Tag Archive | games

Some Recent Things

Hello.

It’s been a bit, and I have every intention of finishing the game write-ups. But not right now. Right now, I’m just pointing you towards some recent things I’ve finished:

Arkham Elementary is a one-page roleplaying game where you play as substitute teachers at a horrible elementary school. It’s a tweak of John Harper’s Lasers & Feelings, except horrible. The children have eldritch powers at their command. You have a classroom.

Link here

Lock Mess Mobster: Lock Boss Anguilla is a semi-human hybrid adapted to aquatic life. He has ruthlessly built a loyal following among the scavenger “sludge-larks” who ply the fetid industrial waste canals known as the Mess. While his early history remains shrouded in mystery, Anguilla now captains an old canal dredger from which he influences the surrounding region.

Lock Mess Mobster is a pamphlet adventure for Into the Odd detailing a damp gangster.

Link here.

Lastly… witchcraft!

In September, I plan on starting a new Yesterweird read along of my Sylvia Townsend Warner’s Lolly Willowes. That’s going to be done via public posts on my patreon. If that sounds like something you might be interested in, then feel free to follow along. The posts are public, so there’s no billing.

Link here

And that’s the end.

Black Spaghetti Hack Session 03: Goodfellows Mount


Last adventure, the party climbed up a hill. This adventure, the party climbed down a hill. In between, they had lunch.

The party reached the house at the top of the hill and after some boot-quaking, Ha’Des called out a “hello” and received a “come on in” by way of reply. So the party did, and walked right into the goodfellows playing cards before lunch.

An experiment:

To make the goodfellows (thuggish fae pixies) somewhat weird I had them be the characters from the Under Hill, By Water game we played. The goodfellows are meant to be game logic defying creatures. At least that’s the read I get on them from Brancalonia book. Since this was the same group, I thought it would be funny if the NPCs talked to the players by referencing their characters from other games. This got a chuckle, but not much else. Instead of approaching them as funhouse ride, the party viewed them as a puzzle to be solved. Don Hector noped out after a few interactions. Ha’Des played it straight. Nico tried to figure out how the magic “worked” in a mechanistic way. All that said they still kept to their mission which was to convince a goodfellow to come back to town with them.

Nico and Ha’Des did much of the negotiating. Don Hector feigned sleepiness and went to explore a backroom. After some finagling, Nico developed a rapport with the goodfellows and Ha’Des offered to make lunch for everyone. Meanwhile, Don Hector came upon a horrible icon depicting the goodfellows’ grandfather (a horrible trickster fae the players encountered in a different campaign). As he reacted to the sight, the floor swung down, sending him tumbling down the mountain along. Fortunately, he landed in a haywain at the base of the hill and not the dung heap. He then set out to climb the hill again, taking the road this time.

Back up at the top, Ha’Des is doing his best to cook with no ingredients beside water and a potato. Nico continues to chat with the goodfellows, and they start asking him questions about his time with the fae. (Nico spent his childhood working in a faerie workshop.) In particular, the goodfellows reminded him of this horrible Ice Queen figure he encountered one time when he tried to escape the faerie lands. Nico’s not happy to be reminded. Some more ingredients got found, but Ha’Des convinced the goodfellows the greatest ingredient in any soup was love. They buy this as the soup gets served.

Don Hector learned that taking the road to the top of the hill doesn’t work and found himself at the bottom again. He headed through the brambles and encountered the donkey again. This time, he tried to rob the donkey and ended up at the bottom of the hill again. So, he decided to wait to see if the others succeed.

Finally, Nico and Ha’Des managed to convince a goodfellow to come with them down the mountain. The fellow climbed in the cooking pot. At the bottom of the hill, a disgruntled Don Hector greeted them. Also, they noticed the goodfellow’s pot had begun ticking. Realizing this can’t be good, they hurried to bring the pot to Count Chico. The goodfellow appeared. Count Chico’s delighted. He pays the party and turns over Gwardo Izznardo. The party hurries out of town, but not before stocking up on soap for the road. As they’re leaving, they heard a loud explosion come from Count Chico’s manor house.

At last, Gwardo Izznardo demanded they stop for the night and reveal what they wanted with him. The party tried to keep the cup secret, but Gwardo sees through all that. He promised he won’t betray the players if they will look after him in his old age. They agreed, and Gwardo deciphered the riddle.

“Church Yard San Basle.”

“Where’s San Basle?” The party asked.

Gwardo didn’t know, except that it was on the other side of the River. He does remember there was a legendary wine with that name and maybe they should talk to a chef to learn where exactly it came from. Gwardo named three places where they might find a chef. The party discussed which might be best, opted for one, and set off.

Next adventure, on the road again!

Black Spaghetti Hack Session 02: Riddle Me Wrong

Tavern map made with free assets from 2-Minute Tabletop

Last adventure, the party found a cup holding the key to a vast treasure. It just needed for them to solve a riddle. They failed so, this adventure started with the party waiting around a tavern for a guy named Gwardo Izznardo. They hoped he could solve the riddle that gave the location of the treasure.

While the party waited for Gwardo they gambled. For the Brancalonia fans, this was a round of poppycock. It’s a fine game to simulate an hour of game time playing cards. Nicolo won the pot, and two of the other card players began triggering his knave sense. One was dubbed Cigarello, the other Tall Hat. Cigarello seemed connected to the local hoodlum ecosystem. Tall Hat just seemed shifty. A third card player was a demi-giant (a morgant) mercenary. Nicolo filed all this information away for possible future use.*

About now some mercenaries arrived that the party recognized as louts from the same mercenary company (Toad-Faced Larry, Knuckles and Red Fredrick).

Don Hector wanted nothing to do with them and went to get a bath. Nicolo ignored them and chatted with the other card players. Ha’Des went over to the louts to see what they knew about the local area. The louts however weren’t talking.

Right then Gwardo showed up. Red Fred went to grab him. Ha’Des tripped him and grabbed Gwardo. The tripped Red Fred collides with a tavern patron and like the dew proceeds the dawn, a full scale bar room brawl erupted.

Don Hector’s away from it, but impressed by the laundry ladies being eager to scrap. Ha’Des and Toad-Faced Larry started a tug of war over Gwardo. Nicolo and the other card players watched the fight unfold. Tall Hat took the opportunity to pick Nicolo’s pocket and stole his coin purse before sneaking out the door.

Tall Hat

A round or two later, the guards arrived and they promptly arrested Gwardo and began to put down the fight.

The guards took Gwardo away. Ha’Des followed. Don Hector headed for the back door, pausing only to attempt to steal some soap. A laundry lady spotted him and towel-whipped his hand. He fled. Nicolo waded into the fight hoping to use his magic hurdy gurdy to put people to sleep. Instead he got knocked out by a brawly monk. The guards arrested him and carted him off to jail.

Ha’Des and Don Hector reunited. Don Hector attempted to do some sneaking around the guardhouse and failed miserably.** The guards chased him away, but not before he heard screaming from inside the guardhouse.

Morning came around. Ha’Des and Don Hector went to see if they needed to bust Nicolo out of jail. Meanwhile, during the night, Nicolo also heard screams from inside the guard house.

Ha’Des and Don Hector arrived and did some shenanigans outside. The guards weren’t having it, but the captain had a proposal for Nicolo. The captain escorted Nicolo to where Gwardo and a local noble, Count Chico, were talking. Chico is angry at Gwardo for some unmentioned “destruction of property”, but he’ll gladly free Gwardo into the party’s custody if the party climbs the hill outside of town and brings back a faerie goodfellow from there***. The party agrees, but before they go the captain of the guard says he wants a word.

Count Chico

Turns out Count Chico had first sent the guards to bring back a goodfellow, but it ended in disaster. He brings out a very disturbed guardsman who was the source of all the screaming at night. The party questions this guard and hears an overwrought tale.

The hill is near impossible to climb unless it wants you to climb it. There’s a donkey on the hill and they must be careful about it. The guard seems particularly traumatized by the donkey and breaks down as he tells about it. The party’s now on edge, but heads for the hill.

Don Hector notices the woods are slightly magical and chats with the bushes. The bushes tell him the road is not going to get them to the top of the hill and they’ll have to climb up the overgrown side. The party does so, suffering damage but reaching the road when it curves back around. Standing on the road is a donkey. The party does not approach the donkey, even though it has saddlebags that jingle.

They follow the donkey to the top of the hill where they find a clearing, a shack built out over the ledge, and a tree hung with bodies. Don Hector realizes the tree with the bodies is an illusion. Nicolo tries to recall events from his childhood time with the fairies. All are too scared to go up and open the shack’s door.

Time goes by.

At last Ha’des gets fed-up and goes and knocks on the door. A voice answers and tells them to come in… and that’s where we ended the session.

Next session: Lunch with the Goodfellows

*These card players are proving a decent well for NPCs and people met on the road. Tall Hat in particular has become a nemesis for Nicolo, since he stole Nic’s coin purse.

** Don hector failing stealth checks has become a feature in our game. Since he’s made from wood we imagine him trying to sneak around in wooden shoes like a Dutch peasant on cobblestones.

*** This is an adventure straight from the Brancalonia book.

Black Spaghetti Hack: Set-up & The Fool’s Cup Session 01

THE PITCH:
A spaghetti fantasy game that mixes For Love and Gold, They Call Me Trinity, and The Good, the Bad, the Ugly.

THE SETTING:
The Republic of San Uzzano, a small republic being fought over by two opposing armies (one army is loyal to the distant Emperor Joe, the other army is loyal to an exiled family called the Swansickles). The players are lazy ne’er-do-well mercenaries, nominally on Emperor Joe’s side, trying to avoid getting killed. They discover the location of a legendary fortune in gold and that’s the quest. I pitched it as lasting about 5-10 sessions, although I think 10-15 will be more likely.

THE RULES:
The Black Sword Hack (but modded to suit the setting), Fleaux! (monsters), Brancalonia (mostly for the vibes), and Under Hill, By Water (bits of its light-hearted tone). About session 02 I added the laundry mechanic.

THE TABLE STYLE:
We play weekly online for 3 hours a session with the same players every session. They are more a narrative shenanigans group than a tactical wargame group. This is relevant in making adventures. I want to avoid TPKs and have each session feel as self-contained as a mid-80s detective show except with more forward momentum on an over-arching plot.

THE CHARACTERS
Don Hector de Madera: A noble marionette matador (is highly flammable).
Nicolo: A knavish gifted inventor (has a firelance).
Ha’Des: A foolish malebranche duelist (can breathe fire).

SESSION 1
The party were broke so they chased a pig in the hopes of catching it and then selling it elsewhere. The pig ran into an abandoned building. The PCs followed and the floor of the building gave out beneath them. They fell into a crypt. It turned out the ruined building was once a chapel. In the crypt there were two semi-recent dead bodies. The pig runs amok. Ha’Des and Don Hector search the bodies. They find a gold-plated cup and a letter from one of the army commanders. At this point swarms of rats begin spilling out of the walls. Mayhem ensues. The pig gets caught and dropped. Rats get burned by fire. Don Hector tumbles down a staircase. A door finally gets opened, and the party with the pig find their way back up to the surface again. They appraise the cup and letter.

The letter is an order that indicates the location of “The Fool’s Cup” believed to be the key that leads to the lost treasure of local folklore hero Thomas the Abbot. The cup is decorated with fools and has letters etched on the bottom. The players realize they’re holding the cup mentioned and realize it’s a puzzle.

(Player caution at this point was nearly making me scream, because this thing was the macguffin the campaign was meant to hinge on and the paranoid play style of OSR games meant the players were initially too scared to interact with the item.)

Player puzzles are a problem and in this case I wasn’t going to let them roll to solve it, but I also wasn’t going to punish them by them not being able to solve it. I told them if they solve it they’ll level up, otherwise they saw noted peripatetic sage-knave, Gwardo Izznardo, in a nearby town and he could solve the puzzle for them.

The party tried to solve the puzzle, but only managed to discover the cup’s magical properties (it transforms any liquid poured into it into a very potent alcoholic beverage). After five minutes of not getting anywhere close to the answer, they opted to seek out Gwardo. They reached town, sold the pig, and settled in the local tavern to wait for Gwardo Izznardo to arrive.

Here’s the cup and puzzle if you want to give it a shot:

“Drink And Be Merry” is written around the cup’s outer rim.

On the cup are 3 jesters standing in the rain. The leftmost stands on one leg, one hand is behind his back. His other hand is beside his head. He has two fingers pointed up to make the devil’s horns. The middle fool is upside down doing a hand stand with one hand. He waves the other hand in the air, holding up five fingers. The rightmost fool holds a platter in one hand with three goblets on it. She holds up three fingers and has a wide smile on her face. Scratched into the bottom of the cup is a rectangle of letters. A snake-like creature covered in hairs makes a border around the rectangle.

Good luck!

THE LAUNDRY MECHANIC

So I added a laundry mechanic to my Brancalonia* game. It goes like this: every player has a 4-segment clock that tracks clean to filthy. When you’re clean, everything is fine. When you’re filthy, you have disadvantage on social skill checks. Long distance traveling, failing some actions, and combat make you dirty. Taking a bath, cleaning your clothes at a river makes you clean. Every settlement has a laundry/bath house where you can clean-up for a coin or two.

Why am I doing this?

Brancalonia is in part inspired by spaghetti westerns and those had plenty of bath tub scenes. Mechanically, it’s another stat for players to worry about and spend money to maintain. For the GM, it’s a neat way of adding complications that are easy to resolve. A failed investigate roll? That’s a tick on your laundry tracker as you take a book off the shelf unleashing a cloud of dust that gets all over your clothes, but you find the letter you were searching for tucked between its pages.

I think this will work and be fun because the campaign is temporary. When I pitched the game I said it would last about 8 sessions, and my players, saints that they are, will put up with my nonsense for a time. I also think the mechanic works to reinforce the down and out in a hot dusty and dirty landscape that Brancalonia evokes. In a civilized hard scrabble region people would be simultaneously broke yet finely dressed. Adventurers in particular would straddle that line, being desperate for cash and vainglorious. It also provides new rewards. Sturdy clothes offer you 6-segments. Fine clothes only two or three, but might give advantage on a check. It grounds the game in the everyday in a discernible way. That might not be the goal with every game, but it is my goal with this one.

This isn’t without precedent.

The game Road Warden has an appearance mechanic where you need to make sure you maintain a certain level of cleanliness. It adds mechanical depth to interactions and enhances the setting.

Besides, who hasn’t gone camping for days and wanted nothing more than to get home and take a hot shower?

(*I’m not playing Brancalonia as written and am instead using a modded version of the Black Sword Hack that I’ve taken to calling the Black Spaghetti Hack.)

BLACK HACK BRANCALONIA

Our current Monster of the Week game will be ending this January (when more serious professorship resumes for the GM). This means I’ll likely be back in the GM’s seat sometime early next year. So I’ve been prepping a new campaign. This one will be a Brancalonia game except I don’t actually think Brancalonia is a good fit for 5E D&D.

In a game of down and out grubby adventurers nothing should have over 50HP. The brawling rules are neat, but maybe not necessary when characters are lower powered. For now I’ve decided to use Black Sword Hack/Fleaux! as my rule set. My prep’s mostly been just making a list of backgrounds, NPCs, and random tables for the setting. The heavy lifting will reside mostly in capturing the right flavor.

The idea’s to run a Good, the Bad, the Ugly campaign. The players will learn of some great treasure in adventure one and have to cross the map to get to it. Along the way shenanigans will occur. The goal’s to have it last between 5-10 sessions. I might even allow a bit of PvP at the end, so we can have a good old fashioned 3-way stand-off.

I’ll post details as it unfolds. If folks want the prep documents, let me know and I’ll put together a free PDF to download from my itch page.

More to follow.

What’s the Story With Your…?

Swords and horses… 

Knights have them. Knights love them. Knights won’t stop talking about them. Don’t be left out when your knight friends bring up their swords and horses. Here are 20 bits of lore for your sword and horse. 

And be sure to name them!

Your sword was…

  1. Forged from meteoric steel.
  2. A gift from the Fey Realm.
  3. Forged from the dreams of a holy hermit.
  4. Forged in a burning lake of fire.
  5. Forged with a hatred for some creature.
  6. Once owned by a legendary ancient hero.
  7. Retrieved from a slain dragon’s hoard.
  8. Forged with a hatred for the sword of another knight.
  9. Forged to love its owner and will shatter rather than see them suffer a killing blow.
  10. Once a piece of a celestial/infernal machine.
  11. Used to bind a dragon or elemental’s soul.
  12. Forged so sharp it cuts steel like it was paper.
  13. Pulled from an ancient giant’s skull.
  14. Once used by an ancestor who saved the kingdom.
  15. Forged to always return to its owner’s hand.
  16. Forged in a furnace powered by an elemental.
  17. Forged from a sliver of solid moonlight.
  18. Forged as a gift to your family by the reclusive grimfolk.
  19. Forged so sharp it can cut through stone.
  20. Won by an ancestor from another knight’s ancestor.

Your horse is…

  1. Descended from the wind.
  2. Descended from a shapeshifting fey, angel, or demon.
  3. Descended from a herd raised on human flesh.
  4. Smart enough to understand human speech.
  5. Able to turn itself and its rider invisible once a day.
  6. Actually some other creature trapped in horse form.
  7. Descended from sea foam and can walk on water.
  8. So shiny and lustrous it glows in the dark.
  9. Made from carved stone.
  10. Descended from the herd of the sun and doesn’t need food or water.
  11. Can walk on moonbeams.
  12. Will always return to you when called for.
  13. Fearless.
  14. Able to balance an walk along a roof peak or rope.
  15. Always able to find acceptable food and water for you.
  16. Able to teleport up to 30’ once per day.
  17. Able to leap over buildings and trees.
  18. Able to fly. It has wings.
  19. A cousin. Magic was involved. It’s weird.
  20. Blessed and can find healing herbs when needed.

You can download a free PDF of these lists on my itch page.

It’s likely these and future D20 generators will get compiled into a zine of some kind, probably one based on Orlando Furioso. Stay tuned!

HIGHPORT LOUNGE

I made another solo journaling game.

In Highport Lounge you play as a longhaul starship pilot on a space station waiting for your ship to be resupplied. You have nowhere to go and nothing to do but kill time. It will take two weeks for your ship to be resupplied. So find some paper, roll some dice, and discover what happens.

Beware of the void!

It’s free to download on the Yesterweird itch page.

LINK 

Enjoy!

One Too Many

One Too Many is a one-page game about being a hobbit who has had one too many drinks down at the pub and now has to walk home. Usually, the Shire is a peaceful place, but these days you can’t be so sure. Strange folk are on the roads: rangers, black riders, and even hobbit gangs running off with their family’s heirloom jewelry. Most nights, it’s a short walk from the pub to your front door. But tonight? Well, you never know.

Materials: a 6-sided die or two, paper and pencil to document your journey home. Make a story of it! 

One Too Many uses a hexflower to generate your journey. You can read more about Hex Flowers at this blog post. They are neat. Further inspiration came from the game Under Hill, By Water by Rise Up Comus

Note: In playtests it was possible to get stuck in loops. To mitigate this use the following house rule: you have 3 items with you (a pipe, a walking stick, and a handkerchief) and can sacrifice an item to roll three dice and choose whichever 2-dice combination you want. 

Here’s the link. Enjoy!

TPK: Post-Mortem

Nine sessions into my latest game and the hammer came down.

A TPK.

Yes, at least one of my players would object to me saying that, since their character managed to flee the conflict wounded, reach an island, and crawl beneath their overturned rowboat as the buzzing of a group of stirges approached.
And as is always the case I wonder what went wrong.

Yes, there were bad decisions and bad dice rolls, and one night we should’ve called the game at a cliff-hanger point instead of pressing on – but things happened as they happened. Now everyone’s making new characters (and we’re changing the rule set while staying in the same setting), but as is the case it’s time for introspection and dissecting the game to see what worked and what didn’t.

Here we go…

THE BASICS

Rule set: Through the Sunken lands by Flatland Games. It’s a retroclone and one I’ve used before.

Characters: A Pirate Captain, the Goblin’s Child, and the Student of the Dark Arts (players could pick playbooks from either Through Sunken Lands or Beyond the Wall). This ended up being a fighter/thief, a fighter/thief/mage, and a mage. The playbooks are fun, but they can be disappointing when the rolls don’t go your way. Despite two fighter types I don’t think anyone started with a strength above 13.

House Rules: The use of fortune points was expanded. Spend two to shrug off a spell effect. Spend a fortune point to regain a HD of HP on a short rest.

Advancement: XP was a combination of pop quiz style (each adventure offered a basic amount of XP for accomplishing certain goals) and XP for loot. Loot however needed to be spent in town. A carousing table was used.

Since characters got XP for loot, there were instances of one character splitting off from the party, getting very lucky, and getting loot the other characters never knew about. (The players knew and rolled their eyes in disgust… or at least I imagine they did. We play online without any cameras, but I swear I could hear the eye rolls.) This also meant times where the party had loot they needed to convert to XP, but had to travel to a bigger settlement to spend it. This was the situation before they died. Still I liked this mechanic and the mix of XP awards. But it did incentivize a certain selfishness among the players (or at least it did in that one heel player). This, however, fit the sword & sorcery vibe in my opinion. Whether the selfishness led to the TPK is debatable. The party never really came together as a group loyal to each other and able to strategize together.

Equipment: Inventory slots and a usage die. Both of these worked well, but they did seem to have an infinite amount of rope.

THINGS THAT MAYBE DIDN’T WORK

Nothing. I’m perfect.

Uhhh… I mean…

Time Management: You get a feel for the game and when something tells you this is a good point to end the session, end the session. It’s okay to finish 35 minutes ahead of the usual time. Better too short than too long. If the game had been cut early one night, then players would’ve had a week to prep/ask questions before going into the encounter that killed them*.

Avoid Bullet Time: There’s a tendency to want to play out every moment of game time. That’s not always necessary. The loot mechanic of get back to town to gain XP maybe encouraged some bullet time, since if the game ended with them making camp, the next session would then be them getting back home. Often a random encounter would happen that would then thwart their objective to get home and send them deeper into danger and deeper into turns and bullet time.

Telegraph Threats: It’s fun to make things weird and unpredictable, but (as an example) giving a goblin a breath weapon where they can vomit out a slurry of jagged gravel that does D6 damage to everyone in range may be fun, but A) it induces paranoia in players, which can lead to analysis paralysis, B) it also makes it difficult for players to determine what they should worry about.

Information Economy in the Fog of War: Is it punishing the players by withholding information about their current mission, because they spent their one opportunity to research things researching some other information they thought was more important? Is that a failure on the GM’s part for not telegraphing what details are important? Should the GM even worry about this? Are players supposed to say (hell, even know!) the magic words that will trigger an NPC to give the relevant information or should players just be given the damn information that might be relevant? In other words…

Should players hear about a thing (that may be relevant) even if they never ask about the thing?

Questions. Questions.

* Yes, that character made it back to the beach so the campaign actually ended with the lone survivor cowering under an overturned rowboat and a fade to black as buzzing approached.