Wednesday, September 4, 2024

Lists of cool things

Another technique you can use to defeat the tyrant blank page is to make big lists of cool things.

Let’s say that you’re working on a dungeon and you’re hoping to create 20-ish rooms, or maybe you’re just working on a Meatgrinder. How can you possibly have that many interesting ideas? Well, first just create grist for your mill.

Start by just writing down stuff you like. There’s something alchemical about it, once you start you almost can’t stop.

Here is a list of things I think are cool:

  • Leylines
  • Using spells at the nexus of a leyline having a bigger effect
  • Casting spells at certain times of the year for a bigger effect
  • Laser eyes
  • Humans having dragon breath
  • Really long jumps
  • Iron maidens (torture device, not band)
  • Runestones
  • Moving huge big runestones over long distances?
  • Moai
  • Fossils
  • Horseshoe crabs
  • Blueblood

You sort of get my point. I can keep going forever just doing free word association. Anyway, now that I have a big list, I got my brain going. It’s a good way to start a writing day.

By the way...

Did you know the Worm Jam is currently going on? It's a space for folks starting new games of His Majesty the Worm to collaborate with each other. Come join us!

Sunday, September 1, 2024

Writing towards prompts

There is no tyrant as cruel as the blank page.

For many people (especially me), being told “Write a story! It can be about anything!” is neither a compelling or welcoming prompt. Its open-ended nature does not fill me with the wonder of possibility. “Write a story about your summer vacation” is a much easier prompt because it’s more specific (and thus, more restrictive - restrictions foster creativity!).

Write towards prompts.

Some of my strongest writing has been when I forced myself to write to a specific prompt - an image, a tarot card, an illustration, an I-Ching hexagram, two combined results from random tables, whatever. For example, here is a series of encounters I wrote to a random batch of medieval illuminations from Pinterest. I think these are as strong as they are because I forced myself to write to a random assortment of strange images.

There’s a special type of creativity that unlocks when you struggle with forcing yourself to write about one specific thing. You stare at the prompt and wrack your brain, thinking and thinking. How in the hell am I going to write a dungeon room about the III of Cups? And then it comes to you! And it’s SO GOOD! It’s way better writing than if you just had tried to “Write a dungeon” with no guidance.

When you are working on your projects, you can defeat the blank page but starting from prompts. Perhaps the Dungeon Seeds can guide you?

By the way...

Did you know the Worm Jam is currently going on? It's a space for folks starting new games of His Majesty the Worm to collaborate with each other. Come join us!

Friday, August 30, 2024

Worm Jam and Creator's Kit

 

Get the Creator's Kit for free!

His Majesty the Worm was designed to be accessible and easily hackable. As such, we've chosen simple language to communicate that you can create derivative or supplemental content. 

To help you create beautiful third-party materials, I've released the Creator's Kit. It includes a ZIP file with:

  • Both an InDesign (.indd) and Affinity (.idml) template with pre-set master pages and styles to create content that looks like the main game
  • A PDF that describes the graphic design elements for prose and dungeon layouts
  • Fonts used in the original game
  • "Adherent of the Worm" images to use to declare compatibility with His Majesty the Worm

What is the Worm Jam?

The Worm Jam runs from September 1st to September 30th. It is a time to make content compatible with His Majesty the Worm and release third-party material for the game. My goal with hosting this jam is to help new GMs find and create content to use in their home games of His Majesty the Worm.

Submissions to the jam will be linked to from the game's website to help promote your work. Participants in the jam are encouraged (but not required) to use the  “Adherent of the Worm" logo. 

As the creator, I will also be participating in the jam. I will share my progress, talk through the creative process, and microblog my thoughts on game design.

If you participate, I'll send you a copy of whatever I make for free and I will buy your product. That's His Majesty's guarantee!

What can you make? 

Make dungeons. Make extra rules. Make alternative rules. Make monsters. Make tools. Make art. Make random generators. As much as possible, I encourage you to make things that other folks can use - assets they can drop into their own game without too much fuss.

You can publish your content for free or sell it (without us taking a cut).

Some ideas for content I'd love to see can be found below. 

Dungeons

Make a dungeon of about 20ish rooms. You can build out one of the dungeon seeds, adapt an existing dungeon, or create a new, bespoke dungeon. My hope is by creating small dungeons together, we will collaboratively build an Underworld to challenge your players.

GM resources 

Create things for your campaigns and share them here. Build out a series of Meatgrinders for your Underworld. Create some custom monsters. Create new City events.

Tools

Is there some tool you're making to run your games? Adding tarot assets to a VTT? Making a new cartography tool? Share it here! 

Open license

His Majesty the Worm was designed to be accessible and easily hackable. As such, we've chosen simple language to communicate that you can create derivative or supplemental content. The text that governs the free spirit of innovation is below:

If your product declares compatibility with His Majesty the Worm, you must state the following in your legal text and on any websites from which a commercial product is sold: 
His Majesty the Worm is copyright Joshua McCrowell. [product name] is an independent production by [publisher name] and is not affiliated with Joshua McCrowell or Exalted Funeral.”

Basically, if you adhere to these terms you are allowed to publish free or commercial material based upon or declaring compatibility with His Majesty the Worm without express permission. 

Full guidance on making third-party compatible works can be found here.

Guidelines

Collaborate

You don't have to solo this quest! Let me encourage you to collaborate with other. If you're a good editor, you can trade projects with someone else in the jam and proofread each other's work. If you're a graphic designer, you can trade layout assistance in exchange for art. Use the jam space to advertise your skills. Form a guild and tackle projects together! 

Price

You can always create free or commercial third-party material for His Majesty the Worm using its permissive open license. You can provide your jam submission for free, as pay-what-you-want (PWYW), or sell it. Whatever feels right for you. 

Scale

Because the jam is only a month long, focus your work on something achievable—a small dungeon level, a single new kith, a sampling of new monsters. Outline your work over the course of four weeks and think about how many hours in the week you can dedicate to it. Build in time to get community feedback, edit, and host it on Itch!

Deadlines keep us focused, but they don't mean we have to stop creating. If you miss the deadline, I'd still love to see your content!

Promote

As you work on your submission, feel free to share your work using the #hismajestytheworm hashtag. 

Come join the jam!




Thursday, August 22, 2024

Lore's Labour's Lost

Like a mutant who has adapted to nuclear-irradiated wasteland and can't actually survive on water that doesn't make a Geiger-counter go nuts, I still go to Twitter. It's terrible, but my gills won't let me leave; I cannot breathe clean air. The RPG discourse du jour is "lore." 

Twitter is bad for lots of reasons, but one reason it's bad is that you can't actually have a full conversation or even define terms with the constrained character count, so you talk around each other and wave your hands and make angry faces. 

But not me! I'm smart and intelligent so I go on my blog to do the same thing, but longer

What is lore?

I don't know. Shut up. I've never seen such a simple word get redefined so many times. 

"Lore is history." "Lore is history your characters don't know." "You don't mean lore, you mean datum." 

In the continuum between fluff and crunch, lore is the fluff side. 

Lore is helpful

For GMs, lore helps you create an immersive and coherent game world. You can give the players rich descriptions of environments because you have lots of setting details to weave in. You can adopt the traits of NPCs from different regions, and distinguish them from each other well, using different patterns of speech and notes about their belief systems. (I know an embarrassing amount about Middle-earth, and running games there is very easy for me for that reason.)

It can be helpful to run sandbox games. If you have big setting books for every location in the world, the players can go anywhere and you'll be prepared. "Sure, you can run from the Prince of Chicago and make your way to Seattle. You're going to have to cross through werewolf country to get there, though..."

For players, lore can help can make informed choices. "Well, I know in the lore, the Son of God was a poor carpenter in his mortal form, so I'll look for the simplest cup or a wooden cup out of the big pile of chalices." 

Knowing a lot about the game setting helps remove the gap between player thoughts and character thoughts and actions. You don't break the flow of the game by saying, "What would my character know about orcs in this setting?" If you know the history of the orcs and the Blood Wars, you can act like your character more easily.

Lore can just be interesting! I think that's the appeal to the big lore-heads for settings like Warhammer 40k. Sometimes you hear a tidbit from that setting and you say, "Orcs are psychics, and their group delusion that red cars goes faster means that they actually do? Oh, that's cool." 

There's a joy in the feeling of discovery for players. When the GM knows something, and the players don't, discovering the hidden lore or setting secret can wow the entire table. "Wait, Jack of Knives wasn't a single serial murderer, it's actually a pair of sentient knives who possess people into killing? Oh my God!"

Lore is difficult to communicate

The traditional way that RPGs have communicated their setting history and worldbuilding is through long, boring gazetteers. These make RPGs feel like homework: reading about a fantasy world like you would from a history textbook in grade school. (The older I get, the less I want to do required homework for my game.)

Some games have the expectation that players and GMs both will do a lot of reading about setting details to engage with the game--White Wolf games seem especially prone to this, Houses of the Blooded by John Wick, others. For these games, lore is a barrier to entry.

Relatedly, there can be a disconnect between the players and the GM's understanding of the world. The GM of an Exalted game sets a scene in Whitewall and has a magistrate say "Welcome, Solar Exalts," and one of the players pushes up their glasses and says "UM ackshully, Whitewall is a Realm territory, so our status as Solars should be secret because we're anathema here." The player is right according to the long paragraphs in the setting book. Has the GM changed the setting details or did they act out of ignorance? In either event, the illusion of verisimilitude is broken, the suspension of disbelief evaporates for that player, the game stutters. 

And the fear of creating that feeling drives players away from games with "too much lore." I know people who don't want to play in a Middle-earth game because "What if I get a lore detail wrong and Josh yells at me?" (What if, indeed?)

Compromised solutions

I think RPG designers and players are still noodling on the tension between the fun parts of lore and the challenges it introduces. There's no one-size-fits-all solutions for any RPG problem.

Several games have embraced the idea of an anti-canon or implied setting: there is no history to memorize, only prompts on random tables or implied details about the tone of the game world embedded into the mechanics. A random starting package in character creation gives one player "The last flashlight from the Age of Wonders." What that means for the table is up to the GM and the group to decide. I wrote about this a bit in my post about Dark Souls-esque Worldbuilding

His Majesty the Worm doles out little packages of lore in small sections of the book, then tells you to ignore them if you don't like them. For a game that tried to prioritize and incentivize role-playing relationships, I wanted to give players something for them to hold onto--but also wanted to give them the freedom to reject things they didn't like.

My favorite examples of lore embed some setting detail or factoid into something that the players can actually use. One example is embedding them in character mechanics. "Goblins are cursed with bad luck by the god Gowin. It's called buwuk, and it's the worst blessing. You gain 3 buwuk points that you can use to..."

Another example is mechanizing something in the game world that's available to anyone if they know the lore and can do it in-character: the blood of the cockatrice cures petrification, the roar of the lion resurrects the innocent, etc. My favorite example of this is the hidden page of "Secret Rules" in Vain the Sword. If a dutiful player finds this hidden page, they can invoke these truths in the game world; for example: "If someone is dying, they may curse the person who wrongfully afflicted them, and this curse has a chance to come true."

What are your favorite ways to get the benefits of "lore" and avoid its costs?


Thursday, July 25, 2024

Influences on His Majesty the Worm: House of Orr

His Majesty the Worm didn't fall out of a coconut tree. It is a manifestation of the OSR scene. As such, it carries on the long and proud tradition of the Appendix N. 


One of the comics that influenced the development of the game was called House of Orr. At the time of the game's publishing, the website that hosted it was dark. 

When the game was published, it found its way into the hands of the comic's author, Nolan T. Jones. And friends? He put it back online! The House of Orr can now be read and enjoyed again!

https://houseoforr.com/

To celebrate this serendipity, I'm going to talk through specific ways that the comic influenced my thinking and goals for His Majesty the Worm

Mild spoilers for the first plot arc are below.

The Guild

Each guild should feel different. Don't just be "adventurers."

The titular House of Orr is a guild. In the story, a guild isn't just a collection of adventurers, its a political body in its own right. 

Each guild has its own traditions, quirks, and goals. For example, the House of Orr has each member choose a new name that begins with the syllable "Orr-". 

In His Majesty the Worm, the players are also members of a guild. This is a legal entity in the City. A guild charter is like a writ of mark, that allows them to legally plunder the Underworld (and provide 50% taxes to the crown, for the privilege). Each guild has a name, heraldry, and looting rights. Adventurers sign the guild charter and self-declare their role in the guild: cartographer, cook, ranger, keymaster, etc.

Bounties and OSR problem solving

The House of Orr does quests to convince people to support their cause, which allows them to remain a political force in the council of guilds. 

It's a livin'

In His Majesty the Worm, each individual character has a quest -- some reason for them to brave the terrible Underworld. But that doesn't pay the bills. To actually pay for the upkeep of adventuring, guilds pick up bounties from job boards in the City.

Many important questions are being asked

To that point, there's great examples of open-ended OSR problem solving in House of Orr. If you're looking for some bounties to pepper into your game, read the comic and get inspired!

Moments of Whimsy and Delight

I think there's lots of gross stuff in His Majesty the Worm. It's not a grimdark game though. 

Although the art style of House of Orr and His Majesty the Worm are different, I do think they both have a sense of fun.

There are no "bards" as a class in His Majesty the Worm, but just playing an instrument should have the ability to soothe a savage beast, in my opinion.

My friends are funny. They do funny things when they play. I wanted to embrace that side of the hobby. The default Bond is "Ally." The Ally Bond is charged when you say something in character and it makes your ally laugh in and out of character.

There should be moments of delight in the game. 

Inventory management is important

I briefly considered using item cards, like Last Gasp Grimoire/Mausritter, but ultimately cut it as an unnecessary expense.

When I first saw this panel in House of Orr, I stared at it forever. I loved it. The detail! The way it thought through what different characters had. It didn't look like my character sheets playing Pathfinder. How could I make a game where "spare jewelry" and "dank herb" was a fun choice to make? 

In His Majesty the Worm, every item carried is an important choice. But the game centers the human experience: you're not a grizzled, emotionless, methodical mercenary. You're a person. And you represent that with the things you carry.

Are you an aesthete sorcerer? Then represent that by carrying spare jewelry and dank herb. That's how you practically create that sort of character.

And with OSR problem solving at the core of gameplay, the most unlikely items can be used in the most unlikely ways.

The Guild as a Character

To reiterate, I feel as if the guild is a character in His Majesty the Worm in the same way that the ship Serenity was a character in Firefly. That's why the guild charter essentially operates like a character sheet. 

The guild persists longer than any individual adventurer. As players complete their quests, they retire their adventurers -- but the guild continues. 

The guild is a political entity

The guild is also fellowship


His Majesty the Worm - Available Now

His Majesty the Worm is a new-school game with old-school sensibilities: the classic megadungeon experience given fresh life through a focus on the mundanities and small moments of daily life inside the dungeon.

Click here to get the game!

(The physical editions from Exalted Funeral are currently out of stock. I anticipate them being back in stock before the end of summer, and will announce when they are.)



Wednesday, July 17, 2024

His Majesty the Worm Bursts Forth from the Underworld!


For the last nine years, I've been writing and playtesting a game called His Majesty the Worm. It is now available in both physical and digital forms. I would love for you to check it out. 

Click here to get the game!

What is His Majesty the Worm about?

His Majesty the Worm is a new-school game with old-school sensibilities: the classic megadungeon experience given fresh life through a focus on the mundanities and small moments of daily life inside the dungeon.

  • Food, hunger, light, and inventory management are central to play and actually fun.
  • Tarot cards are used to create an action-packed combat system that ensures that all players have interesting choices every minute of combat: no downtime!
  • The game has robust procedures. Adventure in the Underworld, rest in roleplaying-driven camping scenes, and plot long-term schemes in the City at the center of the Wide World.
  • The relationships between companions, called Bonds, powers the rest and recovery mechanic of the game. 

The game is intended for a traditional setup between a single GM and 3-6 players. It emphasizes long-term, Metroidvania-like play. The book is 404 pages long, split up over 10 chapters and 5 appendices. The print edition is silver foil stamped and has a ribbon bookmark. The digital edition is thoroughly cross-linked, with a robust index. It is a complete game with everything you need in one tome (just add a tarot deck).


Interested in a preview?

His Majesty the Worm was Itchfunded! That means that people generously contributed to the development of the game, donating to view early drafts of the chapters. As thanks, these sample chapters are now free.

  • Appendix A: Sorcery - This chapter provides a magic system with versatile, level-less spells designed specifically for the dungeon crawling milieu.
  • Appendix B: Alchemy - This chapter details the alchemical subsystem that lets adventurers steal the powers of monsters. 
  • Appendix D: City Creation - This chapter details the procedural generation of the ur-city at the center of the game's anticanon.
  • Appendix E: Underworld Creation - This chapter provides procedures and examples that simplify the daunting task of creating a mythic megadungeon. It also includes a tutorial dungeon, The Tomb of Golden Ghosts, with designer commentary!

Let me at that Worm!

Get the physical edition at Exalted Funeral

 
Get the digital edition at Itch

Get the digital edition at DriveThruRPG

Tuesday, July 9, 2024

Everybody wants to be initiated, nobody wants to be tricked

This is a post about three storytelling techniques I've seen in media - and at the RPG table. 

Initiation

In initiation stories, the audience is brought into some conspiracy or made privy to an essential secret of the universe. This initiation turns them into one of the elect. 

In The Matrix, Morpheus tells Neo (and the audience) that the real world isn't the real world. Humans are being farmed by machines. The world we know is a shared mass hallucination. There is a prophesy that one human will be the One who can fully overcome the machine world and rescue humankind from their captivity.

There are games like Vampire: The Masquerade that tell their secrets in the opening pages of their introductory narrative. This isn't exactly what I'm talking about. I'm talking about the feeling of giving the players a "Oh. That's what's going on" moment. 

In my experience, conspiracy games like Delta Green's Control Group module can elicit this effect. One or two sessions of the game are played with both the players and player character's in the "out" group. Then, they receive initiation and are told the secrets of the game world. 

It's fun to be initiated. To be in the know. To be told secrets. 

(This feeling is what keeps Q Anon morons coming back for more conspiracy slop. They're one of the smart ones! They followed the clues and did their own research and now they know that Joe Biden is doing the plot of Henson's The Dark Crystal.) 

Revelation

In revelation stories, the audience is told a seemingly normal narrative. At the very end of the narrative, there is a moment of revelation that changes the context of the entire story.

At the end of Fight Club, you realize that Tyler Durden was a figment of the narrator's imagination.

At the end of The Sixth Sense, you realize the bald guy was Bruce Willis the entire time.

This is a difficult type of story to tell in an RPG format. The fun of revelation stories is in the rewatch. You don't read Gene Wolf, you reread Gene Wolf. Still, I wanted to include this storytelling technique because it felt so close in theme to "initiation." If you have any good examples of this from a mainstream game, let me know.

Apostasy 

In apostasy stories, the audience is initiated and later told that their first initiation was false - an apostasy. They're then inducted into the true initiation.

In The Matrix Reloaded, the Architect tells Neo (and the audience) that the story of the One is a false narrative. The cycle of the One is all part of the machine's plan. There have been many Ones. Each One has collapsed the current Matrix, rescued a handful of humans, and restarts the cycle. 

Apostasy is not fun. The audience only has the text with which to understand the narrative world. We know only what the filmmaker/GM is telling us. If they're lying to us, we don't have a way to know that. The revelation-after-the-revelation isn't satisfying. We feel tricked. 

This is all to say:

Everybody wants to be initiated. Nobody wants to be tricked.