Showing posts with label English. Show all posts
Showing posts with label English. Show all posts

Monday, September 15, 2025

Stat them up ! — a game & exercise to play everywhere

Hi all,
Just had a fun idea for a small game or exercise you can play everywhere.

It goes like this : when you see something interesting in your daily life or in a book, on the internet..., something that catches your attention as "potential gaming material" (and yes, I know that everything is gameable, I'm talking about things that immediately jump at you) : Stat. It. Up.

That's it. Just stat it up. Write it down in a notebook or on your phone. It's also fun on social networks, where you can post and add the #StatThemUp hashtag !

If you need more directions, here you go :
- use whatever system or lingua franca makes sense to you. Into the Odd, B/X with "as leather" indications, or nothing, or anything else you like.
- likewise, there's no fixed list of stuff you need to stat. In general, I recommend only the barest base stuff, and then only add stuff that you feel is necessary : speed, reactions, number appearing, a few important traits, whatever. You can use Chris McDowall's delicious 3 traits system, for example.
- stat what you want. NPCs / encounters, of course. But obstacles, traps, treasure, "dungeon rooms", factions, vehicles, anything is fair game !
- don't hesitate to send me your coolest stuff, either here in the comments or by tagging me on Bluesky (@joyeux scribe.bsky.social) ! I could do a compilation of the best material !
- as usual, the basic decency rules : no hateful / bigoted / fascist material, no AI/LLM generation for anything (even an inspiration picture you saw in passing). Also, remember it's a game for fun, not a means to insensitively comment on current news. (For ex., don't stat up Russian drones. They kill real people everyday.)

Here's the first example I posted on Bluesky earlier today after seeing this awesome bug picture:
Armored Bush Cricket (giant)
# appearing : 1-2
HP: 4d6 (or just pick between 12-15.)
Def: 3 (chitin body reduces damage.)
Atk: jaws, d6+2
Traits:
- jumps really well
- hemolymph squirt: DEX = avoid, WIL = keep moving despite the stench (after reflexion : no save — if you stand behind it, the ABC can squirt hemolymph on you. It sticks to skin and cloth, and the stench is strong and disgusting. WIL save to keep acting normally despite it)
- reaction roll indicates current hunger
- will leave you alone if offered enough food (3+ rations or their equivalent in cricket food: leaves, branches, other crickets, birds)

Of course, this short format is descriptive, not limitative.
Yes, the giant cricket can push you or make you fall prone, probably. Yes, you can give it creepy magic powers with these red eyes. Yes, the spikes on its back probably inflict d6 damage, perhaps even with a risk on staying impaled on them. Yes, you can try to fashion a cool shield from its spiky back. Yes, you can try to train it as a mount or a pet. Yes, perhaps it can emit really loud leg music. Perhaps its hemolymph also has interesting color or fluorescent properties, or perhaps it attracts bees. Perhaps there's a whole fantasy world whose concept is "modern day world, but insects replace people, animals and technology, and crickets are most often employed as musicians and office paper shredders".

So : go nuts, and #StatThemUp !

Thursday, September 4, 2025

Reveries #1: Summer French Roads

In essence, this post is a Slush Pile for the stray thoughts I caught these last few days [mid-August at the time of writing], while driving under the heat in various regions of France I don't cross often. None of them have enough legs for a full blog post (in their present state, at least), so: here they are.

Goofy and weird toponymy (place names and their study), dense forests, old farms lost in the nothing of the countryside, wide horizons, quaint villages full of little secrets and discoveries at each corner, faraway church spires and secluded castelets barely glimpsed behind a hill. It's all there for the taking: let your imagination feed on them. Take notes, pictures, and your time to let them leave an impression on yourself.

1. This road climbs the hill, straight up. It used to be some kind of large royal way, perhaps itself built on the remnants of a Roman (or fantasy equivalent) paved road. Nowadays it's still respectable, but narrower, with little traffic in this region that has mostly returned to the forest. And the trees grow tall here; centenarian oaks, tight chestnut trees, thick underbrush. What little sunlight comes through is tinted green by the leaves. Birds and beasts are quiet here, the forest is grander than that. The trees block the winds and the sounds they bring.
All this composes a striking tableau: you look up the hill and see a narrow way, closely lined by two huge walls of trees — silent cliffs of green shade. As if you were following Moses cleaving in two a solid sea of roots and chlorophylla. Sometimes the trees join, creating a tunnel. Up the hill, the old road only gives place to the uniform sky, with no indication of what's behind.
Walking or riding this road is not difficult, but the eerie atmosphere, the heavy air and the ascending slope all make for a weird moment of your travel.
And you look up once more, noticing an old wooden footbridge drawn across the road, three or four meters over the ground. It's set between fallen trees, big enough to be confused for mossy rocks at first. Unless it's the corpse of a single vegetal giant, and the road cuts straight through it — the trunk has too many rings to count. The footbridge seems seldom used, but might be part of a small forest path between two villages. In any case, a perfect place for a bandit ambush, a lost fairy, or the ghosts and echoes of the hounds and hunters of the kings of old.

2. You finally arrive near the city. You don't know much about it, only that it has a castle and is set around the big river, just like home. Except there's a sign on the side of the road. Two-meter tall wooden sign, on which is painted the sight of a very imposing castle, with several fat towers, and black and white chequered walls like you've never seen. Under the dour painting are written these no less dour, and menacing, words: "FORTRESS OF THE APOCALYPSE"
[The sign was a modern one, but the picture and words are real!]

3. The city is named Angers. "Anger" is colère in French. Thus, a city named Colères sounds cool.

4. Small village on the road named Épinard. That means "spinach". The peasants there might tell you the story of a powerful hero of old whose strength came from eating lots of spinach, and he totally sleeped once in our inn, you see, so don't hesitate to stay there for dinner, and you can even rent the very room he slept in, for a low price of course, good sir/lady/etc.
People here grow turnips.

5. Here the river grows so large it becames a full bay. It's not an inland sea, you can still see the other side, but it's beautiful. The fair hills of woods and vines surrounding the many white-sailed ships travelling between cities, filled by the swift wind, make for a wonderful view. Each year, on the first day of May, a naval race with complex rules is organized in the bay, and the sails become more numerous, passionate and colorful than in a kite competition. People mass on the roads and paths along the hillsides, eager to see the show. Expect picnics, bets, heated debates on this year's rules (they change every year, with rotations and mixes), peddlers of local wines and cheeses, pickpockets, people meeting for business, families, and old timers' anecdotes about that year when winter wouldn't leave and the bay was a freezing hell of ice chunks and slushy waters.

6. Much further up the river, the region becomes wilder, the terrain more rugged, the pleasant hills ceding before dry, craggy cliffs, and sparser vegetation. Here dwell the troglodytes. Oh, they're people, just like you in fact. (Some say they're not exactly like us, but they think and behave the same, and Amélie here has a twice removed cousin who found a wife there and stayed, so they can't be too different, right?) But they live here in the cliffs, where they've carved their homes and watch the river, and those who navigate it. Most of the time, they keep to themselves. But sometimes, the affairs of the world manage to reach them — nosy merchants, an ambitious king, provocative river travelers, weird lights in the sky — and they do not like being disturbed for nothing. Legends circulate: treasures deep in the stone homes, monsters or weird cults hidden in the lower strata of the carved land, paradoxical reverence for the stars and the Milk River, mingling with wolves and ice and fairies.

There is an entire discourse on what we want out of including and playing as various "fantasy races" (ugh), but there is another one much less explored, and that's how cool and weird and interesting it is to have your various options for fantasy people be: sapiens, neanderthal, flores, denisovan, and even erectus or australopithecus, etc. Seriously.

The other option for the troglodytes whose landscape I described is to directly lift the French troglodytes from the Anjou region. That is: regular folks, but who go troglo because of the topography, the soil, the demands of the industry, or evading obscure local regulations. There are entire underground mills, wineries and villages in this corner of France, with their own hyper-local culture, it's fascinating.

7. You see a dead hedgehog on the road. Like most folks, you know it's a bad omen. Why?
Because hedgehogs go out at night. The presence of hedgehog roadkill mean that people circulate at night, and they're probably careless or in a hurry. Shifty people outside at night, trying to not be noticed? They might well be bandits, deserters, troop movement even. Or perhaps lost nobles, knights or people of the cloth. These can all be just as bad.

8. A forest, spreading on many leagues around. A sea of deep green. A hilltop emerges, like the shaven head of a monk over his tonsure. On the hilltop a white, fortified abbey towers proudly.

9. This region around the river is very forested. It wasn't cut down for the kings' warships, like the rest of the kingdom's woods, no, it was their domain. Kings, queens and their courts went there for their decadent hunts, amusements, negotiations. They spent summers there, sometimes even seating here instead of the capital.
And thus, they built castles. There are many different castles along the river, all made of the same white stone, all trying to outdo the others in refinement and originality. Some espouse the shape of the plateauing hills they're built on; another is a small island in the middle of a lake; another is a bridge over an ancient canal.
(Pictured: castle of Chenonceau. It's even better in person.)

Each one of these could be a dungeon, abandoned or still infested with nobility and their ilk. Cities, faction seats, lone lords, all vying for the ownership of one of the white castles.

10. We have no precise idea of where the name of Saumur comes from. It sounds like saumure, meaning "brine". But "sau-" also sounds like a plausible deformation of sel (salt), and "mur" means "wall". Thus, interesting city names: Brine, Brinetown, Saltwall.

11. An unassuming road, and suddenly, a horse statue on the side. It's 5 meters high (that's 15 feet) and is made entirely of metal... bars? threads? something. It doesn't seem to rust. Some villagers nearby pretend it was made from the melted swords and lances of defeated soldiers after a long, terrible battle.

12. Abandoned castle + the vegetal mazes of a French-style garden returning to wilderness make for a great dungeon. If you need something classic, romantic too, that still goes beyond "endless catacombs under the castle".

13. A place bearing the name of Sainte-Thorette. Thorette. Yeah. The name's built exactly like you think: like Thor, but a little girl.

14. This village has a wash house, not much more than three stone walls and a roof, erected on a spring. The wash house has a small sign bearing this inscription: "The Source of Knowledge"

15. Names of smaller streams: the Lathan. The Ardan.

16. Region name: the Morvan, low mountains, more on the eastern side. Reverse it and you get Vanmor, perfect fantasy name.
Reversing actual names, changing letters, translating some parts like I did earlier, or doing anagrams with them: all are good methods to create interesting names, and they're often grounded or believable too! For fantasy, it can be a great quality.

17. Before reaching the mountains, you cross a series of hills, bearing ripe wheat fields, a golden wave undulating with the wind. Some hedges, often tree-high, sometimes break up the monotony of the place.
You notice, here and there, some strange trees — part of the hedges, or alone in the middle of their fields. They are half naked, as if struck by lightning, and half covered in green leaves, as if totally normal. Sometimes the green half is the lower half, sometimes it's a whole left or right side.
And then you notice that those weird trees are everywhere, punctuating the whole landscape.
Perhaps they are the last witnesses of the great Rain of Lightning, a terrible, sorcerous storm that once wrecked the region for twelve days and twelve nights.
Perhaps a strange disease hit all the trees.
Perhaps they are the remains of the work of a plant druid. Seeing all these dead trees, the druid wished to revive them, perhaps to rejuvenate the land, or bring the trees under their control. In any case, most attempts failed, with the trees either staying dead and burnt, or only regrowing in part, regaining a semblance of life that wasn't enough to recover the whole plant.
Perhaps it wasn't a plant druid, but a tree necromancer, trying to raise dead trunks and roots like some raise dead bones. In this case, how did it go? How many trees did manage to revive uncannily to the service of the necromancer? How did it fail, or is it still an active project? And when you rest under the undead trees, why do their trunks look like deformed faces? Why does the wind howling in the leaves sound like mourning? Why is a nap under the trees more exhausting than relaxing? And why do the white-burnt branches sometimes look like crooked hands and their many wooden fingers?
If you take a step back: why did you come to the valley of undead trees?

Friday, January 10, 2025

What are the guards talking about ?


 Hello all,

A quick random table today as a warm-up. Roll d6 once for each column.

Feel free to tweak, develop, adapt to your game and setting, if you wish so. I mean, if you're reading an OSR blog, it's probably obvious to you, but restating the importance of a care-free DIY attitude cannot hurt, right ?

On to the silly table. (I'll perhaps do some proper table layout once I'm not on mobile, sorry) 

You're infiltrating a castle / dungeon / guarded place of interest. You managed to sneak successfully near a room where two of the guards (not necessarily human guards) are conversing idly, and you're eavesdropping.

What are they talking about ? 

Guard A tells guard B about how...

Column 1

1 ...one of their in-laws... 

2 ...their own child... 

3 ...their boss / officer... 

4 ...the local authority (count/ess, duke/duchess, marquis/e, head of the city council...) 

5 ...their favourite sibling... 

6 ...they themselves...

Column 2

1 ...have recently become addicted to...

2 ...have definitely given up on...

3 ...are intensely repulsed by...

4 ...have been proselytized by a bunch of weirdos the other day about...

5 ...are, right now, really contemplating...

6 ...have made quite a bit of money with...

Column 3 (this one's a d12, folks, sorry)

1 ...social justice for all

2 ...social interaction in general

3 ...the idea of flirting with coworkers

4 ...dragon sightseeing

5 ...gladiator bets

6 ...the virtues of the good ol' plain cabbage soup

7 ...sunday meetings of the cult of the Dark Blood Death

8 ...the pirate life

9 ...this whole "hygiene" thing

10 ...castle personnel unions

11 ...raspberry farming

12 ...unicorn horn powder

Column 4 — And it's... 

1 ..."funny that it's finally happening to them too !" 

2 ..."intensely distressing right now, pal. Got another beer ?" 

3 ..."very unusual for them, you know ?" 

4 ..."absolutely disgusting !" 

5 ..."giving me hope / relief for once" 

6 ..."making me jealous. Really jealous"

 

Let's end with an example I just rolled ! It is very important to playtest your silly tables. :)

Guard Alan tells guard Beryl about how their captain Claudia has been proselytized by a bunch of weirdos the other day, about the virtues of the good ol' plain cabbage soup. It's absolutely disgusting ! On the street, in broad daylight ! Why can't these guys let people enjoy their spices in peace, huh ? Why must that new bland-food movement try and ruin everyone's meals ? I tell ya, these travelers from that island up north are up to no good. If you ask me, the Duchess oughta keep'em outside of our borders and away from our kitchens ! Etc.

(You will also note that I have no idea how to write accurate spoken English accents)

Thursday, January 2, 2025

Current projects

Several convergent signs tell me to publish something this year.
1. My spouse and I crafted handmade notebooks as Christmas gifts for the family this year. (Well, I just customized covers of preexisting notebooks, because my skills are far from "crafting and sewing the whole cover and book" yet.) We had tons of fun cutting, gluing, and designing our little artistic zine-like objects ! I want to do this for RPG fun !
2. Nova from Playful Void put out her Zungeon Manifesto : demystifying dungeon creation with approachable procedures, a strong zine spirit, and the value of not hesitating to put something you've made out there, for the public to see.
3. W.F. Smith from Prismatic Wasteland put out a Year of the Beta manifesto of sorts, too ! Publish something unfinished but playable : see if you polish it, let others pick it apart, get it playtested, or just get it out of your system, but in any case : publish something.

So. These elements, resonating between themselves, collide with my strong preexisting desire to publish something, and with my drafts growing bigger every week. And with the fact that, yes, I actually felt confident enough to publish a translation on my itch page ! Knowing that I can do stuff is a powerful feeling.

The question is : publish stuff, yes, cool, very cool. But... which stuff ?
This is the post where I attempt to lay out my current projects.

First, a word about my deplorable workflows.
Nowadays, I try to limit myself to 5 active projects and 10 on the back burner. This is what I can manage without much problem, while permitting frequent rotations — which I need.
You have not seen my stuff yet because I never finish it, for a myriad of reasons I wrote an entire post's worth about, before deleting it and choosing to stay on topic.
But it is changing, hence this post.
 

The active projects

 

Standard OSR heartbreaker #12568214

An ever-changing ensemble of rules and systems designed to accommodate the cool OSR mechanical bits I come across, while staying lightweight and accessible. The current incarnation is a simple, generic base, with individual games / campaign settings / modules riffing on this base and adding settings, character options, rules, variants, etc. I am quite proud of the underlying concepts and the flexibility of it.
What I hope to do with it :
- lay out its theoretical foundations in more blog posts, like I started this summer ;
- develop and publish a zungeon by testing my simple dungeon stocking method (mentioned in the post I linked to) ;
- clean it up, publish it on Itch, perhaps as an SRD, and develop my own game ideas derived from it ;
- actually using it to play, focusing more on gameable content than system tinkering for a while.
 

Cosmo Spleen

Ultra-light d6 engine geared primarily for 1 player, solo or with a GM. Short game. Genre : planetary romance / sword and planet (I'm accidentally discovering that the genre is called "planet opera" in French, and the name has its charm).
The pitch : picaresque space losers find themselves in perilous situations on strange worlds, and can only rely on their wit and luck to get out of them, with precarious resources and constant complications.
What I hope to do with it :
- publish it in its most basic, simple form instead of constantly adding unnecessary small bits to it ;
- finish the solo playtest I have started with an interesting character ;
- develop Magic Spleen, a fantasy version where Ars Magica style wizards constantly get into trouble, both in and out of their wizard tower / academy / coven / HQ ; it looks very fun, is d12-based and of course has new rules and random tables.
 

DUNADRA

 My own version of an OSR+trad d20-but-it's-simple-I-promise fantasy game. Inspired by D&D 5e, and somewhat 2e too, this game aims to provide an exciting fantasy setting for heroic and epic adventures, with an anti-canon design, many adventure seeds, interesting character options that stay simple and accessible, and a modular philosophy. The problem, really, is that I have to attach a system to my collection of random tables and worldbuilding advice... But I prefer doing it this way, because I want my own D&D-like without the cruft (of both fluffy and crunchy varieties) of those systems.
What I hope to do with it :
- putting together a simple, but complete enough, system ;
- develop as many tables, tools, seeds... that I want, but publishing a beta with the basics ;
- see if people think that the name "Dunadra" is too on the nose or not !

These are the biggest things I'm working on right now.
 

The back burner


Various Lasers & Feelings hacks

What it says on the tin. Slowly hacking away at a Final Fantasy one and a Giscardpunk one (yes, that's a genre – basically French 60s-to-80s retrofuturism), but I have other ideas. It's quite fun and easy, but I still can't finish them ! I have trouble deciding some options for the FF one, and the Giscardpunk one got hit by a wave of feature creep. Yeah. I'm paralyzed by feature creep in a Lasers & Feelings hack.
What I hope to do with them :
- finish them without spending too much time on them ;
- publish them.
Oh, and the FF one is called LIMIT & BREAK. You have read it here first !
 

RP6 : Voyageur

A hack of Grant Howitt's one-page RP6 game, which I translated last month (see link near the beginning of the post). It's for a comical & cynical space opera setting, with no canon but lots of things, that I have been visiting from time to time for a few years now. I feel like RP6 would fit it perfectly !
What I hope to do with it :
- actually get around writing it ;
- publish a beta before developing all the stuff (there could be a lot) ;
- playing it with people, because I think it's got lots of potential.

SCAV system

One of my darlings. A simple system for playing in a setting I imagined around ten years ago now : France, 2100, after the apocalypse caused by climate change and subsequent societal crumbling. I just love this setting and the stories you can tell in it. The system is simple. Just gotta work on it. I have a lot of material and inspiration already, and it's one of the few homemade settings I actually GMed for friends.
What I hope to do with it :
- publish some form of beta when it's in a presentable state ;
- develop some adventures and various starting set-ups for it.
 

Zelda RPG (that's not the final name, please don't sue me Nintendo, I have no money)

A game I've been developing for a year or two now, coming back to it from time to time. The Legend of Zelda is one of my favorite video game series ever, and I really want to pay homage to it – none of the other existing TTRPG propositions I've seen in that space really appeal to me, for some reason or another. This project is dear to me, and my proposition is very faithful to what I love in the series.
What I hope to do with it :
- finish it with many cool tools for dungeon and puzzle creation, which is a quintessential point in Zelda ;
- use it to fuel the writing of another WIP of mine, a re-imagining of a Zelda fanfiction comics I did when I was 15 (it was atrocious and wonderful) ;
- hope it finds an audience somewhere.
 

Other things

There are other projects I keep in mind, or in notes. Some of which are almost complete (the basic skeleton anyway), some of which are short notes. I could list them all, but this post is long enough as it is. There's an Into the Odd-inspired game tentatively called Giscardpocalypse (adventurers wandering in the brutalist ruins of a former Giscardpunk world), a dantesque "cosmic war" game depicting demons and angels battling at the interstellar level, an ItO / Electric Bastionland hack with Jules Verne & other French vibes called Paradis Électrique, various ideas for generators and tables, and well... many others.

Looking at it, that's more work than I can do in 2025 ! I probably won't start publishing prolifically after so many years of not doing it, but I am confident that some of the stuff can see the light of day this year.
Also looking at it, a certain number of my projects heavily feature French culture, names or folklore. I am not sure why. Perhaps because there are not that many works in that space (even by French authors), or perhaps precisely because I feel the need to engage with my culture and its representations, in a time where it constantly reveals its many dark sides.

Anyway ! Publish stuff this year, do what you can, how you can, and see how it goes. I'll certainly try !

Bluesky presence

Hey, it seems I'm present on Bluesky now.
I never used Twitter at all : it always looked intimidating and exhausting and, frankly, kinda uninteresting from afar.
Bluesky is, too. But I am in a place where it is actually interesting to use for me, now that I care about connecting with fellow TTRPG creators, and now that I have more strength for other causes — and these require some degree of socialization.
And, of course, it doesn't reach the levels of awfulness of the other place, even if not everything is perfect (harmful bullying will never leave the internet, will it ?).

So ! You can find me there : @joyeuxscribe.bsky.social
There's English-speaking TTRPG stuff there, but also in French, and also talks of French politics, Covid / long Covid and my own disability, etc. Making and managing several accounts for different topics and circles of socialization was too exhausting, sorry !

Sunday, December 22, 2024

GUYS I DID SOME STUFF

 

I actually finished something for once !

Grant Howitt’s November 2024 one-page game is RP6, a game centered on the quintessential RPG activity : talking with your GM, and by talking I mean trying to negotiate, ask, demand and extract info out of your GM.

So I whipped up a translation in French and posted it on itch.io !

This makes it my first game on itch and my first published translation. I am fucking proud of myself.


Now I have ideas for several hacks, it’s really tempting.

Tuesday, July 23, 2024

Dungeons all the way down – preview

I have a big post brewing about dungeons. It will probably be in two or more parts, and needs illustrations.
Here is a TL;DR preview so I can get the bulk of it out of my system. Ideas that wander in your system for too long, well, a) are exhausting and b) probably deserve to get out there.

On to the point.

Dungeons are :
1- enclosed units, space delimiting gameplay (you're in the dungeon or not, if you cross its borders, you get out of it or your GM needs to expand it) 
2- given visual representation (typically : a map, whatever form it takes)
3- filled to the brim with three things : a) dangers, b) weird stuff, c) opportunities (for treasure, adventure, story, advancement, etc.)
4- given procedures to travel in them and interacting with them.

Based on this definition, it appears that :
1- dungeons are dungeons (no joke ?!) 
2- megadungeons are dungeons (no joke ?!)
3- overworld spaces and maps are dungeons 
4- cities are dungeons (the "safe havens" just being particularly sleepy dungeons).
Corollaries :
5- overworlds and megadungeons differ mainly in their presentation (map type, outside or subterranean...) and choice of travel procedures
6- you can treat any type of dungeon as any other type, and use procedures as you need them. Your dungeon is actually a forest or an island ? Okay. Your megadungeon is actually a lost valley ? Okay. Your overworld campaign world is actually underground, or is a single city ? Okay. Your gloomy city of thieves is so dangerous that some of its neighborhoods need dungeon procedures to be traversed ? Okay. (I've got references for most of these examples already, especially in video games.)

Final points :
- some games understand this very well already. I have not played it yet, but I think that Electric Bastionland takes the "borough/city as a dungeon" approach quite seriously. (See here for example.)
- you can use the same, or almost the same, universal basic procedures to fill your dungeons. Just change the content of the tables a bit. I have a d6 table that I use to fill any kind of dungeon.
- inversely, it can be interesting to tailor the travel procedures, and think about which you want to employ and why (to what effect).
- you can rename "dungeons" in my expanded meaning as "adventuring locales", "dungeon units", "gameplay units" or what have you. They still need a better name. Something with "blocks"?
- your can view your game world / campaign milieu as a landscape of fractal Legos. All your campaign is composed of dungeon blocks within blocks within blocks, arranged with all the variations you can imagine.

And that's all folks. Now to see if I can finish the detailed post(s) sometime in the summer. But you can share your thoughts already !

Sunday, July 21, 2024

Reading Holmes right now

... and it's interesting. I lean even more rules-light ordinarily, and the book is still somewhat chaotic. But it's a good read, a good example on how to pack a complete game in 48 pages, and it's better organized than OD&D (which, admittedly, isn't a high bar to clear). There's a lot of good in it.
All in all, in a strange way, it's the official D&D version that I can grok the best, it seems.

Might share other impressions or house rules later.

Sunday, July 7, 2024

Death at 0 HP – a simple adjustment

On matters of survival, older rules are harsh : out of HP, you're dead. It's quick and makes sense : the character can't take hits anymore. But it makes for deadly games, where lethality is a big threat. I think that is desirable (in old-school, exploration-focused, horror-adjacent games), but can be tweaked.
(More than enough digital ink has been competently spilled discussing this very topic elsewhere, I won't reiterate much here.)

Newer rules (for a wide acceptance of "new") offer many ways of mitigating the actual risk of death, sometimes effectively eliminating it from the game. So they naturally change the feelings and expectations at the table, and for the classical OSR game, we don't want that. In addition, these rules sometimes become fiddly and burdensome in play.

So here's a quick-and-dirty idea to find a middle ground that is a bit more permissive than, say, Holmes, but remains firmly in the old-school camp.
When a hit (or whatever) brings you to 0 HP (that's a floor, even if a hit should bring you to negative totals), you're out for the rest of the fight (if in combat) plus the rest of the dungeon turns till the resting turn. You are probably hurt, wounded, and someone tends to you.
Once that passes, you regain the use of your standard abilities, saves, attacks, etc. but stay at 0 HP. The HP recovery then happens at the usual rate.
But if you further lose a single point of HP when still at 0, you die.

Simple, no ? Puts some pressure on the PCs while giving them a tiny bit more air to breathe. It simply interprets "out of HP" as "you can't take further hits, but aren't dead yet" instead of "you can't take further hits, because you took them all and now you're dead".
Another advantage is that it allows TPKs to not end with everyone dead, but everyone KO. The party can subsequently be captured by the enemies, or some other story plans like that. 
So : 0 HP means KO, with a penalty, and any further hits kill the PC. That's it.

Further thoughts :
- enemies who don't want to kill the PCs can do just that.
- the GM is still free to rule that some attacks or other dangers can kill directly instead of KO, and should warn their players about this. Typical examples : dangers or attacks triggering saving throws, like dragon breath, falling into lava, drinking virulent poison, etc.

Note : remember that, in old-school D&D, there are other rules in place to manage and mitigate the risk of death. Inheritance is one, for example. Some select magics can be used to resurrect or bring back a PC, or healing them abnormally fast. (As usual, it's more interesting if they need a quest and/or come with a price.) And Holmes explicitly says that it's possible to play with 2 PCs at once, which helps a lot too. Finally, hirelings and henchmen are there as replacements.

Hope this helps ! I've put it in practice (as much as I practice these days), and I must say that it works quite well.

Monday, May 6, 2024

Dream journals

If you don't do it, I incite you to keep a dream journal, in whatever form you desire.
It's both a useful tool to get to know your psyche better, and a powerful source of inspiration for your role-playing games.

I've been keeping one since 2007. With great irregularity, of course, since the necessities of life and the state of my sleep don't always allow for quality dream-recording, but still : I've been at it for 17 years and I have a good pile of resources now. Plus, I am me : some dreams are so crazy I cannot not write them down.
I have landscapes, dangers, situations and NPCs for all manners of settings : modern-day of course, but also gonzo kitchen sink, realistic post-apocalypse, crazy post-apocalypse, fantasy, horror, other science-fiction. And of course, some things can always be translated and converted between settings.

So, it's great ! Do it !
I really should post a write-up of a few things here one of these days.

Sunday, May 5, 2024

Actually acceptable adversaries

A random table for villains that are acceptable to destroy and crush, either allowing for kid-friendly violence (eugh, what an awful association of words) or general adventure gaming excised from the worst colonialist or genodical impulses of the hobby.
(There is something to be said about facilitating the suppression of moral quandaries by providing enemies that you can kill without a thought, something involving Milgram and personal responsibility perhaps, but that's a conversation for another post — and at least, they're not Gygax's orc children. And I do recognize that beating bad guys feels good, else I wouldn't write this post nor engage in this hobby as much.) 

Without further ado, roll d6 :
1-3 mindless murder machines
4-6 evil made flesh.

Yeah, that's it. I thought about a bigger table, with more options. But anytime there is the slightest bit of sentience, there is the possibility of communication, negotiation, avoidance, perhaps redemption — and thus, destruction becomes murder.
And honestly, even the entries in my table above are not immune to creative non-violent solutions — fortunately, of course ! But the entries themselves can be destroyed without any remorse, and that was the table's goal.

Now, to delve a tad more into the entries.

Murder machines ?!
- Fantasy flavor : artificial fantasy monsters. Gargoyles, golems, animated armors, magical constructs, astral summons, assemblages of raw magical energy, illusions made of semi-solid sculpted light, reanimated undead : whatever they are called, whatever their shape, they are inanimate things made active through a flow of magic energy. When defeated, might disappear in a poof ! of purple magic smoke, like monsters in a Zelda game. Might originate from ancient curses, workings of wicked wizards, or "natural" consequences of the circulation of magic in the world.
- Sci-fi flavor : murder robots running on standard algorithms, there's no mistaking them for genuinely sentient AIs. They're just machines you can destroy. Also applicable to fully automated facilities, semi-solid holograms and projections, automated surveillance and security systems, etc.
- Modern-day flavor : drones, missiles, bombs, mines, any kind of killing device, autonomous or not.

Evil made flesh ?!
- Example 1, summoned demons, literal echoes and embodiments of the evil collectively done by mankind since its beginning ; stewing and growing in Hell since time immemorial. 
- Example 2, nightmares made flesh, your own brain's danger simulations actually going after you.

Of course, it is possible to humanize or ascribe sentience to any of the above if that's what you want to do with your lore. The robots have human-level artificial intelligence, the constructs are "awoken" by magic, the reanimated corpses retain their original soul, demons have actually started to connect and form their own sentience and societies, etc. And all of that is valid. But the basic forms I presented can be used safely as cannon fodder if need be and if the lore accepts it. Just make sure your players know it and are okay with it.
That's why there isn't any living being of any kind in my table. Life is already something you shouldn't destroy unless absolutely inevitable or necessary, and of course the arbitrary and subjective definition of these italicized terms makes the matter irredeemably messy. And thus, it has no place in a "no moral dilemma incoming" table.

That's why I ultimately decided against the inclusion of two important groups of bad guys who are decidedly really evil :
- Insectoid Invasion : extra-terrestrial insect army mainly composed of giant ticks, mosquitoes and cockroaches displaying their usual level of sentience. It's likely that their original ecosystem needs them somewhere in the galaxy, but really not on Earth devouring and massacring our planet. Also works with other non-sapient, non-or-barely sentient invasive species (animal, vegetal, bacterial, etc).
- Bastard Baddies — violent invaders, slavers, assassins, Nazis and other genociders, colonizers, finance speculators, corrupt governments and so on.
Those two entries definitely deserve their place in the pantheon of interesting and justified enemies to fight, but even they probably deserve to be treated with a tad more subtlety than the first table.

I feel like Cthulhu-like cosmic eldritch horror entities probably register in the same category as well. But I don't like them, so I won't waste time (now, anyway) developing my thoughts about them.

Addendum : since this place fashions itself as an OSR-adjacent blog and it is a common topic, "what about orcs", you say ?
It's simple, really. What are your orcs ?
- Are your orcs literal, physical incarnations of magic / cosmic evil forces ? Call them "demons" or something else and don't look back, then.
- Are your orcs Tolkien-like ; tormented and mutilated images of former fair folk, victims of an evil system as much as criminals working for it ? Then be more subtle, as with my Bastard Baddies entry above. They can be evil, but they're sentient.
- Are your orcs just another type of living beings as is the traditional D&D canon, possibly unsavory stand-ins for colonized and othered people ? Can they be reasoned with, allied with ? Then they're people and treat them as such. Don't give them ugly tags like "savage", "barbarian", "wild", "tribal" or "uncivilized". These words have no right being used uncritically, especially to justify undiscriminated murder. And it certainly does not make them not people.

P.-S. : I feel like I have an easier time than most dealing with orcs. That's because the D&D implied setting is not part of my fantasy upbringing, and since I don't have much history with them, I have no heavy feelings about the matter. I've never much liked or hated them, they're just... a thing that exists in fantasy, I guess. I feel the same about fantasy dwarves and hobbits, to be honest : polite apathy. Like they're only relevant and interesting in their original Tolkien incarnation, and putting them anywhere else feels silly and tacked on ; a soulless grab.

(I have read Tolkien, quite early even, but at the time I didn't knew what orcs stood for in his work. I did percieve their link to industrialization and dehumanization, but at ten years old I mostly didn't know how to parse the whole "our good heroes are killing people left and right" thing. And most people still mostly don't, or else we wouldn't explore the topic so much.)

The only representation of orcs I somewhat like outside of Tolkien is probably the Elder Scrolls one, where they go through several stages : "random killable monsters" (Arena) -> "same but they're people and you can learn their language and help their king" (Daggerfall) -> "people integrated in society, even if as a minority and not without their particularisms" (Morrowind, Oblivion, Skyrim), and even -> "full-fledged independent societies you can visit and even be integrated to, or live in" (Skyrim, Elder Scrolls Online). There's no lack of distasteful or dubious lore and imagery about them, for sure, but at least the creators really managed to improve over a 20-year course.

Okay, I have rambled enough ! This orc digression really should have deserved its own post, and the treatment of "non-playable people" in Elder Scrolls does too, but oh well. That's it for today. 

Saturday, May 4, 2024

Random table : which OSR are you ?

Just for fun : a quick random table to know which part of the wide OSR movement one may belong to. Heh, that might even be applicable to random NPCs for campaigns set in modern times...

Table 1 : adjective
1, grognard
2, hardcore
3, grimdark
4, artpunk
5, simulationist
6, narrativist
7, improv-heavy
8, hexcrawl / sandbox-focused
9, light-prep
10, mega-dungeon-focused
11, procedure-heavy
12, gonzo

Table 2 : noun
1, OSR (R for Revival / Renaissance) 
2, NSR / NuSR
3, FKR
4, DIY RPG
5, elfgame
6, adventure game
7, SwordDream
8, O5R
9, indie gaming
10, gaming (you just never stopped since the 70s)
11, OSR (R for Revolution) 
12, fantasy wargaming

Monday, January 22, 2024

Don't xander your dungeons, jaquays them !

 Just relaying this article from Anne, over at DIY & dragons.

You know how the OSR sphere talks about "jaquaying dungeons" since that 2010 article from Justin Alexander ?

Well, remember it's actually jaquaysing – my inner proofwriter has always been irritated by that typo –, and that Mr. Alexander really shouldn't rename it "xandering" after himself. Dishonest, distasteful, trans people erasing (the article says it all much better than I could), and it's an ugly word on top of that.

So please, go jaquays 'em dungeons. That's good game design.

(Also, thank you, Anne. You're always doing good work with what I call "community" posts, and I've been reading your blog with interest.)

Tuesday, November 7, 2023

Where I stand as a creator

 This is a "this is my stance on things" article. And my stand as a creator (or would-be creator) is the same as my stance as a, you know, human being trying to be kind.

These days, everything and everyone is more politically polarized. Perhaps it's bad. It certainly can be. Social networks use outrage to appeal to our attention, and far-right fascists are all to happy to ride this wave while complaining that they're persecuted — fragile little things, they are.

But some good comes out of it, too. Marginalized communities have voices, voices that reach far further than ever before. The real problems can be discussed, nationwide, worldwide, easier and faster than ever before. And now, with a bit of curiosity and internet access, you can know who you give money to. It is possible to vote with your wallet with actual insight.

It's not to say you can't have bad surprises, as some well-regarded creators get to be seen in a new light when their victims speak up.

But now you know. The world of tabletop RPGs in general, and the OSR in particular, are sprawling scenes. There is enough great stuff out there to support good people while playing with quality material. (Heck, there's enough great stuff to play for free for ever, and if that's not voting with your wallet, I don't know what is.)

So there's no reason not to do it. Support good games by good people. Give more money to those who need it (and yes, that can mean keep it to yourself — and play with free material or community copies). Don't encourage or enable awful people, even if they make good games, because there's good elsewhere, too.

As for me ? Whatever the labels, I'll stand with those that the system actually crushes, excludes, marginalizes, in all its accidental and intentional ways. Persons of color, women, children, queer folk, neuro-atypical folk, disabled folks of all kinds, victims of sexual crimes of all kinds, victims of wars and their consequences, etc.
Recognizing myself in a few of these categories, I obviously feel concerned.
Knowing people from all of these categories, I obviously empathize and want things to change.
Living in a world that seems doomed by greed-induced deliberate inaction in front of the coming catastrophes, I am spurred by my will to live.

So yeah. Of course, doing this in the rest of my daily life is far, far more important and far, far more difficult. But RPGs deserve it, too. I won't comment, promote or talk about products made by bigoted people whose views and actions I despise, and that's all. It's quite easy to do, in fact.

Tuesday, October 10, 2023

Belle-Île-en-Mer : awesome inspiration

When I was a kid, I often went on holidays on the island of Belle-Île-en-Mer (Brittany, France), situated 15 kilometers (about 9 miles) off the coast of Morbihan. The whole island basically fits in a 6-mile hex, and it takes the better part of a day to cross it on foot. Circling it takes 3 to 4 days.
Here I jot a few notes on what's cool and interesting there. I have long wanted to create some kind of module, adventure or sandbox there. When I was a kid, we often went there around the time of Halloween, and it was ripe for autumnal adventures.

So. On this tiny hex, you can find :
- 4 villages, including a fishing harbor, a military harbor with a seaside huge citadel, an ancient abbey, a secluded village... and none of them gets along, 
- almost a hundred hamlets comprised of family farms (about 2d6 houses each), 
- a whole system of cisterns and fortifications around the citadel, including weird sewers and buried places where no one has set foot in three or four centuries,
- a magic / witch forest,
- at least three menhirs,
- a small lake, some ponds, an orchard, 
- 20+ beaches lodged in small coves between sharp cliffs, including : one with hellish waves, one with weird seashells and small bits of explosives washed ashore by a sunken WW1 ship, one with a weird marsh, one infested with jellyfish and venomous fishes, one renowned for it's lethal currents, one that's almost impossible to access unless you cross a maze of brambles and thorn-trees...
- at least one sunken 17th-century galleon with rumors of treasure and gold, 
- three lighthouses and one meteo station,
- the ruins of at least three other lighthouses and semaphors, and one windmill, 
- several seaside caverns and grottoes, including a giant one that's closed because the waves and rocks are too dangerous, another nicknamed the Vazen pit or the Devil's pit, and another that was used by pirates and English soldiers for smuggling and clandestine operations, 
- one islet that gets cut off the island when the tide comes, where you can get trapped for 6 hours if you're not careful, 
- a cove named "Borderune" (Runeside) with a rock looking like a giant bear, 
- wild boars sometimes, 
- all manners of strange mushrooms, in autumn there's an annual display of the weirdest, biggest, most colorful mushrooms found by people in the preceding weeks, 
- traces of occupation and encampments from both Bronze Age people and Roman soldiers,
- a dozen small seaside forts, ruined or occupied, one once built and owned by a famous actress, 
- a former orphanage / child prison that's full of ghosts and awful stories, 
- lots of bunkers built by the Nazis and left in place along the coast, 
- a tiny airport, a ranch...

Belle-Île-en-Mer means "beautiful island in the sea", which does sound a bit precious. But it's former names, most meaning the exact same thing, are all very inspiring : Vindilis in Latin, Guerveur in Breton / old French, Kalonessos in Greek...

Of course the island is exceptionally packed with stuff, and of course most of these places might be of little interest for a more epic or lengthy campaign. But it shows how much stuff you can pack in small distances such as a single traditional 6-mile hex, and Europe is certainly a great inspiration for this.

As for me, I'm definitely in the mood for making something out of this...

Genre distinctions in speculative fiction

This article was originally a response in comment of this post over at Grognardia, where James Maliszewski discusses Lovecraft and "the changing meaning of literary genres".
Since the comment was too long (thanks, Blogger), I've decided to make it its own post.
It mostly talks about the evolution of speculative fiction genres in the French-speaking world, as I understand it. Enjoy !

Literary genre questions are interesting, because they vary by language and literary traditions, even if not by much, as you'll see.

In the French-speaking sphere, at the time Jules Verne wrote (second half of the 19th century), there was an overall distinction of three genres :
- le merveilleux (the wondrous, the supernatural), which had elements of fairy tales and magic : fairies, dragons, witches, talking animals, faraway lands shrouded in myth and mist, etc. So that's the fantasy & fairy tales sphere.
- l'anticipation (... anticipation, alright), which was speculative fiction aimed at imagining possible futures. So it covers sci-fi, but not fantasy with sci-fi trappings. Jules Verne's novels are most of the time in this category.
- le fantastique (the fantastical, the weird), which is the irruption of the weird into the normal life. It broadly maps to weird tales and horror, and was a very popular genre in France from basically 1820-1920. Seriously, there's so much stuff.

There was also the "feuilletons" : at the turn of the century, they were serialized stories published in journals. If they met success, they were then collected and published as full-length novels, and then adapted for theatre plays. Much like, nowadays, a comic book will have movies and novelizations. Those feuilletons were the bit earlier, French equivalent of pulps, and their genres were mostly :
- historical (all things Dumas, for example),
- crime stories (see Arsène Lupin),
- and adventures of characters with peculiar powers who were fighting crime or exploring Mars. They're precursors, sometimes direct ancestors of super-heroes and planetary romance stories.
Of course, all of these genres were served with a healthy dose of pulpy, fast-paced, drama-filled, cliff-hanging adventure fun — that's what they were for. 

Then there was an after-war snobby backlash against all of this. Feuilleton stories, anticipation and the fantastique were either elevated to the "good literature" pantheon, or thrown in the trash or the "roman de gare" ("train station novels") category (and that's why we don't have real French super-heroes anymore. What a loss).
The merveilleux was relegated to children stories, despite a centuries-long tradition.
What was left of non-children comics, fantasy and sci-fi was relegated to the marges, where a whole counter-culture grew around them in the 70-80s, blending them to create a fun science-fantasy-weird hodge-podge. That was expressed in comics and zines that were marginal at the time, but have grown in popularity and recognition since then. Métal Hurlant / Heavy Metal would be the most famous one.

So, for a long time, all of speculative fiction was basically divided in this manner :
- "for kids" stuff,
-  "officially great" literature contained many great pieces of sci-fi and weird, even though rarely advertised as such,
- what was called "science-fiction" and was the counter-culture corner, almost at the back of bookstores. (Plus some pulp-like novels only sold in train stations and the like, mostly spy and crime stories, adventure novels, or things like Bob Morane where a modern spy/agent has pulpy adventures spanning various genres.)

Nowadays, it's all much more recognized, save perhaps for the 1900-1920 super-heroes who have only begun to be unearthed in the last 20 years. In the recent years, publishers have mostly adopted the American genre distinction, with sci-fi, fantasy and horror being clearly labeled next to each other. Here you'll have Lovecraft sitting in horror, Howard sitting in fantasy, and sci-fi being more about the trappings than the anticipation side.
Meanwhile, pulp, the weird, and old folk tales are non-existent, save for anthologies and collections of older texts identified as such.
The "young adult" sections will regroup a lot of stuff, not ignoring genres and sub-genres, alas, even using their fine distinctions as marketing arguments. But at least it places a lot of things under the same umbrella.
Most of this all will be dubbed "SFFF" in literature studies, meaning "Science-fiction, fantasy, fantastique" (much like our initial, historical three-part distinction).
And still, in the general literature sections, you'll find Jules Verne, H. G. Wells, R. L. Stevenson, Alexandre Dumas, Maurice Leblanc, Mary Shelley, Bram Stoker, Franz Kafka, and many other authors that we have decided to integrate in the "classics", which they rightly are, but without noting them as belonging to particular genres.

I would personally push to either integrate more things into standard fiction, or widen the definitions of genre fiction to encompass more authors and genres, forgotten or subsumed by time and fashions.
But, anyway : what is most important, in the end, is that the realm of speculative fiction is more accepted and alive than ever !

Tuesday, January 10, 2023

OSR origin story : my turn !

 So back in november, Jenx over at Gorgon Bones posted about his coming into the OSR and invited others to do the same.

Since I was planning a post in this vein at some point, why not now ?

I've succinctly described my role-playing background in my opening post, so let's build on that.

I'm a 30-year-old French man, not raised in a particularly geek household (at least not in the tabletop RPGs and video games kind), so I haven't been exposed to the now-classic D&D kind of fantasy at an early age. That's why you won't see much fondness here on this blog for actually old-school modules and rulesets — they're just not part of my fantasy / RPG upbringing. I'm no TSR grognard and it shows.

My own exposure to fantasy, science-fiction and RPG concepts was made through several ways :

- in childhood, many contacts with the traditional European, Polish and French body of fairy tales, fables and bedtime stories, along with bits from other cultures of the world, and a healthy dose of Matter of Britain (and France, and Rome, and Greek myths) by way of tales and simple cultural osmosis ;

- inventing a parallel world in our garden where my younger brother and I would weave stories blending various toys and the garden's micro-landscapes ;

- from childhood to adulthood, extensive travels and holidays in Brittany, Germany, Poland, and various French mountains and countrysides ;

- a long-time habit of playing board games, including slightly fantasy-themed ones like Labyrinth ;

- discovering Game Boy games at school, so you can thank Zelda : Link's Awakening for introducing me to the whole "you adventure with a sword in a weird fantasy setting" thing, and Pokémon Blue for familiarising me with the concepts of HP and levels (and cool monsters) ;

- reading adventure comics and novels : looking back on it, it's mostly XIXth century anticipation (Jules Verne, Herbert George Wells, Arthur Conan Doyle...) and XXth century comics of the French-Belgian world. Among those you'll find fairy tale / fantasy (the Smurfs), series blending contemporary adventures with pulp and sci-fi stuff (Tintin, Blake & Mortimer, Yoko Tsuno, Les Petits Hommes, Le Scrameustache, Bob Morane...), and other things (Gaston Lagaffe and its yé-yé / hippie protagonist in an uncaring 70's Belgium, for example) ;

- several old or not-so-old movies illustrating various fantasy domains : Jason and the Argonauts, The Neverending Story, Jumanji, Sindbad, Ghibli's Castle in the Sky, etc. I spent a non-negligible number of Saturday afternoons binging and re-binging Jumanji and Neverending Story with my brother ;

- and then, around the ages of nine to twelve, that's the explosion : Harry Potter books, borrowing the whole Lord of the Rings from a friend's mom after being gifted Fellowship of the Ring by chance, owning my own Game Boy Color with Tintin and Harry Potter games on it, scouring the library where my dad worked (and still works) for all the SFFF I could find, discovering  « chose your own adventure » books, and reading the weird sci-fi / sci-fantasy comics hidden in my dad's bookshelves (hello, Enki Bilal, hello, Mézières & Christin...). Add to this the GameCube with Zelda : The Wind Waker, a passion for hacking the stories of my video games and the mechanisms of my CYOA books, and my background was pretty much set.

So, everything was in place for me to discover and appreciate pen-and-paper RPGs. All the basic concepts were there : fantastical stories and worlds, role-playing in groups, or solo, inventing my own stuff, hacking stuff I found of interest, dice procedures to resolve play, and even levels and HP by way of video games first. (Those core D&D mechanical elements really had the time to permeate pop culture a lot already, even though it's even more ubiquitous 20-25 years later, of course.)

But I cannot seem to pinpoint the exact moment I discovered the existence of the classic format of playing RPGs. All I know is that, upon arriving in university and discovering the local gaming club, it seemed natural for me to join and play.

I actually did not play in group sessions very much at the time, and haven't much since. A railroady Talislanta one-shot at the club in 2012 and a short-lived D&D 4e campaign by a dear friend in 2013 convinced me of two things : first, railroading sucks. Second, D&D 4e was not for me and, to be honest, most complex or crunchy rules systems were not.

Retrospectively, I think that I bounced off 4e for several reasons. First is that we picked up the game to play, without knowing much about it, this specific edition, and how it was played. So I had no idea the game was supposed to have that tactical side of squares, powers and resources, synergies, etc. Second is my legendary cursed luck with dice : my cleric managed to miss hitting immobile enemies and nearly die against low-level animated wood puppets. (To be fair, the first bit is also a problem of rules adjudication.) And third, my (then undiagnosed) ADHD made it very difficult for me to grasp the different powers and elements of the character sheet, to reference and use them easily. I had a lot of trouble and it made the game difficult, for me and for my friends.

It's from then on that, still hooked on the potential of pen-and-paper RPGs, I tried to look for and devise simpler game systems. Things that carried flavor and promises of great adventures, but designed with simplicity and accessibility in mind. I'm not proud of my first tries, but that's what first tries are for. And I slowly opened up to the English-speaking RPG internet spheres, around 2013-2014.

This led me to take up the mantle of the GM and game initiator : once for a very fun one-shot Lasers & Feelings hack, once for a would-be campaign set in post-apocalyptic southern France, and once with the indie game House of Reeds that I translated and played one-on-one with my girlfriend-now-wife. I also got involved in freeform role-playing on a French language Skyrim forum. 

Since these, a few years have passed. I discovered and binge-read many OSR blogs (too many to quote here, but I'll make a list one of these days). What got me into the whole OSR thing was the joy to discover that, like me, there existed people who just wanted to play : stuff that was fast to set up, quick to resolve and adjudicate, free from the "character build" mindset that was too heavy for me, and all of it DIY-friendly. It felt like a perfect fit. 

I lurked on many forums, participated and commented on reddit (r/osr) sometimes. I wrote many drafts, many genres, many random tables, many ideas. I formed opinions on some games, some topics, and many aspects of what has come to be known as "the OSR", and also discovered the FKR movement, and its delightful radicality. I got interested in procedures, theoretical reflexions, and came back to solo role-playing, which was one of my earliest ways of playing. I tried blogging once or twice, but didn't commit. The itch stayed, though, as I regularly found myself wanting to say and develop things and share them with others.

So here we are now : I try to actually write, and actually post. I'll try to participate more in the scene, to my humble level. And, most of all, I'll try to play with what I write and discover, because this is why we're here, after all.

Am I officially an "OSR guy" ? I have no idea, since I didn't really ever played an OSR game, solo role-playing excepted. But it matters little : I know it broadly fits what I want, and I know I really appreciate what it has given to the whole hobby. 

Here's to many blogs, exciting adventures, inventive ideas and hours of play !

Monday, January 9, 2023

Quickly tailoring NPCs : 1d20 distinctive features

It's a relatively common tip for game masters : if you want to make an NPC memorable,  give them one distinctive feature. Your players probably won't remember much more about the NPC, especially if it's not an important one, and you're always free to add more detail later if the need arises. Moreover, it allows for quick recalls that will better cement the NPC's presence in the game.

So here's a random table, useful for all settings, that will help you pick a category of features if you find yourself short of ideas. I'd like to tell you to not use it to caricature or make fun of anyone's physical features or disabilities, but let's be honest : if you are the type to do it, you would have done so with or without my table. For the others, I hope it will prove useful.

(Side comment : I quite like this format for random tables. They're not overly specific as to become quickly repetitive, but they provide enough guidance to help the improvisation or spark the inspiration.) 

What's remarkable about this NPC ? It's their... 
1, height, body shape, facial shape
2, skin (color, fantastical color, complexion, tattoos, scars, diseases, iron marks...)
3, hair (styling, cut, natural or artificial color, adornaments, lack of, headwear...) 
4, eyes (gaze, shape, color, damage and scars, adornaments, eyewear) 
5, smells (body odor, perfumes, environmental odors) 
6, nose or ears (shape, scars and damage, adornaments, cold...) 
7, speech (voice texture or timbre, tone, pitch, rapidity, accents, impediments, turns of phrase, old-fashioned words, specific slangs and registers, etc.)
8, gait, speed, general ease or clumsiness
9, limbs and joints (length, absence, really big hands or feet, missing or sixth fingers, visible strength or feebleness, visible handicaps or disabilities, cyborg parts...) 
10, facial and body hair
11, mood, emotional state (constant, frequent, just today ?) 
12, age, state of pregnancy, presence of a baby or child with them, or other age or family-relevant NPC
13, tone, consideration, general attitude, air
14, clothing, garments, general style and looks
15, accessories of all sorts
16, other rings, jewels, adornaments 
17, presence of an animal or other creature (pet, magical familiar, parasites, imps / fairies / elves / goblins / other folkloric spirits, working animal, wild animal, plants and fungus, small robots / golems / clockwork designs) 
18, tools, boxes, cases, books, documents, various items, weapons, armor, vehicles
19, habits, mannerisms, gestures
20, plastic surgery, magical or sci-fi additions, modifications, mutations, curses, etc. (reroll if not applicable)

As usual, tell me what you think ! 

#dungeon23 ideas

 I appreciate the #dungeon23 project a lot. It sounds just like the "great days" of the OSR, albeit in a less collaborative fashion, perhaps. But it's awesome to witness such a rush of creativity, sharing, resources, blogging and reblogging, etc. That's the DIY stuff the OSR is made of. (Other resources and relays : on Mazirian's Garden, on HereticWerks, on Reddit...)

As for myself ? I'm awfully bad at doing these kinds of self-imposed, regular challenges. As much as I love writing, I haven't ever been able to participate in NaNoWriMo, for example, much less complete it. And my current life and health would be enough to deter me anyway. 

But, of course, I still find myself bursting with ideas. So here's a random table of #dungeon23 projects and variations ! I know the year has started already, but hey, if there are other people like me out there, some will come late or will want to change the project once started. That's not the goal, but we do what we can...

1, #dungeon23 : the challenge as originally proposed. 1 level per month, 1 room per day.

2, # monster23 : a theme a month, one bestiary entry per day.

3, #treasure23 : same, but with sweet treasure.

4, #kid23 : make good use of the challenge by exploring, in any way you want, a setting that haunts you since your childhood or teenage years. Or do a #dream23 : if you have a dream journal, use bits and pieces from it to fuel your inspiration and flesh out your inner worlds.

5, #ocean23 : each month an island, its secrets, its surrounding islets, atolls, encounters, etc. Can double as #sky23 for floating islands, because of course sky islands are cool.

6, #space23 : each month a world or system in a space opera universe. Build a sector or subsector along the year for Classic Traveller or any space opera game !

7, #spelljammer23 : mixing the best of 5 and 6, it's worlds, islands and weird encounters for your favorite space fantasy setting / Spelljammer ersatz.

8, #pungeon23 : fill your dungeon / whatever with one pun or wordplay per day. Room number 5 is an NPC named Gael Ubo (or is it Ugo Elba, or Gabe Olu ?) dancing the mambo. 

9, #hexcrawl23 : a generalisation of the oceancrawl, each day is a square or hex or point on a wilderness exploration map.

10, #wiki23 : each day, your inspiration must come from a different random Wikipedia page. Or from the featured article of the day, that works too ! 

11, #book23 : each day, you guessed it, your inspiration must come from a different random line or word in a book of your choice. Might be always the same book, might not be. (Heck, I'm half-tempted to try a #bible23 just to see what comes out of it.) Might also come from movie, series, magazines, podcasts or video games lines. (Those kinds of creative constraints might bother some people, but they're also great guides and supports for those that, like me, welcome an external source of focus and discipline. Just like in improv acting or acting in general, or writing or any other artistic pursuit. Just like random tables help the OSR referee imagine and discover what happens next !)

12, #home23 : take your inspiration from around your home, hometown, surrounding region that you know well. Or use it as a pretext / motivation to discover cool things about your region if you don't know it well !

13, #group23 : gather the spirit of the early OSR : find a group and collaborate together ! Each can do a piece, or you can share the days, or one writes and the other draws or proofreads, etc.

14, #saints23 : many religions have saints, some official, some popular, and many have attributes, portfolios or biographies that are ripe with direct gameable material or inspiration. Pick the religion that tickles your interest and go look at its saints ! Better yet, some calendars associate a different saint du jour to each day, so your content is already in place. There are other calendars out there with daily attributions, such as the old French revolutionary calendar with its rural and agricultural focus. 

15, #magic23 : each day a new spell. Dividing the months in schools, themes or spell levels is optional.

16, #misc23 : be less constrained, follow your fancy. Each day, write just a small thing : a room, a hex or wilderness locale or encounter, an item, a magic item, a trap, a spell, a creature, a faction, an NPC, a bit of lore, a small finding, whatever.

17, #city23 : each month a district of your fantasy / sci-fi / cyberpunk / historical city or megalopolis. Or each month is a different city in the same world. Fill it with NPCs, rumors, shops, places to be and to see, scheming factions, hidden corners, looming threats.

18, #people23 : what people are and do. Each day is, to your preference, a fantasy species / ancestry, a faction, a class or subclass, a particular NPC... Here again there's room to theme per month as you wish ! 

19, #lore23 : flesh out your setting with a bit of lore a day, as consequential or trivial as you want. There are many worldbuilding questionnaires and generators out there to give you inspiration, thematics, etc. The more gameable or actionable, the better.

20, #no23 : don't participate, or not all of it, because, hey ! it's just for fun, don't stress about it. Don't be like me.

Thursday, December 1, 2022

A simple solo RPG system

I play solo quite a lot these days. To be fair, that's even the majority of my roleplaying career, as sad as it may sound to some.

Blame the scarcity of the French RPG scene outside of the big university cities, the life with a non-geek spouse, me not being a very social person, or, as of now, parenting three children.

So ! Reading about solo play, FKR (free kriegsspiel roleplaying, I'll add a link later), and reminiscing about my own CYOA book experiences, as well as the thousand of hours I've spent on single-player video games, I've put together a "good enough" system for solo play.

Of course, it's no Ironsworn — it runs on a basic oracle that accidentally plagiarizes Freeform Universal and on traits inspired by Risus, and it wants additional setting expansions to give actual meat to the bones. But here's the skeleton ! 

Oracle : for yes/no questions about the state of the world, like asking the GM. Not to be used with PC-driven uncertain actions.

Roll a d6... 

1, no, and (the situation worsens) 

2, flat no

3, no, but (unexpected advantage or leverage) 

4, yes, but (unexpected problem or annoyance)

5, flat yes

6, yes, and (success with benefits) 

It can also serve as a scale for absolute or relative values, e.g. "how is the weather today ?", ranging from 1 (awful) to 6 (great), or 1 (much worse) to 6 (much better).

Then you have your usual check, roll, throw, save, call it how you want : the roll that decides if a PC's dangerous action succeeds, or fails and provokes nasty consequences. I could do it with the oracle, but wanted a bit more granularity (as far as any of this stuff is granular !).

Roll 2d6, reach or beat a difficulty level. Those are : 3, 5, 7, 9, 11 (easy, fairly easy, medium, hard, very hard). If you have advantage, roll 3d6, keep the best two dice. If you have disadvantage, same but keep the two lower dice. Each of the ads and disads cancel each other, and you can't pile them up.

On to player characters ! They are succinct. Each PC has :

- 3 endurance points,

- 4 traits, 

- that's all folks !

Endurance is lost whenever the PC is hit, takes damage of any kind, etc. It represents their will and ability to keep going during the adventure.

Endurance is lost 1 point at a time, unless something really bad happens, in which case all endurance is lost at the same time.

If all endurance is lost, the character is K.O. : they suffer a negative consequence (remove / add / change a trait, the situation worsens...), and all rolls are made with disadvantage (ignoring and superceding all other sources of advantage or disadvantage) until rest / downtime / recovery / etc. has been taken.

Traits give advantage, most of the time, but can also give disadvantage if the situation calls for it. They represent various aspects of your character. You can choose (or roll !) in this list :

1, appearance, looks, fantasy ancestries

2, careers, occupations, skills, groups of skills

3, past, past experiences, background

4, peculiar talents and powers (unusual knacks, magic, superpowers, curses, blessings, psionic abilities...)

5, contacts, reputations, faction memberships or ranks, social class or status, etc.

6, gear, equipment, possessions, companions, pets, vehicles, etc.

Note that, as your character will adventure, they will evolve : gain, change or lose traits along the ride. 4 traits is only a starting number, really.

As for NPCs, you can stat them up however you want : adjust endurance (1 for a minion, 2 for a sidekick, 3 for a PC equivalent, 4-5 for big villains, rarely more), traits (1 to 5-6 depending on the complexity you need), and that's it. NPC traits can, on top of the usual, be reactions, attitudes, combat tricks, loot, etc.

Then you're good to go ! Playing with this, two observations spring to mind. The first is that setting expansions really are the meat you need to play. With a few random tables (locations, NPCs, obstacles, loot, examples of traits...) and more procedures, it's much easier to get a game going, even if the game setting is already well-represented in your mind. 

The second observation is that this chassis, being extremely flexible, can accommodate many types of games. I used the word "character", but it does not necessarily mean a single person : you can play as a party, an item, a vehicle, a place, and of course a faction or a governing body, all with the same setup (3 endurance points, 4 traits, 2d6 action rolls, 1d6 oracle rolls).

I'll be glad if this proves to be of use to someone, I know it works for me !