Saturday, January 13, 2024

House of the Revelers - Mindstorm Guest Blog Dungeon

When Ty of Mindstorm said he was going to do a blog guest tour this year, I raised my hand immediately. I had no idea that it'd go this hard. I am blown away. 

A His Majesty the Worm drop-in-dungeon. Put the secret entrance in another dungeon corridor and let your adventurers discover the terrible secrets of the...

House of the Revelers

Theme: Decadence

Entrance: A crease in the dungeon wall indicates a secret door. The aroma of freshly baked bread and sizzling meat seeps out from the cracks. Pushing lightly on the wall causes the door (well-oiled) to the Dining Room to open.

Hallways: Opulent, full of small alcoves where marble heads (giant sized) look back at the adventurers. There are coins sprinkled here and there, everywhere.




Dining Room

The aroma of freshly-cooked meat. Scurrying feet of a feasting man. The crunching of teeth and the smacking of lips. 

The moment anyone pockets treasure from the dungeon, the door leading to and from the dungeon swings closed. There is a flash as it magically welds itself shut. It opens freely for anyone wearing the pendant from the Dance Hall.

A man, dressed in a grease stained frilly shirt, feasting.

  • Action: Consuming as much food as he can, as fast as he can.

  • Appearance: Once fancy clothes, covered in grease. Unkempt hair. A big belly. 

  • Attitude: Implore others to join him in the feast. Becomes hostile if they try to push past, and when struck explodes into a mass of Hungering Worms.

  • Ancillary:

    • “I can’t remember my damn name!”

    • “Damn, it’s just… so good, it’s all so good.”

    • “Oh, don’t worry. Someone always brings more! There’s more coming!”

    • If observed, signs of movement under the skin on his tummy.

An eight-armed glass chandelier lights the entire room.

  • Fresh wax candles. Expensive.

An ornate wooden table full of food and taking up most of the room’s space.

  • Savory meats, roasted vegetables, crumbly cheese, juicy fruit.

    • The feast is extra filling! Anyone who eats doesn’t need to consume rations during the next 1d3 camp phases. There is a 1-in-6 chance of contracting the Great Hunger affliction; see below.

  • Silver platters and plates, golden utensils, crystal wine glasses

Mechanics

Hungering Worms. Attributes: Swords 0 | Pentacles 2 | Cups 0 | Wands 0. HD: 3/0

Each worm is about three feet long and as thin as string. There are dozens.

Lesser Doom

  • Scatter! Play a lesser doom card to have the worms scurry apart, into the cracks and crevices of the dungeon. Unless the adventurers have a way to pull each worm free, the Challenge ends. The worms will be back. They’re hungry.

Greater Doom

  • Burrow! Play a greater doom card along with an attack. If it hits, the worms go down the throat of the adventurer. They immediately are Afflicted with The Great Hunger. The Hungering Worms immediately lose 2 Health, representing the majority of them finding a new host.


The Great Hunger. (Affliction)

  • Stage 1: You’re peckish. Test Wands during the camp phase. On a fail, you need to try sneaking a second ration or you starve. 1 charge to cure.

  • Stage 2: You’re just really, really hungry. You must consume 2 rations during the camp phase or starve. 1 charge to cure.

  • Stage 3: You’re ravenous. Test Wands whenever you’re in the room with something edible: if you fail, you’re going to try and eat it. 3 charge to cure.

  • Stage 4: You explode into a nest of Hungering Worms. There’s no cure at this stage, because you’ve exploded.

Baths

A misty steam filling the room, making you sweat. The splash of something moving in the water. A low, rumbling bass of unnatural laughing voices.

Steam obscures anything further than ten feet out.

Sconces on the wall burn brightly, filling the room with hazy light.

Pools of a liquid that looks like water, but thicker.

  • Stairs lead down into the pools. They’re 8 feet deep.

  • A mortal soaking in the water for a quarter-hour heals all physical wounds, but not perfectly—instead of scabs and scars, their skin is patched with gold, like a living kintsugi. Even missing appendages grow back, but made purely of gold.

12 Marble Revelers soak in the pools.

  • Action: Enjoying their endless soak, gossiping with each other.

  • Appearance: Twelve-foot tall living marble statues. Perfect bodies with (literal) chiseled muscles. They open their mouths (but don’t otherwise move them) to speak in deep baritone voices.

  • Attitude: Curious about the small ones. Completely unafraid and unfazed.

  • Ancillary: 

    • “It’s not water, little one, but it won’t hurt you! Have a dip.”

    • “Ah, what a fool you would be to choose to dance instead of soak! This is the life.”

    • “The way out? Oh, little one, you can’t get out. The dance hall is too dangerous for you. Stay with us!”

An elevated section of the north eastern room is surrounded by wooden railing.

  • Climbing up the wall and over the railing leads to the Alcove.

Alcove

A hazy mist of pipeweed fills the nostrils and stings the eyes. Leather creaks. A distant splash of water from afar.

A woman in finery leaning back in an armchair smoking from a pipe.

  • Action: Smoking endless amounts of pipeweed.

  • Appearance: Wrinkly and thin. A beautiful dress. Glazed over eyes.

  • Attitude: Languid, dazed, and happy to chat with anyone who doesn’t harsh the vibe. 

  • Ancillary: 

    • “My name, darling, is Madame Olivia of House Dusklight.”

    • “Leave? And risk being crushed by the brutes of this place? No thank you. Besides, sweet thing, nobody leaves this place once the door seals.”

    • “Yes, yes, smoke with me. Let me light that for you, sweetie.”

Two armchairs, facing each other.

  • Olivia Dusklight is in one.

A small table between the chairs with a single candle, the only light.

A lounging couch.

  • The amount of coins between the cushions is astounding, really.

The alcove is open to the south and west, blocked by a waist high wooden railing.

  • Below, the splash of water can be heard and a rumbling of stone. Hazy steam obscures vision.

  • Leaping off the railing leads down to the Baths.

Kitchen

Racks of hanging cured meat, dried spices, and kitchen implements. A many-armed figure moving through the chaos as easy as pie. Bubbling cauldrons, sizzling frying pans, and warm ovens.

A humanoid figure with twelve arms scurries about the kitchen, flipping, cutting, spicing, and plating several different courses.

  • Action: Cook meals, bake bread, and prepare desserts.

  • Appearance: Twelve arms. A face longer than it should be with sharp teeth. An old apron. Fingernails as sharp as a chef’s knife. Also brandishing a chef’s knife.

  • Attitude: Busy, scatter-brained, and willing to put people to work. If threatened, Chefy turns hostile and unleashes his homunculi on the group. More meat for the pot.

  • Ancillary: 

    • “Parts, parts, parts! Bring me things that were once alive, and old Chefy here can make you up some nice takeaway. Delicious!”

    • “Worms? In the food? No, no, no, not from me, what an accusation! Who did you dine with?”

    • You want out? Of here? Gotta get the pendant from the dance hall… And if you’re going that way… kill the guardian in there, bring me the body… Chefy’ll cook it up nice for you.”

Firelight from the ovens bathes the room in orange glow.

Racks of food, spices, and implements make up every square inch of the walls.

  • There’s enough here to fill every pack the adventurers have with rations.

(HIDDEN) 4 homunculi are hidden away in cupboards and drawers.

Chefy’s Takeaway

Chefy can whip up takeaway in no time at all. Use the Alchemy rules, but the Brew Alchemy doesn’t require tools, talents, or time. Chefy does demand the entire body, though. He’ll do the sorting of parts. In addition to an alchemical substance, Chefy also produces rations for the party with each meal.

Statblocks

Chefy

Special: Chefy, with his many limbs, always grants +1 draw in the Challenge Phase.

Attributes: Swords 5 | Pentacles 4 | Cups 2 | Wands 2. HD: 6/0

Lesser Dooms:

  • Knife-skills: Chefy can play a lesser doom card as a Riposte. This does not count as his action for the turn.

  • Taste test: If Chefy is in his kitchen, he can play a lesser doom card to take a quick snack break. He shovels down some of his own creations, Healing 2 Wounds.

Greater Dooms:

  • Chef’s knife: Play a greater doom card along with an Attack. If the Attack is successful, Chefy cuts free a random limb.

  • Need more sous-chefs: If Chefy is in his kitchen, he can play a greater doom card. His free hand slaps together 2 homunculi who join the fight in the next round.

Homunculus

Attributes: 0. HD: 2/0.

Lesser Doom:

  • Season: The homunculus throws salt and spices on the character. Chefy makes any attacks against them with favor.

Greater Doom:

  • Mise en place: Pick one adventurer and play a greater doom card. For every homunculus engaged with them beyond the first, deal 1 Wound.

Dance Hall

Polished floor stretching out into the dark. A massive hanging lamp in the center of the hall throwing the entire room into contrasting shadows and light. The thunderous crunch as a hundred twelve-foot tall marble folk dance the endless dance.

A golden lantern, the size of a giant’s head, rotating on a clockwork device, throwing out strobes of light. The ever-shifting nature from this creates impenetrable shadows that dance across the room.

100 Marble Revelers dance in a rhythm of chaos on the dance floor.

  • Action: Dance, baby! With each other, in a line, in a mosh pit, swinging with a partner, performing intricate ballroom maneuvers, and every other variation.

  • Appearance: Twelve-foot tall living marble statues. Perfect bodies with (literal) chiseled muscles. 

  • Attitude: They ignore the small folk entirely and never speak. Ignoring the small folk means that if you’re on the dance floor, a twelve foot tall statue might crash into you at full dance-speed.

(Hidden) The Gold-Eater, an abomination of flesh and metal, stalks among the dancers, waiting for those made of meat to try and get the pendant.

  • Appearance: Rhino-sized. Bulbous globs of flesh. Five legs of varying, mismatched sizes. A hundred misshapen eyes. Coins, jewels, goblets, and all manner of treasure pressed into the flesh as if it were jelly.

  • Attitude: The Gold-Eater, in order of importance, will act in the following way: 1) protect the pendant. 2) eat anyone that enters the dancefloor. 3) stay hidden from intruders of the dance hall.

  • Ancillary: The Gold-Eater is bound by magic to the dance floor and cannot leave it under any circumstance.

A raised dais, in the center of the dance floor, with something shining on a pedestal when the lantern light hits it.

  • The center of the dance floor isn’t terribly far from the edge, but is a treacherous journey through the dancers.

  • The pendant is draped on a golden holder.

Rows and rows of tables, covered in appetizers and dusty bottles.

  • The appetizers are all freshly made and constantly replenished by Chefy’s Homunculi in the Kitchens.

  • Wine goblets, made of silver and inlaid with gems, are scattered haphazardly everywhere.

  • The dusty bottles are unopened wine. The vintage is from the past age.

The Pendant

The pendant is sized to be worn by a marble reveler, but once picked up it resizes itself to fit around the neck of the adventurer holding it. It is golden chain and glowing red ruby.

The pendant can be used to unseal the door out of the dungeon back in the Dining Room.

The pendant can also be used to reach this dungeon once again. Use chalk to etch the outline of a door and then fill a small brazier with three handfuls of gold coins. Light the brazier while holding the pendant in a fist. The coins are consumed, but the door opens into the Dining Room.

The pendant is heavy. It takes up 2 slots. If you take the pendant off your neck (even to hold in your fist to make the door) you cannot put it back on until you are inside the dungeon. If you aren’t wearing the pendant for a day, it begins to fade and crumble. On the third day it vanishes, returning to the pedestal in the Dance Hall.

The Challenge

Moving onto the dance floor begins a Challenge Phase. The ever-shifting and unpredictable dance of the marble revelers means that it’s no simple feat to reach the pedestal in the center.

Special Rules: Draw +1 card for the revelers. The marble revelers always play the GM’s lowest card for their Initiative, and it is played face up before the players choose their own initiative cards. Anyone who has an Initiative below the marble revelers immediately takes 1 Wound as they don’t take enough time to predict the upcoming dance maneuvers.

Gold-Eater

Sorcerous Elite

Attributes: Swords 4 | Pentacles 4 | Cups 4 | Wands 4

HD: 6/6


Restorative: You must seal, by burning, the attacks you make, lest they heal over! The Gold-Eater heals 1 Wound at the start of each Round unless damaged by fire or acid.

Lesser Doom

You’ve brought me gifts: The maw of the abomination opens and it lets out a sickening cry that worms its way into the hearts of the greedy. Play a lesser doom card. The adventurer in the same zone who is currently carrying the most amount of pilfered treasure reaches into their pack and throws their most valuable piece of loot at the feet of the Gold-Eater.

The predator hunting in the dance: The Gold-Eater instinctively understands the motions of the marble revelers. Play a lesser doom card face down and vanish amongst the forest of moving marble bodies.

Major Doom

Golden shake: The abomination shakes it all off, like a wet dog, freeing embedded coins and trinkets and sending them flying. Each character in the same zone takes 1 Wound from the coins and treasure pelting them at bullet-like speed.

Altar

A skeleton, the meat rotted away, lying on the floor. Charcoal etchings on every inch of the wall. A towering old altar, accompanied by benches surrounding it in a circle.

There is no light in the room.

A human skeleton is leaning against the altar in a seated position.

  • Their pack, beside them, is rotted away to scraps. They’ve been dead for centuries.

A marble altar, sized for the marble revelers, is in the center of the room, surrounded by benches.

  • A marble dagger is placed carefully on the altar. A regular-sized person would wield it as a greatsword.

The walls are covered in charcoal markings.

  • The etchings are the culmination of research about this place.

  • One section shows this small area being torn free from the world. It appears the dungeon is a shifting demi-plane.

  • Another section shows the Gold-Eater. Etchings show it magically confined to the dance floor. Another section shows it launching coins at unaware adventurers. The last part shows it about to pounce on an adventurer as they snatch the pendant in the center of the dance floor.

  • The last section is a drawing of the pendant and illustrations about it. It serves as a key to this place—to get out, but also to get back in. It resizes itself to the wearer. If not worn for some amount of time, it fades away from the world and returns here.


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Many, many thanks to Mindstorm for this incredible post.

Wednesday, January 10, 2024

Resolutions in the FLAME Imperishable

On my RPG writing roadmap, I have a capsule game of my own, tentatively called Tormented Hills and Unharvested Seas. (I first mentioned the germ of this idea, here).

The underlying system of this game has its own cute, bespoke name: the FLAME Imperishable system

Mr. W.F. Smith of Prismatic Wasteland has issued a challenge:

My challenge is thus: In January 2024, come up with a new resolution mechanic for a TTRPG and give it a name. It doesn’t need to be good (in fact, most the good ones have probably already been taken). It just needs to be new! You don’t need to plan to use it in your games; it can be absolute detritus for you. But one blogger’s trash is another designer’s treasure. You never know how great an impact one throwaway idea on a blog might have.

Because I am easily peer pressured, I will debut this system for you now. It will both be an example of capsule game mechanics, and also fulfill this challenge. 

The Flame Imperishable

When you have time, gear, and skill, your adventurer can overcome almost any obstacle. If you lack one of those elements, you must test fate. 


When you test fate, roll a pool of six-sided dice. This pool starts at 0, and you add 1 to the pool for each one of the following you have. 


Fellowship - Add a die if someone helps you with the task.

Lore - Add a die if you have a Lore that is relevant to the task.

Attribute - Add a die if one of your Attributes would be helpful.

Magic - Add a die if you use one of your magical abilities to accomplish the task.

Equipment - Add a die if you have the right tool for the job.

 

Look at your dice:

, : Miss

, : Near miss

, : Hit

If you get at least 1 hit, you succeed. 


For every additional hit, you can add one detail to your success (say "yes, and…"). You might accomplish your task quickly, impressively, thoroughly, effortlessly, and so on.

You can stress one of the assets you rolled (Lore, Attribute, Equipment, etc.) to turn a near miss into a hit. Stressed assets are refreshed during downtime. 

And there you have it. A simple dice pool system. The goal of this system is to never do math. No addition, no subtraction, no derived stats, no counting HP. 

Sunday, January 7, 2024

Capsule Games Part II: Meditations on Capsule Design

In part I, I tried to define a sub-genre of RPG that my friends and I are calling a "capsule game." 

To revisit that definition: Capsule games are a genre of RPG where the game is sold as a complete experience. They often have a light-weight rule system, predefined characters, and a bounded adventure for the GM. 

Is it possible to move our discussion of "capsule games" from declarative to imperative? Let's find out. Vive le manifeste!

These principles structure capsule games so they can do what they do best:
  • Provide predefined characters
  • Create rules that are the right size
  • Create immersive rules
  • Create maps with no blanks
  • Provide a sense of finality

Principle: Define Characters


Capsule games don't say "You can be anything!" They say "Come play this sort of thing." 

And the more specific a game is, the more bespoke the experience becomes.

This is good: "Come play Cops and Robbers. You can be a Cop or a Robber."

This can be even better: "Come play Cops and Robbers. You can be Sweet Georgie, the head of the family. You can also play Dick Little, his consigliere. You can also play Fred "Scar Face" Scaramucci, who's Sweet Georgie's cousin but also an FBI informant. That's all the characters."

Give players the chance to play important, specific characters like they would take on specific roles in a play. 

(For a while, "playing a premade character" seemed to be the defining trait of capsule games to me. But enough games lack this specific element and still feel extremely encapsulated (notably the Labyrinth Adventure Game), so this cannot be a hard requirement.)

Example: Lady Blackbird by John Harper




Man, I can't explain Lady Blackbird better than the author himself. The first page reads:

Lady Blackbird is on the run from an arranged marriage to Count Carlowe. She hired a smuggler skyship, the Owl, to take her from her palace on the Imperial world of Ilysium to the far reaches of the Remnants, so she could be with her once secret lover, the pirate king Uriah Flint. 

However—Just before reaching the halfway point of Haven, the Owl was pursued and captured by the Imperial cruiser, Hand of Sorrow, under charges of flying a false flag.

Even now Lady Blackbird, her bodyguard, and the crew of the Owl are detained in the brig, while the commander of the cruiser, Captain Hollas, runs the smuggler ship’s registry over the wireless. It’s only a matter of time before they discover the outstanding warrants and learn that the Owl is owned by none other than the infamous outcast Cyrus Vance.
What an intro! It immediately sets up the scenario and names some of the characters involved—many of whom will be controlled by the players themselves!

In this game, you play as the eponymous Lady Blackbird, the outcast skyship captain Cyrus Vance, the lady's bodyguard Naomi Bishop—maybe even Snargle, the skyship's goblin pilot! 

These characters feel alive, interesting, and ready to go the minute you look at their character sheets. 

Principle: Create Rules that are the Right Size

Capsule games thrive by being an all-in-one package—the setting, the adventure, the characters, and the rules. 

It's not just "completeness" that defines this experience, though. These games are only effective when they are the right size
"Bespoke Specific RPGs trump unmodified general RPGs" - Phlox, Whose Measure God Cannot Take 
If you added a bespoke, discrete campaign on top of the 5E player's guide, dungeon master's guide, and monster manual, you wouldn't have a capsule game. Capsule games have just as many rules as they need. No more, no less. 

Create rules that you can hold in your head all at once. 

Example: Wolves Upon the Coast by Luke Gearing




Wolves Upon the Coast is a 'dark ages' hexcrawl campaign. In this game, players are landless, state-less raiders loosed upon a fantastic Scandinavian-esque setting. 

Everything in this game has Luke Gearing's signature terseness, from the hex descriptions to the monsters to the rules. 

The rules span 15 pages, and at first glance look like another OSR blogger's retroclone: standard but serviceable. 

With so few pages devoted to rules, though, what is included and what is excluded is extremely important. It tells you what sort of game this is. Here, look at the table of contents:


Rules for travel. Rules for wind. Rules for timekeeping. Rules for naval battles. These are the things the game is about. 

Principle: Create Immersive Rules


RPGs excel as genre emulation devices. Capsule games, doubly so. (This is related to games being the "right size," but is distinct.) 

The rules don't need to be gimmicky, but capsule games provide a space to embrace genre in a way that might feel repetitive in a game intended for longer play. For example, tearing off pieces of your character sheet or snuffing out candles isn't a mechanic you'd want to replicate over an entire campaign, but could be fun in a smaller game. What feels fresh after 20 hours of gaming might feel tedious after 50 hours. 

Write rules that evoke something from the genre you're trying to emulate. If they aren't intuitive, easy to remember, easy to reference, and immersive, cut them from your capsule game.

Example: Yazeba's Bed and Breakfast




Yazeba's Bed and Breakfast by Possum Creek Games is about the titular B&B owned by the witch Yazeba and staffed by a colorful cast of characters: a robot maid, a frog knight chef, a rock & roll porter, and a runaway who sleeps in the laundry room. 

There are very few rules to speak of in a trad game sense. But there are rules in this game. 

For example: Don't open the sealed envelope until you're told to do so by the game. Doing so will evoke a curse on your family.

There are stickers. As you progress through the game, you'll unlock stickers which you will place into the game book—reminiscent of a legacy board game. 

And there are tons of little mini-games that you play as you progress through the chapters. (Indeed, the chapters of the book are out of order, making you feel like you're catching reruns of a Japanese cartoon show on network TV at 2:30 PM as a kid.)

All of these "rules" provide a distinct feeling when you're experiencing Yazeba's. The book is half a Lisa Frank activity book and half Studio Ghibli series bible. It's very evocative.

(Note of interest: I have it on good authority that Yazeba's was originally a hack of Lady Blackbird until it became it's own thing.)

Principle: Create Maps with No Blanks


Capsule games aren't just RPGs with strong settings, like Shadowrun or World of Darkness. Capsule games aren't just a collection of random tables for the GM's inspiration, like Ironsworn or Stars Without Number. Capsule games are adventures that are ready to run.

Create structures to facilitate play out of the box for GMs. 

Out of the box play might still have some elements that encourage replayability, like random tables. But having just random tables isn't enough for a GM to run the game. Give your GM something substantive to work with. 

Provide lists of scene prompts and evocative questions. Provide dungeons with maps. Provide depthcrawls with interesting scenes. Provide whodunits with well-realized NPCs and clues. Provide fully keyed hexmaps. 

Example: Silent Titans




Silent Titans by Patrick Stuart and Dirk Detweiler Leichty is an Into the Odd-like game set in a strange world of masked talking animals, Faerie Queene references, and slumbering giants whose nightmares have distorted reality. The setting of Silent Titans is persistently dreamlike and unreal: the physics of time, space, seasons, color, causality all seem broken. 

But it is a very "runnable" book. It has a two page spread on how to create an encounter for the GM, combining elements of the scenes provided by the game book, random table entries, and the players' actions. 

It has a starting scene. Each game begins with Dr. Hog screaming "You fools! My dementia bomb has wrecked your very minds!" and proceeds to have the PCs climb up the spine of a clocktower titan to defeat him. 

From there, the players wash up in the watery city of Elles Mere. The city has noted points of interest and NPCs to speak to. 

From there, there's a clear campaign structure wherein the players journey to five slumbering titans, explore their dungeon bodies, and repair their ego machines to fix reality.

Everything you need to run this game and this setting is given to the GM in a single book.

Principle: Create a Sense of Finality


RPGs don't succeed when you think of them like novels. The linearity of a "story" creates friction with an RPG's infinite input. However, a clear structure in a scenario with a beginning, a journey, and an ending will give your game a sense of finality that is appealing.

Create a goal for the players. Tell the players and the GM what the goal of this game is: take the ring to Mordor, blow up the Death Star, reunite Lady Blackbird with her former lover the pirate king. The game is about trying to fulfill this quest. 

Give the GM a scenario for if and when the players finally get to the end of their journey. Give the GM tools to run this final scene. Give the players a sense of accomplishment when it is completed, even if there are twists and unexpected turns.

Example: The Dark Crystal Adventure Game




The Dark Crystal Adventure Game by Janet Forbes and Jack Caesar takes place in the setting of the movie, but in the distant past when there were many gelflings and the skeksis were in the first ascendency of their evil power. 

The set up is this (text directly from the book):
• The party must travel Thra, collecting seven seeds from the seven great trees.
• They must do so within ninety and nine days, otherwise a great calamity will strike Thra.

The book provides a keyed map. The players can go to any of the seven trees in any order, and the GM knows what sort of lands they cross through to get there and what sort of adventures must be overcome to get the seed at that great tree. 

As you journey, you tick off days. Each purple day is a "Darkening" event that causes shadow and ruin to fall over an area of the map. Maybe this is an area of the map the PCs have visited, or maybe not.



[SPOILER] Once the party enters the seventh great tree to get the seventh seed, they trigger the final scene of the game: the skeksis have stolen the final seed and taken it to their evil castle. The players then have to infiltrate the castle to get the final seed to complete their quest. If successful, the Darkening has been held off, and the PCs are given opportunities to say how they will help rebuild the world after the events of the story.


As I mentioned in part I, definitions are squiggly things. A game might not adhere to one or another of these principles and still be solidly a capsule game. Still, these structures (I think) allow capsule games to clearly define themselves as a category apart.

Wednesday, January 3, 2024

The Giant - A Monstrous OSR Class

This post continues the series of incomparable classes (such as the Truespeaker, the Knight, the Trickster, the Loremaster, and the Jester). As before, I've framed the rules here into a GLoG milieu because I wanted the abilities to cap out quickly, but you can steal the basic concepts pretty easily. 

The Giant




Giants are not born. They are made. They are made by eating other giants.

This class has special leveling rules. You only gain levels in Giant when you eat the heart of a giant. 

Becoming a giant is a fearsome thing. You did it to become strong. So strong you no longer had to worry about the casual cruelties of common men. 

But then, you fended off your first giant-slaying band--men who were intent to eat your heart. And then you had to fend off another giant, who sought to grow even larger. 

Now, every footfall is a potential cannibal, longing to pull out your engorged heart and roast it on a spit. You do not have any peers. You only have rivals. 

In the end, there can be only one..

Δ Giant A - Big, Bully
Δ Giant B - Huge
Δ Giant C - Gigantic, Cancerous
Δ Giant D - Titanic 

Big - You are now 9 feet tall. Your Strength is 8 (unless it was already higher). 
  • You gain +1d4 HP. 
  • You gain +1 Move. 
  • Armor and clothing has to be made special for you. It costs 2x the normal rate.

Bully - You automatically pass Strength-based Combat Maneuver saves against creatures smaller than you.

Huge - You are now 14 feet tall. 
  • You can wield two-handed weapons in one hand (dealing 1d10 damage). 
  • You can use other two-slot items with one hand, too, when it makes sense. 
  • Your unarmed attacks deal 1d6 damage. 
  • You gain +1d4 HP. 
  • You gain +1 Move.
  • Armor and clothing has to be made special for you. It costs 3x the normal rate.

Gigantic - You are now 19 feet tall. Your Strength is 9 (unless it was already higher). 
  • Your unarmed attacks are made at -2 Attack but deal 1d8 damage. 
  • You can pick up and use improvised weapons like tree trunks or boulders that deal 1d12 damage, but can only be used once. 
  • You gain +1d6 HP. 
  • You gain +1 Move.
  • Armor and clothing has to be made special for you. It costs 5x the normal rate.

Cancerous - Tumors begin to grow on your body. Every time you roll a 1, you cough up blood. Roll a 1d100. If you roll under your maximum HP, the cancer has spread too far. You will die at the end of this season.

Titanic - You are now 31 feet tall. Your Strength is 12 (unless it was already higher). 
  • Your unarmed attacks are made at -2 Attack but deal 1d12 damage. 
  • You can pick up and use improvised weapons like tree trunks or boulders that deal 1d20 damage, but can only be used once. 
  • You cannot use normal weapons anymore. 
  • You gain +1d6 HP. 
  • You gain +1 Move.
  • It is practically impossible to make armor for you. Clothes can be made to fit you for the price of a lady's dowry. 

Analysis

I was thinking that, in contrast to the knight, the giant is the simplest, most basic fighter type. In real life combat, having a few inches on your opponent matters a lot. It's easier for you to do the dance of "hit but not be hit."

So take that to its logical extreme. A fighter type whose only strategy is just getting bigger and bigger. Each stride takes you farther. Your weapons get better because they stop being weapons and start being columns. 

Also, he who lives by the giant dies by the giant - both because you join a community of enemies (other would-be titans who want to eat you), and because of...cancer? I don't know why that's there, actually. but I like it. 



Tuesday, January 2, 2024

Capsule Games Part I - What are capsule games?

I am obsessed with capsule games. 


What are capsule games? In short: Capsule games are a genre of RPG where the game is sold as an "encapsulated" experience.

  • The GM is equipped with a bounded scenario
  • There's probably a small rule set
  • The rules are made to fit the theme of the game
  • Players probably play from a stock roster of characters
  • The characters are probably named

Taxonomies are difficult things. Signs wiggle out from under signifiers. That's okay. Working definitions are important to move the conversation forward. I hope this blog post helps explain what I mean when I say the word "capsule game."


This blog post was written in consultation with my colleagues, Dwiz of Knight at the Opera and Ava of Permanent Cranial Damage. We all sort of spontaneously became interested in this thing, like Spider-man pointing at Spider-man. It was Ava who coined the term "Capsule Game."* 


Capsule Games vs RPGs vs Board Games vs CYOA Books

> Me: Does this have any legs? Capsule games are like a choose-your-own-adventure book with a GM attached.

> Ava: I say invert it. It's a choose-your-own-adventure book given as a resource to a GM.

Capsule games are a type of RPG game because they are conversation games with free input from players. In RPGs, a player is not bound to a discrete set of options: "If you climb the tree, turn to page 120. If you go under the bridge, turn to page 85." Instead, a GM interprets what the player says they're doing and uses the game's mechanics to resolve situations. 


That said, capsule games probably share some overlap with other types of games. 


VS Trad RPGs

Capsule games are kind of like "Intro to RPGs!" supplements. You know the ones: the introductory RPG boxed sets that have stripped the "confusing" options away and provided pre-made characters and a pre-made scenario. These have a lot of capsule energy.


GURPs is the opposite of a capsule game. Capsule games are not universal. They're very specific experiences. 


Capsule games don't say, "You can be anything." They say "You can be a kinda guy."


Capsule games don't say, "You can make your own adventures!" They say, "Here, run this adventure."


Capsule games are RPGs because they share an RPG's defining trait: In RPGs, players have the ability of infinite input. A player can try to do anything, with a GM judging how to interpret that action using the game's mechanics.


VS Board Games

Capsule games are kind of like Barbarian Prince or Hero's Quest. 


Like board games, capsule games might have a map with pre-defined monsters on it. 


Like board games, capsule games might give you a specific character to play. 


Capsule games aren't like board games because players can come up with their own ideas that are interpreted and adjudicated by a GM. It's not just "Move, Attack." In fact, that's the point: RPGs are special because they employ a referee's brain as the tech. 


VS CYOA Books

Capsule games are kind of like those choose-your-own-adventure books with embedded RPG mechanics like Lone Wolf or Fighting Fantasy. 


Like CYOA books, they have a defined play area. They're bounded experiences.


Like CYOA books, they have a sense of finality. You can win.


Unlike CYOA books, capsule games aren't solo games. They're group experiences. And, as noted with board games, capsule games have a referee. They allow for infinite input.


Example capsule games


What games meet these sketchy criteria? Like pornography, I know a capsule game when I see one.


Here are some games that I think are capsule games:

  • The Lord of the Rings Adventure Game
  • Lady Blackbird
  • Silent Titans
  • Labyrinth Adventure Game
  • Wolves on the Coast
  • Yazeba's Bed and Breakfast
  • Eat the Reich!

More to come in part 2 of my capsule game series.



* I was originally pushing for the term "Adventure Game," based on The Labyrinth Adventure Game. I think "Capsule" has more staying power, and yield to Mrs. Islam.