Showing posts with label Inevitable Backlash. Show all posts
Showing posts with label Inevitable Backlash. Show all posts

Wednesday, 27 July 2022

Speak, False Machine

 Good news! Demon-Bone Sarcophagus is finally stumbling to a close. Files are away to the printers (though there will likely be feedback on those) and PDF editor, fees have been paid and though there may be delays with fulfilment which stop shipping until October, the book will actually definitely be made.



Bad News - I am utterly fuuuuuuucked financially.





Blame Putin. 

Also my own financial and organisational failings, VotE going out of print, our map-maker disappearing for several months without any contact, general slowness and the book being roughly eight months over my assumed timetable leading to print costs rising 40% between our first quote and our final one.

Tis truly a glorious disaster in every respect other than that the book will actually exist.

Yet the spice must flow and the end of one book means only the beginning of another. As one book is born another is already conceived, so I shall tell you now about my plans for 'Speak, False Machine', a substantial tome which will hopefully not bankrupt me (more).





SPEAK, FALSE MACHINE


test print only


Is essentially a (near) complete record of the first ten years of the False Machine blog.

"Near" because I removed anything I thought was pretty bad and anything that appeared in a different form in other books, or that is expected to appear in future books. So much of the development posts for things like FotVH and VotE won't be there.

Still its... substantial, at least in its test print version. A crown-quarto hardback with around 650 pages and half a million words.


space marine for scale


Know peace because it is not simply a chronological cut and paste with every post in order. Instead they are arranged by subject;





History of the Blog - "event" posts, these are actually arranged chronologically.

On Games; I do (or did) occasionally write about game design, broken down into 'Adventures', 'Characters', 'Gaming Culture', 'Making Adventures', 'Play', 'Time', 'Tools', and 'Worlds'.

False Readings; fiction and short stories, there were a handful of these.

Uncertain Worlds; more on the side of world building rather than just world design, 'Chivalric Encounters', 'Cryogenic Rats', 'Knights of Mars', 'Modern Heroes/Modern Monsters' and  'Fantastic Lands'.

I Read a Book; I write about the books I read, 'Culture', 'Comics', 'Fiction', 'Games', 'History' and 'Nature'.

Cryptoculture; my cultural ramblings, broken down into 'Film', 'Marvel', 'Miscellanea', 'Star Trek', 'Television', 'Warhammer' and 'Weebery'.

And finally 'Kleinplastik' where I talk about sculpture largely through the lens of minis.






ART


I am aiming for a black and white print to keep costs down. 

There are three main kinds of art in the book. The first is made up of diagrams and small illustrations which illuminate descriptions or just fill odd spaces. There are about 50 of these.

There are extensive images in the 'Kleinplastik' section, this is the only part here I worry about not having colour as many of the arguments interrelate more with colour. I was half-thinking about having a central 'photographic' section like you used to see in old books, depending on the cost.

And finally there are eight 'title pages' which I have left blank. My hope is that through the Kickstarter I can maybe get B&W images from actually-famous artists. I was hoping for Ian Miller, Killian Eng, maybe Adrian Smith? We will see I suppose.



LAYOUT


Promises to be _less_ of a nightmare than most D&D books as, compared to a gaming book, a normie book is easy mode, but still quite hard due to the sheer volume of text. 



THE EDIT


I am leaving the blog posts as they were written partly for authenticity, partly because of the huge difficulty of editing the actual contents and partly because even if I did "even them out" with spelling and layout a lot of the life and particularity of some of the more odd posts would be lost.

HOWEVER - I do want an index for the book, and considering the capacious range and strangeness of the contents that looks to be a very difficult project.




SO;


I will need;

- A layout person.
- An editor willing to take on the insane requirements of the Index.
- Someone to do black and white diagrams and small illustrations.

If anyone wants to volunteer hit me up in the comments or my email pjamesstuart at thecompanyweallknowmail.com. Work would be paid for via Kickstarter, which won't run till late in this year, depending on when DBS can ship out. Experience and a proven record of not being a flake is important as I can't live through the utter chaos of my last project again. Considering who I am immunity or indifference to being cancelled may be useful.

Peace!

Tuesday, 9 February 2021

Dungeon Poem Challenge

 Dungeon Poem Challenge

I had this idea of, not a Gygaxian Democracy dungeon, but a kind of blog-ring alter-dungeon challenge thing

Take one of the more interesting (and SMALL) Dyson Logos maps.

This one (I like it because it has a river on it).

Original here.



And anyone who wants to; make a dungeon of this map.

Thats; everyone use this specific map 

I am going to try to do mine and will attempt to post it by Saturday or Sunday, and if anyone else wants to do one and tell me about it I will link it here. And we will see what everyone comes up with.

The general concept is; Artpunk plus functional. So original ideas preferred, as pretentious as you like, but minimal text, shaved right down, and functional as a dungeon for players without any extra context. But as much as possible, honed for beauty, interest and strangeness.

The link to 'poetry' being not the euphony structure or rhythm of the text, (though you can try that if you like), but the condensation of utility, beauty, meaning and originality into a functional and interesting micro-adventure. 

All those things traditionally being opposed or at least difficult to have at the same time.

To do as much as possible with as little text and information as possible



Wednesday, 29 July 2020

Queen Mab




> Confirm. Transponder I.D. is shift-ship "Queen Mab"
> Last ident, hijacked by Some time ago, a group of genius-level transhumanist radicals.
> Skill-set - genetics, cybernetics, direct AI-HUman integration, bleeding edge dimensional technology. > > Transhumanist Views -  Hyper-aesthetic 'new humans'. Something they consider Optimal Beings.
> Be aware, possible development of, extremely dangerous dimensional tech, and access to "True" non-relativistic time-travel. Queen Mab appears and disappears in wildly different volumes. Sometimes seems to dash back and forth across the Galaxy, at other times hovering like a fly around a handful of Suns. 
> Queen Mab itself exists in an variety of states. Sometimes seeming no bigger than a paperclip lost in space, its nature revealed only by its enormous energy emissions and dangerous 'siren song' EM emission sphere. At other times it looms like a moon-sized battle station, blotting out suns in orbit.
> Interior scans ineffective but suggest mycelium web of parasitical, unstable, dimensional conduits to various different realities and paracosms.
> Numerous abductions reported. 
> Mindcrime - Many who encounter the ships EM emission sphere obsessively track it.
> Piracy - stole every perfect circle on the surface of a Omicron III.
> Status and capabilities of the Queen Mab, whether they are developing sequentially or not, may be entering an even more potent and developed phase.
> Suns have gone missing.
> It is feared the Queen Mab may become a Pirate of Worlds.
> Now, by chance, You have encountered the Queen Mab in orbit around a pale and silent moon. 
> Ship is both accessible (at a normal size) and apparently, quiescent. 
> As if it were sleeping.
> Bounty on ships confirmed destruction.
> Bounty on high-status individuals recovered from within (if still living and effectively still coherent individuals.
> Bounty on any post-singularity tech recovered from the Queen Mab includes full pardons, personal A.I.-run paracosm and, through negotiation and dependant upon confirmed results, your own planetary-scale Biosphere.
> Incursion????





"Nature rejects the monarch, not the man;
The subject, not the citizen: for kings
And subjects, mutual foes, forever play
A losing game into each others hands,
Whose stakes are vice and misery. The man
Of virtuous soul commands not, nor obeys."


"Oh lord oh lord, the Fae Knights of the Faerie Queen came not three dawns past.

Through a magic door to the otherworld!

They have ensorcelled your beloved, taken them to Queen Mabs palace!

Yet the door remains, yes it does. And if the tales are true, not for long.

Take this horse-shoe of cold iron (hide it well).

Remember, the Fae are beautiful, strange, terrible and capricious (really they are bonkers but you should never say that out loud). 

They love beauty and music, and they like to be praised.

Be polite and deferential, yet, never give nothing all away, not even your name.

And you must accept no gifts, make no promises, and *never eat anything*. 

And beware the Faeries charms, for they can be seductive.

And remember that time in the Otherworld is not like time here. You might come back a moment after you left, or a century.

No matter to that. Be quick! The Faerie door awaits!"






"Then grave and hoary-headed hypocrites,
Without a hope, a passion, or a love,
Who, through a life of luxury and lies,
Have crept by flattery to the seats of power,
Support the system whence their honours flow..

They have three words:- well tyrants know their use,
Well pay them for the loan, with usury
Torn from a bleeding world! - God, Hell and Heaven."

"Dreams. I have such dreams. Do you know that if I dream of a place I will go there? And I dreamed that I learned that time is a place, and so I could go there too, and did, the moment I dreamed it could be, what was all moments.

But if one can dream, and awake in the time and the place of the dreaming, weaving in my sleep, if one weaves a man and meets a man or dreams of him, and weaves a dream, and remembers that one will remember.. Well then, what is a dream at all?

It is a sleep. All dreaming.

Did I make you? Did I weave you and seed you and set you to sprout in that river-realm from which you came with a memory in your mind, a dream of loss to bring you to me?

That is why I made these. The butterflies. Lao Tze no? He was a butterfly, a very nice butterfly, but he woke a man."




"The sensitive extension of the world.
That wondrous and eternal fane,
Where pain and pleasure, good and evil join,
To do the will of strong necessity,
And life, in multitudinous shapes,
Still pressing forward where no term can be,
Like hungry and unresting flame
Curls round the eternal columns of its strength."



> Confirm that object is a miniature warp nacelle.
> Not a remote. Repeat, not a remote.
> That is an active, I say again, active interstellar-capable warp engine drive element that she is waving.
> Configuration unknown. Albedo high. Its bright. Hard to see.
> Materials unknown.
> DO NOT LET IT TOUCH YOU.





"The restless wheels of being on their way,
Whose flashing spokes, instinct with infinite life,
Bicker and burn to gain their destined goal:"


> Seeping entropic loss around the prime biform. Query, is it warm?

> Right eye registers darkness, gloom, cold space.
> Left eye, bright area..
> Check your six, check your feet.
> The floor is Her, the walls are Her.
> Reaffirm Transponders on contact, check H.U.D. for E.M. Manipulation. Eyeballs only, don't trust your screen.
> Crypto is good.
> Confirm, six transponders.
> Query, team is five strong.
> Repeat, we are a five strong team.
> Identify.
> Identify.
[fading]
> identify



"My left eye is a hive of bees..

Would you like to see? See. Little bees, all looking out. A hundred million eyes. Eyes within an eye.

They were not born bees, I made them so, and they may not be bees now.

Be bees. be be be be-be bees. [laughter]

They said a word that pleased me not.

And I made that realm as pale as air and as light as ash, and it blew away in a golden wind from a summer-ripe sun. And.. pop!

Do you know how not to become bees?

No?

You must. Say. PLEASE."



-------------------------------------------------------------------------------------------------

Queen Mab!

A book, that may one day hopefully exist!

A strange new thing in this world.

Made by me and......              AlcopopStar!




(not entirely SFW)

Will it happen? Hopefully! Early days yet, still just brainstorming development.


Wednesday, 27 May 2020

Muppets and no Sausage Rolls - I read Electric Bastionland - DRUNK


Behold, I hath read (much of) Chris McDowalls Electric Bastionland and tweeted about it, often while drinking. Below you will find my often-incisive analysis and commentary while my brain rockets back and forth between alohol and the effects of antidpressants.

(I left the mis-spellings and insanity in. Headings and sub-headings added by me.)



We Begin


Ok I'm gonna drink and read Chri's Electric Bastionland and tweet it now

Jealousy




everyone has better design skills than me

"Other game say Gamesmaster, Referee or MC but this is Bastion and we do things differently" -

differently, even to the last version of this game, in an acceleration of the rule that every rpg deign head must ritually kill gary in their mind by renaming the DM into something new to symbolise their new dawn



A Starting Party


a sandwich is SIX POUNDS - like, actually that is possible, like an M&S sandwich

Huh so there is starting group debt and even a starting Belloq rival figure with more hit PROTECTION (not points) than you - so the game is very absolutely and directly about doing this particular thing right now

and you also have a failed career

and dying adds to the groups debt - so if you die, even doing something heroic and useful to the group and Basionland as a whole, you are still fucking the rest of the group and your own future self

there is something extremely british and of its generation about the quiet background sadism of that concept

so you start with lamps and batteries, climbnig and camping equipment and food and water - presumably because its boring getting those things

one other thing you might add in - and this comes of gaming with the Fallen Demiurge whos name shall not be spoken - is in a city game no one ever has a car to start with - so I would add in, considering the ambient britishness - a bus pass or family ticket

So in other versions of ItO the crapness of your stats got you better stuff, and good stats got you rubbish stuff - a concept I enjoyed - is that still the case here? For it seems not..



Chris Betrays Gaming


multiple attackers are NERFED - no longer do numbers count for all, and one man can indeed hold off an army

what will this mean for adventuring

no doubt much flop sweat was dropped by Chris over this arguably non-diagetic rule!

HAS CHRIS MCDOWALL BETRAYED GAMING?

LIKE WHEN THAT D&D RUYLESET HAD DAMAGE ON A MISS?

THE JURY IS OUT

AND IS ALSO ME

it makes EB an essentially interpersonal adventure-world and sets a hard - or flattened curve limit, on tactical thinking

so - big ass rooftop ambushes etc or hiring a company of dudes - all flattened, both against the players and if they try to use those methods

a sandwich and a drink gets your hp back but riskes a random encounter- curiously specific



You Will Play This Game The Way Chris Says


Also - 1st mention of Greggs


fuck Electric Bastionland is like being kicked out of your parents house in your 20s and trying to survive off your overdraft while sleeping on a friends couch and begging for a job in Greggs

carryig too much shit reduces your hp to zero! Ruthless!

And effective

rules here are bascially chris staring at you thru the page & saying "the game is not _about_ that"

so there is no 'persuasion' rules - just save CHA to avoid a *negative* reaction and to *stop* your peons running off

that still doesn't get people to *do* things for you - that is all down to gameplay

ah so in fact one map cannot hold off an army as they would be a detachment and roll a D12, while he would roll a d4

HOWEVER

one man could popssibly hold off an armies worth of INDIVIDUALS provided they do not fight as a detachment

'vehicles take no damage for running over soft targets like people' - dark, since everything else is an exchange of risk - time for some hit and runs!



A Complex Relationship with Risk


SCARS - what are scars in EB? Are they gud?

They are a reflection of the creators complex relationship with risk and its role in gaming

you get one if you go to EXACTLY 0hp

not a likely event

and if you get one, there can be good and bad effects (though since the standard response is death, any intermission of chance is 'good'so we may account scars as mercy if we wish

scars are a kind of high risk high reward routlette game you get accesss to for being damaged to juuuust the right degree but not dying

they are interesting enough that I wuold have got rid of the 'death at 0 hp rule, and just made the damage suffered a modifier on an extended

Exemple of play has differing corridors having differeing smells and winds - an adaptation to the generational praxis of high resources but limited time - corridors only gain meaning thru context which the modern gamer may not have time to create and so they must breathe and live

example of play - everything broken down into either/or risk decisons - the essential binary of meaning creation

say w your friends, or run away? fight, or flee? risk w reward or safety with life - the essential dilemma of entropy bound forms

hmm, no random roll for targets in multiple pc situations - a ruthless and heavy burden on the DM - orr CONDUCTER

and classic mcdowall fair declaraion of in-world risks, even if that level of perception not necessarily diagetically justified - a very prodestant mind. All the information will be given to you and you will decide, and FACE THE CONSEQUENCES.

curious that we can creat nothing complex without embedding our perception of morality into it

ok a new page has happened

ok weapons are basically

- how much damage d6, d8, d10, d12
- is it bulky (can't carry too much
- does it do BLAST (and so harm detachments)

and thats the deal



THA ART


lol Alecs art has started to come in and the text is so Gen-X british and the art so US Zoomer/Millenial that the combo makes a whole new thing

Old ItO was a lot like watching a british sitcom from the 70s, a halrold pinter televised play or an episode of Dr Who -

what will the asethtic of this version be??

'Board' meaning somewhere to sleep - costs £10. More than the d6£ you start with - so you better get working day one

fuck Electric Bastionland is like being kicked out of your parents house in your 20s and trying to survive off your overdraft while sleeping on a friends couch and begging for a job in Greggs

also - why is Greggs not in this Chris? UKFAIL

Hospital and Leasure are free, but slow - spending money only speeds them up

taking an 'improvement course' lets you re-roll a stat, but you have to keep it whatever - an accurate representaion of british education system

'luxuries ' include a medal ceremony for yourself, a sanctioned duel, a legitimate funeral (10k, really you should be leaving at least 1k for your inheritor to clear the expense of your death) and a radio station

ahhh so he has dealt w the transport issue - public transport is available with sliding scales for distance




A NEW THREAD BEGINS!




OK new thread as we are on to 'failed careers'  -- which aaaare about 215 pages of this 333 page book

answering the question of how do you turn a rulselight system into a fucntional money making product in our global times

answer - fill it with art and make char gen also worldbuilding and make there be  a LOT of it

so this is also our map to Electric Bastionland, through the failed careers of its economy and society

which are also options

(look out for a shit neutered version of this in D&D 5E(b) <<<< A PREDICTION

£10,000 is the group debt - so game assumes that by the time you have done enough shit to make that, you will have embedded yourself in the world and caused enough trouble to be essentially self-generating adventure machines



The Mysteries of Publishing Exposed!


Interesting that this is *not quite* black and white

for anyone who doesn't do pblishing - B&W is much cheaper, and so the profit margins are highter

so every creator notices this and thinks "wait, I'll just do B&W art w high quality, charge the same and make a mint"

BUT

then they think - "hey this thing is going well... maybeoooone colour wouldn't hurt.. just one..."

and then you end up w a full colour book

those are the beans which I just spilled



Cultural Background


so from one career we have sci-fi, sci-fantasy, terry gilliam, touch of 40k, edge of dr who

terry prachett - a 'loot office'

o there is some of the old school ItO evening out of capacities thgrough the money and hp system - w lower money & hp granting cooler stuff and higher worse etc

3. Trench Conscript. What was your role?

£2 -Recon. Take paints and a portable canvas.

So for anyone who did NOT grow up wathing british TV in the 80's/90's









So while up to now was lite sci-fi and Blackadder, this Dead-Shoresman is pure Gaiman. Not only are you back from the dead, but no-one believes you.

So there's this invisible backwash of generall 'oddness' (hook in the title) that flows through market towns at night, moterway service stations, the BBC at odd times




and EB is right slam in the centre of that



I Complain about 'Hipsters'


This book will be popular w hipsters and people who care about 'design' because its easy to read, text tlight and has good art

it is worth caring about for other reasons

I am just making it clear that other, more attractive and succesful, but shallower people, will enjoy this for the WRONG REASONS =and they need to be jidged for that

"Threatening Stave - has no fucntion but glows and vibrates in a way that suggests that it could be used for distributing extreme pain"


what can we say about art?

So - first ItO felt VERY british, 19tC industrial in aesthetic

Here the people and style are clearly not that - more idk definitely US, maybe futuristic/current - from a different social milueax

& sadder - more human - but also more beautiful

definitely the people I saw walking around the hipster area of toronto - thin, golde, multi-ethnic, rather than the dense potato people I know from my youth and environment - 1 of which I am

so for me there is a very slight tension between the art & text

but not necessarily for the first reader, for whome the whole will fall a new whole <<< PARTICULARLY BRILLIANT PHRASING HERE PATRICK, THAT'S HOW YOU GET THOSE SILVER ENNIES



I gotta stop because its nearly 10 heere and I drank everything in the room

got up to page 37 though, so you no i did an in-depth reaed

back tomorrow maybe?




More Cultural Influences



K I bought more cider and am back to read Chris McDowalls Electric Bastionland again

'Verminator' gets a combination of Cronenberg castoffs

'Lost Expeditioneer' is in debt to the Elephant Reinbursment House, which is a post-singularity sci-fi story right there

Wall-Born more 'infinite city' vibes and more of a China Mieville feel

Cities demorph and arrange themselves neatly for game designers shaping space w random generators and tables - maybe because they are already organised on human-useful lines anyway - as much information as arrangments in space

'shoe throwing' - thats not an object Chris, you have broken your own rules. Inspired by Austin Powers or that guy who shoes George Bush?

All the places Aliens can come from are worse than Bastion. makes sense I guess.

BONE MAGNET! My old nemesis!

The next drink is for Chris for having to come up with 1200 items and elements

"Dog rifle" is one of those fragments which tells a.. _tail_..

Face with tears of joyFace with tears of joyRolling on the floor laughing  im dying inside

'Roadside Picnic' is probably the best tonal match for the technology. Reality-bending, semi-useful, not understood, often one-shot and clearly not meant to be used for the thing it is being used for. Humanity as scavenger.



This definitely feels more like 'Dark Toronto' more than decayed England.

(I have been outside the UK a handful of times in my adult life so my field of reference may be limited)

In the absence of a frontier or a singular unnatural incursion, the adventure takes place 'in between' islands of various elements of order which, if seen from afar, could be mistaken for a whole

See the book 'the insurgent archipelago' which was about no matter how dominant modernity becomes, its very complexity keeps creating new webs and cracks and elisions of chaos betwixt its endlessly moving parts

There is always a little microdrama or a little worldbuilding in the back of Alecs art

main figure, often a crowd, often a single individual that doesn't quite fit, often crossing eyelines, and something in the background, a wreck, a cable car

so depending on what PCs you roll in EB, you could be playing a Neil Gaiman urban fantasy game, a near future China Mieveille sci-fantasy, straight sci-fi or just victorian social drama

Urchin pack - think Arnold was the 1st person to have this idea. I always wanted to use it in a Frostgrave RPG

Classes
Wizard - magic & in charge but can take no action
Merc Company - as in the whole company, can do stuff but no authoity or money
Dog - is a dog, can smell. A good dog.
Barbarian etc - more like standard characters



The advert and the celestial sphere is very "Electric Bastionland", whatever that is



I fully support this movement! #HumanityFirst


If warhammer has taught me anything its that if you really love humanity, you need to kill anything that isn't human

and most of the things that are - because they are getting it wrong




Char Gen is also NPG gen, society gen, plot gen, rival gen and item gen

efficient

'Masked Horrorist' is very Ramsey Campbell, so we can add that to the stew I guess

Chris you give away being able to see in the dark too easily, have I taught you *nothing*?

of course you can basically hack your own 'bastionland' by making maybe 20 character gen packages of a particular tone or diagetic implication

oh gooood people are going to do that - they are going to release _zines_

if you imagine Electric Bastionland as a real place, life there is largely about intuiting the use and meaning of any one of a million potentially powerful but *singular* items, talents or situations, encountered near-randomly in the mosaic of order



The Absence of Moral Chaos - a personal failing in Chris McDowall????


There is no moral chaos is the decision matrix of EB. Risks may be unfair but they are always signalled. It's rare you make a choice without knowing the consequences. My impression is that mad streaks of luck or doom are not an intended part of the game.

Which is a major character difference between Chris and I

It does take some balls to just say "Yes there are Muppets in this"

"They are not aliens or androids. They are Muppets. And they even sometimes act like you are in a Muppets Movie"

But "Monstrosities" are still an element and you can recognise immediately that they are monsters, even if verbal and self aware. This does seem to nudge slightly against the moral axis of much of the rest of the book.

Hmm Chris and his cult of information again.

Information is not the be all and end all Chris! If we never have to gamble with limited, poor or deceptive information then ARE WE NOT MACHINES?

I skipped a lot of the failed careers. May go back to them later

"If you get into the habit of giving the right amount of information to your players, they have more agency in their decisions, and are less likely to be unpleasantly shocked by the consequences of those choices.'

No. Negative affect, boredom, frustration and *some degree* of unknown unfairness are vital and necessary organs of FREEDOM.

These advices are good but they cannot be held to be absolutely true

If I am a contrarian, what of it. I drove to that forest to test my eyes! I was acting legally and ethically!

I have been drinking yes




heuristics of efficiency


It's tomorrow now

Reading this book on vision confirms that evolution is as obsessed as Chris McDowall with cognitive offload, heuristics of efficiency and more minimising time on unnecessary decisions

So the obverse of Chris's risk/reward hypertransparency is the severity of impact once the choice is made

No "minor" fuckups and few "learning" mistakes? Is that how it actually plays over time?

Ah ha! "Like your Tomb of Horrors style deathtrap dungeon might be full of hidden traps that don't announce themselves, but you're breaking that rule as a specific exception for this particular dungeon"

A paradox of performed secrecy in films is that the actor (& film) communicate simultaneously to the audience that they are lying &/or keeping a secret and..

to other characters in that fiction that they are telling the truth.

A dual signal

So in EBlnd can there be *real* geographic secrets? Like a secret door?

*People* can keep secrets, but are not likely to have more than one, if at all

But can there be a secret place which does not communicate it's existence

but which can still be discovered?



The doctrine of information and risk and the iteration of the game world may interact strangely over time to produce unpredictable cognitive lacunae of particular types

Maybe



giant ants and the attention economy


Look giant ants are not uninteresting as a concept - they are basically the Borg - but, ants

The city as starting area seems to be as common a concept to whatever the current gen is as the wilderness was to whatever older gens were

The difference may lie partially in the shift in the attention economy and social groupings from the 70s to now

70s issue I imagine being more like " how do I spend these extra cognitive hours in a world without screens and internet" and "what do I do w my geographically close sustained friend group for 6 hours'

Modern problem being more like "how do I keep their attention for maybe 3 hours max" and "how do I adapt the game to a shifting attendance group and online interaction"

The city can present a flowing matrix of challenge, information and adaptation more easily than the imagined wilderness.  << I SAID ALMOST EXACTLY THE SAME THING ABOVE BUT I WAS DRINKING AND FORGOT I SAID IT

Characters/Players can be brought in and out more easily too.

Amusingly, if PCs and NPCs have actual jobs in the imagined world, that explains why they weren't present at the game or scene - they were at work.

In the next edition Failed Careers might be "Unstable Careers" or "Gig Economy Trap Careers"

Future Bastionland would definitely have twitter in it

"9. Dark clothes, lone wolf, won't work with any other hirelings. Thinks they're so cool." - Chris I feel attacked by this remark. Neutral face

Cosmic Angels - are these 40k Primarchs?

So you can have Kermit the Frog and a Primarch in the same world?



Lack of Ghosts


Actually if this was REAL British Paracosm role playing it would have more ghosts in it CHRIS

Fuck you could do a Gerry Anderson "Supermarionation" source book for EB. Hidden humanoid mockeries rocketing forth to save Bastionland in bright primary vehicles

Have fun trying to work out which internet personalities these are based on










A Mass Coffin Auction does sound like fun.

The fact that cremation doesn't seem to exist in this megacity pretty much guarantees a gothic logistical structure of trains and necropoli.

The Bureaucrolabyrinth is good. Advancing d20 rolls remind me of Gardens of Ynn

Alien Kung Fu meta dice games - lol I would probably have based the whole game around these

Tuesday, 5 May 2020

The Mystery of Backstory Castle

And the readaloud maze

The osr diaspora is now successful enough and dispersed enough that no-one is in any danger of perceiving me as a leader and I can slink back to my comfortable position of cackling goblin irritant

anyway, watching everyone talk about what lessons do we teach about doing dungeons

and whats the principals of a trap

and we have to teach people how to think for themselves and not be dorks

for without the TEACHING DUNGEON - HOW SHALT ANYONE KNOW HOW TO DUNGEON AT ALL??

actually I was pretty jelly about all the attention everyone elses teaching dungeons were getting
and wanted onto that bandwagon

but then I thought about it for a second and realised


  • firstly that would be a lot of work
  • second I'm not that good at dungeon design anyway
  • thirdly isn;t the very nature of a teaching dungeon slightly boring anyway?


if you want to instil principals in people, isn't it a lot more fun to make...





THE WORST FUCKING DUNGEON EVER!!!




And so it was that I conceived the idea for Backstory Castle, home of the Readaloud Maze, created by the Wizard Bocht Techt purely to be some kind of fucking catastrophe that no-one ever went to

Or to be more precise I had the idea to have the idea of Backstory Castle. I didn't have any of the useful detail-like ideas about how it would work, instead I just thought of a dungeon that was just exactly and precisely the WORST in every possible way

as in, it taught exactly the wrong lessons, both to anyone reading it, anyone running it, and anyone playing in it

lets see if I can have any interesting ideas

I wonder how exquisitely bad we can make something




THE PATHETIC PRODUCTION



The Handout


There is a 128 page handout with full color pages so it prints horribly. It contains a long rambling history of the locality, with multiple generations of unmemorable characters who have ruled for generations. Make sure you spot the clue on page 37!



Compulsary Tie-In Novels


I expect there would be a novella's worth of flavor text about Goblin Boss Gloob's early life and how he came to serve Orc Boss Gark. So that when the climactic battle finally comes, we can see the fruition of this tale as Gloob stealthily fucks off while the PCs carve away Gark's 12hp.

Just like the RoS released important info through Fortnight, there are a series of Tie-In Novels about minor characters and (despite the insane lore dumps) you cannot understand the actions of major characters without buying and reading those novels.


Loathesome Layout


Id suggest moving even further into the depths of meta-contrition: perverse layout decisions, pictures with text encroaching their borders, broken links, nested indicies scattered throughout the text, random font switch 60% through, all printed/laid out horizontally in tabloid/broadhsheet format

Awful Index 



What about an index? Misspeled of course, and sourced from an earlier draft so that only 25% of the page numbers actually align with the topics? Sorted by page number so looking anything up involves starting at the top and working your way down.


Malefic Map


There's a beautiful, full-color, high rez map of the hidden gardens, crystal trees, grottos, glimmering pools, with twist and turns- but its really just one long hallway stacked on top of itself like an intestinal diagram. Nothing out side of the "rooms" (which are just circular areas) are labeled because you can't really do anything with them (e.g. the colored pools are just that).


I think we can definitely combine these - so a giant, 100+ page handout. Its longer than the adventure,

Lets say its formatted for neither US Letter OR A4 size, but could be easily mistaken for either. And if you print it in the wrong format important information is lost.

Full colour - hi rez. Full family and legendary history of everything. Vital hidden clue.


Foul Font


Print the whole thing in red ink on gray paper, in Fraktur font.




THE AWFUL AESTHETIC





Terrible Text Tone



  • "Uh, hey guys" rambling convesational gamer dad text
  • Daidacticly autistic hyperdense voice
  • LORE DUMPS



Fraternizing tone, something like "You surely know, oh gentle reader..."
Old memes or slang in writing.
introduce new, 'cool' words to address the readers or the process of play ("Playzzers" for simplest example); rename DM into something long and difficult to pronounce (Galactic Viceroy of Research Excellence, for the quick example) and never use any abbreviation, only the full title, in the text.


ONLY BEIGE OR VIRID PUKE


The only aesthetic tones in the adventure can be the most beige as fuck 5E-bait multiply-photocopied fantasy archetypes OR 'fuck you' low level but atavistic edgelord foultext - IT SUBVERTS YOUR EXPECTATIONS

"The Wizard Bocht Techt rises before you through a pillar of silvery smoke, silvery because it springs from the fountains of the feywild where Boch Techt learned this spell from his Elfen Maiden betrothed before the sad tragedy which seperated them in the Brown Eons many Oolthars (an orcish measure of time) ago. Techt is truly a hoary and sad figure with a long grey beard a tall conical cap upon which stars are ebroidered with a floppy brim. His robes are of the most midnight blue and flow around him like clothes hanging off an old man. They are also embroidered with mysteroius sigils of cryptic design [DC 15 Lore check to realise these sigils are in the language of the Eld Castle folk]. He wears fabulous but worn turkish slippers as if he came recently from his smokey study and smokes a DOUBLE BARRLED pile carved from old oak in the shape of a Griffons Claw (in memory of his defeat of such a beast during the Adventure of the Sleeping Ape), twin curls of silvery smoke as slivery as his sigils and his silver beard wind up from the griffin-clawed pipe his face smiles in a winsome yet also sad way as if weighted down by his many years of thinking about stuff but he has a mischevous gleam in his clever eye and carries a staff with a COCK ON IT BECAUSE THIS WIZARD FFFUUUUUUCCCCKS

"Greetings Adventurers" chuckles Bocht Techt, "hast though come to test mine maze?"

The wyzard wynks saucily.

"Or art thou down to fuck?"


POINTLESSLY RE-NAMED BUT STILL BEIGE AS FUCK MONSTERS!!


Orcs and goblins? No, this castle has Skri'therzm and Mocron-Reiru, which are a race of brutish, chaotic humanoids and race of shorter, brutish, chaotic humanoids. And the skeletons are called "darkbone haunters".

Yes! Glark is no longer a Goblin but a Mocron-Reiru!

'Darkbone Hunters' is too perfect - this wins Bocht Techts most flavourful award.






THE INANE INFORMATION DESIGN






BAD BOXED TEXT has to be an absolute must on every page


this is a big deal - Jason Cordova is trying to bring this stuff back and ONLY I IN MY LONELY GENIUS stand in his way

someone has to destroy boxed text forever and that someone is me

so, every major element has to have readaloud boxed text and that text has to introduce every element with its deep historical and thematic meaning FIRST, and at LENGTH, with any useful elements last, and also totally hidden in the huge block of spoken text

"This abyssal chamber was not included on the original plans for Backstory Castle due to the Time God Oct spilling a cuppa Hot Joe onto the plans during his meaningful tussle with the Sorcerer Bocht Techt during the Ovulation Wars of the Nightmare Age, a period forgotten by all. Nevertheless the architect Moongold, (lover of the Elf Queen Hyacinth) used meaningful magic to uncover the room plans during a Sorrowing Moon. The light of that moon impregnated the structure of the ten by ten room giving it a deep and sorrowful cast, something unknown to its current goblin occupant (absent on a d6 roll of 1+) as the sorcery has leeched away over the eons leaving only stone which holds up the ivory plinth on which the goblin sleeps. The plinth was stolen and is missing, leaving no trace and the goblin is out searching for it. The theives of the plinth used a mind eating magic to disguise its theft and any attempt to scry its location leads to instant level drain. This room has doors which lead both in and out."

hmm, what else is terrible?


Rancid Room Keys



we're going to need room keys after the read aloud text, right? Each room in the dungeon should take up four to five pages in the book. The room keys need to be hyper detailed to the point that they become useless as keys.

Also, why not key 25% of the rooms in pseudo-hexadecimal.

Room 9A2E. Mocron-Reiru living quarters.
7 beds.
→ bed 1. Not made.
→ → old blanket.
→ → → red, made of torn cotton.
→ → → → tear in left hand corner.
→ bed 2. Made, not well though, as if the goblin-reiru was in a hurry to make it. Probably had about 2 minutes to make the bed, with a deviation allowance of 45 seconds.
→ → blanket of blue, cotton. Pillow is straw stuffed into a bag.
→ → → straw bag was made 6 months ago by the farmer Gusa'gel'del'tonathon. The More-Reigru stole the bag from the farmer while he was milking a cow named [cow #1, page xx]
→ Bed 6. Not a bed, actually a chest.
→ → made of water logged wood.
→ → → wood was soaked 2 days ago, swollen.
→ → → → hinges made of steel. lock clasp made of iron. Chest weighs 12 lbs and 40 grams when lifted.
→ → → → → inside is 8 kg of gold.


"we're going to need room keys after the read aloud text, right?"
Ok, but consider, what if we didn't have room keys at all?

But alright, assuming room keys:
-Rooms missing a key entirely. It's not even 31. Tenth Kitchen, just Tenth Kitchen. (Yes we need a lot of kitchens, all similar and described in exquisite detail)
-Map keys referring to nonexistent rooms, obviously
-Skip a number, or a few. There is no room 52 on the map or in the entire adventure.
-There should be at least three different versions of room 51, all contradictory. (Was contradictory DM text mentioned already? A room needs to have a lich in it, and no lich in it at the same time.)

A few other ideas:
-NPC descriptions and NPC stats need to be at least 100 pages apart.
-This cannot use a gold or silver standard. It needs to have an electrum standard (a fact never mentioned anywhere), and a very elaborate money conversion system, with e.g. bronze coins worth 1/7th electrum. They're not referred as electrum or bronze of course, but with made-up names like "Third Dynasty grucats" and "sifs".
-Rename stats and classes for no reasons.
-Use a mix of multiple measurements. Feet and meters, lbs and kg and stones and slots.
-Somewhere in the dungeon there should be a portal to a whole world the DM must improvise out of thin air. What's the Grobulon Dimension? Fuck if I know, but it leads there. Or maybe a portal to literally anywhere. Take your setting's planet's map (you have a painfully detailed world map, right?) and roll coordinates at random! Oh, and 1d1000 years back in the past. Hope you have a detailed setting timeline.
-A magic item that mind controls the characters to railroad them into following The Plot.
-The big baddies use odiously powerful magic items (or tantalizing, really interesting items used in horrendously boring ways), which explicitly don't work (or outright disintegrate) if PCs use them, justified with obscure bullshit backstory reasons (if at all).
-OOOOH I FORGOT. Very important: the adventure needs a NPC that hires the party, then inevitably betrays them.
-(Also lots of traitorous monsters, and doppelgangers, so your players become paranoid forever.)



Every detail of any room has a separate DC to notice any particular detail, and a further DC to a history or knowledge check to determine in universe connections. Despite ostensibly a beginner dungeon, the challenge of the checks seem to have been calculated to be impossible for all but a maxxed-out optimised build level 20 character.

"The room has a stone flagged floor coloured dark grey (DC 15 perception to notice floor) laid out in the pattern of the sacred circles of Glarenthil (DC 30 arcana check to recognise this), it is a different stone from the walls (DC 20, Dwarf characters who took the stonemason background from appendix C may add 3 to their check) showing that the floor was added later and belies the history told to the characters by the hidden scroll from room 1_C (DC 17 intelligence check to make this connection). A rusted chandelier swings from the ceiling (DC 35 perception to notice chandelier), the trap on the chandelier (8d6 lightning damage, dexterity save 20 for half) will immediately be triggered unless the chandelier is noticed, and power word to disarm it is spoken (DC 25 Arcana Check to recognise the trap is disarmed by a code word DC 40 History (Backstory Castle) needed to recognise the disarm word is the name of the Elf Queen Hyacinth). Across the room is a bookcase (DC 18 Perception to notice bookcase) filled with dusty tomes (DC 20 arcana check to notice that there is nothing of value in the books which contain 19 cp worth of paper each). Glathnark the Mocron-Reiru Assassin is hiding behind the bookcase (looking behind the bookcase and succeeding in a dc 50 spot check will reveal the assassin) and will spring out and assassinate (Death attack auto hit, crit on 3+) the last in marching order if the characters pass through the room to the door on the other side (DC 15 perception to notice other door)."



Tortuous Tables


Tables are;

Boring; result one = One Orc. Result Two = Two Orcs. Result Three = Three Orcs

To be properly boring tables have to have a lot of the same *kind* of thing in them, differeing only in absract numbering and in no other way;

So;

result A - "Fifteen Leather-Clad Orcs accompanied to two goblin scouts. The Orcs are loyal to the Orc Boss Gark and are searching the halls for intruders."

Result B - "twelve goblins accompanied by five ferocious orcs clad in leather armour. The Goblins are loyal to the Goblin Boss Gloob, who serves the Orc Boss Gark faithfully out of fear. The Orcs serve Gark directly and think themselves better than the Goblins. All are armed with random weapons. Damage - by weapon."


Tables must be split over multiple spreads, either extended laterally with columns going partially onto the next spread, or vertically with rows going onto the next spread, or BOTH!

Tables must be extremely recursive, that is, to complete the roll of any particualr result, you must have to roll on another table, in a different part of the book, which also requires you to roll on ANOTHER table.

The more immedaiately necessary the result is the more recursive the table must be. And even better, some tables have multiple PATHS of recursion - to complete them you have to go to two differnt places in the book and reassemble the results!

So, result B, "twelve goblins accompanied by five ferocious orcs clad in leather armour. The Goblins are loyal to the Goblin Boss Gloob, who serves the Orc Boss Gark failthfully out of fear. The Orcs serve Gark directly and think themselves better than the Goblins*. All are armed with random weapons*. Damage - by weapon."

*See - Orc Motivation Table
*See - Random Weapon table pages 302 to 305 [Obviously this is satire, in the real adventure, no page numbers would be mentioned, you would just have to flip until you find stuff


Vague, Undifferentiated and Uninventive Content


Table results have to be totally uninventive, nothing you couldn't have come up with yourself, and they must be vague enough that they bring no solid diagetically concepts to mind. They should be useless for immediate purposes, badly wieghted so they produce incoherent results over long-term play, and also be very boring to read as a matter of game prep.

An example of Vague Results below

ORC MOTIVATIONS; (two column)

This Orc feels;
1 Angry
2 Wrathful
3 Raging
4 Frustrated
5 Aggressive
6 Hateful
7 Like fighting
8 In a Dark Mood

About
1 Resources
2 Starvation
3 Greed
4 lack of food
5 The Orc is hungry
6 The orc is frustrated
7 The Orc wants something
8 What it doesn't have


That's all I got right now. Feel free to do my work for me add your own ideas below, or in a blog post of your own, in the popular longrunning gygaxian democracy experiment - The Mystery of Backstory Castle!


Half of the tables' results are some form of "dm choice" or "pick other two". Especially the most important treasures are not defined.



Mind-Crushing Monster Stats!


I realise this is much too late, but an addition that would do wonders is if all the monster boxes vary by rule editions too. Darkbone Haunters are 3rd edition d&d, mocron-reiru are written with OD&D notation, each monster has an AC value, but you don't know if it's ascending ac or descending, some monsters use Target20 and some use THAC0 to attack. Some monsters have attack matrices (but not the same monsters that have OD&D notation).






THE APOCALYPTIC ADVENTURE DESIGN!





Nasty Nerfs!


The only thing that is easy to find is a full page near the front of the adventure explaining all of the spells which are NOT ALLOWED in the dungeon. "Techt has enchanted the area so that teleporting instead does 2d8/2 damage to the caster. Techt has enchanted the area so that divination give incorrect information most of the time."

Souless Subsystems!



In the adventure, or maybe a hangout, add a few new rule subsystem that emulate/simulate something in very minute and unnecessary details (such as mass breathing or camp-building, for example), and then insist that these rules variations are mandatory for this adventure, so players will have to learn and master them. Add one or two places in the adventure where these rules are absolutely essential for the victory, and then never bring them up ever again so at the end players will waste time learning and memorizing them.
Subsystems, of course, are either very bland or exceptionally intertwined or both.


Trash Traps!


The logic of traps and how they interact with the investigation of the imagined world is actually surprisingly subtle, with each version of doctrine having a different interaction with the players and DM and reaching its own meta-stasis over continued play - which actually makes forming a truly, exactly, nightmarishly BAD trap quite a complex equation

lets see what we can consider

Inconsistency - not only must the methodology of the traps be inconsistent *within the diagesis* i.e. it must make no sense when considering the structure of the imagined world

but it must also be inconstant as a matter of design

Types of Traps

the gygaxian tomb of horrors trap - something designed specifically for *adventureres* and to fuck over people who do stuff like D&D players, like HA HA HA YOU THOUGHT AHEAD YOU TWATS!!

the naturalistic vietcong trap - something designed in-world in exactly the way taht an in world agent would make it for in-world reasons - genuinely very hard to find and genuinely potentially deadly but since it follows the logic of that reality, something that can be learnt and ultimately accounted for

the chris mcdowall trap - potentially dangerous but always signalled in some form. The trap as 'problem' primarily, its danger only serving to force investigation and thought, a potential killer but not truly designed to kill

the storygames trap - a trap which is actually an 'event', like a bottle episode of a tv series set in a dungeon. potentially somewhat dangerous but primarily created to prompt complex DRAMA - I hope you wrote an EXTENSIVE BACKSTORY because now you will be reading it out at length to each other.

the NUMBERS trap - like that guy, I forget his name but he makes everything numbers? The torchbearer guy. This trap reduces one particular rules factor on your character sheet by a SPECIFIC NUMEBR oh fuck I hope you don't have to calibrate the equations in the excel sheet you are using to work out who the fuck you are!!

the "dick or dog" Raggi Trap - the trap which puts the pcs and the players into a dirtbag-spiderman style MORAL QUANDRY - do you release the RAPE VAMPIRE? or RAPE the MEAT BUYER? well you have to do ONE OR OTHE OTHER  or the WORLD WILL END!! BECAUSE OF YOU! ITS YOUR OWN FAULT FOR GOING ON AN ADVENTURE YOU FOOOOOOLS


Troubling Trap warnings and Stupid Expectation Setting


There have to be warnings about what kinds of trap you will be facing in Backstory Castle, and those warnings have to be (long and boring and readaloud boxed text of course) and probably also in riddle form, but they also have to be just useful enough that its worth listening to them - they will actially predict something about the traps.

And then they will fail totally because soemthing utterly incoherent will happen and none of it will make any sense.




Moronic Mono-Motivated Monsters


Only Orcs, Goblins, Skelingtons and RAPE ENGINES exist in Backstory Castle and there are sure as fuck no warnings about the last one.

And there are lots of Orcs and Goblins and Skeletons.

And the Goblins sure as fuck don't do anything interesting.

No monster in Backstory Castle wants anything except to stop you going through its room and they all wait in their rooms doing nothing but waiting until you arrive. No monster has any relation with any other. The Goblins have no tricks.

They do have backstory though. Individual and in-depth backstories.




Awful Encounters


Untill they aren't.

Half of the place has careful encounter balance to ensure there's no actual risk of permanent player consequences (the horror!), and then the other half is full of "fuck you, you die instantly with no countermeasure" challenges, and there's no way to tell which is which amidst all the complex backstory and wording.


Many encounters have notes about adjusting the "difficulty", like "if you think your player are steamrolling the dungeon you can add 1d6 goblins in room 2B and 3d6 Mocron-Reiru in room XII"

No matter what the players are doing, no matter how innocuous the situation is, randomly stop and ask them to detail their actions and locations exactly like they're about to be ambushed.
Sometimes they are. Sometimes it's a really bad trap. Sometimes you just let out a sigh and say "ok, let's move on". There is no pattern.
Also, combat is officially played out on a grid but the DM must ignore the grid and run it as theater of the mind without telling players. Or vice versa. Lots of "how long are your arms" questions and wankery involving what exactly a flail does to a shield in 1400's Brittany, France.


Turgid Treasures! 


What about treasures? There ought to be just enough gold to make it feel like someone is making fun of you. 1d6 electrum pieces (electrum because it's a pain to manage) in a trapped chest?
A chest in every room with the same trap and the same reward perhaps?

I am reluctant to allow any meaningful treasures but I will accept - random piles of copper coins five meters deep. Half of the coins are actually a 3/4 copper/electrum mix (so you have to calculate the precise value. They have been painted to look like the copper coins which they are mixed in with. They have also been enchanted to explode if examined. The coins are also cursed.



Empty Rooms!


Room after room after room after room after room after room after room after room after room after room after room after BOOM CAMOFLAUGED RAPE ENGINE -

"I gotcha!" Chuckels Bocht Techt emerging from a hidden hole, "now thou are porke'd fore sure, unless thou answerest my mine riddles three!"


Evil Encumbrance!


What's the most fun part of dungeons? Tracking encumbrance. So this book will have it covered. It should go above and beyond and require the player to track their calorie intake, fatigue and hydration because all those things will impact how much they can carry.

Not sure how to track it? There will be maths equations the player has to use to track what their encumbrance level is. Half the rules are in the main book with the remaining rules in a supplement. The importance of tracking encumbrance is inconsistently linked to how some traps function. Progress is impossible without the excruciatingly detailed encumbrance rules.




YOU LIVE YOU DIE YOU LIVE AGAIN!




There is no escape from Backstory Castle! He he heeee

the Wizard Bocht Techt made a sorcery on it so that if you die in the Readaloud Maze you come back to life in a random place in the maze - just like Doom and the year 2020AD; the only way out is through!


Specifically detailed ending script, maybe with multiple options. But they're shitty, like a video game "which of these three levers do you pull" ending.

A long-winded and overly detailed explanation of What Happens Next that expects you to build your entire campaign around this dungeon. Intricate details about the plans of the various NPCs that leave no room for player interaction. The adventure railroads the GM.

Similarly long-winded "where to place this dungeon" section that covers where, exactly, down to the hex or grid coordinate, where you are SUPPOSED to place this dungeon in fifteen different published settings including specific NPCs who have But Thou Must'ed the PCs into entering the dungeon. Absolutely no advice on integrating it with a homebrew setting.