Showing posts with label Meta. Show all posts
Showing posts with label Meta. Show all posts

Tuesday, December 23, 2025

State of the Blog Year 7

 Well, this is a bit awkward.

Image result for celebration

Content

I only published one (1) singular post this year, Brief Thoughts on Fantasy Monotheism. It was a short, mostly stream-of-consciousness pondering of a model of fantasy divinity that better merges Standard Fantasy Polytheism with Big Centralized Church in a way that allows a lot of the broad tropes, stories, and dynamics people want out of both of those, while at the same time opening new and more detailed possibilities by making this model explicit and visible to the players.

There were some aspects of this idea, as I noted in a comment, that I forgot to even mention in the post itself, so I regard it as somewhat incomplete, and I may return to the topic at some point to flesh it out further, possibly revamping my old Shrines and Saints system (the more I think about it, this remains one of my best ideas that I've never fully executed on. I might need to port this to PF2e).

Since this is rather thin on the ground, I might as well list some of the blog posts I started drafting, but never finished:

Some Early Thoughts on PF2e and the Old School and Fleeing in Pathfinder: A pair of posts I've been writing and rewriting periodically since I started playing PF2e: there's a lot I love about the system, but there are holes in it, especially around parts of exploration and fleeing from combat, that cry out to be filled: with that, I could see myself running a somewhat trimmed-down version of the system for an old-school style game.

Worldbuilding: The Transmigration of Souls: A fragmentary exploration of what exactly an angel, devil, demon etc *is* in terms of fantasy metaphysics. Not quite sure what direction I was going with for this one.

What is a Goblin, Anyway? Monsters as Statblocks vs Play Patterns: Following a disagreement with JB from B/X Blackrazor (though I have no idea where to find that argument now) a reflection on AD&D monsters and how we can interact with them as statblocks or as play-patterns+flavor, and what these different approaches imply for your game.

The Warlock: Mercenary, Company Man, Vassal: Inspired by a Pointy Hat video, an exploration of different ways to imagine the 5e Warlock as a fantasy archetype, tracing source inspirations from the medieval witch to Dr. Faustus, to Daniel Webster and The Devil, to Elric of Melniboné and Harry Dresden, showing how the notion of what a 'pact with dark powers' even means and implies, metaphysically, changes a lot with cultural assumptions, and we can play with these possibilities in fantasy RPGs. 

Whence the Bandit?: A draft I've been coming back to repeatedly for over a year now, but which I can never get right: intended to be an exploration of historical banditry as a social phenomenon and significant literary portrayals, from Water Margin to The Count of Monte Cristo. The poverty of the fantasy bandit as a trope or archetype is, in my opinion, rooted in the cultural distance to this phenomenon, such that it's been totally flanderized and nearly worthless, but we can recover it with some reading and re-energizing of the concept.

Diagnostics

In spite of posting almost nothing this year, the one post I did write is... one of my most popular posts to date? I haven't been checking my stats lately so I didn't notice until I sat down to check, but I haven't gotten a post this widely-read since Ship of the Damned, which was published four years earlier. 

My stats also show that the blog received 103,000 reads in the last 12 months, making this by far my most-read year. The vast majority of these views are concentrated in my old, top posts, with Intro Statistics for RPGs: The Wheaton Dice Curse continuing to be my most popular post by a country mile.

I'm inclined to think most of these views are bots of some variety, particularly since one of my views from the last 24 hours supposedly originated from 'perplexity.ai'. In all likelihood, a lot of undisciplined web scrapers are crawling the blog and providing phantom views to posts.

That said, there are hopefully some new, actual human readers in the crowd and I do invite you to introduce yourselves in the comments!

Away From the Blog

I know I said this last year, but good goddamn this has been an eventful and busy year for me. I don't even know where to begin, so let's start at the end. 

As of a couple weeks ago, I finally finished my MS degree and have now moved out of Chicago to Manhattan, and will soon begin a job search in earnest, along with searching for a new, in-person tabletop group. Earlier in the year, I became a great deal more involved with my local software meetups and open-source communities, and have now spoken several times at meetups and small conferences. I spend a good bit of my time these days contributing to an open-source black hole simulation codebase (I'm not an physicist, just a code monkey helping them optimize it). I also got involved with a group of academic sleuths, helping them to detect and publicize scientific frauds and developing software to help them do it. 

In all the commotion, role-playing fell by the wayside: I did complete my PF2e game this spring as expected, though I had to rush it with less time than expected and it ended up being quite railroady, which I regret. I ran a couple pick-up sessions this summer for colleagues at my internship, and for my little cousins, all in PF2e. I had intended to at least run a couple small sessions this fall, but the final quarter of my MS proved to be far too busy.

Hopefully, I'll be back to regular play at some point in the coming year, which will get the blog juices flowing again. 

One other obstacle to the blog is that I'm increasingly writing elsewhere on other topics, mainly on software on my personal site and on scientific topics on a substack (though I'm increasingly dissatisfied with the platform and may move that somewhere else in time). I started this blog and a lot of my internet presence kinda-pseudonymously, but I'm no longer bothering to keep these separate, so have at the links. The software stuff is a lot of inside baseball, much of it talk transcriptions, tutorials, and reference material rather than more accessible introductory stuff (though I am currently writing an introduction to scientific Python and high-performance computing patterns that I will publish on my personal site, if that's the kind of things that tickles your fancy).

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So ends another year of blogging and gaming! Special thanks to regular readers and commenters gyrovague and D-Skelector, and to new commenter Dave Bloodaxe! I hope all of you have an excellent holiday and a wonderful new year!

Tuesday, December 24, 2024

State of the Blog Year 6

Thus have we reached the 6th anniversary of A Distant Chime! On to the reflections. 



Content

I wrote only 13 posts this year, the same as 2022 and a bit less than in 2023. Most of these posts were AD&D session reports or playtest notes for the House of Pestilence. Now that I'm running PF2e as my home game, I've fallen off the habit of making session reports, largely because I conceive of this blog as a space for discussing old school games first and foremost, and I just don't feel such a strong urge to blog and record games when they're not old school. Granted, I also just graduated and am in the process of getting a masters' degree, so I have considerably less free blogging time than I used to. Nevertheless, I do occasionally get a spark of creativity (or obsession) and write something that isn't a session report.

Highlights for the year:

The biggest without a doubt was Village on the Borderlands Review: C'mon Man!, in which I reacted to the fracas at that moment around Mark Taormino's module and its caustic critical reception. Sitting at some 11k words, I believe it is the single longest post on this blog by a considerable margin, and I wrote it all in a mad rush just as I was unexpectedly moving house. I stand by every word of it. 

In World Without Fire, I elaborate a concept for a campaign based in a world where humanity is unable to create fire, driving dependence on sentient flames, like ancient pagan gods, in order to survive and thrive. 

In AD&D Session 9: Return to Castle Xyntillan, I brought my then-current campaign and my old CX campaign crashing back together. It was very nostalgic for me, and I think the players also had fun. 

In Draft: Simpler AD&D Psionics Rules, I put forth a basic rewrite of the mechanics and flavor of psionics, with plenty of gaps left to fill. 

Diagnostics

Blogger tells me that the blog has seen 52k views, more than the year before despite lower density of overall posts. I've also seen 38 comments, mainly driven by the Village on the Borderlands review, which is by far my most popular new post. Intro Statistics for RPGs: The Wheaton Dice Curse remains my most viewed post of the year and overall. I really had no idea that would be what people found this blog through! 

Presentation

I rarely advertise posts outside the blog anymore. I suppose it ain't broke, so I'm not fixing it. 

Index

The blog's index is presently... 4 years out of date. I'll probably get around to fixing it up later. 

Away From the Blog

As with last year, it's been a busy and eventful year for me, but I've managed to keep up a more-or-less weekly game for parts of the year. Though I didn't blog about it, I was quite happy this summer to have multiple games with my uncle and little cousins, playing PF2e. I came into this hobby on my own, so it's nice to introduce and teach the new generation. I expect my current PF2e game will last through spring, after which I will be moving and will need to find an entirely new group. I may also end up reviving Cascabel, the setting of my AD&D campaign, but running it in a old-school-ified hack of PF2e, as I outlined in The Pathfinder Megadungeon. That remains in the future, though. 

I can't believe it's been a year already, but I'm also quite happy to note that my submission to the NAPIII contest came in 2nd, considerably better than I had hoped amid the stuff competition. Last year, I also teased that I was working on another module, Three Lives in the Crystal Pyramid of Xeen-Thoth. Development on that actually got quite far, but in the absence of a group I could use for playtesting (now that I'm running PF2e instead) and everything else keeping me busy, I'm afraid it's fallen by the wayside. I am, however, working on a short (unplaytested) AD&D module for another contest, which I'll need to finish up in the next week. 

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So ends another year of blogging and gaming! Special thanks to Man of the Atom, D-Skelector, gyrovague, and Sully, I hope all of you have an excellent holiday and a wonderful New Year!

Sunday, December 24, 2023

State of the Blog Year 5

This is the 5th anniversary of A Distant Chime! Another good year of gaming ends with another Christmas Eve, now on to the reflections!


Content

There were slightly more posts this year than 2022, in large part because I was back to regular play reports for my AD&D campaign. All the same trends continue from last year, except for the fact that I'm now living with my partner, and homemaking takes up extra time (though I no longer have to look for other spaces to run games, which is great). Highlights from this year: 

Thoughts on AD&D Currency thinks more deeply about the currency conversions in AD&D, and what we might conclude about the implied worldbuilding behind them. 

On Playing Raw: Nasty, Brutish, and Undercooked challenges the assertion that playing Rules as Written (RAW) is superior to homebrew

The GM Is Dead, and we, Murderers of All Murderers, Have Killed Him is a rather overwrought title for a post examining various perspectives on interpreting the rules and world of D&D, via a very strange forum discussion. 

And finally, my AD&D play reports document my current game, starting with AD&D Session 1: Violence Breeds Violence

Also, I wanted to point out a couple of posts outside the blog that just came to my attention.

Daniel from the Basic Red blog has just broken his silence after a few years of hiatus; I remember Basic Red fondly from my early days in the hobby, and I'm glad to see he's back, so show him some love!

Red_kangaroo from Library of Attnam (one of the first old-school blogs I read, come to think of it, this is a year for nostalgia!) has a post on GLOG class quests; it's a delightful little thing that reminds me of what I loved about the GLOG. Almost tempts me to go back to it. 

Diagnostics

Blogger tells me the blog has received 48k views in 2023, somewhat less than last year, once again mainly on the strength of my backlog. My most viewed post was Intro Statistics for RPGs: The Wheaton Dice Curse, which continues to have a much longer life than I ever expected. 

Presentation

I only sometimes share my posts outside the blogroll nowadays; still, I keep reaching people, so I suppose it ain't broke. 

Index

Whispered legend holds that this blog once had an index. Today, this is naught but a cruel joke. 

Away from the Blog

With how little I've been posting, you might think I've been sundowning this place, but I haven't. Rather, most of my RPG energies have been pointed in other directions. 

2023 was a busy year for me overall. I was studying, working, building a relationship with the love of my life. And I've been running games, both my (unfortunately undocumented) L5R campaign in the beginning of the year and my ongoing AD&D game at the end. However, my real attention was focused on two long-running projects. 

The first, which began late last year, was preparation for my current AD&D game. More than learning the rules, setting up a world, and making a bunch of supplementary material (maps, weather generators, and such), the biggest time sink there was rewriting the AD&D PHB. While I generally stick to the rules, my game was different enough (different species, new classes and spells, and the like) that handing my players a copy of the 1978 PHB plus a bunch of 'but in my game this instead of that' supplements would have been confusing and frustrating. 

I'm sure this project started with a smaller, scope, but it eventually turned into a full rewrite, plus my own campaign-specific details. I think most of the time wound up being spent on the spells: I managed to cut the word count by something like a third and make a lot of them easier to read. That and all the formatting, since I have a neurotic fixation on making everything fit in two-page spreads. 

I've hesitated to share this for a while, because some of the classes are from someone's else's paid supplement, but I wound up just pulling them out of the version I'll share. You can find the PHB for Bell and Candle here

That project was basically finished in late summer, with a few corrections made after players found typos and errors. The project occupying my time now, as I've recently blogged about, is The House of Pestilence, my entry in the NAPIII module contest. 

I've tried making things before: years ago I was supposed to make an adventure with Joseph Robert Lewis, but then the pandemic happened and everything got sidetracked. I've also made all sorts of promises on this blog, like an attempt at an underwater play supplement, which went nowhere. The times I have successfully made something it's because I had a deadline. My entry for Wavestone Keep was baseline. My entry for Out of the Sewers (still unpublished) was better. But I can safely say that House of Pestilence is the best thing I've made. 

It's not quite done yet; I have to consolidate feedback from the first playtest and hopefully do another one with my in-person group, plus I'm waiting on art and improved cartography. Still, this is the first time I've really been proud of an RPG thing I've written. With all luck, you'll be able to pick it up in the NAPIII anthology some time next year. If not, I'll release it myself. 

I hope to keep running AD&D for a long while to come, and keep you all updated with play reports (session 6 play report is in the works...). I also have plans for my next writing project after NAPIII is done. While I won't make any promises, since I'm not being driven by a deadline on this one, I hope to delight you all with Three Lives in the Crystal Pyramid of Xeen-Thoth one day soon. 

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So ends another year! Particular thanks to Melan and JB for their support, and I hope you all have an excellent holiday and new year!

Saturday, December 24, 2022

State of the Blog Year 4

This is the 4th anniversary of A Distant Chime! Time really does fly, I hope you're all having another wonderful Christmas Eve, now onto the year's reflections. 


Content

In keeping with the trend from last year, 2022 saw fewer posts than any previous full year. There's a few reasons for this. I've been balancing school with a part time job this year, I've been dedicating more time to running games than writing about them (the L5R game the last few posts were about is ongoing, I just haven't been good at writing up play reports). The biggest difference is that this year I've started a long-term romantic relationship. That said, there are a few posts I recommend reading:

Books for Dungeon Masters: The Peregrine, by J.A. Baker recommends an excellent nonfiction book, whose prose can be a great aid to DMs learning to narrate

Julius Wavestone Keep Killing! is a short adventure I wrote for Bryce Lynch's Wavestone Keep contest, which got a decent review from him, and which I found gratifying

An Alternative Humanity in Vampire: the Masquerade takes Justin Alexander and Yora's criticisms of VtM's Humanity system and proposes an alternative which lends itself to a quite different playstyle. If I run VtM in the future, I'll do it this way


Diagnostics

Blogger tells me that this blog received 60k views this year, more so than any previous year, accounting for a plurality of my all time 150k views. How this occurred in a year when I wrote less often than ever before I'll never know. I suppose this is the strength of a big backlog. Interestingly, the most popular post this year was the Epilogue for my Castle Xyntillan campaign series. 


Presentation

I occasionally share my posts on the OSR discord, but that's about it, but it doesn't seem to have hurt readership too much. 

The Index

Round the decay
Of that colossal wreck, boundless and bare
The lone and level posts stretch far away

Away from the Blog

I've been running fewer games online (only a handful this year so far), and more in person. Still, those were fewer games than in previous years, less than twenty, a far cry from the pandemic days when I would regularly run two online games a week. I don't regret this, since that time is going into things I value more highly, but I am feeling the effects of not having a nearby, stable group a lot of the time. Most of the people in my Ptolus game earlier in the year are also in my current L5R game, but I can't rely on them also being around for more than a couple years out. This is both because it's a university group, and because I move around a lot, I don't live in one place for more than a few years at a time, making cultivating a solid group for long-term in-person play difficult. A couple months ago I tried to recapture some of the magic by gathering players I knew from DMing online during the pandemic for an AD&D 1e game, the world for which I've been prepping for a while now, albeit privately rather than on the blog. I managed to make a session work, but some player fallout after the session heavily demoralized me, and speaking with a couple players it's clear that the environment for online play just isn't what it was a couple years ago. My best players are older, married with kids, and during a time when they were laid off or otherwise had more time on their hands, it was possible to dedicate a lot of time to games. But this is less the case now. 

I intend to take a break from DMing online, and from playing online as well (with the exception of participating in Rick Stump's very occasional sessions and PbP) and focus on in person games, even if those campaigns are shorter term and for shifting groups. 

If there's one thing I'm proud of this year, it's that I introduced my little cousin (10 years old!) to old school D&D. I did that last year actually, but when he visited for the summer he was obsessed, and I wound up running some simplified AD&D 1e for him and my girlfriend. They had a delightful time, and I've now set him up with OSE books and Rich Burlew's color-in monster tokens, which he should be getting... oh right about now. He intends to run games for his friends in school, and I for one can't wait to watch that happen. 

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Thus ends another year! I hope you all have an excellent holiday season, spend time with your families, and special thanks again to commenters Sofinho and Spwack!

Friday, December 24, 2021

State of the Blog Year 3

Welcome to the third anniversary of A Distant Chime! I'm glad to be here another year with a great community, and hope to keep writing with you all for a long time! Happy Christmas Eve! Now onto this year's reflections!

Content

I've posted fewer pieces this year than any year prior. I attribute this to my having only a limited time and energy budget for RPGs, especially since I'm back in school now, and that budget is taken up more and more by actually running the game. I not only finished the Castle Xyntillan campaign, but started an Icewind Dale campaign in 5e and brought it to a satisfying conclusion, and started and concluded a Legend of the 5 Rings 4e campaign for most of the same group. 

My notetaking for both these campaigns is terrible compared to that of my CX game. How terrible, you ask? I don't know for sure how many sessions each ran for, that's how bad. I'm not sure why my notetaking degraded so either. By the end of the CX game, I was having great difficulty remembering funny interactions between players, which I could do quite easily at the start. Still, I wager those two games combined totaled around 60 sessions, so I've run an excess of 70 total sessions this year. This means that I'm now well above 100 games run in my career as a GM. It's a big step up from the blog's early days, when my writing was more fiction-like, ungameable, and I had quite little GMing of playing experience. 

That said, I still managed to write a bit. 

The posts which I still recommend reading include:






Finally, my favorite thing I wrote this year was The First Rat Bank, a dungeon which I submitted to JB's Out of the Sewer! contest, and won one of the two top spots. You can find the first draft of it (which has some very notable formatting errors I didn't catch before I sent it in, special thanks to Melan for taking a look at it!) at Actually Making a Dungeon: The First Rat Bank. If you want to see the cleaned-up version, keep an eye on JB's blog for when he publishes the collection. It's for charity!

Diagnostics

My stats page tells me that I accumulated some 50 thousand views in the last twelve months, and I no longer trust it in the least. At various times in this same period I've noticed quite strange behavior in my blog views, with various unlikely countries suddenly spiking with hundreds of views in a short period, apparently driven by a single viewer. This explosion in viewership, at the same time that my posting rate has dramatically slowed, was not at all accompanied by an increase in comments or followers. I have no idea what this is, but it's definitely not real readership. Some other bloggers, such as Sofinho, have noticed very similar behavior. I'm just not going to bother looking at these stats going forward unless I can figure out how to separate the real views from... bots? I have no clue.

Presentation

I've stopped really advertising myself as much, outside of just posting links to the OSR server when I write a post. I no longer trawl the OSR Pit, nor the OSR subreddit. I feel like I'm missing so much there, but can't find the time. Still, I'm having a good time writing here for the followers I already have, so i've little to complain about.

The Index

Has not been updated in... oh my that's a long time. I suppose I'll have to hunker down and work on that, but not today.

Unfinished Drafts

I have... a lot of them. Some are posts which I started writing but got sidetracked on. Others are essays which I've come back to repeatedly, but haven't been able to bring into proper form. Others are less posts on themselves and more reminders to my future self to write something. Some I've just gone ahead and discarded, while others I do intend to one day finish. I list a few here. If any sound especially interesting to read, comment below and I'll prioritize them.

Politics in RPGs: A response to Prismatic Wastelands' post Apolitical RPGs Do Not Exist

Module Doctor: Oni Mother Okawa Part 2, in case you want me to torture myself further in the process of demonstrating how to cut down narration and description.

Parable of Smake-Hands Jimmy: Some dungeon poetry and kooky short fiction of dubious worth.

A post examining the differences in medieval and modern worldviews with regard to magic and fantasy. 

Reflections from my time as a player instead of a GM, and how they contrast,

The many kinds if 'inns' and their implications for your fantasy world. 

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Thus ends another year! Stay safe and spend time with your families, and special thanks to frequent commenters Tamás Kisbali, Sofinho, Spwack and Melan

Wednesday, February 24, 2021

Castle Xyntillan: Epilogue and Post-Mortem

So it ends! My first real campaign, stretching nearly a year and comprising 36 near-weekly sessions. 36, incidentally, is half of 72, the kabbalistic number of completion and wholeness. So... we got halway there. If the campaign had lasted a little longer, I would also have accepted 40 sessions, the common biblical shorthand for 'a long time.'

I didn't include any Takeaways at the end of the last post, because I wanted to concentrate everything here.

Ask and ye shall receive!

Epilogue

These last two sessions, the last expedition, were shorter than usual. In the first, they finally acquired the Holy Grayl, having already destroyed the defenses protecting it, requiring only an artifact which they finally figured out where to find. I could have ended the campaign there. The party was immensely powerful, now had the greatest treasure in the castle, and had expressed no desire to defeat the Beast and Aristide, the only remaining enemies who posed a real threat. I decided that would be  bit anticlimactic, and I had already prepared for this eventuality by introducing Serpentina's control of the castle and the demons she brought with her.

I had also given Corby, the fallen cleric, an unholy artifact, effectively as a blank cheque to make use of later. So I maneuvered to ensure that Corby did an evil ritual, with the result that the party would be dropped temporarily into Hell, for a climactic escape to cap off the campaign. 

Their mastery of the castle made the escape much quicker and less deadly than I had anticipated. That might be the biggest compliment I can offer the adventure. Only in a dungeon this large, with such a long term of play and a gradual understanding of the structure, would it be possible for the GM to be surprised in this way. Hats off to Melan!

I feel that the campaign was at its best when it was absurd. If I tried to get into melodrama it usually bounced off the party, with the exception of Giacomo and Adelaide's relationship. And though they joked around a lot, the party took some things very seriously: namely, Aristide and the Beast, since I built them up as unassailable badasses from the start.

In the end, the campaign's death toll amounted to the following:

Fideaux (dog), slain by the Gristle Knight
Aymeric, slain by the Gristle Knight
Willemot, slain by the Gristle Knight
Regis, slain by the Gristle Knight
Bruno, treacherously slain by Rel/Ysabeau
Herman, slain by the arrow of Hubert the Huntsman
Clovis, pecked to death by a giant stuffed owl, accidentally reanimated by Corby, then eaten by a cyclops
Raymond (talking mule), heroically sacrificed itself to save the party from the marilith
Longo, 6th level halfling thief, struck by lightning after the campaign ended

I still can't believe Idred escaped Charon in such a manner. I expect that if I remember one story from the whole campaign, it will be that one. All for a boat.

Changes to the Adventure

The single largest change I made to the dungeon was in accommodating the wedding plot, which culminated in session 12. It all developed in a gradual and unexpected way. First, the party encountered Adelaide Malevol in their first session. Then she had a sudden mood change, and I quickly improvised a task for her to blackmail the party into doing, and settled on creating Giacomo and ordering the party to return him to her. This wound up resonating with their allegiance to the Cherry Crow. When they finally met Giacomo in Tours-en-Savoy, I had thought it over more, and decided that Giacomo would have his own (possibly ill-conceived) plot to screw over the Malevols with a wedding. 

I then had to figure out how to run such a session, and how to make Xyntillan work with that. I made it a sort of special event, where the typical dungeoneering rules were deemphasized, and the party instead got a chance to do some intrigue, got tricked by Maltricia and Serpentina's machinations, and won anyway. It was satisfying. Some parts of it may have been awkward and clumsy, but on the whole I'm happy with how it turned out.

At the end of the campaign I made some cosmetic changes to the dungeon to emphasize Serpentina's rule, and put some threatening demons in there where the party would see them. The short term of that expedition meant that the interactions with these changes were fewer, but that's fine.

What else? There was the Gristle Knight, which I'll mention in the following section. A couple enemies didn't have names, like Angela the succubus, so I named them and gave them some character. I made the mummy in the tower into Aurora Malevol, a sleeping beauty, sister to Adelaide and possible threat to the stability of the castle if released. If I run the castle again, I'll keep that element.

The invasion and occupation of Tours-en-Savoy was all me, and the dungeon underneath the prefecture was a small Dyson map. There's no information in the book about the town of Wolkmarstal which the party sheltered in, so I just made stuff up, little detail was actually needed in the end. 

Oh, and there was Raymond the Talking Mule. There's not too much to tell about that. When the party bought a mule, I decided it would be funny to roll quirks for it as if it was a regular hireling. Turns out, it was pursuing a vendetta against a resident of the castle. I never determined which one, nor did I have any idea how to implement this. When the campaign was at its end, I decided to crown a very serious session with a moment of absurdity, and so had the talking mule reveal itself immediately before sacrificing itself to save the party. Not quite a deus ex machina. 

GM Secrets and Screwups

The time has arrived! Let the hidden arcana be shown to all!

So, there's a few places where I just didn't keep up with bookkeeping and rolling as well as I should have. For one, locked doors. One in six doors in the main castle should have been locked, and twice as many in the dungeon! Yet, for the most part, this wasn't the case. I forgot the rule in the first few sessions, and felt weird about reintroducing it. I also wasn't sure how to implement it. Roll right when the party tries to open a door? Try to assign which doors are locked ahead of time? 

I eventually applied locked doors, but not all that consistently. In the later stages of the campaign, the party were no longer moving room by room, but traveling from one section of the castle to another, and I just wasn't willing to make them sketch out an exact path, then roll for every door in their way. 

Also, any commitment I had to letting the dice fall was broken in the first session with the very first random encounter.

The first time I rolled for a random encounter, I rolled Countess Maltricia Malevol, vampire. I took one look at that, and rerolled it. I wasn't going to throw a vampire at the party right at the start, not in the least because they were outdoors in the sun at the time. So they encountered Adelaide Malevol instead, which kicked off the whole wedding 'arc' which is probably my favorite part of the whole campaign.

That fight with the Gristle Knight in the armory, the one that left most of the party's hirelings dead or missing and nearly killed a couple players?

So, ummmm, that was kinda-sorta a screwup on my part. The animated armor was listed as HD 4+4, which at the time I thought applied to to-hot rolls as well. Sooooo it attacked as an 8HD creature. If not for that error, it likely would have been destroyed in that combat, though it likely would have taken at least a couple hirelings with it. I conferred with Melan after this happened, and realized my error, but he advised me to use that error and turn it into something cool. So I retconned that animated armor as a unique monster, and the next time the party encountered it, it was wearing the bones and ligaments of their fallen hirelings. Also, it had infrared vision. The party swiftly destroyed it, but it was cool nonetheless.

Maybe my biggest recurring screwup was with hirelings. For one, late in the campaign we ran into a snafu in that we couldn't figure out which hirelings were which. One that I thought had died was still in the party. This was my mistake in not doing good public bookkeeping. 

More generally, I wasn't sure when and how to impose morale checks. In instances like the death of Herman, I wasn't willing to roll morale in the midst of combat and after the fact didn't know how to play the hirelings. I generally described them as shaken, but didn't have them take actions to subvert the party or desert. The only time that happened was in the fight with the Gristle Knight, the closest the party ever got to a TPK.

In general, the hirelings faded into the background, especially as the campaign matured. I didn't have distinct characters for any of them. 

In future campaigns, I will make a point of creating a standard format for hirelings in the campaign document, so I can easily see who is whose, their morale score, and so each player can quickly roll morale for each. 

While it's not an explicit screwup per se, I get the definite feeling that the campaign lost flavor towards the end. Maybe it was my burnout, or the players acquiring lots of power, or maybe it had been going so long that I had forgotten the way I initially visualized everything.

Perhaps that's related to my taking fewer notes. In the early session reports, I reproduce detailed exchanges between players, mostly for comedic purposes. As the campaign wound on, I did much less of that, and found it harder to take detailed notes. Maybe I didn't need them? Certainly I couldn't remember funny quotes without writing them down, but I could more easily recall the general events of a session.

I still can't get over the fact that the party never even saw Aristide. There's a lot of characters the party never met, but the lich cast such a shadow over the campaign that never meeting him is a bit of a shame. Or maybe it's for the best, as he will be remembered as the shadowy threat the players were always too scared to face. Even now, diregrizzlybear has gotten the book and has shown the other players the maps and statblocks. The Beast's is a doozy.

Shrines and Saints

I started the campaign with a new development on the Shrines and Saints system, and three saints made specifically for the campaign. The party selected the Cherry Crow, which quite unpredictably was a major reason for the development of the wedding subplot.

However, I never used the other two saints, nor did I work the Cherry Crow into the world at all. I could have added some more flavor to the towns with the saints and their respective worshippers, but the party spent very little time in towns. 

It was modestly successful. The party really took to being worshippers of a saint like this, and the spell it granted them was useful, though they never sacrificed to get extra uses. Still, as the campaign matured the Cherry Crow became less and less of a consideration, until it appeared only once every few sessions as an offhanded remark.

I expect to be reworking the Saints and Shrines system sometime soon (say such six times swiftly) with lessons gained from using this in actual play. Also, I recall seeing someone else doing some really good work on that subject, and I believe I commented on that post, but can't remember! If you recall what that was, please comment below. I believe it related to regional deities and the conflicts between them.

Leftovers

Stuff from the last couple sessions that didn't see play, plus other plots that never came up:

The two statues outside the south entrance were replaced by statues of Maltricia and Giscard Malevol, the vampires (I intended for them to come alive and attack the party)

The cloaker, man-eating hat, and other accoutrements in the southern vestibule were going to form up into a single humanoid creature, which would come apart and be revealed as a collection of animated objects. Imma recycle that one for another campaign.

Rel/Ysabeau entered a pact with Angela the succubus, and if the party found and confronted them, he would have been dragged into Hell. In my headcanon, I assume as much happened in order to escape Claude's army. 

Adelaide and Giacomo... yeah I wasn't sure what to do about those. I toyed with making Giacomo an antagonist later on, maybe a rival for a certain treasure, but never went through with it. Later, after the party rescued Giacomo from imprisonment, he effectively dropped out of the campaign. 

Going Forward

When next I return to old-school play, maybe with S&W, maybe OSE, which I hear many good things about, I expect to run a campaign with a 'stable' of characters, so I'm less tempted to cut down on PC mortality. Get fully into the old-school mindset. I've been considering a Black Company-inspired campaign along those lines, though I should actually finish the book first. Stay tuned. 

I expect to return to Xyntillan with other parties in the future. Actually, I already have: I ran a session of 5e Hardcore Mode in the castle for a 5e party (most of the same people as the Icewind Dale campaign, which is ongoing, I just haven't been taking extensive notes). They slew some skeletons, met a friendly ghost, found the Gristle Knight in the armory and barely escaped with one downed party member, which they abandoned to be eaten by crows. Good times.

I do expect to make session reports of future campaigns, but I doubt they will be as detailed as these. These session reports take a good deal of time, even once I got a good system in place for them. 

What remains now? A Megapost. I will be going back through all the Castle Xyntillan posts, linking them up properly and placing them all into a single Megapost for ease of reference. Thus I will pay homage to my first great campaign, which I will look back on years from now, and be able to see exactly what happened. 

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So it ends! Whether you've been following this series since the beginning or just joined us now, thank you! Be sure to comment below and subscribe to the blog to see where we go from here. Until the next post, have an excellent week!

Thursday, December 24, 2020

State of the Blog Year 2

Welcome to the second anniversary of the Blog Formerly Known as Espharel! You can find last year's reflections here, for comparison and contrast. Here are my reflections from a second year of blogging, plus what the blog looks like from this side of the curtain.


What is A Distant Chime?

One big change from last year. The blog has a new name! Truth be told, I can't remember exactly when I did it. Maybe around summer? I also accompanied that with a spring cleaning of the old place, a new background, a browser symbol, the works. Much nicer on the eyes. It doesn't have the clean-cut, straightforward appeal of some other blogs I could name, but it has its own identity.

The name change was motivated by a feeling that the blog was held back by a weird name. I have no data to back this up, but when these sorts of fits take me over it's best to let them run their course. Thus the makeover.

I mentioned in last year's State of the Blog that the name Espharel was a nonsense word which came to me out of nowhere, which I selected when my first choice for a blog name was taken. The subjective quality of the word recalled to me the chime of a bell; perhaps describing a City of Bells. So when renaming the blog, it didn't take long to settle on a new and improved title.

Content

Last year, I noted the shift in the kind of blog content I posted, from imitating Goblin Punch with bestiaries and locations, to later become a GLOG class creator, and after that transitioning into an adapter of other settings and media, such as Joseph R Lewis' short stories and the Elder Scrolls setting, into GLOG content.

The biggest change this year was that I started running games regularly. I had a GLOG game in my university, but it was slapdash and infrequently attended. People were busy, and a homebrew system which didn't have the elements they wanted didn't build a strong campaign. I also had the ESGLOG game, but it was extremely slow, went via text on Discord, and collapsed when the pandemic hit. 

I floundered for a while, writing blog posts without a game running, then trying and failing to start campaigns. My plot to playtest my underwater OSR rules, Point Nemo, fell apart pretty much immediately (well enough that it did; I had virtually no material to test!) and a brief stint on a 5e West Marches server inoculated me against that sort of environment. 

Then the Castle Xyntillan game began. Since late April, we've had sessions nearly every Friday night, totaling 29 sessions, around three hours each. The lion's share of all the time I've ever spent GMing has been on this campaign. It's pointing towards a conclusion, though it hasn't reached there just yet. The party now knows about the greatest treasure in the castle, and has a solid grasp of where to find it, and the metaplot I've overlaid onto the campaign is reaching an ending. I expect it will continue a good ways into next year before concluding.

Then there's the very brief playtest sessions of Depravities of the Dinosorcerer. I called them off after just a few sessions, since I really didn't have enough material to go further, and the group's small size negated much of the point of playtesting. Ah well. 

And now, I'm even running a 5e game which I expect will continue for some time. The me of even a few months ago would have been surprised by this. It came together much more quickly than I had expected, and regular Saturday sessions (at a much more convenient time than Castle Xyntillan's late-night game) seem to have a lot of enthusiasm behind them.

Now, my content is composed in large part of play reports, short essays and discussion articles, some advice on running certain modules, and only rarely something that could be considered playable content. Depravities of the Dinosorcerer is on the backburner, as running two campaigns and writing regular posts takes up all the bandwidth I'm willing to put in the direction of my hobby, and writing and playtesting a module of my own is just so much work. 

On one hand, I don't wholly like this move away from playable content. On the other hand, it's a lot easier to write, and in many cases more enjoyable. I'm no longer doing quite so many systems, since I don't want to be putting out too much content which isn't playtested. But I also don't have endless opportunities to playtest. So it goes.

Diagnostics

My tools tell me that the blog has accumulated 32.5 thousand pageviews, averaging 88-ish a day, and 113 comments in the last year, accounting for the vast majority of blog views (all time views are at 37, 420 as of writing) and comments (113 of a total 128). Granted, a bunch of those comments are my own, responding to others, but that's in the minority.

In the latter months of this year, I committed myself to trying to get a monthly average of 100 page views per day, if not more. I have succeeded in doing this for the months of May, June and August, and am well on track to succeed for the month of December as well.

Posting Rate

My least active month this year was in September, where I posted only four pieces to the blog, of which three were Castle Xyntillan Session reports.

Most of my months hover around 6 or 7 posts. Once per week reliably, plus some more erratic posts. The months of May, June, and last December all hosted 11 posts. Once this post is added this December will break that record, with 12, and several more to come before end of year! 

In the last State of the Blog I wrote about how, during the Christmas season, I was putting out a 'blistering' output of one post every two days. Like last December, I had a lull early in the month where nothing got posted, followed by a flurry of subsequent activity. Except that this year's flurry is nearly daily, as opposed to a more disciplined 48-hour schedule. I attribute some of this difference to the change in content described above.

Once this post is included, posts for this calendar year will number 96 in total, 99 once one includes posts which came last December after the last State of the Blog. (Alas! I fall one short of 100! I didn't even know I was working towards that, but now I have another milestone to beat next year.)

Audience Size

Last year, I noted that most of my blog post got between 30 and 50 page views, with some notable posts, especially my Elder Scrolls GLOG posts, receiving more than that. 

This has, to say the least, changed. The typical range after a week of being online is between 100 and 200. Some posts, such as CX session reports, and other miscellaneous post get notably less, around the range of 80-90 views. It's kind of a trip, knowing that I can post something and reliably get a hundred eyeballs on it.

I didn't record the number of followers I had this time last year, but I seem to recall it was less than ten. We've recently gotten up to 21 followers, plus some others who don't follow directly but nevertheless signal boost the blog via their own platforms (special thanks to Anne of DIY&Dragons!). 

Presentation

I've experimented with titles for posts a bit especially on some posts which are more commentary than content. Namely, more provocative titles such as 'Stop Antagonizing Your GM with this One Simple Trick' and 'Stop Writing Lazy Quest Intros'. I used to title these sorts of posts 'OSR Discussion: [insert relevant title here]' but felt that they were getting less engagement than otherwise. Changing this seems to have worked. Or maybe it's a different element entirely and I'm misattributing the reason for this shift.

I started crossposting occasionally to reddit (especially to the regular r/osr blogroll), and sometimes to the OSR Pit. However, I've drifted away from the latter platform, since it doesn't seem that shameless self promotion fits the tone there very well.

Notable Posts

The elephant in the room here is the original Shrines and Patron Saints post, which remains by far my most read post. It came out immediately after the first State of the Blog, so I've had to wait until now to really talk about it! It accumulated a truly ridiculous amount of views very quickly, and its position at the top of my popular posts page has allowed it to keep doing so. It has just shy of 1400 views by now. I have no idea how or why this happened. If you were responsible for sharing it widely, please let me know in the comments below.

Besides that, ten posts which I particularly enjoyed writing follow:











The Index

I have one. I have so far failed to put it somewhere obvious, and it has been sadly neglected, as I have not updated it in some time. Put this one up as something to fix.

Endnotes

I've started using intentional endnotes in some of my posts. Standard stuff, a line of dashes ending the post, followed by a request for readers to follow the blog and comment. I think it does increase comments, though I haven't looked at it concretely. So far my use of these is inconsistent, but I will likely make more of a habit of it.

Also, I still have no idea how the 'schedule post' button works. 

Unfinished Drafts

Holy Crap I've got a bunch of these unfinished drafts floating around. I include the premises of a few of these, mostly based on books. Comment below about which of these drafts you'd most like to see completed!

Oaths and Vows: an expansion on the Shrines and Saints systems, retooling it for more flexibility and easy application.

Emperor of All Maladies: a post on vampirism, analogizing it to cancer via Weinberg and Hanahan's six 'rules' of cancer described in Dr Siddhartha Mukherjee's book, The Emperor of All Maladies

The Faecrawl: an approach to hex or point-crawling in a space-bending Fae realm based on the Kingkiller Chronicles.

True Names: a system for determining and using true names for PCs in old-school games, based on the Wizard of Earthsea

The Day of Wrath: an approach to adding to your game the sense of impending apocalypse described in Mark Bloch's Feudal Society, pages 91-93. 

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Thus ends another year of blogging! Be sure to follow the blog and comment below. A special thanks to my most frequent commenters, kaeru, Sofinho, Griffin and Spwack! Merry Christmas, Feliz Navidad, Buon Natale, חנוכה שמח, and to all, a good night!

Saturday, December 12, 2020

Contra Grognardia on Lovecraft: Nihilism, Eternalism and Meaning

I expand here on a comment made under a new Grognardia post on Lovecraft and the decay of Geek Culture™. This is only tangentially about RPGs or even Geek Culture™ to begin with, and then it falls off a cliff into amateur philosophy. This as also written in a rush, so I may return to the subject with more thought. You have been warned. 

(And just as I was finishing, another comment came up which is exactly appropriate to what I was writing about. Well, I have a game in half an hour and I'm not pushing the post back. John, I'll get back to you.)

James' post covers the transformation of Lovecraftian fiction and its elements, most obviously Cthulhu, into commodified, brandified, blandified, domesticated products, completely alien from the horror they originally evoked. Most obviously in the form of Cthulhu plushies and plastic figures.

I must confess to being one of James' targets in this, in spirit if not materially. I don't own any Cthulhu plushies, but I don't take Lovecraft seriously. I love the work, but I don't regard it as really horrific anymore.

Why yes, I am being deliberately provocative

I referred to Lovecraft, Speculative Realism and silly nihilism, a post by David Chapman, a former MIT AI scientist turned Buddhist philosopher and blogger (a quote from one of his papers adorns the blog banner at the moment). Chapman's point, which I summarized in the comment, is that the horror of Lovecraftian fiction hinges on the subversion of the assumption of human importance and a benevolent plan. Chapman calls this stance 'eternalism.' 

And yes, Chapman does in fact own a Cthulhu plushie. 

Nihilism is a subversion of eternalism, and the infringement of one on the other can bring about the sense of hopelessness and cosmic irrelevance which made Lovecraft important. Lovecraft's writing technique and storytelling are methods for emphasizing this. 

But without an eternalist stance to subvert, the actual horror of Lovecraft loses potency. I, and most other Lovecraft fans I know, started reading him in their early to mid teens. Stories like Pickman's Model (by far my favorite) are excellently creepy by introducing disgusting, disturbing elements into our own world. But stories like Call of Cthulhu fell flatter for me; they were still enjoyable as adventure fiction, but they weren't quite so scary.

Chapman explains this is because eternalism as a stance no longer holds so much sway. Two other commenters, Anon#8107 and John Higgins (of Playing Dice with the Universe) point out how technological advancement, especially in biology and astronomy, turned eternalism on its head. When the existence of black holes is a documented physical phenomena, when deep space telescopes can reconstruct the birth of the universe, and we can show definitively how organisms evolved, without any distinct plan, over billions of years, the eternalist position becomes untenable. 

The forbidden knowledge which mankind cannot comprehend, was in fact comprehended, and we're still here. Did that mean it had no effect?

Not quite. Chapman makes the case that the expansion of nihilism into the public consciousness, predicted by Nietzsche and moaned about endlessly by existential philosophers since, was a disaster. Some claim it was the cause of the World Wars. Certainly, the world is dramatically different in spirit than it was a century ago. 

Comment Responses

One reply to my comment offers a good point. knobgobbler writes:
Maybe that's where you live, but I see a whole lotta people who are neck deep in delusions about themselves, the universe and their place in it. If they're losing one religion they're joining another. Consumerism promises a sort of immortality through your purchases if you just. keep. buying.
I don't think 'cosmic meaninglessness' has gained anywhere near the acceptance you think it has.
I can confirm that people are neck deep in delusions about themselves where I live too. I regard this as baseline (cf Elephant in the Brain, Simler and Hanson, highly recommended). Nihilism is one of the foremost delusions I see in my general area, but knobgobbler's region may have a different flavor.

And I would bet good money that the religions people in knobgobbler's area are joining are one of two types. First, spineless, maximally vague creeds like Consensus Buddhism, or Universalist Christianity, or some New Age faith which throws everything from spirit guardians to energy healing in a spiritual grab-basket. Second, evangelical faiths with a high degree of orthodoxy and which prioritize faith, most likely one of any number of evangelical Christian sects, but also possibly Islam depending on the region. 

These two approaches to religion are major responses to the advent of nihilism; monist and dualist flavors of eternalism. The former tends to emphasize the idea of 'oneness' in a variety of domains, while the latter emphasizes, clear, eternal and objective boundaries.

As to the third point, I must confess I've never gotten this line of criticism. I assume it's Marxist in origin, but consumerism as a religion doesn't have much traction in my head (though perhaps I will understand if I start buying plastic figurines). Chapman does discuss consumerist spirituality, but in the sense that contemporary attitudes treat religions and faith as piles from which one can grab elements and stick them elsewhere, as opposed to coherent systems which must be taken whole.

Another commenter, Corathon writes:
I disagree that most people - at least in the USA, where I live - subscribe to the belief that existence is meaningless, or that murdering a human being has no more moral weight than swatting an insect, or that nothing is true (and consequently everything is permitted). And even those that claim that they do believe don't usually act like they do. Thankfully.
I first want to make a distinction: first, the statement that life/the universe/everything is not ultimately meaningful. Second, the statement that life/the universe/everything is meaningless.

There are degrees: the core of nihilism is that there is no ultimate meaning. From there, some go ahead and say that life is meaningless. Some go as far as Lovecraft and say that everything is meaningless. The Speculative Realists described by Chapman seem hellbent on going further. But those are not the only options. 

The core problem with nihilism, which makes it thoroughly silly in retrospect, is that it shares eternalism's view that meaning requires something objective, or eternal or obvious to be real. Eternalism claims there is such a thing, so there is meaning. Nihilism claims there is not, so there is no meaning (to whichever degree). The third option here is to recognize that you can make your own meaning. In fact, it's not all that hard. 

Behavior is a better indicator about what people 'really' believe than what they say about themselves (again, Elephant in the Brain, read it already). It is not original to point out that virtually nobody acts as if they believe in the faith they profess. The stock phrase is, "People used to believe their religion, now they believe in their religion." Likewise, none but the most dedicated nihilists can bring themselves to act as if life is meaningless. Most don't get further than dressing in black and giving in to malnutrition. 

No shit they don't act like they believe that life is meaningless. It's pretense. It's pure edginess. It's a fucked up form of play that's trendy among philosophy majors. Even they manage to make some meaning out of their lives (possibly by trying to outcompete each other in how much they definitely don't care) while desperately trying not to. 


After Nihilism
We already went through nihilism. To butcher another sci-fi property, nihilism passed over and through us, and we remained. 

Nihilism used to be very scary. It threatened the social and philosophical order at the very base. It was a major cause for concern among the academic and religious establishment when it first began to spread. And it kept spreading. And the face of the world changed utterly as a result, with dire and harmful results for faith, family and society as a whole. Once it came, the only way to escape it was to, in Lovecraft's phrase, to flee from the light into the peace and safety of a new dark age. 

And people did flee. The explosion of evangelical faiths following the World Wars in particular seems to me everything that Lovecraft predicted. 

But the result of this was not the destruction of humanity by an Elder God. It was a new generation growing up amid the ruined shells of prior meaning systems. The terror of nihilism was in the anticipation, but once it arrived, people were still here, and after they got over their goth phases, they still managed to make some meaning out of their lives.

Nihilism is no longer scary. It's just a problem. A massive problem, with distinct and visible harm to those it afflicts, but nevertheless a problem which can be ameliorated and solved. 

That's why Lovecraft doesn't horrify. Stories like Pickman's Model can very effectively creep out, but, in Chapman's words, his overwrought aghastness at the lack of ultimate meaning just comes off as funny. Silly. Endearing, in the same way that mathematicians horrified by non-Euclidean geometry are endearing in retrospect. 

That's why we can show Lovecraft's stories to children, buy Cthulhu plushies, and play RPGs where the player characters go insane as a result of comprehending the vast indifference of the universe. It no longer hits close to home. Hell, when James Maliszewski first came back to the blogging scene, I announced 'That is not dead which can eternal lie!'



A Personal Digression
If you allow me a personal digression: When I was very young, I was an aficionado of astronomy. One night, I watched an educational video which taught me that, in the far future, the Milky Way would collide with the Andromeda galaxy. This distressed me for days, until I wrapped my head around the times and distances involved, and realized that I didn't actually have much riding on the integrity of the Milky Way. 

For a much longer period of time, starting some years after that, I was distressed by nuclear war. For years I remained convinced that nuclear holocaust was likely to occur, and in the dark of night, when a strong wind picked up or a truck passed along the road or a plane passed overhead, I would cross my fingers and toes, close my eyes, and think to myself, 'Ah, so this is how it ends.'

This happened quite frequently, though more rarely as time passed and Armageddon never seemed to come when I expected it. 

It lasted for so long because I reasoned myself into that position through a shoddy understanding of global nuclear policy. I did not actually live my life as if I expected to die horrifically, except at those times, when alone, because I recognized I would be teased for it. If I actually believed, I might have insisted on moving to a secure bunker. 

Likewise, a great number of people reason themselves into any number of positions, from nihilism to wicca, and may talk at length about them, while still acting in largely reasonable ways, and not acting on the obvious results of their philosophy. 

(Closely regarding John's comment linked at the top, I also routinely induced existential fear in myself by trying very hard to imagine death. I can generally scare myself a lot with that, but less than before. I intend to use this as a practice for desensitization to that terror, and hopefully to understand it better. I have also heard that some psychedelics induce a sense of non-dual awareness which offers some insight, but I have not yet been able to confirm this myself).



Snarkiness
Another practice I find quite funny is the use of quotes from authors who would have hated my essay to support it. CS Lewis likely would not appreciate the points made here. Still, I leave you with a quote of his which summarizes my feelings about the passing of nihilism, from the Screwtape Letters, Chapter 31:
Defeated, out-manoeuvred fool! Did you mark how naturally — as if he’d been born for it — the earth-born vermin entered the new life? How all his doubts became, in the twinkling of an eye, ridiculous? I know what the creature was saying to itself! “Yes. Of course. It always was like this. All horrors have followed the same course, getting worse and worse and forcing you into a kind of bottle-neck till, at the very moment when you thought you must be crushed, behold! you were out of the narrows and all was suddenly well. The extraction hurt more and more and then the tooth was out. The dream became a nightmare and then you woke. You die and die and then you are beyond death. How could I ever have doubted it?”

P.S. 
None of this is to say that I condone the commodification that James describes. I am told that those plastic big-headed figurines are called 'funkopops' and I find them revolting. 

If you have enjoyed what you read here, please comment below and follow the blog. I have no doubt that my conclusions here will be picked apart, and I will likely come back to this. Until the next post, have an excellent week!

Wednesday, July 29, 2020

Let's Build a Dungeon! The Start and The First Level

[Edit: This was the first draft, and with time and playtesting the first floor has changed and improved dramatically. Check out the playtest, and the updated version when it's out!]

I've previously moaned about the difficulty of finishing projects, even of getting real material out. Well, I've decided, no longer! At the very least, I'm going to put out something. So I started making a dungeon with Swords and Wizardry. Here's the first level. It's just 15 rooms, good for a couple sessions of play, with some decent jaquaysing, a mix of traps, combat, and lots of custom, detailed treasure.

Also, this is totally not playtested. This is the work of about four days, during which time I have certainly not run it, and very likely won't have the chance to do so in the near future. I'm publishing this as soon as I finish writing it and check for errors.

You can also download this as a much better looking PDF.

The Beginning

I started this project by doodling a Melan diagram with a few loops. Afterwards, I started filling it in on a simple mapping tool, and ended up with these fifteen rooms.



Alright, not a bad start. Now, to populate it. I use the method described by JB at B/X Blackrazor here. Running the random rolls through a Discord bot, we end up with this:

1. Empty, Treasure
2. Special
3. Trap
4. Empty
5. Empty, Treasure
6. Monster
7. Special
8. Monster, Treasure
9. Monster
10. Trap
11. Monster, Treasure
12. Empty
13. Trap, Treasure
14. Trap, Treasure
15. Monster, Treasure

That's 4 empty rooms, 2 special rooms, 4 traps and 5 monsters, with 7 treasures between them.

Now, let's put in some treasure. I decided the first level is meant for a second level party (why second and not first? No idea. Just go with me), so assuming 5 members, we want them to get halfway to level 3 if they find every scrap of treasure. Is that good design? No idea. But I'm doing it anyway.

Taking an average between the MU's and Thief's XP requirements, times 5, and....

7500/2*5=18750/2=9375gp, to be distributed among 7 areas.

Let's distribute it the way JB describes, taking half aside, then half again, then again, until we end up with two small parcels of equal size.

9375

4687.5
2343.75
1171.875
585.9375
292.96875
146.484375
146.484375

Adjust the values around to be cleaner and easier to work with....

4600
2400
1150
650
295
150
130

Aaaand these are our treasure parcels, to be distributed in 7 of the first level's fifteen rooms.

Now, we come to the hard part, the actual creativity. I can't guide you through this part of my process, just show you the results. If it's schlocky and a bit gonzo, that's what I'm here for.

Ahem.

DEPRAVITIES OF THE DINOSORCERER!
(working title)

INTRO

In the southern reaches, where the dark jungles loom large and the locals dare not venture far from their paths, something strange stirs. Dinosaurs! Velociraptors have been spotted filching from the town of Dewhill, carrying off livestock, eggs, and even valuables! Oh, they also took priest Bartleby, but nobody minds.

With these strange thefts, stories have resurfaced that elders had though they had forgotten. In the jungles beyond, a sorcerer used to make his home, and was said to have resurrected long-dead creatures! He disappeared seventy years ago, and the town quietly forgot him. Hot on the heels of these stories, a party of adventurers came to town last month: three men and a halfling trailing a long entourage. They attended a local wedding, wrecked the place and left to find the source of the attacks, and were never seen again.

An overgrown stone complex juts out from the jungle, hidden under a thick canopy. The door stands wide open, inviting the daring and foolish to enter...

THE DUNGEON

On the roof: Climbing up to the roof of the structure, 20' in the air, the party can quickly find three entrances: a fragile section of roofing leading to 12 Empty Vault, which can be widened with two turn's work, soot-blacked windows leading to 5 Parlor, which can simply be shattered, and the open-air 7 Amber Grove, which can simply be rappelled into or descended by climbing down a tree.

1. Entrance. (40'x30') A larger-than-life stone bust of a narrow-faced, goateed man sits on a pedestal. Dusty tapestries depicting impossible creatures hang on the walls. The western door hangs ajar, a faint trail of straw leading to it. The eastern door is spiked open. 
  • An inscription on the bust reads: To enter my chambers, speak the name of magic. Speaking any 'magic' word, like Abracadabra, or Hocus-Pocus will cause the eastern door to groan, trying to open further.
  • On an end table by the eastern door sits a rotten, dried up pineapple in an ornate silver pineapple holder (130gp).

2. Guest Hall. (30'x30') A greeting hall, dozens of colored glass spheres hang from the ceiling. Each contains a gigantic torchfly, curled up and dead. A book lies open on a stand.
  • The book is labeled: Guests. A great variety of names are listed, with dates between eighty and seventy years ago. At the bottom, an entry with last month's date reads, in a flourish: The Groomsmen.

3. Fountain. (40'x30') The flagstones give way to soft soil. In the center of the room, an ornate fountain contains piles of gold coins in murky water. 
  • The fountain is, in reality, a giant plant, and the water is a digestive fluid which strips everything except gold. Touching the fountain or reaching into the water causes the fountain to snap up the offending character. The fluids deal 2d6 damage per round, and the character may escape by succeeding a Save at -2, cumulative. It can be dispatched from the outside with relative ease, and contains 295 gold pieces.

4. Mage's Rest. The corpse of a Magic-User wearing a full armor helm lies on the ground, decomposing. The left side of his torso is gone, as if taken out in a single, giant bite. There are numerous humanoid tracks crossing the room. A blood trail leads to the western door and into the grove.
  • A journal remains on the corpse. The name within is 'The Omniscient' with 'Most' inserted between the words. It details a long journey through a castle of the mad dead in the far north, and rumors of ancient creatures in the south. A note in the margins of an early page reads: What does irresistible rondeau do?
  • A skilled tracker could decipher four sets of tracks coming through from the north, then one set coming back from the west, ending with the body.

5. Parlor. (50'x20') An abandoned parlor, long tables, lounge chairs and an overflowing fountain. Windows are set in the roof, long since blackened by thick soot. An end table hosts a gilded birdcage, silver hairbrush and a jeweled cosmetics kit (the cosmetics within have decayed). In the cage is Merrytwinkle, a foul-mouthed pixie who has been trapped for seventy years. 
  • The cage itself is worth 20gp. The hairbrush is worth 30gp, and the cosmetics kit, set with pink diamonds, is worth 100gp.
  • Merrytwinkle's term of servitude is long since over, but if freed quickly and without ultimatum, will be reasonably well disposed. He may be hired on as a barber-surgeon for an appropriate wage and supplies. He is skilled in first aid, amputation, hair styling and fashion (though his ideas are seventy years out of date), and can easily hide in a character's clothes or hair. If the players attempt to haggle or make demands before releasing him, he will escape at the first opportunity with a jewel or other small piece of treasure. 

6. Storeroom. (30'x'20') A messy storeroom, filled with crates of fossil remains. On the north wall, a scorched frieze depicting three disfigured men in contorted positions. These are Fossil Vampires, stirring on approach and awakening fully with a single drop of blood. They are ravenous, and utterly insane.

Fossil Vampire: HD 3; AC 3 [16]; Atk 2*claw 1d6 or grapple and bite 1d10 and level drain; Sav 16; Spec climb at full speed, 1d6 Hp/round in sunlight; ML 9; AL C; CL 3.

7. Amber Grove. (100'x70') An overgrown jungle grove, shaded by the canopy. Searching the jungle will reveal wild nutmeg and cinnamon, mango and toxic calabash trees in full fruit. In the north, a tree dripping resin is fenced off. A greenhouse stands in the center of the grove, windows fogged. Six tall blocks of amber sit along the walls, displaying preserved prehistoric creatures. The fourth from the east swings open with difficulty, hiding a secret passage.
  • The tree drips resin into overflown buckets. Given a few million years, it would crystallize into amber. Valued by alchemists and enchanters, a total of 150gp.
  • A trail of dried blood leads to the door of the greenhouse. A broken sign by the door reads: Beware of...
  • The amber blocks each contain the preserved body of prehistoric megafauna. From east to west, a saber-toothed rat, a giant wasp, a scaled ape, a short-faced bear, a juvenile proto-dragon, and a giant myconid.

8. Foggy Greenhouse. (20'x30') The greenhouse's windows are totally fogged from the inside, and visibility within is limited to 10'. Dozens of unusual plant specimens grow here, healthy and full. This is the domain of the Fogling, an aggressive bound spirit that cares for the plants. A locked cabinet opposite the door contains alchemical reagents and potions made from the plants
  • The plants within are all previously extinct specimens, including a giant flytrap (large enough to eat rats), various prehistoric fruiting trees, and a cactus with wrinkles resembling an angry face. Worth 200gp to curious botanists. 
  • The Fogling is invisible in fog, and prefers to open its attack by separating an intruder from the group. It can knock over items and faithfully imitate voices it has heard in the last hour. It will not chase intruders outside the greenhouse unless they steal an item.
  • The cabinet contains a thick, gelatinous potion of plant control, and a cool, alcoholic frozen concoction. In addition, there are piles of alchemical ingredients, including ruby dust, dragon eyeballs, and a live golem beetle, worth a total of 800gp to an alchemist.
Fogling: HD 5; AC 4 [15]; Atk chomp 3d4; Sav 10; Spec invisible in fog, mimicry; ML 12; AL N; CL 6.
Hp    23

9. Cattle Pens. (50'x30') The dingy, dirty smell of livestock fills the air. A pair of barred pens hold malnourished, terrified, moaning cattle. The carcass of another lies, half-butchered on the ground opposite. Three velociraptors hide inside the carcass, interrupted in eating the entrails. 
  • One will pop out, and warn off intruders. If not heeded, the other two will pop out in ambush. If they suffer a casualty, they will dash under the southern door and join the raptors in 11 Were-raptor Lair.
Raptors (3): HD 1; AC 6 [13]; Atk 2*talon 1d4; Sav 18; Spec surprise 1 in 2; ML 7; AL N; CL 1.
Hp    5    7    3

10. Geysers. (30'x50') The floor here is littered with the mouths of geysers, which erupt scalding air constantly. Metal hooks are driven into the roof, leading to the western door. A Thief could swing across them quickly with a Climb check, as could others if they took a turn to do it carefully. The secret eastern door lies wide open, though if closed it would be flush with the wall and difficult to locate.
  • Being hit by a geyser deals 2d8 heat damage, Save for half. Running across the room yields a 1:2 chance of being hit for everyone. Taking a turn to examine the pattern and move slowly yields a 1:3 chance for a random party member. The hooks are safe, but slow and characters caught up there by an encounter are vulnerable. 
  • The western door leads to 11. Were-raptor Lair, and is decorated with cattle blood and raptor feathers. It is locked, but there is a pit in the stone at knee level, and a thin, pointed object, such as a claw or lockpick can be used to turn the hidden lock.

11. Were-raptor Lair. (30'x80') Maxim the were-raptor dwells here with his velociraptor pack. The lair is part nest, part treasure room. A makeshift cell holds Bartleby the Scripturist.
  • Regardless of his reaction, he demands intruders lay down their weapons. He wants to continue living a comfortable life of banditry, and given a chance, he will propose an alliance with the party. If his pack is killed, he will beg for his life, offering knowledge of the secret passage in 7 Amber Grove and the riches in 15 Amber Tomb, without mentioning the dangers within.
  • Hidden in the nesting material is a clutch of six raptor eggs. Properly cared for, they will hatch in a week, and make for energetic companions.
  • Treasure includes a chest of assorted coins totaling 170gp, a fizzing blue potion of gaseous form, a jade necklace worth 120gp, gold armbands worth 200gp, and a carnelian cameo of a woman looking over the sea, worth 160gp.
  • Bartleby is not cared for by the town, and attempts at ransoming him have been unsuccessful. Maxim has not decided what to do with the priest, besides gagging him to stop the preaching.
Raptors (5): HD 1; AC 6 [13]; Atk 2*talon 1d4; Sav 18; Spec surprise 1 in 2; ML 7; AL N; CL 1.
Hp    2    5    8    7    4

Maxim the Were-raptor: HD 4; AC 4 [15]; Atk talon 1d6, dagger 1d6+1; Sav 12; Spec controls raptors, only hit by silver or magic weapons, lycanthropy; ML 9; AL C; crystal dagger; CL 5.
Hp    19

Crystal Dagger: A dagger +1 with a blade of cloudy crystal. Within is a dose of deadly venom. On a natural 20, the tip breaks and the venom is injected (save vs poison or 2d6 damage). 

12. Empty Vault. (40'x50') Formerly a treasure vault, filled by moldering coin sacks and empty chests. A single sapphire ring gleams on a pedestal, illuminated by sunlight coming through the cracked roof. As soon as the party notices it, a Microraptor jumps up to the pedestal, picks it up in its beak and dashes down the spiral staircase to the lower level. 
  • The Microraptor makes its nest in one of the lower levels, where it has accumulated a great deal of valuables. Ideally, your party will want to strangle the little thing by the time they reach its lair.
Microraptor: HD A; AC 8 [11]; Atk none; Sav 20; Spec runs very fast, flight; ML 4; AL N; CL A.
Hp    1

13. False Tomb. (20'x50') A cramped sepulcher, friezes on the walls depicting crude, gory tableaus of death and torture. A standing sarcophagus shaped like a roaring demon occupies the southeast corner. The door to the south is a trap: the handle pops out when pulled, letting in the poison gas from the next chamber, dealing 2d6 damage per round, Save for half, filling the entire room in two rounds. It settles and the room is navigable in three turns.
  • The sarcophagus bears a message: Go no further, or join me in death. If a character crawls inside and shuts the lid, the back falls out, opening into the corridor to 15 Amber Tomb.

14. Boiling Pit. (40'x30') A 10' diameter pit descends 20' into the earth, reinforced by smooth metal walls, surrounded by a drain grille. A key hangs from a rope over the pit. A treasure chest, weighing 30 pounds, sits at the bottom. A parchment stuck to the front reads: Don't get wet
  • The key is on a hook, and an athletic character could easily jump to it and swing on the rope to the other side. Unfortunately, the rope is part of a pulley system in the ceiling, and will come loose with a character's full weight. Their trajectory will take them directly into the wall, and from there to the bottom of the pit, Save or 1d6 damage.
  • Inside the chest are a dozen tablets carved from moonstone, each weighing 20 pounds. They contain arcane secrets, old stories, and three of them are spell scrolls for clairvoyance, lightning bolt, and water breathing. The chest sits on a pressure plate, and if the weight falls below 200 pounds, boiling water rushes into the pit, filling 5' per round, dealing 2d8 heat damage/round to anyone caught within. Each tablet is worth 200gp. 
  • Filling the pit to the brim reduces the danger of 10 Geysers, to 1:3 when running across and to 1:6 when moving carefully.

15. Amber Tomb. (50'x30') This tomb is covered in a thick layer of dust. In the walls on either side are figures preserved in amber: A young wizard, a scantily dressed concubine, a small dog, all expressing shock. A fourth lies against the far wall, an elderly wizard inside, peaceful. An inscription reads: Here lie I, Khorbus the Mighty, eternal in strength. Disturbing any of the amber tombs rouses the amber sarcophagus at the far wall, which is actually an Amber Golem.
  • Each of the preserved figures wear various treasures. Opening an amber sarcophagus requires an exploration turn and appropriate tools, such as hammers and pickaxes. Without those tools, the time for each is six turns. When released from containment, the bodies fall to the ground and begin the normal process of decay.
  • The concubine wears a mountain of jewelry, including an emerald toe ring (320gp), a necklace of jade and agate beads (540gp), stained glass earrings depicting two ancient gods in miniature (220gp), a loose gold-chain shirt (180gp), a diamond-studded diadem (300gp) and holds a pouch of 10 platinum coins (100gp).
  • The young wizard wears a wrought iron ring of protection +1, and holds a wand of cold carved from reindeer horn, with 10 charges remaining. He also carries a metal tube on his back. Inside is an original landscape painting by one of the ancient masters, long thought destroyed, worth 800gp to a knowledgeable and discreet buyer.
  • The dog wears a jeweled collar worth 140gp inscribed with the name: Sparky. Additionally, it guards a hoard of 200 platinum coins (2000gp).
  • Khorbus wears elaborate wizardly robes, but no treasure. The wizard's body is actually a wooden mannequin, expertly painted and dressed to appear real. In the folds of his robes is a gear-toothed key and a note: Well done! Now if you're ready for real riches, not the peasant's sum before you, follow me below. The key fits into a slot where the amber golem previously sat, opening a stairway down to the next level.

Amber Golem: HD 8; AC 7 [12]; Atk 2*fist 2d8; Sav 6; Spec hit only by magic weapons, slowed by fire and cold spells, immune to most spells, redirect lightning; ML 12; AL N; CL 12.
Hp    40





And that's the first floor. I'll be right at work on the second, and then the third, probably as many as five 'levels' or distinct areas in total.

If you like what you're reading and want to rip off something you find here, please do! If you end up runnign it, please let me know! I'd love to hear what you think in the comments below. Until the next post, I wish you all well!