travel to, but 4th editions got me to really examine things from a more mythological view. The titanomachy, gotterdammerhung, and gigantomachy ideas have been talked of in many cultures, so I feel need for that in my setting too. While you will see things reminiscent of the outsiders of D&D, they won't follow the artificial nature of the alignment system from said game. There are heroes and scoundrels on both sides of the cosmic struggle for puny mortal souls and lands.

Then there are the outer gods, who are inspired chiefly by Clark Ashton Smith and H.P. Lovecraft's collaborations (I know Howard should be in there, but I'm not too familiar with his work, shockingly enough--don't worry, I will throw in some Pigeons from Hell influence to appease nerds). The outer gods are those that are more inimical to humanity, and they may have come from the pools of gods, titans, or something far more ancient and alien. They may enjoy the worship of the odd cult, but the gods of the status quo try to quash their ever-insidious influence for a reason. What are the gods themselves? What role did they have to play in the empires of the last age? I'd like to find the answer to that organically as I discover it.

Other influences will include the usual rouges gallery of weird fiction: Ambrose Bierce, Suffi tales, Arabian Nights, A. E. Merrit, Machen, Dunsay, etc. You know the drill. I will make something familiar and at times even cliched to the average RPG veteran, but hopefully it will also have the clarity of vision to avoid cheese.