Friday, January 12, 2024

Jennell Jaquays Memorial Game Jam

 

As most of you probably are aware, Jennell Jaquays passed away Wednesday. She was an absolute titan of both tabletop and computer gaming, and the OSR in particular is basically an exercise in iterating on things she pioneered. My intellectual debt to her is immeasurable.

Violet Ballard has set up a game jam to build a megadungeon in the spirit of Jaquays' excellent Caverns of Thracia. The proceeds from it will go to her family's medical and funeral expenses as well as to Trans Life Line. You should consider contributing and picking up a copy when it's available. I know I will be.

Sunday, January 7, 2024

Games to Run Before I Die

Recent events in my life have made me think about things I'd be mad about in Hell if I didn't do them before I die. Some of them include games I want to run. There are also games I'd be ok with playing, but my favorite roll is definitely Referee and even playing in them would largely just make me want to run them. So here are the ones I want to make sure I run before I die:

Aquelarre 
In the lost days of G+ I waxed poetic about how much I wanted it to be translated into English and when it finally was I put my money where my mouth was. I am apparently even the first non-Spanish speaker to make something for the game. I've still not gotten to run it. My players have wanted me to use it for the World of Nightwick, largely to keep me from switching campaigns and to keep me focused on my baby. This makes a certain sense - there is some overlap in terms of historical material culture and devilry - but a lot of the mystique of the game to me is in the historical setting.

Though that comes with its own perils. I am far more versed in medieval France than Spain and would probably want to run it in the Languedoc, but that is probably a way to procrastinate and make the game impossible for me to run while convincing myself it's going to be easier. This is a common ailment among DMs.

I may be able to overcome this one as I have asked if some of my regular players would be open to playing it on Candlemas, but I'm worried the scenario I have devised is too big for a single session.

Pendragon
Oh hey another medieval historical one. So shocking! Specifically I want to run the Great Pendragon Campaign with it. It might be a good year to start what with Chaosium putting out a new edition, but promotional material says that they're cutting the Uther parts out of the GPC and I'm a bit sad about that.

I just worry my ADHD and "gamer ADD" will mean that any attempt to start this up will be doomed to failure. However I've been running Nightwick for almost 80 sessions now so who knows.

This is likely a lot of people's white whale. It's one of mine.

Kult 
I doubt it will surprise anyone that I'm a big Clive Barker fan, and Kult seems to be "Clive Barker the RPG." The newer PBTA version is very outside my wheelhouse but I also sort of want to try it because of that. I suppose I might be ok playing in this one, but I also have a scenario idea for it that I think is suitably dark.

Karse
Karse is my "Shittye Englande" setting. This one isn't that different from the Dark Country if I'm honest, which is probably why I haven't run it yet. However, I bellyfeel its vibes very strongly and it combines a lot of the things that got me interested in fantasy in the first place. 

Barrows filled with bogeys, lots of fog, turf houses, the king of the faeries. That sort of thing.

There are a few others I thought about including here - Harn, the Enemy Within, Masks of Nyralthotep - but I figured if I ran Aquelarre or Pendragon I probably wouldn't feel bad for never running Harn, WFRP has lost some of its shine for me recently as I've decided the kind of city shenanigans games I like to run with it work perfectly well in D&D, and I'd probably rather play Masks than run it. 

I'll probably revisit this in a few months and see if I still agree with it.

Monday, November 6, 2023

My Stocking Procedure

Dum-tee dum-tum-tum.

I recently posted a variant of this in a discord I frequent and was asked to do a blogpost on it in order to have it in one place. I also mentioned my strict stocking procedure in my recent interview... or at least I think I did. Dysphoria prevents me from listening to that episode. So here that is:

Step 1: I take the map I am going to use (whether drawn by me or someone else) and count the number of rooms - excluding sub-rooms that are marked with letters. 2 gets counted; 4a-4d is all just one room. I take this number and divide it by 3, possibly rounding up or just adding one if I'm feeling frisky that day. This is the number of monster encounters I will spread throughout the dungeon. It's also the number of treasures I will place. To get the number of traps, I divide the new number by 2. Easy peasy.

Step 2: I divide the monster encounters into groups of ten with the following spread:
  • Boss
  • Miniboss
  • Miniboss
  • Grunt
  • Grunt
  • Grunt
  • Mook
  • Mook
  • Mook
  • Mook
Mooks are monsters that are quite weak and usually occur in numbers about double the number of PCs (or more). Grunts are tougher monsters that occur in numbers roughly half of the number of PCs. Minibosses are the toughest monster that might show up on that level, with only one appearing, and Bosses are monsters that would be tough for even two to three levels deeper in the dungeon.

I decide what each of these encounters is going to be so that a level one dungeon might have...
  • Boss: Ogre
  • Miniboss: Grey Ooze
  • Miniboss: Tarantella
  • Grunt: Ghoul
  • Grunt: Orc
  • Grunt: Orc
  • Mook: Goblin
  • Mook: Goblin
  • Mook: Stirge
  • Mook: Skeletons
Note: this list is a little lackluster because I'm trying to do this for a very generic easy to understand example. I normally try to pick (or even make) more interesting monsters than these.

Finally for step 2,* I roll the NA appearing dice for the monsters I picked (with minibosses and bosses always just being 1 or maybe 1d3). So lets say we have...
  • 1 Ogre
  • 1 Grey Ooze
  • 1 Tarentella
  • 2 Ghouls 
  • 4 Orcs
  • 3 Orcs
  • 6 Goblins
  • 8 Goblins
  • 10 Stirges
  • 10 Skeletons
Step 3: If I had any rooms that had those subrooms - 1a - 1c and so on - I instead assign them to a lair of monsters. We have a lot of Goblins in this example so let's say we roll up a goblin lair: 35 goblins, 2 guards, and a goblin king. Dope! They get distributed among those rooms.

Step 4: I then generate a number of treasures equal to the number of monsters on the level. I use Courtney's treasure doc which apparently he sells now because the world is fallen. I got it when it was free though.

I generate the treasures assuming 250 x Dungeon Level or Assumed Level of Adventure for the treasure parcel. If I have a lair from step 3 I instead use the treasure type conversion guide in the doc. I count 19s as well as 20s as magic because that seems more fun to me but your mileage may very, as they say. For half the hoards I roll the size of the hoard without modifiers, but knowing half the hoards will be ungraded I only generate those as 1d3 parcels.

Step 5: I spread the monsters and treasure among various rooms, having half the monsters not have treasure (other than perhaps pocket change I'd roll in session) and having half the treasure be unguarded by monsters.

Step 6: I use the Dismal Depths traps document from Sham's Grog n' Blog - from the prelapsarian OSR - to generate a number of traps equal to half the number of monsters, placing some on their own and placing some in rooms with traps.

Thus ends the stocking procedure. I of course add specials and tricks and dungeon decor, but that stuff is harder to make procedures for. 

If you want to know why I have such a rigid schema, it's because it 1) Quiets the Voices in my head. This is it's primary function but 2) it works. I am at least going to get a solid session (or more likely several) if I follow this procedure.


*Step 2 sure had a lot of steps!

Tuesday, October 31, 2023

Into the Megadungeon


I am the latest guest on Ben L's podcast, Into the Megadungeon, where I talk about Nightwick Abbey. I always wanted to be a Hallowe'en episode!

 You can find the episode here and Ben's post about the episode here.

Thursday, October 26, 2023

Nightwick Abbey: Secret Origins - Rose Red


We say haunted, but what we mean is the house has gone insane.

I somehow have written for this blog for 13 years and not mentioned what is maybe the most influential text on Nightwick Abbey. Honestly, it's probably because I was embarrassed to admit how big of an influence it was, or maybe because I myself forgot what all I stole from in the eight years between when I saw it and when I started the blog and the dungeon. Who knows?

Before I begin further discussion, I should note that I am pretty sure the miniseries' treatment of Autism is godawful. I don't think I'm really in a position to say, but King's general representation of neurodiversity is notoriously "yikes" and this is again an instance of his imbuing such a character with powerful psychic powers. I'm not going to comment on it further in this post because, as I said, I'm not really in a position to comment on it and it was not one of the things that contributed to Nightwick Abbey.

I have often compared Nightwick's shifting, growing, and possession of consciousness to Rose Red in conversations with players, but apparently have never stated that on this blog. Earlier this month one of those players pointed out to me that the show is currently on Hulu. I responded that I was doomed to watch it. In response he made this image he made:

It's 2002. It's 2023.

I had only seen it when it originally aired in 2002 and thought that it would likely have aged poorly and that my decision, conscious or otherwise, to ignore it on this blog would be the correct one. When I rewatched it with my wife I found that it was a melodrama in a style rarely seen on television anymore that is indeed dated and corny, but the practical effects at least were charming and some of the ideas still echoed with me the way they did when I was 14.

Rose Red, you see, is a miniseries about a house with a consciousness of it's own. As they say near the climax, "the house is the vampire." Based loosely on the Winchester house, the fictional house of the movie was constantly under construction due to the belief by the lady of the house that her daughter would not die so long as the house continued to be built upon. Even after she disappears the house persists under construction, at first with mortal workers and then only with spectral ones.

A college professor who has moved from regular psychology to parapsychology plans on bringing a bunch of psychics to the house to wake it up. It goes poorly. Practical effects are used along with the worst CGI you've ever seen. It's cheesy but I still liked it.

More important there are several lines that are definitive in how I view Nightwick Abbey as a Nightmare Realm. ""You can count [the rooms] one day and it's 74 and another day it's 87 or 96." In Rose Red, space is psychological. Rooms with their own obvious histories appear that are on no official plans and which no present inhabitant has ever been inside. Visions appear to lead you into traps - either to die or to be absorbed by the house, depending on what it thinks of you.* The psychic powers of the team bring the garden in the solarium back to life. It's neat!

In the years since 2002 I've been very into stories about evil places. Netflix once said my most watched subgenres were "Strong Female Character" and "This Place is Evil." I have to think some of that is watching this show at a formative age. It seems to have cemented the idea in my brain of a place that actively hates you. A place with more rooms than you can ever count. A place haunted by the spirits of the dead. I wonder if there's a term for that.

* It's stated that its opinion of you is largely gendered - it likes (and therefore absorbs) women and hates (and therefore kills) men. In the intervening years this haunted me for reasons, but upon rewatching it the statement in the dialog is not supported by what actually happens to any characters on the show. At least three men seem to be absorbed by the house. Weird!


Saturday, October 14, 2023

A Vision Occasioned by the Movement of Celestial Bodies

There was a solar eclipse in North America today. It was a partial eclipse - the ring of fire type - which I mention both for posterity and because the effect is related to the thoughts I had while viewing it. I happen to live in one of the best cities for viewing it, and the building in which I live has a beautiful courtyard that made perfect viewing for it. My wife and I joined several neighbors in watching it in that very courtyard. While the others stared at the Sun for most of the duration - in stark disobedience to the warnings on the glasses we had - I looked behind at the sky and the garden in the courtyard.

Regular readers of this blog will know of my great affection for the works of Clark Ashton Smith, particularly his Zothique cycle. I'm also a great fan of Jack Vance's Dying Earth, probably to no one's surprise.* In their descriptions of the last days of Earth they describe how the dimming Sun sits in a sky of deep cerulean blue and that all the colors and shadows are somehow more lush and beautiful in that final, fleeting time.

And that's what I saw - the deep blue sky, a hue I'd never seen before. The courtyard with its magnolia trees bathing in it in shadow - cast somehow as though it was lunar midnight but with the vibrant colors of noon. The bricks were redder. The pale stone of the statues whiter. The leaves on the trees darker but with the vibrancy of summer even in October. It was as though I could see Mazirian's garden or the shadowed palace of Adompha, right here in southern Texas.

Then 20 minutes later it was gone. As fleeting and fragile as the Earth in those stories. The beauty of the thing more precious for its impermanence.

*Especially since it is one of the primary influences on one of my current campaigns.

Friday, October 6, 2023

In Fair Cuccagna: Lost Adventures


My typical readership will probably be surprised to learn I'm still running Cuccagna. Given my failure to blog about the escapades of the various characters and my propensity for both gamer and actual ADHD behavior, one would be forgiven for thinking this game had been shelved. But it's not true! 

I will try to briefly recount the major points I missed.

The House of the Gnoles
  • Two expeditions were made against this ignoble house of tar-covered beasts! Both involved significant combats occurring on the front lawn. 
  • During the first, they also encountered a spooky sheet ghost and a bunch of animated knick knacks.
  • A fairy sword of great puissance was won and is currently carried by Lord Saurr. It's powers are such that it was perhaps unwise for me to hand it out as treasure, but alas the deed is done.
  • On the way to their second expedition, Saurr almost got eaten by an alerion, the lord of all eagles.
  • The second expedition was mostly mopping up after the first, though a second - and more formidable - ghost was encountered in the attic and teleported using The Sword of Elfland to the manse of Prospero the Orange.
The Temple of Apollyon
  • All the men in the village of Serpentona had gone missing (and many of the women too). Oh no!
  • Turns out there was a cult of maenads worshipping Apollyon there!
  • They were squatting in an Acherontic ruin.
  • They fought a lot of serpents - with at least one causing them to debate the taxonomy of "serpents" vs "snakes" in the World of Nightwick.
  • The also fought, and sometimes captured, a bunch of maenads with snake-like appearance. Weird!
  • The most dramatic fight was possibly with a group of harpies in the second delve (of 5), who attempted to pick up and drop several of the party from a great height. It was clear they had done this with the men of the village.
  • During their stay in Serpentona they met Prospero the Red and found out he is both sexist and totally whipped. What a loser!
  • In keeping with the strategy developed in the House of the Gnoles, both an amphisabaena and a creature I will only call "the Shining One" were both teleported to the manse of Prospero the Orange. I bet he's mad!
  • In the largest treasure hoard of the dungeon they found a treasure map leading to seemingly somewhere in the middle of the Starry Sea. Jules' research showed this place was likely to be the Palace of the Sea King, an Old God formerly venerated on the island chain.
I forgot When Exactly
Current Hooks and Loose Ends
  • Noble men (and a few women) have been building strange seaside doors on their townhouses. Soon after they go missing. Mysterious!
  • Prospero the Orange seems to have moved men into both the Lapis Vaults and the House of the Gnoles. Who knows what he's up to?!
  • Speaking of which, a lot of the lowest level of the Lapis Vaults remain unexplored. I wonder if they'll ever go back.
  • They have a treasure map! Exciting!
  • Prospero the Green's chief henchman Mercutio told Skleras the Stray  to sneak into Castle St Swail to spy on the Knights in White Satin. He hasn't done it yet. I hope Mercutio isn't mad!