Showing posts with label Gaming material. Show all posts
Showing posts with label Gaming material. 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?

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.

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...

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 !

A quick and dirty Zelda conversion for Into the Odd / Bastionland

 Also titled :

Into Hyrule : Electric Zeldaland 

Because why not ? 

So this is a simple, some would say braindead, conversion of Into the Odd (hereafter ItO) for the video game series Zelda. Who doesn't want to play OSR Zelda, I ask ??

Ability scores are renamed Virtues, after the three divine attributes that regularly theme some challenges for Link.

Strength becomes Power,

Dexterity becomes Courage,

Willpower becomes Wisdom.

They otherwise work the same.

Starting equipment will need a rewrite, but this is just a quick post to get the idea out of my head.

Traditional Zelda items become standard or rare gear, or Arcana. You may give them limited uses (as Zelda's magic gauge), and they could be replenished or upgraded by Great Fairies or other benevolent beings / recipients of good deeds. That way, players get powerful relics, but not too powerful, and keeping and upgrading them is a source of adventure.

The goal of the game isn't to accumulate treasure, but to solve local problems by going into dangerous places, aka dungeons. "Local" here can range from the individual (being cursed, for example), to the village, to the kingdom. Heh, perhaps "you've been cursed" could be Zelda's equivalent to ItO's "you're in debt", a good, urgent starting point for most adventurers / heroes.

The treasure gathered along the way is mostly comprised of : useful consumables, arcana offering temporary bonuses, rare artifacts (à la important Zelda items), collectibles that can serve as crafting components / potion ingredients / elements to unlock diegetic upgrades given by NPCs who seek those collectibles. You can even set up exchange quests if you're so inclined.

There's also money, which should only be used to replenish rations and common consumables, repair stuff maybe, and can be stolen / eaten by monsters, or even consumed by some magic armors and weapons. Excess treasure shouldn't be a thing, and if it is, you could soak it with a translator willing to decipher treasure / dungeon maps for a hefty price (hello Tingle !), and with investments in shops and other main base / community-related improvements.

Of course, money is made of rupees, colorful gems which value is precisely determined by their color.
Perhaps there's something to be done with bosses and mini-bosses being the only ones able to inflict (Bastionland's) Scars, or with them dropping magic "hearts containers" that both increase HP (pardon, hearts) and give a minor mutation, boon, curse or transformation.

Small fairies can be bottled to give back x HP upon reaching 0 HP, thus preventing STR / Power damage from occurring too fast.

The setting can even be made to work in an eerily similar fashion as Bastion : Hyrule City is the only city that matters. Its underground is dungeon-like and houses many secrets. The city itself is weird and full of secrets, small findings, shortcuts and passages, colorful NPCs, including animals and hidden little people, etc. Weird, anachronistic pieces of technology abound, especially in the city and in dungeons. And the countryside gets weirder the further you stray from the city : tortured landscapes with constant path interruptions, weird monsters and machines, fish / rock / plant people, and you can even end up in other provinces or dimensions, or travel though time.

To wrap this up, what else would a Zelda ItO hack need ? 
- Zelda item conversions
- starting packages rewrite 
- an example of a starting dungeon / adventure 
- a Zelda dungeon generator ? I've got one in the works... 
- perhaps Mythic Bastionland would be a better suited ruleset, given its theming and rules ? To be continued...
Welp, I say that's an honest starting point for this concept. Tell me what you think !