Wednesday, 28 December 2022

2023 Plans

As I threatened last week, it's time to look ahead to 2023 and talk about some plans. Let's go one project at a time.

The Doomed

This one isn't far off! Last I heard we're probably looking at April, and as previously mentioned it'll be published by Osprey and has some very exciting artwork and miniature photography attached. Hoping more of those will be shared soon.

Mythic Bastionland

This is the big one for next year. Without making any promises I'd love to be doing my 2023 review and see this as a mostly finished thing. I'm being coy, but I'm quietly hopeful and at the very least I'm very excited to keep working on this next year. 

Blog & Newsletter

It's been an interesting one for the blog this year. Views are at al all-time high, but after just a few months the newsletter has already overtaken it in terms of people reading it. I definitely want to keep this site going but the newsletter is certainly going to sit alongside that. 


Only managed one season of the podcast this year, but I've got a few ideas brewing for a series next year. For video stuff I think that's still going to be a side-project to the blog rather than a main focus. I enjoy both of these, but I definitely want to avoid the content churn of making either one just for the sake of it, so they'll remain slightly infrequent but hopefully enjoyable when they do drop. 

Project 10

I technically did some work on this in 2022! The biggest obstacle is I've been distracted painting other things, so my 10mm stuff is languishing in grey. I still see this as just a fun side project rather than anything that would ever be properly published, but I'd like to try and get to a point where I can close this off and call it done.  

MAC Attack

Much like Project 10, this is something I've really enjoyed working on but not sure how much appeal it has beyond myself! I've got a 6mm miniature project lined up for January so maybe doing that will give me more options to play with for this system. I think it's pretty fun as it is, but definitely something I'll revisit next year. 

Into the Odd/Electric Bastionland

These things are done! While I'd never want to set this in stone, I've got no plans to do straight-up supplements for either of these right now. I'd rather do self-contained games that can compliment each other, much like the relationship between these two games. Whatever happens with Mythic Bastionland I'd like it to fit into this family so that all three books have something to contribute to the others.

Blighters

Annoyingly, I feel like I could probably stick a fork in this game if I could just get a few more playtests in and finish writing up the last few spreads I want in there, but it's always sat just behind some other project right now. It's not dead, but I'm not anticipating a sudden return to this while I've got so many other things on. 

Ask the Stars

Here's something I'd like to come back too at some point. I still really like the idea of the Sign/Position system as a sort of oracle for improvisation, so maybe that's something that will make its way into another project, or perhaps I'll get back onto these little booklets. 

Thanks for reading this year, and I hope you've found something I've written useful or fun! I'll do the customary gesture toward my Patreon link below and say that's a wrap for 2022.

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon. 

Wednesday, 21 December 2022

The Year in Brief

I'm not too humble for an end of year roundup, so let's do it. 

JANUARY saw me dipping into Classic Traveller for the first time and becoming especially enamoured with the 2400 games. This marriage is probably responsible for my Ask the Stars project. Despite sitting in touched for nearly a year I'm hoping to come back to this idea one day. 

FEBRUARY might have seen the post that really got the ball rolling on Mythic Bastionland, talking about how "The Wyvern" is can be more interesting than "A Wyvern".

MARCH took things further and now we actually see The Wyvern in full. Behind the scenes I was working on the Mythic (née Primeval) Bastionland document and trying to get it into a playable state. Lots of pieces still weren't in place, though. 

APRIL had me thinking about the complexities of having an emergent world that still feels coherent, fair, and real. After reading about the Blorb Principles I wrote about the concept of Patching.

MAY saw me digging into Journeys as a focus of Mythic Bastionland, including a stripped down mapping system that would ultimately be replaced with a more traditional hex map system. 

JUNE was tidying up the Mythic Bastionland draft so that I could release it as a playtest. This included generating a lot of AI art to use as placeholders for this version. Looking back at this post is interesting, if only to see how far Midjourney has come in the past six months. Interested/Horrified to see where it's at this time next year. 

JULY expanded on my earlier deliberations around running a somewhat-liquid setting, rather than something with a strong canon. I called it Liquid Flesh on an Iron Skeleton and wrote about some of the difficulties and opportunities.

AUGUST was broken up by a trip away, but I did some more thinking about the place of System in RPGs, landing on a desire for surprising elements that exist outside of the players and GM. 

SEPTEMBER was the first of several months spent taking a break from Mythic Bastionland. Those past few months were very intense development, so it was nice to let it mull for a while. Of course, I couldn't stop talking about hexes entirely, so wrote my Universal Hex Profile post.

OCTOBER was when Battletech got me. It hooked me very strongly, and I've only recently escaped. I guess we got MAC ATTACK out of it though, and here's where I first talked about it.

NOVEMBER had my post about Breaking Rules, where I talk through the process of designing factions for MAC ATTACK and how this might apply to RPGs. 

DECEMBER is here and next week's post will likely be the last of the year, as I'm taking a semi-break over Christmas. Expect some speculation on what to look forward to next year.

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon. 

Wednesday, 14 December 2022

100 ways to write 100 things

There's a strong appeal to writing 100 of something, and I say this as somebody that doesn't really like the way it feels to roll d100.


Electric Bastionland required me to write 100 Failed Careers (plus a few extra). Now each career had around 12 "things" your character might get, plus a debtholder and some sample names, so it's really much more than 100 things. 

Some tips.

  1. Ask yourself why this should be a list of 100 things. Some valid reasons are:
  2. It's a table you'll be rolling on frequently and want to have lots of different results.
  3. It's a list of things you want a reader to be able to browse through and get a sense of the variety that exists within the category.
  4. Mine your previous writing for content. A lot of d100 Oddities made it into the EB Failed Careers.
  5. Collaborate, like I did with Arnold on d100 Horses.
  6. Lay out all your numbers from 1 to 100 first, putting a little x in there to taunt you, gradually extinguishing their laughter with each new entry.
  7. x
  8. Make sure you go back and check you've actually done 100 and not left an x in there. 
  9. Put an interesting name into each slot, then later go back through and work out what each entry actually is. This is how a lot of d100 Chess Scenarios was populated.
  10. Don't despair when you realise you're only at number 10. This always takes a while. 
  11. Break things down into categories, so maybe it's more like 10 different categories each with 10 items in there. Shuffle them up at the end and nobody will know.
  12. Find a list of mundane things that you can turn into interesting things. I browsed a lot of boring hardware and tool websites to create specialist gear for the Failed Careers. 
  13. Invert something. I needed 100 emotions recently, and once I had 50 I went through and added the opposite of each, making sure I didn't have any duplicates.
  14. The tip above works for less obvious things too. Like what's the opposite of a Chimera? The opposite of a gold coin?
  15. I cannot write 100 things in a single sitting, so go and take a break or do something else. 
  16. Stay authentic. This has two parts:
  17. If you think something is exciting then run with it.
  18. Don't worry too much about what other people will think. 
  19. Sometimes you can break something into two or more parts, like I did just then. 
  20. Obviously don't steal text from other writers, but absolutely dig through their lists for inspiration.  
  21. Filler items can work for certain lists, like it doesn't matter if one of those horses is just a horse, as you're generally rolling a few at once and it's a funny contrast against the weird stuff.
  22. Give yourself an arbitrary restriction for some or all of the entries, like maybe they all have to be two-word entries. 
  23. Ask Somebody
  24. Read Blogs
  25. Look Outside
  26. Know when an arbitrary restriction is useful and when it's hindering more than helping.
  27. Base each entry on a tarot card, or other large collection of things. 
  28. Put the letters of the alphabet in your entries, then go back and write something using those as the first letter. 
  29. Ask Somebody
  30. Be aware that you will write duplicates that just straight up need changing. 
  31. Consider the wider range of alternatives. d66 and d100 are common, but what if you want something with more than 36 but fewer than 100 results? I'm playing with something where you roll a d6 and a d12 to get 72 potential results. 
  32. Don't worry if some entries are kind of similar. Things can be alike but still have that one unique thing that makes them worthwhile. 
  33. Embrace patterns in your work. Notice your animal list is like 50% reptiles? It could be made into a reptile table, but also this mix makes the list unique to you. 
  34. Formulate a realistic schedule, like you're going to write 20 entries each weekday and have 100 by Friday. 
  35. Go back through your list and give it a quick second pass even if it's just for a blogpost or something, polishing up here and tightening there. 
  36. Hold the list somewhere you can come back to it. Some of it might be useful for a future project. 
  37. If something isn't really working for you then try something else. 
  38. Delete entries that just aren't good anymore. 
  39. https://en.wikipedia.org/wiki/Special:Random
  40. Ask an AI, then steal and rewrite their work
  41. Reach the point of desperation where you start looking around your desk and adding things like "stapler" to the list. We can always go back and fix them later. 
  42. Stapler.
  43. Lamp.
  44. Go and make yourself bored. Actually bored. Don't get your phone out when you're queueing at the post office. When my brain gets bored it starts making stuff up. 
  45. Lean into your voice. It should really start to shine through after a few dozen entries. 
  46. If you look back over the entries and realise the list has morphed into something unexpected then don't be afraid to go back and change the title. 
  47. Don't think about whether anybody will read this far. You're writing this for you, not anybody else. 
  48. Don't get complacent near the end. If you feel you aren't writing well then come back and make sure you finish on a high.
  49. But also remember that you'll be coming back to review all of these, so don't get too hung up on any one entry. 
  50. Or, if you get halfway through and realise you're genuinely out of ideas then be kind to yourself and accept that sometimes d50 is enough, like d50 birds, or even d66 or d20.

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon. 

Wednesday, 7 December 2022

Action-Intent Duality

In Mythic Bastionland I refer to a six step process for adjudicating player action.

  1. INTENT - What are you trying to do?
  2. LEVERAGE - What makes it possible?
  3. COST - Would it use a resource, grant a Burden, or have a negative side-effect?
  4. STAKES - What's at risk? No risk, no roll.
  5. ROLL - Make a Save or a Luck Roll.
  6. IMPACT - Show the consequences, honour the Stakes, and move forward.

I used something similar in Ask the Stars.

And it's all there because I've found myself torn between two subtly different questions as my go-to catchphrase when running a game.

"What are you doing?"
vs
"What are you trying to do?"

When really it's useful to understand both.

What are you doing?

The one you ask when the players are dawdling around in indecision. A prompt to spur them to make a decision and take action.

But also it begs more detail. The classic example is:

Player: I check the door for traps

GM: Ah, but what exactly are you doing?

I've talked before about how this very question is the secret sauce of RPGs, and I stand by that, but it's easy to see how some players might see an exchange like this and groan.

The trap example is perhaps a bit disingenuous for me to use, as I've made my stance on traps pretty clear, so this situation just wouldn't arise at my table. However, I use it here to show how in some games the need to describe exactly what you're doing can feel like a bit of a chore. Here the answer is obvious. The player describes how they very carefully look at the hinges, handle, under and over the door being very careful not to touch it. It's sort of a non-decision at that point, and the player is just hoping they haven't misspoken. This can have a fun tension in the right situation, but I wouldn't particularly seek it out.

So here I must be advocating for a different approach, right?

What are you trying to do?

You might have had conversations like this:

Player: I have that steel wire, right? So I want to tie it into a loop. 

GM: Sure.

Player: Is the floor slippery at all? 

GM: Not especially.

Player: How about the light in here, what's it like?

GM: Just your torchlight.

Player: And then is there somewhere I can hook this wire loop onto?

GM: Like on the wall? Ceiling?

Player: High on the wall, but not so high that I wouldn't be able to get leverage with...

GM: OKAY JUST TELL ME WHAT ARE YOU TRYING TO DO

 Sometimes you just need to cut to the player telling you that they're trying to set up a tripwire.

Yeah, this is the opposite of the previous situation. Sometimes you need more clarity of action, sometimes more clarity of intent. In general it's best if the GM understands both.

So I'm calling this:

Action-Intent Duality

When the players declare an action, make sure you understand their intent.
When they declare an intent, make sure you understand their action.

Now a principle is all well and good, but does my process at the top of this post actually adhere to this?

There's no step for "action", but that's because this whole process is only ever kicked off by a player declaring their action, so any clarification should be covered by the Leverage, Cost, and Stakes discussion. So it might go like this:

Player: I break down the door.
GM: Okay! So I'd say your intent is pretty obvious. Leverage is fine, this door isn't that tough. In terms of Cost I think it would make a lot of noise.
Player: Yeah, good point. How about I try to break off the hinges instead?

So in most cases you don't need to get your players to describe their action in complete detail until those details start to affect the Leverage, Cost, and Stakes steps of the process.

As with so many of these processes, I'd hope that after using this one for a while some of the details start to come naturally and the scaffolding can be lifted away. 

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This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon. 

Wednesday, 30 November 2022

Imperfect Examples

Some will be pleased to hear that I've been dipping back into Mythic Bastionland. No updates to the doc just yet, as I'm going back in with a more deliberate approach now, getting the core polished up before I start working away on the Knights and Myths.

Top of the to-do list for a while has been writing an Example of Play.

I've been hanging on until I felt the mechanics were more stable, as I didn't want to have to rewrite the thing with every rules change. That's still a concern, but I feel like "demonstration of rules mechanics" is just half of what Examples of Play are for.

They also set the tone of the world, establish the expectations of play, and hopefully demystify the whole process by framing it as a conversation rather than a clockwork masterpiece.

It's easy to laugh or cringe at those old examples of play written like an amateur play script or... worse.

The GM grins and grabs the d12. The players watch it in terror.

GM: Aha! Now the real danger begins.

There's a glimmer in the GM's eye. Everybody applauds. 

Yeah I hate them too BUT I think a little informality goes a long way. Dare I say we should have examples of play where the GM makes mistakes? There are few GM skills more useful than knowing how to recover from a blunder or improvise your way out of a dead end. 

I haven't gone too far into that idea yet, but this is just a first pass. 

Here's what I have so far: 



A group of three are playing. Ash is the Referee and the characters are Margan the Moss Knight and Tanza the Talon Knight.

Danger

Ash: You see light flickering from within the cave. It’s maybe 30ft away through the trees. 

Margan: Any signs of life around the cave? 

Ash: It’s pretty dark here other than the light from the cave. I assume you put your torches out before you started sneaking up here?

Margan: Yeah, makes sense.

Ash: Well even under the moonlight you can make out shadows of movement. Looks like someone is moving around inside the cave. You also spot a silhouette standing guard, outside, a solid looking figure.

Tanza: Wait, I have a plan. Are they carrying a weapon? I could send my Raven to steal it if it’s on the ground. She specialises in Stealing, after all.  

Ash: They’re definitely armed, but let’s do a Luck Roll to see if they’re carrying it. We’ll call it straight 50/50.

Rolls a d6, scoring 2. This means fortune does not favour the characters. 

Ash: You can see a mace hung on their belt. Your Raven could still go for it, but would need a Save to avoid the guard’s anger.

Tanza: Let’s do it. FIN Save for the Raven, yeah?

Ash: Go for it.

Tanza rolls a 19, failing the Save.

Ash: Your Raven swoops down on the unsuspecting guard, grasping at his mace with her talons. The guard grabs onto the haft, wrenching it free from her grip and winding up to strike. What’s she doing? 

Tanza: Get her out of there! Actually, she can fly off in the other direction, away from us. Might cause a distraction.

Ash: Let’s see if he falls for it…

Exploration

Ash: Right, so it’s the dawn of a new day.

Ash points to the pawn on the player’s map showing their location.

Ash: To recap, you’re here. Other than the elevated camping spot you found it’s rather unpleasant bog as far as the eye can see. The air feels damp and mushroomy. 

Both players look at the map and start to point at other hexes. 

Margan: We don’t have a route, so we’ll likely be hiking. We could make it to this Shire hex by nightfall. Get ourselves a proper  meal and actually speak to some locals?

Tanza: Yeah but we know these woods over here are where the Goblin was last seen. Can we see the woods from here?

Ash: Not from your camp, but they’re so far away that you’d only get a distant view anyway. Like you’d see there are woods, but couldn’t spot a person there.

Tanza: Okay let’s hike toward that Shire instead and do some information gathering. As we’re travelling can I search for any other travellers we could speak to? I can see through my Raven’s eyes remember.

Ash: Yeah that’ll help for sure. No real risk here so we’ll just make it a Luck Roll. With your Raven you’ll certainly find somebody, but this is more about how far away they are.

Tanza rolls a d6, scoring 5. 

Ash: Sure, there’s somebody travelling not far from here, let me see who we’ve got.

Ash decides to roll a random Prompt for a Person, scoring 1 and 11. They’ll also use the State prompt from the same page. The result is “Lost Knight” and “Nurturing”. 

Ash: Through your Raven’s eyes you see an armoured figure riding on horseback, a smaller figure on a pony trailing behind them. Looks like a Knight and their squire. You’ve got enough warning to skirt around them, or are you going to move closer?

Combat

Ash: The boar is huge, like a hay bale. Its eyes dead and black like a shark. It stands taut, as if it could charge any minute.

Margan: This pig is definitely up for a fight. 

Tanza: Fine!

Margan and Tanza discuss a plan briefly.

Tanza: Okay, can I climb up into a tree? Are there any nearby?

Ash: Sure, we’re in a forest. You scramble up without any trouble. 

Margan: I’ll get under the tree and try to bait the boar into charging me, then Tanza will dive down onto it when it gets close.

Ash: Hm, I think moving to the tree and climbing it is already an action for this turn. If you bait the boar over then it’ll get to charge you before you can respond.

Margan: Fine, let’s go ahead with that. I hoist up my shield. 

Ash: The boar charges at Margan and…

Rolls d10 for damage, scoring 9. This is reduced to 8 because of Margan’s shield. 

Ash: Eight damage! So the boar…

Margan: Woah, hang on. I’ll use the Endure Feat on that, trying to take the brunt of the charge on my shield. 

Ash: Okay, you use Endure, in that case meaning no damage. Take a Wrath though.

Margan: Got it. Our turn? Spring the trap! I attack with my cudgel and…

Tanza: I leap down with my hookhammer, which gets +d6 when leaping down.

Ash: Okay, who’s leading the attack? 

Margan: Me! I want revenge on this pig. 

Tanza gives their 2d6 to Margan, who adds d6 from their own weapon and rolls all three, scoring 2, 2, 6. The highest single die is 6. 

Margan: Six damage!

Ash: And it’s an Onslaught because you rolled the highest number on your die! You’re going to hit this pig, but what else do you want to happen?

Time

Margan: Yeah this was fun! 

Ash: Wait, we have one more thing to do before we go. It’s the end of a session so you have to decide how many parts of your oath you fulfilled.

The table look over the three parts of the oath and discuss their actions. 

Tanza: Yeah I think on balance we didn’t really Honour the Seers, but I’m glad we ignored him anyway, he was a weirdo. 

Ash: So you’ll both gain 2 Glory. Tanza you’re on 5, Margan 7. 

Margan: So I’m a Knight Exemplar now?

Ash: Yeah, so you’re considered worthy of a place in court. Not much use out here in the bog but if you go to a holding you might be able to get a position of influence.

Tanza: Did we say about doing a time skip?

Ash: Oh yeah, that was the plan. We said we’d move onto the next Season. Are you happy with that?

Margan: I mean we have some loose threads but I think it’d be fun to move things along.

Tanza: Yeah let’s do it.

Ash: So next game we’ll move into Winter. What are you both focusing on between the seasons?

Ash shows them both the list of options.

Tanza: Oh I can just relieve a Burden? I’ll get rid of that Dread I picked up.

Ash: That’s Indulgence, right? What are you doing? 

Tanza: How about spending some time riding out alone, my raven on my arm. Hm, I dunno, would that work?

Ash: Yeah that’s a cool image. A bit of a recluse period. 

Margan: Can I do the court focus? I know we’re in the swamp.

Ash: No it’s fine, we assume you both travel about a bit and then reconvene next time.

Margan: Great, well I’ll see if I can get some influence at the Seat of Power with my new worthiness.

Ash: Nice. We’ll come back to that at the start of the next game. Okay, we’re done!


Wednesday, 23 November 2022

Speaking in Parlance

As you might expect, Bastion doesn't have an official language.

Scoffin at yer nonknowin that Handydown is OFFICIALLY recorded as prime in a number of...

Who let the Mock Linguists in here?

Well yeah everybody can muddle through conversation through pointing and pantomime. That system of exaggerated gestures is as close to a common tongue as you'll get here. 

So basically everybody can co-communicate a bit even if they're from distant boroughs or just got off the Deep Country Express. 

Lookear lad it nay that simple
Yes it is!

Sure, there are regional dialects. People revel in their local slang, lilts, and drawls. I reckon some ham it up to let you know where they're from. If the roof sweeper speaks like they grew up on the Slatefield then you might grant them the assumption of sure-footing and pay them a bit extra. 

But now we're getting into Parlance. 

It's actually more complex than that.
We're talking about Cants. This is solved.

No! This isn't like Cants or Codes. Those conceal a message. 

Parlances enhance the message and maybe add a little extra. 

Here are six of them. They can be learned, but those in the know will recognise a chancer from the real deal. 

Parababble
Some will be keen to point out that Bastion is full of aliens, all of whom face some sort of barrier to communication. Parababble emerged from communities of Bastiards who found themselves dealing regularly with Aliens. Lots of familiar words, but pronounced at a strange pace, emphasising unexpected syllables and inserting hums between particularly long words. 

Although it doesn't really aid in Bastio-Cosmo communication, it demonstrates to other people that you are the sort of person that roams in such circles. Maybe you're a little bit above all this human nonsense. You know, from the stars Bastion looks so small.

Actually that's not true, but that's a topic for another day. 

Barlingo
A sort of branch of legalese with some bureaucratish and politican mixed in. Allows to very carefully, very precisely, say something truly reprehensible in a reversible manner. 

You can quite plainly proclaim something that you'd never say out loud under normal circumstances and look around to see if anybody agrees with you. If somebody looks shocked or offended the whole meaning can be shifted with the addition of a word of two.

Yargon
This started as a joke. A load of fake, sarcastic technical terminology that you'd throw out when you didn't really understand what you were talking about.

Then some joker actually gave a load of those terms real meaning with a heavy dependency on context.

Now speaking Yargon means you absolutely do know what you're talking about... unless you're doing it in the old fashioned way... or in the newly-emerging ironic way.

Best to just let them get on with the job and see how it turns out. 

Baztic
The ur-tongue of Bastion. So prestigious! You can see its influence in just about every dialect in the city and beyond. Words used in a bygone time, the legacy of our ancestors.

But it's just made up, really. You take some modern words and mess them around a bit. Make sure you stick your chest out when you speak. 

Makes you sound educated and fancy to people who don't know better, but you'll embarrass yourself in front of anybody switched onto such things. 

Punchbunk
There's way of talking as if you're tough. That might work on some people.

But Punchbunk is specifically a way of using slang and innuendo to describe how you're going to hurt somebody with such poetry that the words cause physical pain. They say it started in prisons, where inmates would shout such vivid descriptions between cells that they'd wake up bruised. 

I don't know about all that, but there's certainly an art to the wounding word. 

Trivel
A way of speaking that involves dropping as many references as possible to books, songs, esoteric history, just about any piece of trivia that you might hope somebody else recognises.

But there's no point if everybody recognises it. The dream result is that the other person recognises you've made a reference without fully understanding how it's relevant to what you're saying.

It puts them on the backfoot. They smile and laugh like they understand. Now you're winning the conversation!

As well as that y...

Um. Ahum. Excuse me. Yes. Excuse me. You weren't listening so I'll start again.

I was talking because this is my thing! This isn't your classroom.

Juslookathat! Very rude. Goto the dean all-at-once.

I'm not even a student here! 

Wait, when did we get here?

DEAN! DEAN! NOW! NOW!

Wait, the Dean? Is that the one I saw in

Well I'm afraid you're in real trouble now.

Oh.

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Art by Midjourney

This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.

If you want to support my blog, podcasts, and video content then head over to my Patreon. 

Wednesday, 16 November 2022

Reasonable Cruelty

For this challenge I'm going to revisit a selection of monster abilities that often scare GMs away, and can feel like unfair relics from the era of killer GMs.

These include:
  • Equipment Destruction
  • Maiming limbs
  • Finishing-off downed PCs
  • Instant Death
  • Level-drain (with a twist where ITO/Bastionland has no levels)
  • Petrification
  • Mind Control
And the final twist, none of the above effects will grant a Save to avoid them. There might be another way, but not from rolling well. 

The only way this will work is ultra-clear information for the players. They need to know that the scorpion's sting is instantly fatal FOR REAL THIS IS NOT FLUFF. If that touches you, you die. 

We can only give them information, let's see what they do with it!

Reasonably Cruel Monsters

Gun-Runt
STR 6, DEX 9, CHA 3, 1hp
Muck Gun (d6, leaves splat of muck as well as damage)
  • Hides under its tortoise-like shell as an instant reaction if anybody gets close, or if threatened from afar. The shell is utterly unbreakable by anything short of a bomb, and forms a tight seal to the ground.
  • Surrenders pitifully if they are unable to retract into their shell. They weep and cry but will turn hostile at the first opportunity.
  • Live only to serve the Green Beast, and would happily die for him. 
Notes: These things are annoying, but not much trouble on their own. They exist to accompany the more interesting monsters and make them even more annoying. 

Sticky-Runt 
STR 9, DEX 6, CHA 3, 2hp
Claws (d6)
  • Resembles a Gun-Runt, but has a mass of tangled fur and tendrils in place of its shell.
  • Anything touching its shell is grabbed by a waxy adhesive, only released by a Runt's saliva.
  • Their saliva also melts through any material, which they gleefully use to destroy captured items. 
Note: Equipment destruction

Collector Beetle
STR 10, DEX 10, CHA 3, 5hp
Jaws (d8) Shell (Armour 2)
  • On an attack roll of 7+ the Beetle tears a limb from the target. It favours arms, especially those carrying impressive weapons. 
  • Torn limbs are attached to the Beetle's hide, animating to grant an extra attack as appropriate.
  • If the Beetle is killed then limbs can be reattached, but require a skilled surgeon. 
Note: Maiming limbs

White Vulture
STR 12, DEX 15, CHA 3, 3hp
Rend (d8)
  • Has no appetite for combat, but watches on and swoops down onto any helpless victims.
  • Before feasting the Vulture spends a whole turn displaying, turning blood red and ruffling its feathers.
  • On the next turn the feast is gruesome and quick. The Vulture is back in the air before the last drops hit the ground. 
Note: Downed opponents

Crushing Spirit
STR 10, DEX 15, CHA 13, 6hp
Crush (d10), part-bone part-shadow (ignore normal attacks, takes d4 to d12 damage from light depending on intensity)
  • Its touch is unavoidable, freezing the victim in the place. On their next turn the spirit crushes the victim to dust, extracting their soul.
  • Even lamplight repels the spirit.
  • It's always plotting a way to plunge a victim into darkness. They don't much care who the specific victim is, but they must feed. 
Note: Instant death

Bloody Tearer
STR 7, DEX 6, CHA 5, 10hp
Black Gauntlet (d8, melee or ranged), Bloody Armour (Armour 2)
  • Bears trophies from infinite wars on impossible worlds, now a reluctant killer for hire.
  • They warn that each death now carries a greater cost.
  • If the Tearer causes or takes Melee Critical Damage, a red orb emerges and drains the life from any combatants. They all reroll their Ability Scores on 3d6, keeping any that are lower than their current score. 
Note: "Level drain"

Cloud Rider
STR 15, DEX 18, CHA 10, 11hp
Wind Blast (d6 Blast)
  • Extremely fast, lives to spread terror. 
  • Their body is fleshy, but always masked by cloud.
  • Instead of moving, the Rider can fill a room-sized area with glowing petrification gas. There's enough time to flee the area, but anybody that stays and breathes even a little of the gas becomes permanently petrified.
Note: Petrification
The Green Beast
STR 16, DEX 7, CHA 18, 10hp
Smash (d10 or d6 Blast), Stony Body (Armour 2)
  • Wants to amass more servants and punish those who rejected him.
  • Uses material bribes before resorting to his mind control. 
  • Anybody killed by the Beast, or one of his sworn servants, finds themselves on the threshold of death, faced by his true form, soft and verdant. The Beast offers life in return for an hour of service. If they agree, the victim returns to life but is under the Beast's control for the next hour.
Notes: Mind control

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