Tag Archive | scrypt

Into the Odd: Actual Play

I recently ran a game of Into the Odd using the scrypthouse write-up from my Mysthead 3 ‘zine (itch.io page here). It was fun. The players were repairman sent to determine why a local scrypthouse had gone silent.

Using the pathetic fallacy generator from the ‘zine, I rolled up a house that craved silence and dampened sounds. For the cause of the trouble I decided the local corps members had come into contact with a void wraith and been taken over by a bad signal. I also stuck a roaming void miasma around the station’s roof and a juvenile pig herder having an altercation with a rival adventurer nearby.

The players arrived. When they got within sight of the house they promptly heard shouting, gun shots, and the squeals of pigs. Approaching with caution, they came upon a scene of dead pigs, angry pigs, a shouting swineherd, and an old man in heavy armor standing atop a rock reloading his rifle. So the players split up. One approached the swineherd, the other approached the old man. Sadly, the pigs caught the latter repairman’s scent and attacked.

Chaos ensued. The repairmen drove the pigs away and took the swineherd hostage. The child proved belligerent and eventually escaped. The old man introduced himself and gave some backstory. He came here to meet a friend. The station’s locked. The pigs are weird. Yadda. Yadda. Time to go in.

One repairman starts work on unlocking the door while the other does a sweep of the building’s perimeter. He doesn’t get far before the miasma attacks those at the front of the house. Fortunately, they managed to get the door unlocked and get inside. Things get worse from there.

The interior’s a mess. The corps technicians are all signal-zombies. Exploration happens. One repairman gets infected with a lexical fungus (mildly amusing, but dropped after a few minutes). They reach the brazen head and find it disconnected. Before they can check it out the old man’s friend walks in and kills the old man with a belch of void static. Cut off from the front door the repairmen have no choice but to flee deeper into the station. They manage to reach the basement and activate the back-up brazen head. It gives them some suggestions, but really the repairmen are as freaked out by it as all the signal-zombie weirdness upstairs. Or downstairs now. The void wraith’s found its way into the basement.

More cat-and-mousing ensues. The repairmen manage to get back upstairs. One’s now for high-tailing it out of the station while the other wants to destroy the void-wraith. High-tailer reluctantly agrees to assist. The void-wraith shows up and the plan’s to lure it into a room full of gizmos and zap it. This works, but doesn’t kill it. High-tailer runs for the door, while the other grabs the old man’s gun.

*click*

The old man hadn’t a chance to reload the gun before getting killed. The void-wraith kills the repairman. High-tailer returns and kills the void-wraith. The corps techs return to their sense. The void miasma disappears. The surviving repairman gathers up the dead.

OVERALL
I liked it. It felt like running B/X D&D without the baggage. Combat took me a bit to get used to. And the lexical fungus proved more a spark for a few table laughs than a solid game mechanic. Now I’m thinking how to run ItO as as a Numenera-esque settlement-building game. My take is that the system’s aesthetic is fueled as much by its illustrations as by its mechanics, and it doesn’t have to be some flavor of Edwardian Paranoia.

Scrypt: A Lexical Fungus

It’s been a bit. I’ve been lazy. I’ve also been working on another issue of Mysthead. I might also have started to post some game stuff to itch.io. Mostly bespoke classes for Old School Essentials and an adventure.

One thing I want to add to my game table are condition cards that impact roleplay as opposed to mechanics. One inspiration was the card game The Grizzled, but I’m sure it’s been used elsewhere. So I took that idea and mushed it with the notion of what if languages could be infected with astral lichens and, lo, scrypt was born!

Scrypt is a living language despite being millennia old.

A remnant of the wars between the proto-gods, scrypt thrives like a linguistic lichen within the fertile soil of other languages. When one reads scrypt the words remain inside the mind. This can allow an untrained person to cast spells. However, it may also allow suggestions, enchantments, and worse to take root in the minds of the unwary. More importantly, scrypt attracts aetheric parasites when not maintained properly. Using scrypt is not to be done lightly.

Beware of scrypt-skull!

After every use of a scrypt-carrying scroll, the user must make a WILL save. If they fail, consult the table below. Effects last D4 hours.

(Give a reward, XP, fortune point, whatever, to players who make a valiant effort.)

  1. Jobberknowl: All nouns must be reversed when spoken, ie “knife” becomes “efink”.
  2. Dretched: Replace the first syllable of polysyllabic word with the prefix “dretch-”
  3. Coranto: Speaker must knock twice at the start and end of every sentence.
  4. Imbrangle: The speaker must start every sentence with “Imbrangletanglemangle…”
  5. Zelant: The speaker must include at least one blasphemous phrase in every sentence.
  6. Nullfidious: The speaker can only answer questions in the negative, although they believe they are answering accurately.
  7. Grudgins: All nouns are replaced with names of prepared foods like “pickled herrings” or “sliced ham”.
  8. Javeljaum: Classic spoonerisms, swap the prominent sounds of close words.
  9. Igniferent: The speaker must discuss the flammability of every noun they mention when speaking.
  10. Stelltwire: Speaker must replace spoken nouns with words that rhyme with the intended words.
  11. Colsleck: Speaker inverts the syllables of words when speaking.
  12. Chrysopo: Speaker appends the syllable -opo to every syllable they speak.
  13. Cinqpace: All numbers are increased by one, ie “Anyone for tennis?” becomes “Anytwo five elevenis?”
  14. Xeriff: The speaker gains a fluent knowledge to a centuries outdated legal code and references it constantly.
  15. Saltimbanco: The speaker turns every conversation into a sales pitch for Saltimbanco, an invigorating health elixir.
  16. Katexoken: The speaker will only speak if addressed as royalty.
  17. Dogbolt: Speaker must add -og- before each vowel in a syllable.
  18. Nist: The speaker can not remember the exact name for any item or person.
  19. Haqueton: Speaker drops the first letter of every word.
  20. Yblent: Speaker must shift vowels one place to the right (“a” becomes “e”) while speaking.

And that’s that. My goal is to get the rest of the zine done before December, which I am on track to do. That’ll be over on my Patreon when it goes live. There’s a poll there now to determine next year’s old weird book to read.