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AGAINST THE WICKED CITY: AGAINST THE WICKED CITY The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: DISTRICTS OF THE WICKED CITY 7 The rusting hulks of crashed scrap-racers. The regalia of fallen noble houses, hurled into the water by their despairing heirs as the triumph of the Wicked King became inevitable. Mutilated statues from the king's statue network, their stone eyes gouged out to prevent them from witnessing who it was that toppled them into the river. AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: ONCE MORE UNTO THE MORLOCKS: 20 4: In the waning days of some ancient empire, a garrison of soldiers was stationed in the underworld to guard a strategically-important cave network against foes in the Underdark below.They successfully held the line against their enemies: but their parent civilisation was less fortunate, and as the empire fell their supply lines were cut and they lost all contact with the surface world. AGAINST THE WICKED CITY: ALMOST A REVIEW: MUTANT CRAWL Derek Holland asked for reviews of the adventure modules which were released as Kickstarter rewards for Mutant Crawl Classics. So here they are. All these adventures have good black and white art, with the maps, in particular, being wonderfully embellished with illustrations. They draw on a very similar set of ideas: mutants, robots, ancient AGAINST THE WICKED CITY: THE MANLY SKILL OF MONGOLIAN The Manly Skill of Mongolian Wrestling. The Mongols recognised three Manly Skills: horsemanship, archery, and wrestling. Of the three, it was wrestling which provided the purest test of Manliness. The wrestler has no horse or bow to help him, or to take the blame for his failure. He stands nearly naked, with nothing to rely upon except hisown
AGAINST THE WICKED CITY Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: AGAINST THE WICKED CITY The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: DISTRICTS OF THE WICKED CITY 7 The rusting hulks of crashed scrap-racers. The regalia of fallen noble houses, hurled into the water by their despairing heirs as the triumph of the Wicked King became inevitable. Mutilated statues from the king's statue network, their stone eyes gouged out to prevent them from witnessing who it was that toppled them into the river. AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: ONCE MORE UNTO THE MORLOCKS: 20 4: In the waning days of some ancient empire, a garrison of soldiers was stationed in the underworld to guard a strategically-important cave network against foes in the Underdark below.They successfully held the line against their enemies: but their parent civilisation was less fortunate, and as the empire fell their supply lines were cut and they lost all contact with the surface world. AGAINST THE WICKED CITY: ALMOST A REVIEW: MUTANT CRAWL Derek Holland asked for reviews of the adventure modules which were released as Kickstarter rewards for Mutant Crawl Classics. So here they are. All these adventures have good black and white art, with the maps, in particular, being wonderfully embellished with illustrations. They draw on a very similar set of ideas: mutants, robots, ancient AGAINST THE WICKED CITY: THE MANLY SKILL OF MONGOLIAN The Manly Skill of Mongolian Wrestling. The Mongols recognised three Manly Skills: horsemanship, archery, and wrestling. Of the three, it was wrestling which provided the purest test of Manliness. The wrestler has no horse or bow to help him, or to take the blame for his failure. He stands nearly naked, with nothing to rely upon except hisown
MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: DISTRICTS OF THE WICKED CITY 7 It curves through the city in a great lazy meander, its waters discoloured by coal dust, its surface dotted with floating refuse. Here and there the chemical run-off from some adventurous serpent-folk laboratory creates shining puddles of oily, iridescent colour that spread across the water, to the delight of the shrieking children who splash and paddle in its shallows at low tide. AGAINST THE WICKED CITY: FAILING BETTER: A GMING RETROSPECTIVE What it was: A tightly-contained vampire game dealing with one mystery, in one city, over the course of about fifteen sessions. What worked: Almost everything. This was the first campaign where, at the end, I was able to look back and think that everything had gone pretty much the way I wanted it to. AGAINST THE WICKED CITY: CITY OF SPIRES PART 1: THEORY VS That last one was the real reality check moment. I'd spent years sketching out the ATWC setting, and the assumed campaign arc that went with it - go to the city, bounce around interacting with its various factions, make occasional trips into the outside world in source of resources or allies, and ultimately stage a coup or revolution, storm the King's Tower, and confront whatever lurked in the AGAINST THE WICKED CITY: IMAGE ARCHAEOLOGY: PALADIN GIRL A young, slender woman in plate mail armour (often improbably form-fitting), no helmet, straight hair usually worn long and loose, conventionally-attractive face. On horseback, she might have a spear or lance. On foot, she usually carries a sword. Paladin Girl is a fairly straightforward combination of traditional masculine andfeminine
AGAINST THE WICKED CITY: THE WICKED CITY: ORIGINS Out of the wreckage of the Wars of Faith arose a wicked king, perfect in injustice, cynicism and intrigue. He gained his throne by plausible lies, and maintained it through audacious cruelty, until his wickedness permeated every part of the city which he had claimed as his own. The people grew bitter and sick at heart, and the will toresist
AGAINST THE WICKED CITY: RANDOM ENCOUNTER TABLES: THE MAZE Random encounter tables: the Maze. OK - last one, now, at least until I get over-ambitious and decide to do them for the Road, Steppe, Desert, and Taiga as well. (I probably don't need one for the tundra. '1-3: Rocks. 4-5: Ice. 6-7: Icy rocks. 8-9: Rocks with lichen on them. 10: A lonely reindeer.') The Maze is the one area of the Wicked City AGAINST THE WICKED CITY: THE LOST COLOURS OF D&D The lost colours of D&D. The hide of ogres varies from dull blackish-brown to dead yellow. Rare specimens are a sickly violet in color. Their warty bumps are often of different color - or at least darker than their hides. Hair is blackish-blue to dull dark green. Eyes are purple with white pupils. AGAINST THE WICKED CITY: MOON ELVES The sun's light pains them, here, and so they live in shadowy places, favouring heavily wooded valleys where there is always something to stand between them and the midday glare. Seen by daylight, they are an unimpressive bunch, pale and scrawny and miserable; but by moonlight, they become luminous. They become glorious. Their skin is moon-white. AGAINST THE WICKED CITY: MONSTERS FROM CENTRAL ASIAN The Hortlak is a person who has come back wrong. Something is missing inside them, some part of themselves that didn't come back with them out of the grave: some fragment or fraction of their soul that sank down into the underworld and remained there, unable to AGAINST THE WICKED CITY Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: AGAINST THE WICKED CITY The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: DISTRICTS OF THE WICKED CITY 7 The rusting hulks of crashed scrap-racers. The regalia of fallen noble houses, hurled into the water by their despairing heirs as the triumph of the Wicked King became inevitable. Mutilated statues from the king's statue network, their stone eyes gouged out to prevent them from witnessing who it was that toppled them into the river. AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: ONCE MORE UNTO THE MORLOCKS: 20 4: In the waning days of some ancient empire, a garrison of soldiers was stationed in the underworld to guard a strategically-important cave network against foes in the Underdark below.They successfully held the line against their enemies: but their parent civilisation was less fortunate, and as the empire fell their supply lines were cut and they lost all contact with the surface world. AGAINST THE WICKED CITY: ALMOST A REVIEW: MUTANT CRAWL Derek Holland asked for reviews of the adventure modules which were released as Kickstarter rewards for Mutant Crawl Classics. So here they are. All these adventures have good black and white art, with the maps, in particular, being wonderfully embellished with illustrations. They draw on a very similar set of ideas: mutants, robots, ancient AGAINST THE WICKED CITY: THE MANLY SKILL OF MONGOLIAN The Manly Skill of Mongolian Wrestling. The Mongols recognised three Manly Skills: horsemanship, archery, and wrestling. Of the three, it was wrestling which provided the purest test of Manliness. The wrestler has no horse or bow to help him, or to take the blame for his failure. He stands nearly naked, with nothing to rely upon except hisown
AGAINST THE WICKED CITY Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: AGAINST THE WICKED CITY The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: DISTRICTS OF THE WICKED CITY 7 The rusting hulks of crashed scrap-racers. The regalia of fallen noble houses, hurled into the water by their despairing heirs as the triumph of the Wicked King became inevitable. Mutilated statues from the king's statue network, their stone eyes gouged out to prevent them from witnessing who it was that toppled them into the river. AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: ONCE MORE UNTO THE MORLOCKS: 20 4: In the waning days of some ancient empire, a garrison of soldiers was stationed in the underworld to guard a strategically-important cave network against foes in the Underdark below.They successfully held the line against their enemies: but their parent civilisation was less fortunate, and as the empire fell their supply lines were cut and they lost all contact with the surface world. AGAINST THE WICKED CITY: ALMOST A REVIEW: MUTANT CRAWL Derek Holland asked for reviews of the adventure modules which were released as Kickstarter rewards for Mutant Crawl Classics. So here they are. All these adventures have good black and white art, with the maps, in particular, being wonderfully embellished with illustrations. They draw on a very similar set of ideas: mutants, robots, ancient AGAINST THE WICKED CITY: THE MANLY SKILL OF MONGOLIAN The Manly Skill of Mongolian Wrestling. The Mongols recognised three Manly Skills: horsemanship, archery, and wrestling. Of the three, it was wrestling which provided the purest test of Manliness. The wrestler has no horse or bow to help him, or to take the blame for his failure. He stands nearly naked, with nothing to rely upon except hisown
MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: DISTRICTS OF THE WICKED CITY 7 It curves through the city in a great lazy meander, its waters discoloured by coal dust, its surface dotted with floating refuse. Here and there the chemical run-off from some adventurous serpent-folk laboratory creates shining puddles of oily, iridescent colour that spread across the water, to the delight of the shrieking children who splash and paddle in its shallows at low tide. AGAINST THE WICKED CITY: FAILING BETTER: A GMING RETROSPECTIVE What it was: A tightly-contained vampire game dealing with one mystery, in one city, over the course of about fifteen sessions. What worked: Almost everything. This was the first campaign where, at the end, I was able to look back and think that everything had gone pretty much the way I wanted it to. AGAINST THE WICKED CITY: CITY OF SPIRES PART 1: THEORY VS That last one was the real reality check moment. I'd spent years sketching out the ATWC setting, and the assumed campaign arc that went with it - go to the city, bounce around interacting with its various factions, make occasional trips into the outside world in source of resources or allies, and ultimately stage a coup or revolution, storm the King's Tower, and confront whatever lurked in the AGAINST THE WICKED CITY: IMAGE ARCHAEOLOGY: PALADIN GIRL A young, slender woman in plate mail armour (often improbably form-fitting), no helmet, straight hair usually worn long and loose, conventionally-attractive face. On horseback, she might have a spear or lance. On foot, she usually carries a sword. Paladin Girl is a fairly straightforward combination of traditional masculine andfeminine
AGAINST THE WICKED CITY: THE WICKED CITY: ORIGINS Out of the wreckage of the Wars of Faith arose a wicked king, perfect in injustice, cynicism and intrigue. He gained his throne by plausible lies, and maintained it through audacious cruelty, until his wickedness permeated every part of the city which he had claimed as his own. The people grew bitter and sick at heart, and the will toresist
AGAINST THE WICKED CITY: RANDOM ENCOUNTER TABLES: THE MAZE Random encounter tables: the Maze. OK - last one, now, at least until I get over-ambitious and decide to do them for the Road, Steppe, Desert, and Taiga as well. (I probably don't need one for the tundra. '1-3: Rocks. 4-5: Ice. 6-7: Icy rocks. 8-9: Rocks with lichen on them. 10: A lonely reindeer.') The Maze is the one area of the Wicked City AGAINST THE WICKED CITY: THE LOST COLOURS OF D&D The lost colours of D&D. The hide of ogres varies from dull blackish-brown to dead yellow. Rare specimens are a sickly violet in color. Their warty bumps are often of different color - or at least darker than their hides. Hair is blackish-blue to dull dark green. Eyes are purple with white pupils. AGAINST THE WICKED CITY: MOON ELVES The sun's light pains them, here, and so they live in shadowy places, favouring heavily wooded valleys where there is always something to stand between them and the midday glare. Seen by daylight, they are an unimpressive bunch, pale and scrawny and miserable; but by moonlight, they become luminous. They become glorious. Their skin is moon-white. AGAINST THE WICKED CITY: MONSTERS FROM CENTRAL ASIAN The Hortlak is a person who has come back wrong. Something is missing inside them, some part of themselves that didn't come back with them out of the grave: some fragment or fraction of their soul that sank down into the underworld and remained there, unable to AGAINST THE WICKED CITY Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITY The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: ALMOST A REVIEW: MUTANT CRAWL Derek Holland asked for reviews of the adventure modules which were released as Kickstarter rewards for Mutant Crawl Classics. So here they are. All these adventures have good black and white art, with the maps, in particular, being wonderfully embellished with illustrations. They draw on a very similar set of ideas: mutants, robots, ancient AGAINST THE WICKED CITY: THE LOST COLOURS OF D&D The lost colours of D&D. The hide of ogres varies from dull blackish-brown to dead yellow. Rare specimens are a sickly violet in color. Their warty bumps are often of different color - or at least darker than their hides. Hair is blackish-blue to dull dark green. Eyes are purple with white pupils. AGAINST THE WICKED CITY Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITY The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: ALMOST A REVIEW: MUTANT CRAWL Derek Holland asked for reviews of the adventure modules which were released as Kickstarter rewards for Mutant Crawl Classics. So here they are. All these adventures have good black and white art, with the maps, in particular, being wonderfully embellished with illustrations. They draw on a very similar set of ideas: mutants, robots, ancient AGAINST THE WICKED CITY: THE LOST COLOURS OF D&D The lost colours of D&D. The hide of ogres varies from dull blackish-brown to dead yellow. Rare specimens are a sickly violet in color. Their warty bumps are often of different color - or at least darker than their hides. Hair is blackish-blue to dull dark green. Eyes are purple with white pupils. MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: FAILING BETTER: A GMING RETROSPECTIVE What it was: A tightly-contained vampire game dealing with one mystery, in one city, over the course of about fifteen sessions. What worked: Almost everything. This was the first campaign where, at the end, I was able to look back and think that everything had gone pretty much the way I wanted it to. AGAINST THE WICKED CITY: MERCHANT HOUSES OF THE And so the caravans continue to trek through the desert to visit the Wicked City, even though they assure the kings and holy men of their far-off homelands that they will give the place as wide a berth as possible on their long, long journey across the Great Road.They bring wine and grain, dye and coffee, cloth and silk and carpets; and they leave with bundles of guns and bales of opium and AGAINST THE WICKED CITY: RANDOM ENCOUNTER TABLES: THE MAZE Random encounter tables: the Maze. OK - last one, now, at least until I get over-ambitious and decide to do them for the Road, Steppe, Desert, and Taiga as well. (I probably don't need one for the tundra. '1-3: Rocks. 4-5: Ice. 6-7: Icy rocks. 8-9: Rocks with lichen on them. 10: A lonely reindeer.') The Maze is the one area of the Wicked City AGAINST THE WICKED CITY: CITIES OF THE GREAT ROAD A great and beautiful shrine to the god (s) of the city. The lush and flower-filled water gardens, a famous meeting place for lovers. The rusting remains of an ancient God Soldier, whose giant metal body has been converted into an oddly-shaped but extremely secure fort. Government (roll 1d6) Ruled by a local monarchy. AGAINST THE WICKED CITY: THE LOST COLOURS OF D&D The lost colours of D&D. The hide of ogres varies from dull blackish-brown to dead yellow. Rare specimens are a sickly violet in color. Their warty bumps are often of different color - or at least darker than their hides. Hair is blackish-blue to dull dark green. Eyes are purple with white pupils. AGAINST THE WICKED CITY: A BRIEF WORD ON SOME RECENT OK. I first became aware of the OSR in 2015, mostly via reading False Machine and Goblin Punch and a bunch of LOTFP adventures. I associate it primarily with people like Patrick Stuart, Scrap Princess, Arnold K, James Raggi, Dave McGrogan, and Bryce Lynch, and thus with politics that range from 'grumpily apolitical' to 'left liberal' to'libertarian'.
AGAINST THE WICKED CITY: DENIZENS OF THE WICKED CITY 7 One day, it so happened that an initiate of the Order of the Stone stayed in a Blighted encampment. Impressed by his lack of fear, and by the fortitude with which he weathered the ascetic ordeals of his Order, one of the inhabitants begged him to take her with him as a novice; for she had learned that suffering was unavoidable, and longed only to be able to encounter her ordeals with the AGAINST THE WICKED CITY: MONSTERS FROM CENTRAL ASIAN The Hortlak is a person who has come back wrong. Something is missing inside them, some part of themselves that didn't come back with them out of the grave: some fragment or fraction of their soul that sank down into the underworld and remained there, unable to AGAINST THE WICKED CITY Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITY The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: ALMOST A REVIEW: MUTANT CRAWL Derek Holland asked for reviews of the adventure modules which were released as Kickstarter rewards for Mutant Crawl Classics. So here they are. All these adventures have good black and white art, with the maps, in particular, being wonderfully embellished with illustrations. They draw on a very similar set of ideas: mutants, robots, ancient AGAINST THE WICKED CITY: THE LOST COLOURS OF D&D The lost colours of D&D. The hide of ogres varies from dull blackish-brown to dead yellow. Rare specimens are a sickly violet in color. Their warty bumps are often of different color - or at least darker than their hides. Hair is blackish-blue to dull dark green. Eyes are purple with white pupils. AGAINST THE WICKED CITY Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITY The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: ALMOST A REVIEW: MUTANT CRAWL Derek Holland asked for reviews of the adventure modules which were released as Kickstarter rewards for Mutant Crawl Classics. So here they are. All these adventures have good black and white art, with the maps, in particular, being wonderfully embellished with illustrations. They draw on a very similar set of ideas: mutants, robots, ancient AGAINST THE WICKED CITY: THE LOST COLOURS OF D&D The lost colours of D&D. The hide of ogres varies from dull blackish-brown to dead yellow. Rare specimens are a sickly violet in color. Their warty bumps are often of different color - or at least darker than their hides. Hair is blackish-blue to dull dark green. Eyes are purple with white pupils. MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: FAILING BETTER: A GMING RETROSPECTIVE What it was: A tightly-contained vampire game dealing with one mystery, in one city, over the course of about fifteen sessions. What worked: Almost everything. This was the first campaign where, at the end, I was able to look back and think that everything had gone pretty much the way I wanted it to. AGAINST THE WICKED CITY: MERCHANT HOUSES OF THE And so the caravans continue to trek through the desert to visit the Wicked City, even though they assure the kings and holy men of their far-off homelands that they will give the place as wide a berth as possible on their long, long journey across the Great Road.They bring wine and grain, dye and coffee, cloth and silk and carpets; and they leave with bundles of guns and bales of opium and AGAINST THE WICKED CITY: RANDOM ENCOUNTER TABLES: THE MAZE Random encounter tables: the Maze. OK - last one, now, at least until I get over-ambitious and decide to do them for the Road, Steppe, Desert, and Taiga as well. (I probably don't need one for the tundra. '1-3: Rocks. 4-5: Ice. 6-7: Icy rocks. 8-9: Rocks with lichen on them. 10: A lonely reindeer.') The Maze is the one area of the Wicked City AGAINST THE WICKED CITY: CITIES OF THE GREAT ROAD A great and beautiful shrine to the god (s) of the city. The lush and flower-filled water gardens, a famous meeting place for lovers. The rusting remains of an ancient God Soldier, whose giant metal body has been converted into an oddly-shaped but extremely secure fort. Government (roll 1d6) Ruled by a local monarchy. AGAINST THE WICKED CITY: THE LOST COLOURS OF D&D The lost colours of D&D. The hide of ogres varies from dull blackish-brown to dead yellow. Rare specimens are a sickly violet in color. Their warty bumps are often of different color - or at least darker than their hides. Hair is blackish-blue to dull dark green. Eyes are purple with white pupils. AGAINST THE WICKED CITY: DENIZENS OF THE WICKED CITY 7 One day, it so happened that an initiate of the Order of the Stone stayed in a Blighted encampment. Impressed by his lack of fear, and by the fortitude with which he weathered the ascetic ordeals of his Order, one of the inhabitants begged him to take her with him as a novice; for she had learned that suffering was unavoidable, and longed only to be able to encounter her ordeals with the AGAINST THE WICKED CITY: A BRIEF WORD ON SOME RECENT OK. I first became aware of the OSR in 2015, mostly via reading False Machine and Goblin Punch and a bunch of LOTFP adventures. I associate it primarily with people like Patrick Stuart, Scrap Princess, Arnold K, James Raggi, Dave McGrogan, and Bryce Lynch, and thus with politics that range from 'grumpily apolitical' to 'left liberal' to'libertarian'.
AGAINST THE WICKED CITY: MONSTERS FROM CENTRAL ASIAN The Hortlak is a person who has come back wrong. Something is missing inside them, some part of themselves that didn't come back with them out of the grave: some fragment or fraction of their soul that sank down into the underworld and remained there, unable to AGAINST THE WICKED CITY Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITY The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: NEW B/X CLASS: THE GOTHIC VILLAIN The Home of My Ancestors: The Gothic Villain starts play as the owner of a decayed castle, abbey, or manor house, located somewhere horribly inconvenient, such as the top of a mountain, the depths of a forest, or the middle of a swamp.Bits of it keep falling down, and its once-fine furnishings are warped and worthless, but its staff of servants (all of whom are too old, inbred, sycophantic AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 AGAINST THE WICKED CITY Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITY The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: NEW B/X CLASS: THE GOTHIC VILLAIN The Home of My Ancestors: The Gothic Villain starts play as the owner of a decayed castle, abbey, or manor house, located somewhere horribly inconvenient, such as the top of a mountain, the depths of a forest, or the middle of a swamp.Bits of it keep falling down, and its once-fine furnishings are warped and worthless, but its staff of servants (all of whom are too old, inbred, sycophantic AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: FAILING BETTER: A GMING RETROSPECTIVE What it was: A tightly-contained vampire game dealing with one mystery, in one city, over the course of about fifteen sessions. What worked: Almost everything. This was the first campaign where, at the end, I was able to look back and think that everything had gone pretty much the way I wanted it to. AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 AGAINST THE WICKED CITY: CLOCKWORK MECHA REVISITED Mech-Killer (1-man): A specialised mech meant for battling other mecha.Like a regular small mech, this is a 10' walker operated by a single pilot, who controls its arms and legs with their own: but instead of a normal weapon, its right forearm contains a pneumatic spike powered by pressurised steam, while its left contains a mass of thick chains ending in heavy hooks. AGAINST THE WICKED CITY: MOON ELVES The sun's light pains them, here, and so they live in shadowy places, favouring heavily wooded valleys where there is always something to stand between them and the midday glare. Seen by daylight, they are an unimpressive bunch, pale and scrawny and miserable; but by moonlight, they become luminous. They become glorious. Their skin is moon-white. AGAINST THE WICKED CITY: YOUR DEMON LORD DOESN'T NEED THAT In the original Conan stories, the hero can't seem to manage a half-hour's walk without tripping over some benighted valley full of crazy demon-worshippers revering a monster-god from before time. These stories almost always end with Conan stabbing the beastie to death and wandering off. That's not because Conan is a super-duper-high-level-mega IF ROMANTIC-ERA ARTISTS RAN D&D CAMPAIGNS (AKA 'A THIN Hubert Robert (1733-1808): Took the notes from one of Piranesi's unfinished campaigns and ran with them, eventually developing them into his own distinctive 'ruinworld' setting.His games are much more mellow than Piranesi's, whose version of D&D always seem to devolve into paranoiac nightmare fuel after a couple of sessions. AGAINST THE WICKED CITY: HOW WALTER SCOTT ALMOST INVENTED How Walter Scott almost invented RPGs 200 years early. I recently read Walter Scott's autobiography - an unfinished fragment that I found bundled in with my grandfather's edition of Lockhart's Life of Sir Walter Scott. Scott's fiction isn't much read these days: he wrote in an age that considered length to be a virtue in novels, and modern AGAINST THE WICKED CITY: TECHNOLOGY RULES FOR ATWC All ATWC characters have a Technology rating, which is equal to their Intelligence modifier. (With traditional D&D magic-users out of the picture, this gives the intelligence stat a reason to exist.) ATWC uses a LotFP-style ability modifier system, so 3 is -3, 4-5 is -2, 6-8 is -1, 9-12 is 0, 13-15 is +1, 16-17 is +2, and 18 is +3. AGAINST THE WICKED CITY: B/X CLASS: THE ANGEL B/X class: the Angel. Last one. I promise. This is a class for people who want to play angels or similar benevolent spiritual types. It's basically a 'build your own righteous dude' class. People with fond memories of Planescape could use it to play aasimar. I always felt they were kinda shortchanged by the rush to make tieflings a corerace.
AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIABEATRIZ WILLIAMSWICKED CITY TRILOGY
Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY LIVE ACTION MOVIEWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIA The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: NEW B/X CLASS: THE GOTHIC VILLAIN The Home of My Ancestors: The Gothic Villain starts play as the owner of a decayed castle, abbey, or manor house, located somewhere horribly inconvenient, such as the top of a mountain, the depths of a forest, or the middle of a swamp.Bits of it keep falling down, and its once-fine furnishings are warped and worthless, but its staff of servants (all of whom are too old, inbred, sycophantic AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIABEATRIZ WILLIAMSWICKED CITY TRILOGY
Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY LIVE ACTION MOVIEWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIA The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: NEW B/X CLASS: THE GOTHIC VILLAIN The Home of My Ancestors: The Gothic Villain starts play as the owner of a decayed castle, abbey, or manor house, located somewhere horribly inconvenient, such as the top of a mountain, the depths of a forest, or the middle of a swamp.Bits of it keep falling down, and its once-fine furnishings are warped and worthless, but its staff of servants (all of whom are too old, inbred, sycophantic AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: FAILING BETTER: A GMING RETROSPECTIVE What it was: A tightly-contained vampire game dealing with one mystery, in one city, over the course of about fifteen sessions. What worked: Almost everything. This was the first campaign where, at the end, I was able to look back and think that everything had gone pretty much the way I wanted it to. AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 AGAINST THE WICKED CITY: CLOCKWORK MECHA REVISITED Mech-Killer (1-man): A specialised mech meant for battling other mecha.Like a regular small mech, this is a 10' walker operated by a single pilot, who controls its arms and legs with their own: but instead of a normal weapon, its right forearm contains a pneumatic spike powered by pressurised steam, while its left contains a mass of thick chains ending in heavy hooks. AGAINST THE WICKED CITY: MOON ELVES The sun's light pains them, here, and so they live in shadowy places, favouring heavily wooded valleys where there is always something to stand between them and the midday glare. Seen by daylight, they are an unimpressive bunch, pale and scrawny and miserable; but by moonlight, they become luminous. They become glorious. Their skin is moon-white. AGAINST THE WICKED CITY: YOUR DEMON LORD DOESN'T NEED THAT In the original Conan stories, the hero can't seem to manage a half-hour's walk without tripping over some benighted valley full of crazy demon-worshippers revering a monster-god from before time. These stories almost always end with Conan stabbing the beastie to death and wandering off. That's not because Conan is a super-duper-high-level-mega IF ROMANTIC-ERA ARTISTS RAN D&D CAMPAIGNS (AKA 'A THIN Hubert Robert (1733-1808): Took the notes from one of Piranesi's unfinished campaigns and ran with them, eventually developing them into his own distinctive 'ruinworld' setting.His games are much more mellow than Piranesi's, whose version of D&D always seem to devolve into paranoiac nightmare fuel after a couple of sessions. AGAINST THE WICKED CITY: HOW WALTER SCOTT ALMOST INVENTED How Walter Scott almost invented RPGs 200 years early. I recently read Walter Scott's autobiography - an unfinished fragment that I found bundled in with my grandfather's edition of Lockhart's Life of Sir Walter Scott. Scott's fiction isn't much read these days: he wrote in an age that considered length to be a virtue in novels, and modern AGAINST THE WICKED CITY: TECHNOLOGY RULES FOR ATWC All ATWC characters have a Technology rating, which is equal to their Intelligence modifier. (With traditional D&D magic-users out of the picture, this gives the intelligence stat a reason to exist.) ATWC uses a LotFP-style ability modifier system, so 3 is -3, 4-5 is -2, 6-8 is -1, 9-12 is 0, 13-15 is +1, 16-17 is +2, and 18 is +3. AGAINST THE WICKED CITY: B/X CLASS: THE ANGEL B/X class: the Angel. Last one. I promise. This is a class for people who want to play angels or similar benevolent spiritual types. It's basically a 'build your own righteous dude' class. People with fond memories of Planescape could use it to play aasimar. I always felt they were kinda shortchanged by the rush to make tieflings a corerace.
AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIABEATRIZ WILLIAMSWICKED CITY TRILOGY
Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY LIVE ACTION MOVIEWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIA The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: NEW B/X CLASS: THE GOTHIC VILLAIN The Home of My Ancestors: The Gothic Villain starts play as the owner of a decayed castle, abbey, or manor house, located somewhere horribly inconvenient, such as the top of a mountain, the depths of a forest, or the middle of a swamp.Bits of it keep falling down, and its once-fine furnishings are warped and worthless, but its staff of servants (all of whom are too old, inbred, sycophantic AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIABEATRIZ WILLIAMSWICKED CITY TRILOGY
Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY LIVE ACTION MOVIEWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIA The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: NEW B/X CLASS: THE GOTHIC VILLAIN The Home of My Ancestors: The Gothic Villain starts play as the owner of a decayed castle, abbey, or manor house, located somewhere horribly inconvenient, such as the top of a mountain, the depths of a forest, or the middle of a swamp.Bits of it keep falling down, and its once-fine furnishings are warped and worthless, but its staff of servants (all of whom are too old, inbred, sycophantic AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: FAILING BETTER: A GMING RETROSPECTIVE What it was: A tightly-contained vampire game dealing with one mystery, in one city, over the course of about fifteen sessions. What worked: Almost everything. This was the first campaign where, at the end, I was able to look back and think that everything had gone pretty much the way I wanted it to. AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 AGAINST THE WICKED CITY: CLOCKWORK MECHA REVISITED Mech-Killer (1-man): A specialised mech meant for battling other mecha.Like a regular small mech, this is a 10' walker operated by a single pilot, who controls its arms and legs with their own: but instead of a normal weapon, its right forearm contains a pneumatic spike powered by pressurised steam, while its left contains a mass of thick chains ending in heavy hooks. AGAINST THE WICKED CITY: MOON ELVES The sun's light pains them, here, and so they live in shadowy places, favouring heavily wooded valleys where there is always something to stand between them and the midday glare. Seen by daylight, they are an unimpressive bunch, pale and scrawny and miserable; but by moonlight, they become luminous. They become glorious. Their skin is moon-white. AGAINST THE WICKED CITY: YOUR DEMON LORD DOESN'T NEED THAT In the original Conan stories, the hero can't seem to manage a half-hour's walk without tripping over some benighted valley full of crazy demon-worshippers revering a monster-god from before time. These stories almost always end with Conan stabbing the beastie to death and wandering off. That's not because Conan is a super-duper-high-level-mega IF ROMANTIC-ERA ARTISTS RAN D&D CAMPAIGNS (AKA 'A THIN Hubert Robert (1733-1808): Took the notes from one of Piranesi's unfinished campaigns and ran with them, eventually developing them into his own distinctive 'ruinworld' setting.His games are much more mellow than Piranesi's, whose version of D&D always seem to devolve into paranoiac nightmare fuel after a couple of sessions. AGAINST THE WICKED CITY: HOW WALTER SCOTT ALMOST INVENTED How Walter Scott almost invented RPGs 200 years early. I recently read Walter Scott's autobiography - an unfinished fragment that I found bundled in with my grandfather's edition of Lockhart's Life of Sir Walter Scott. Scott's fiction isn't much read these days: he wrote in an age that considered length to be a virtue in novels, and modern AGAINST THE WICKED CITY: TECHNOLOGY RULES FOR ATWC All ATWC characters have a Technology rating, which is equal to their Intelligence modifier. (With traditional D&D magic-users out of the picture, this gives the intelligence stat a reason to exist.) ATWC uses a LotFP-style ability modifier system, so 3 is -3, 4-5 is -2, 6-8 is -1, 9-12 is 0, 13-15 is +1, 16-17 is +2, and 18 is +3. AGAINST THE WICKED CITY: B/X CLASS: THE ANGEL B/X class: the Angel. Last one. I promise. This is a class for people who want to play angels or similar benevolent spiritual types. It's basically a 'build your own righteous dude' class. People with fond memories of Planescape could use it to play aasimar. I always felt they were kinda shortchanged by the rush to make tieflings a corerace.
AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIABEATRIZ WILLIAMSWICKED CITY TRILOGY
Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY LIVE ACTION MOVIEWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIA The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 AGAINST THE WICKED CITY: THE MANLY SKILL OF MONGOLIAN The Manly Skill of Mongolian Wrestling. The Mongols recognised three Manly Skills: horsemanship, archery, and wrestling. Of the three, it was wrestling which provided the purest test of Manliness. The wrestler has no horse or bow to help him, or to take the blame for his failure. He stands nearly naked, with nothing to rely upon except hisown
AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIABEATRIZ WILLIAMSWICKED CITY TRILOGY
Each attempt made has a 1-in-3 chance of awakening the beast. At the bottom of the stairs a huge creature lies sleeping, curled up on itself. Resembles an immense horned snake with six clawed legs. A glint of gold can be seen protruding from beneath its bulk: a whitegold idol of a
AGAINST THE WICKED CITY: COLLECTED WFRP POSTS Since August 2018, one of the main things I've used this blog for is to survey Warhammer Fantasy Roleplay and its various spinoffs, from the perspective of someone who is still very much a fan of WFRP 1st edition.This began with an epic thirteen-part read-through and discussion of WFRP 2nd edition, and has continued through a series of posts on related games which have attempted to continue AGAINST THE WICKED CITY: AGAINST THE WICKED CITYTHE WICKED CITY 1992THE WICKED CITY BOOKWICKED CITY LIVE ACTION MOVIEWICKED CITY MOVIELIVE ACTION WICKED CITYWICKED CITY WIKIPEDIA The city's state religion, the Way of Light. Clockworkers and scrap mechanics. Street gangs and street fashions of the Wicked City. Fields of the Wicked City. The mines in the hills beyond, and the Clockwork Confederacy which hides in them. The Men Without Faces and the MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: TWENTY DARTMOOR LEGENDS FOR THE An old bridge over the River Bovey is haunted by an amorphous creature with long waving arms, which chases travellers by night. A murder was once committed at Bloody Corner in Drewsteignton; and now, every year on the anniversary of the crime, a stream of blood trickles out from beneath the cottage door and into the road outside. AGAINST THE WICKED CITY: CONCEPTUAL DENSITY (OR 'WHAT ARE My favourite RPG supplements are the ones in which the page count corresponds to the number of actual ideas, and thus maintain a very high level of conceptual density. One or two ideas in one or two pages is fine. Dozens of ideas in dozens of pages is fine. But a handful of ideas stretched out over dozens or hundreds of pages, Shadows Over AGAINST THE WICKED CITY: CONDENSATION IN ACTION: RISE OF The Backstory: Thousands of years ago, there was an empire ruled by seven evil wizards who called themselves the Runelords, each of whom drew their power from one of the seven deadly sins.The greatest of them was Karzoug, Runelord of Greed, who made his capital in a legendary golden city high up in the mountains.This city was called Xin-Shalast. At some point, a horrible catastrophe AGAINST THE WICKED CITY: CONDENSATION IN ACTION: FROM 600 Condensation in action: from 600-page AP to 3-page hexcrawl! So, after moaning about the tendency of Pathfinder Adventure Paths towards massive and needless bloat, I'm going to give an example of what I think they are good for. I've just finished skimming my way through the 600 pages of the Kingmaker adventure path, which is Paizo'sattempt at
AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 AGAINST THE WICKED CITY: THE MANLY SKILL OF MONGOLIAN The Manly Skill of Mongolian Wrestling. The Mongols recognised three Manly Skills: horsemanship, archery, and wrestling. Of the three, it was wrestling which provided the purest test of Manliness. The wrestler has no horse or bow to help him, or to take the blame for his failure. He stands nearly naked, with nothing to rely upon except hisown
MEET THE NEW BOSS: SOME THOUGHTS ON DOMAIN-LEVEL PLAY 2: Keep the problems OSR-style. The general principles of OSR encounter design - 'an encounter that can be solved by simply crossing some resources off your character sheet is a bad encounter' - apply here, too.The problems the PCs encounter should never be the kind that can be solved by just throwing more resources at them. AGAINST THE WICKED CITY: FAILING BETTER: A GMING RETROSPECTIVE What it was: A tightly-contained vampire game dealing with one mystery, in one city, over the course of about fifteen sessions. What worked: Almost everything. This was the first campaign where, at the end, I was able to look back and think that everything had gone pretty much the way I wanted it to. AGAINST THE WICKED CITY: DRAGON WARRIORS: YOU CAN NEVER GO I first came across the Dragon Warriors books as paperbacks, in 1991 or thereabouts.I think that I initially mistook them for Fighting Fantasy style gamebooks, which were released in the same format, and were very popular at the time.I swapped books 1 and 2 from a friend - in exchange for Deathtrap Dungeon and Trial of Champions, if I recall correctly - and later borrowed books 3, 4, and 6 AGAINST THE WICKED CITY: MOON ELVES The sun's light pains them, here, and so they live in shadowy places, favouring heavily wooded valleys where there is always something to stand between them and the midday glare. Seen by daylight, they are an unimpressive bunch, pale and scrawny and miserable; but by moonlight, they become luminous. They become glorious. Their skin is moon-white. AGAINST THE WICKED CITY: CLOCKWORK MECHA REVISITED Mech-Killer (1-man): A specialised mech meant for battling other mecha.Like a regular small mech, this is a 10' walker operated by a single pilot, who controls its arms and legs with their own: but instead of a normal weapon, its right forearm contains a pneumatic spike powered by pressurised steam, while its left contains a mass of thick chains ending in heavy hooks. AGAINST THE WICKED CITY: YOUR DEMON LORD DOESN'T NEED THAT In the original Conan stories, the hero can't seem to manage a half-hour's walk without tripping over some benighted valley full of crazy demon-worshippers revering a monster-god from before time. These stories almost always end with Conan stabbing the beastie to death and wandering off. That's not because Conan is a super-duper-high-level-mega AGAINST THE WICKED CITY: HERE BE CANNIBALS: MAPPING Reading these two posts in close succession made me think about what the OSR-fantasy version of those maps would look like. The OSR, after all, has its distinctive preoccupations and areas of focus: a lot less Generic Fantasy Kingdoms, and a lot more crashed spaceships and mutant snakemen. We have our own fads and fashions - islands and whaling AGAINST THE WICKED CITY: HOW WALTER SCOTT ALMOST INVENTED How Walter Scott almost invented RPGs 200 years early. I recently read Walter Scott's autobiography - an unfinished fragment that I found bundled in with my grandfather's edition of Lockhart's Life of Sir Walter Scott. Scott's fiction isn't much read these days: he wrote in an age that considered length to be a virtue in novels, and modern IF ROMANTIC-ERA ARTISTS RAN D&D CAMPAIGNS (AKA 'A THIN Hubert Robert (1733-1808): Took the notes from one of Piranesi's unfinished campaigns and ran with them, eventually developing them into his own distinctive 'ruinworld' setting.His games are much more mellow than Piranesi's, whose version of D&D always seem to devolve into paranoiac nightmare fuel after a couple of sessions. AGAINST THE WICKED CITY: B/X CLASS: THE ANGEL B/X class: the Angel. Last one. I promise. This is a class for people who want to play angels or similar benevolent spiritual types. It's basically a 'build your own righteous dude' class. People with fond memories of Planescape could use it to play aasimar. I always felt they were kinda shortchanged by the rush to make tieflings a corerace.
AGAINST THE WICKED CITY Romantic clockpunk fantasy gaming in a vaguely Central Asian setting. May feature killer robots.PAGES
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* Against the Wicked City: Collected Information * Collected WFRP posts TUESDAY, 13 AUGUST 2019 GASLIGHT AND SHADOW: URBAN FOLKLORE OF THE MID-NINETEENTH CENTURY All of these are authentic. Most are from Karl Bell's _The Magical Imagination: Magic and Modernity in Urban England, _though some comefrom other sources.
CUTTING CROSSES INTO THE BACKS OF YOUR EARS will protect you from harm. Unfortunately it's very difficult to know when they've healed up. Get your friends to check them every day. THE SEVERED HAND OF A HANGED MAN has healing properties. This is why the authorities always hand the corpses of executed criminals over to the doctors, rather than returning them to their families. THE BOOK OF MURDER is an evil book that describes how the poor can and should be murdered by poison gas in order to reduce the surplus population. (Its official title is _On the Possibility of Limiting Populousness, _but if you refer to 'the book of murder' everyone will know what you mean.) Its author, a wicked clergyman known only as Marcus, roams the country in secret, murdering the children of the very poor with the connivance of the authorities. His Malthusiast followers could be coming to a slum near you any day now, armed with official warrants and barrels of poison gas. LUCKY AMULETS affixed to the side of a stall or barrow will bring good fortune in business. A DRUNKEN MAN WITH A TORN UMBRELLA is the very luckiest customer you can have first thing in the morning. Tear the umbrella yourself if youhave to.
GRAVEYARD SOIL AND HOLY WATER can be used as all-purpose protections against bad luck and evil magic. DRAGON'S BLOOD (red guam) can be burned to ensure the faithfulness of an absent lover. If they betray you, then mix more dragon's blood with brass pins and urine and bury the resulting mixture inside a glass jar, and they are sure to come to harm. STEEL JACK is a monstrous ghost or demon who roams the city by night, wearing brass armour with clawed gauntlets. He can breathe fire, is impervious to bullets, and can take the shape of a bull or bear. He escapes by springing away over walls or rooftops once he has suitably terrified his victims, although sometimes he also pulls their hair out in bloody clumps or marks them with his horrible claws. Some speculate that he is actually a wicked aristocrat who is trying to scare people to death as part of a horrible wager with his equally wicked friends. BOOKS OF FATE can be used to tell fortunes and predict lucky and unlucky days. If you can read _at all _then you should own one - and if you can't, then ask someone else to read one for you. Only an idiot would attempt anything important without first consulting their Bookof Fate.
CUNNING MEN AND WISE WOMEN can carry out divinations, cast spells to protect you against witchcraft, and help to locate stolen goods. Every community has at least one of them, and if you have been the victim of crime then they are much more trustworthy than the Detective Police, who are probably just looking for an excuse to have your family gassed by Marcus. Don't trust a cunning man who doesn't have a magic book, or a wise woman without a magic mirror. A BOGGART SEER can help to protect your community against boggarts and evil fairies. If your town has boggarts but no boggart seer then you're going to be in trouble. You might be able to borrow one from another town in an emergency. EVIL SPIRITS can be driven out by an exorcism performed by a clergyman. If you're being troubled by evil spirits, demand an exorcism from your local vicar. If he objects, threaten to get one from a dissenting minister, instead. That usually brings them round. WHITE PIGEONS TAPPING ON WINDOWS are an omen of death. Someone within the household will die soon. WORKHOUSES are always looking out for ways to kill the children entrusted to them, so that they can butcher their bodies and sell themeat for pies.
INNKEEPERS sometimes rig their beds with spring-loaded blades, allowing them to murder and rob lone travellers by night. Always check your bed when travelling alone. BREAD BAKED ON GOOD FRIDAY has healing powers. NUNNERIES are simply used as brothels by the Catholic clergy, who murder the resulting infants and bury the bodies in the grounds. Never allow your daughter to enter a nunnery. DOCTORS are infamous for viewing their poorer patients as opportunities to practise the latest surgical techniques, whether their surgeries are needed or not. If you value your internal organs then you should have as little to do with them as possible. RESURRECTION MEN are grave robbers who secretly dig up the bodies of the recently dead in order to sell them to medical students. When they can't find enough fresh corpses they abduct and drown the living, instead. Everyone knows that the medical schools don't ask anyquestions.
MESMERISTS can heal both mind and body with their powers, but beware: some misuse their gifts to exploit, enslave, or sexually abuse their patients. Some cruel mesmerists even mesmerise their patients into believing that they are dead, or made of glass. CAPTAIN SWING is coming to burn down Parliament any day now. The day of reckoning approaches. Be ready. FOLKLORISTS are an extremely dangerous breed. They will listen to your ghost stories, and pretend to believe them, but as soon as your back is turned they will _write them down and print them, _and ghosts hate that more than anything. Never talk to a folklorist unless you want the wrath of the whole spirit world brought down upon you. Posted by Joseph Manolaat 03:40
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Labels: Victorian weirdness WEDNESDAY, 24 JULY 2019 HOW WALTER SCOTT ALMOST INVENTED RPGS 200 YEARS EARLY I recently read Walter Scott's autobiography - an unfinished fragment that I found bundled in with my grandfather's edition of Lockhart's _Life of Sir Walter Scott. _Scott's fiction isn't much read these days: he wrote in an age that considered length to be a virtue in novels, and modern readers often find his works maddeningly slow as a result. But his influence is hard to overstate, and even today, when most people think of 'the Crusades' or 'the Middle Ages', what they imagine is likely to owe at least as much to Scott's novels as to actual medieval history. Fantasy fiction, in particular, owes an enormous debt to Scott, and to the fictional world of knights and kings and barons that he first popularised two hundred years ago. (The basic line of inheritance runs Walter Scott -> George MacDonald -> William Morris -> Lewis and Tolkien -> everyone else.) I was thus intrigued to discover that, as well as laying the groundwork for the subsequent invention of fantasy fiction, Scott seems to have come surprisingly close to inventing the RPG. Scott as a young man, by Henry Raeburn. Scott suffered a childhood illness that left him lame in one leg, excluding him from participation in the ordinary sports of the day. Instead, like many physically infirm boys before and since, he immersed himself in reading, especially in old stories of chivalric adventure. His best friend, John Irving, shared his passion for such stories. Here's how Scott describes their favourite pastime: > My greatest intimate, from the days of my school-tide, was Mr. John > Irving, now a Writer to the Signet. We lived near each other, and by > joint agreement were wont, each of us, to compose a romance for the > other's amusement. These legends, in which the martial and the > miraculous always predominated, we rehearsed to each other during > our walks, which were usually directed to the most solitary spots > about Arthur's Seat and Salisbury Crags. We naturally sought > seclusion, for we were conscious no small degree of ridicule would > have attended our amusement, if the nature of it had become known. > Whole holidays were spent in this singular pastime, which continued > for two or three years, and had, I believe, no small effect in > directing the turn of my imagination to the chivalrous and romantic > in poetry and prose. This is essentially the same social context from which innumerable D&D campaigns were born two centuries later: nerdy, socially awkward teenage boys sneaking off to tell one another interminable stories of war and magic and adventure, taking turns as narrators, riffing off one another's ideas, and spending entire holidays developing the larger-than-life exploits of the imaginary heroes they created together, all while hiding from their peers from fear of ridicule. (Yeah, I know, D&D is cool now. But it certainly wasn't when I was a kid.) But it gets better: Scott's health worsened, and he spent several months stuck at home. Here's how he passed the time: > My only refuge was reading and playing at chess. To the romances and > poetry, which I chiefly delighted in, I had always added the study > of history, especially as connected with military events. I was > encouraged in this latter study by a tolerable acquaintance with > geography, and by the opportunities I had enjoyed while with Mr. > MacFait to learn the meaning of the more ordinary terms of > fortification. While, therefore, I lay in this dreary and silent > solitude, I fell upon the resource of illustrating the battles I > read of by the childish expedient of arranging shells, and seeds, > and peebles , so as to represent encountering armies. > Diminutive cross-bows were contrived to mimic artillery, and with > the assistance of a friendly carpenter I contrived to model a > fortress, which, like that of Uncle Toby, represented whatever place > happened to be uppermost in my imagination. Just as Scott and Irving's story-telling sounds as though it was only a character sheet away from D&D, so Scott's re-enactment of historical battles on the floor of his own bedroom sounds as though it was only a few dice away from wargaming. The pieces were, quite literally, all there: he'd even been playing chess, itself a gamified representation of the clash between two armies. All it would have taken was for Irving to drop round one day for a visit, and for one of them to have the idea of using Scott's seed-and-pebble armies to reenact a battle from their shared stories rather than a battle from history, and for the other to glance at the nearby chess board and suggest making the battle a game rather than a predetermined narrative, and bam: fantasy RPGs and tabletop wargaming would both have been born in the 1780s. But that's not what happened. Scott's health rallied, and his social skills improved, and he learned how to dress himself properly and stop being such a nerd all the time, and he ended up becoming a successful lawyer and novelist instead. The tiny crossbows and seashell armies and cooperative romance-writing were left behind - but not before they had instilled in him a fascination for tales of medieval adventure and daring-do that would lead him to write novels like _Ivanhoe, The Monastery, _and _The Talisman. _These novels became, in turn, the grandfathers of modern fantasy fiction, and thus the great-grandfathers of the modern fantasy RPG. What I found most interesting about these anecdotes was their familiarity. It's hardly a surprise to discover that bookish, socially awkward, and physically infirm teenage boys have always gravitated towards fantasies of power and magic and violence, and towards idealised figures of masculine heroism with extremely strict honour codes: that was as true of Scott in the 1780s as it was of me in the 1990s, and doubtless for all the same reasons. But until I read this autobiography I would have guessed that the specific _form _taken by these fantasies - the knights and castles and wizards and whatnot - were more historically local, a matter of grabbing onto whatever available cultural bric-a-brac happened to fit the specifications. I was thus somewhat surprised to discover that the causality actually ran the other way around, and modern adventure stories about knights and wizards were first popularised by a man who did so because he fell in love with them during his own days as a nerdy teenager in search ofescapist fantasy.
It couldn't have happened any earlier, within a cultural context in which the institutions of feudal chivalry was still held in deadly earnest: that culture first had to wax, and wane, and fall away, and become available for re-discovery and re-appropriation as a fantasy rather than a reality. Scott was a child of the Gothic revival, not of actual medieval Gothic culture. But Scott's autobiography suggests that once it _was _possible, at least part of its appeal stemmed from the fact that it was what we might now call 'gameable': much more easily adapted than, say, Classical mythology to improvised co-operative storytelling, or to refighting battles on your bedroom floor. And the much-remarked-upon dominance of medieval fantasy in RPGs and computer games - the fact that forms that could theoretically do anything keep gravitating back towards the same imaginative landscape of knights and wizards and castles that Scott half-excavated and half-created two hundred years ago - may have something to do with the fact that it was a landscape that was created for something very close to gaming in the first place. I mean, tell me this doesn't sound like a scene from a D&D scenario:_
_
_"Lo, Warrior! now, the cross of red _ _Points to the grave of the mighty dead; _ _Within it burns a wonderous light, _ _To chase the spirits that love the night: _ _The lamp shall burn unquenchably, _ _Until the eternal doom shall be.' _ _Slow moved the Monk to the broad flag-stone, _ _Which the bloody cross was traced upon: _ _He pointed to a secret nook; _ _A bar from thence the warrior took; _ _And the Monk made a sign with his withered hand, _ _The grave's huge portal to expand. __
_
_With beating heart, to the task he went; _ _His sinewy frame o'er the grave-stone bent; _ _With bar of iron heaved amain, _ _Till the toil-drops fell from his brows like rain. _ _It was by dint of passing strength, _ _That he moved the massy stone at length. _ _I would you had been there to see _ _How the light broke forth so gloriously; _ _Streamed upward to the chancel roof, _ _And through the galleries far aloof! _ _No earthly flame blazed e'er so bright: _ _It shone like heaven's own blessed light; _ _And, issuing from the tomb, _ _Shewed the Monk's cowl, and visage pale; _ _Danced on the dark-brow'd Warrior's mail, _ _And kissed his waving plume. __
_
_Before their eyes the wizard lay, _ _As if he had not been dead a day; _ _His hoary beard in silver roll'd, _ _He seemed some seventy winter old; _ _A palmer's amice wrapped him round, _ _With a wrought Spanish baldric bound, _ _Like a pilgrim from beyond the sea; _ _His left hand held his Book of Might; _ _A silver cross was in his right; _ _The lamp was placed beside his knee: _ _High and majestic was his look, _ _At which the fellest fiends had shook; _ _And all unruffled was his face-- _ _They trusted his soul had gotten grace. _ Posted by Joseph Manolaat 15:52
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Labels: General-purpose musings,
Shut up about poetry already,
Victorian weirdness
MONDAY, 1 JULY 2019
EVIL, BE THOU MY GOOD: THE CULT OF THE WICKED KING Decades have passed since anyone anyone last saw him, and yet his face is everywhere. His statues loom on every corner. His tower blocks out the sun. His soldiers plunder you. His ministers lie to you. His secret police spy on you. His tyranny is in the air and the earth and the water. It hovers, unseen, between person and person, ruining and infecting everything, withholding you even from those whom you most yearn to love. It poisons you and it sickens you, reducing you to a mockery of the person you could have been. It deforms your personality. It withers up you soul. It breaks your heart. He has not been officially deified. In the city's gilded temples,
hireling priests offer up thanks to heaven each morning and evening for being allowed to live under a ruler so wise, so holy, so enlightened - but while they pray _for _him, for his health and his longevity and the continuation of his rule, they do not pray _to _him. Officially, he is no more and no less than the very best of mortalkings.
He has not been officially deified - but people pray to him anyway, just as one might pray to any other evil spirit of the land. _Spare me, _they whisper, before they sleep. _Spare me just one more night. Spare my parents. Spare my children. Take my neighbours, if you must take someone. I will make you a bargain. I will make you an offering. I will be loud in my praise of your wisdom. I will burn sweet incense at your statue's foot. I will inform on the old woman for her seditious gossip at sundown. Only spare me, O king, O destroyer. Only spare me yet another day._In the streets
,
superstitions about the Wicked King grow like weeds, and the people regard his agents less as members of mortal institutions than as a race of folk devils to be evaded through luck and guile. _If you eat while standing in the shadow of his tower, _they say, _the secret police will come for you within a fortnight. Scatter rice from a third-story window and the wrath of the King will be averted. Whisper the name of your worst enemy three times while facing the tower at midnight, and the secret police will come and take them away - unless they've hung a polished brass mirror on their door, in which case they'll come for you instead. _Faced with the apparently random predations of the city's government, such petty rituals help the people to feel that they wield at least some measure of control over their own destiny. And who is to say that there is not some truth behind some of them? No-one, after all, really knows what it is thatwatches the city
through
the eyes of the king's statue network, or upon what principle his minions decide which luckless souls will be dragged away, wailing,into the night.
So the people pray to the king. They make offerings to him. Some of them even maintain sad little shrines to him in the darkened corners of their homes. But a few go further. In the dark of the night, they slink out and abase themselves before his statues. They croon songs of worship into their cold ears of stone. They sprinkle the dust around their feet with the warm blood of sacrifices. They join the cult ofthe Wicked King.
The cult has existed for decades, now, ever since the people of the city began to grope around for some explanation of what had happened to them. In its most popular form, it teaches that the king is a kind of prophet, whose actions must be understood as coded or symbolic teachings. His power and immortality are signs of his semi-divine nature. His destruction of the city's name, his withdrawal from the sight of the people, and his refusal to proclaim his own divine status are understood as acts of negative mysticism, designed to encode the truth that real power and identity are to be found not in the outward world of appearances, but in some secret and numinous realm beyond them, hidden as the king himself is hidden, immortal as he is immortal. Some cultists think that his cruelty is a sign that the moral law is a lie, too. Others believe that he is punishing the city for its sins. Others still maintain that the body is the soul's prison, and that unleashing a gang of masked murderers to brutalise his people is the king's rather roundabout way of teaching them not to place too much value on physical things. But these are rationalisations, and the true reasons that people are drawn to the cult of the Wicked King are the reasons that people are always drawn to power. Ambition: _if I sacrifice enough to the king then he is sure to bring about my promotion. _Desperation: _if I pray hard enough to the king then maybe the secret police will bring my sister back. _Justification: _I'm not just a cruel and selfish person! I'm following the secret teachings of the king! _And, perhaps most commonly of all, sheer exhausted frustration. Faced with the endless opacity of the city's government bureaucracy,
the transparent injustice of its laws, the arbitrary depredations of its security services,
and the spiritual inadequacy of its state religion,
it it understandable that many people become desperate for even the illusion of having a hotline to the top. The cult of the Wicked King is something of a wild card in ATWC. It's extremely disorganised and decentralised: a shifting web of solitary practitioners, semi-formal congregations, and splinter groups following individual teachers and interpreters of its makeshift theology. Doctrines vary widely from one cult member to the next: all that they really have in common is the belief that the Wicked King really _does _want his people to worship him and _will _reward them for it, despite the claims of the Ministry of Religion to the contrary. (Indeed, some of them see the Ministry of Religion as an actively malevolent force, keeping the truth from the people for evil reasons of their own.) They exist in something of a legal limbo, discouraged but not technically illegal: and the secret police, in particular, tend to regard the cult's activities with something resembling indulgence, a fact which discourages the other branches of the city's government from attempting to crack down on them tooharshly.
The informal patron of the cult is Alisher the Just, the current Minister of the Heavens,
who is himself a secret cultist of the Wicked King. Leading teachers of the cult's esoteric doctrines sometimes find themselves summoned for discreet meetings with the minister, who believes that proper worship of the king will help accelerate his personal advancement, and doesn't care how many human sacrifices he has to preside over in order to bring this about. PCs who oppose the Wicked King could easily find themselves targeted by vigilante cultists eager to win his favour by defeating them. But crafty PCs might also be able to turn the cult's beliefs to their own advantage, especially as it includes many people who would be willing to risk their lives for a chance to meet the kingface to face
.
To see who leads the local cultists, roll 1d20: * Broken-hearted old man furtively burning offerings in front of a statue at midnight in the hope of getting his children back. * Psychotic serial killer using the 'need' to offer human sacrifices to the king as an excuse for murders he would totally have carried outanyway.
* Ambitious young member of a local merchant house,
who attributes his recent run of good fortune in business to the favour of the Wicked King. * Anxious band of low-level bureaucrats praying for promotions and the horrible deaths of their managers. * Wild-eyed conspiracy theorist determined to reveal the truths that the Ministry of Religion is deliberately concealing. * Ageing debauchee who has seized upon the doctrines of the cult as 'proof' that nothing is true and everything is permitted. * Opium-addled visionary so lost in speculation that he has managed to convince himself (and his followers) that right is wrong, freedom is slavery, and war is peace. * Loyal retainer from one of the Cobwebfamilies
,
trying to win the favour of the king for his masters, and bring down his wrath upon their rivals. * Small-time gangster who regards the cult and its practises purely as a form of practical street magic, and is entirely indifferent to their spiritual orpolitical content.
* Eccentric clockworkerconvinced
that the city's government is deliberately refusing to recognise the value of her inventions, and that the king would acknowledge her genius at once if only she could get his attention. * Twitchy teenage street kid. Her adventurous older brother set out years ago on a do-or-die mission to discover what was really at the top of the king's tower. She still hopes against hope that he made it, and is now living some kind of life of splendour with the Wicked Kinghimself.
* Profoundly damaged Murder Harlot who joined the cult semi-ironically years ago, and has long since lost track of which parts of its doctrine she does or doesn't 'really'believe.
* Secret revolutionary who infiltrated the cult on behalf of the RedBrotherhood
and
ended up rising to become its local leader. * Semi-secret neighbourhood congregation who believe that regular worship of the king helps to avert the attentions of the secretpolice.
* Member of a Labyrinth Doctrine mystery cult, who regards the Wicked King as an ascended and enlightened figure, and creeps up out of the Maze by night to participate in his worship. * Self-proclaimed prophet, deranged but charismatic, who sees the king's face in her nightly nightmare-visions and now seeks to share her incoherent revelations with the world.* Steel Aspirant
convinced
that only the Wicked King knows where the Cogwheel Sage is_really _hiding.
* Fantatical ascetic, consumed with self-hatred, who insists that the king's tyranny constitutes a form of divine collective punishment upon a city that richly deserves it. * Master mason who has spent his entire working life maintaining and repairing the statue network, and is now convinced that the statues are whispering to him when no-one else is looking.* Air Corps
gyrocopter
pilot who has flown close to the top of the King's Tower on several occasions, and is convinced that she heard someone in there screaming for help. She has concluded that the king is being held prisoner by his own government, and is plotting a daring rescue mission, for which she is certain that the grateful king will reward her lavishly. Posted by Joseph Manolaat 03:50
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Labels: Random tables,
Religion , The
Wicked City
FRIDAY, 28 JUNE 2019 TEAM TSATHOGGA CAMPAIGN MAP Somebody asked for the map I used in the Team Tsathogga game. The actual map is stupidly enormous, and is full of stuff that would just be meaningless clutter to anyone except me: but I've produced a cut-down and simplified map that shows the areas actually visited during the course of the campaign, plus the regions around them. Hereit is.
A partial explanation of sources, moving roughly from north to south: * The Black Isle started out as a riff on Naggaroth from WFRP, but ended up morphing into its own thing. Sea dragons and viking vampire cultists and a religion kludged together from the diaspora of adiaspora.
* Vathak is a heavily-altered, massively-condensed version of the continent of the same name from _Shadows Over Vathak._ * The northern ice wastes are a combination of stuff from the Pathfinder adventure _The Hungry Storm, _the crowdsourced hexcrawl theKraal , this post
from Goblin Punch
,
and... some other blog post that I can't currently find, which had all this great stuff about a haunted frozen city destroyed by ice-storms called down by the slaves of its rulers, mixed in with plenty oforiginal material.
* The Stonemoors were mostly based on the ancient Baltic, but a lot of the things in them were actually inspired by a few questlines and bits of background art in a crappy browser game I briefly played years ago. Funny how things stick with you sometimes. * The Grey Uplands were mostly based on a zone from the original _Sacred _computer game. * The Caves of Purple Lightning are, of course, based on this postfrom Goblin Punch
.
* Ungol is a modified version of Kislev from WFRP 2nd edition. * Vornheim is, of course, based on _Vornheim_. Deathfrost Mountain is from _Death Frost Doom. _The Haunted Highlands are based on the DB series of adventures for _Castles and Crusades. _The ruined monastery is the one from _Horror on the Hill._ * The Plateau of Yeth was based on _Minotaurs of the Black Hills _from Raging Swan Press, but soon developed into its own thing, with a little help from Scrap and Patrick's reimagining of the Derro in _Veins of the Earth._ * Vulture Crag, and the vulture-men in general, are from this Elfmaids and Octopi post.
The Pools of Life were mostly based on _Dwimmermount. _The Pit of Oom is from _Petty Gods._ * The Cold Marshes are a combination of elements from lots of different sources, but the Marsh Giants are pretty directly from _Pathfinder, _and the Witchwood of the Ghost Drummers was mostly inspired by the Grunnheim zone in _Torchlight 2._ * I _think _the Owlmen were inspired by something from _Valley of the Hawks _by Frog God Games? * The Cave Dwarves, the Bear Clans, and the Ursine Dunes are all based on things from _Slumbering Ursine Dunes. _The Isle of the Eld is, obviously, from _Misty Isles of the Eld. _ * The Relic City-States started out as a riff on some obscure background material from _Runescape, _of all things, combined with the Scavenger Lands from _Exalted _first edition. They swiftly became their own thing, though. * The Plaguelands are mostly based on Ina'oth from _Shadows Over Vathak, _though the Two Towers are from _Towers Two, _and the forests north of them were the ones from _Sky Ov Crimson Flame._ * The Red Legion - the descendants of the terror-legions of a long-dead demonologist, now the protectors of their people but still wearing their ancestral demon-armour, trying to defend their lands from the undead raised by the necromantic rival of their now-vanished master - grew out of some concepts from the first _Spellforce_computer game.
* The Yellow Land and the Autocrat's Scar are from _The DreadMachine
_
by Gus L.
* The Isle of Xaxus is the one from _The Idea From Space._ * Azlant is complicated. * The Purple Islands are based on _The Islands of Purple-Haunted Putrescence, _albeit very extensively rewritten. * The island of the cyclopses was inspired by the Pathfinder adventure module _Island of Empty Eyes._ * Zaozerye is based on the medieval Slavic kingdoms. Observatory Lake and its surrounds are from _Deep Carbon Observatory. _The Tyrant's Maze is loosely based on some bits from _Maze of the Blue Medusa. _Stonehell, obviously, is from _Stonehell._ * Reval was mostly based on medieval Italy. Bright Meadows and its attendant underworld are very loosely based on _Liberation of the Demon-Slayer. _The Caves of Transformation were based on _Madness ofthe Rat King._
* The Forest of Ruin is inspired by _The Dreams of Ruin. _ * I think I found the Boar Folk in some OSR bestiary or other? * Harrowvale is a mash-up of the town from _The Haunting of Harrowvale _with a few other similar 'spooky little town' settings/adventures. The Cult of Llegh were inspired by the cult of the same name in _Petty Gods._ * Ingria was based on early modern Germany. The Order of the Divine Surgeon was a riff on the gloriously obscure and over-complicated backstory of the Order of Leitbur from the earliest years of _Magic:the Gathering. _
* The Old City is based on 'The City' from _Dungeon of Signs, _albeit quite a bit smaller. * Korvosa and Scarwall are mostly from _Curse of the Crimson Throne _and _Curse of the Lady's Light, _though Dunnsmouth is from _Scenic Dunnsmouth _and the Stone Fleet is from Dungeon of Signs.
* Gilan was loosely modelled on the medieval Caucasus Mountains. Aram was sort-of based on medieval Iran. The bat-folk were based on the ones from Elfmaids and Octopi.
The House of the Beast is from the _Pathfinder _adventure of the samename.
* The Thug Bugs are from _Fire on the Velvet Horizon. _The Blue Cities were inspired by a line in _Mutant Crawl Classics. _The City of Rot is a mash-up of Skavenblight, the subterranean regions of Ravnica, and _The City _by James Herbert and Ian Miller. * Lata was based on northern India and Afghanistan. The Queenscult were from Goblin Punch,
but with the Elizabethan aesthetics swapped out for Indian ones. The Land of the Lost is based on _World of the Lost, _but in an Indian rather than West African context. * The Shiv and the Forest of Spirits are based on the _Pathfinder _adventures _Souls for the Smuggler's Shiv _and _Forest of Spirits,_respectively.
* Hule is, of course, from X5 _Temple of Death_. * Qelong is from _Qelong._ * The Jungles of Midnight combine elements from _Tomb of Annihilation, _the Divine Wight material from _Dungeon of Signs, _and the _Pathfinder _adventure path _Serpent's Skull. _ * Torth is from _Revelry in Torth. _The Dune Folk were from _Exalted. _The Shrine of the Eremites was inspired by a monster from the _Teratic Tome. _ * The Scrap Clans are based on material from the _Pathfinder _adventure path _Iron Gods. _The ghoul-queen was originally inspired by the one from _Petty Gods, _but eventually developed into somethingvery different.
* The City of the Four Voices is based on material from _Carcosa._ Not shown here: the island kingdoms of the west and the Lost Lands of the east. They're part of the same world, but I'm saving them forfuture campaigns.
Posted by Joseph Manolaat 05:50
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Labels: Actual Play
THURSDAY, 20 JUNE 2019 A BRIEF HISTORY OF BRITISH LITERATURE IN WARHAMMER ARMIES This is all Solomon VK's fault. In a comment on my previous posthe
challenged me to imagine Warhammer armies for three British authors - Belloc, Waugh, and Greene - and now I can't stop doing it. So now you all get to suffer the consequences. THE MEDIEVALS: Geoffrey Chaucer plays a Bretonnian army heavy on peasants. Thomas Mallory also plays Bretonnians, but his army is mostly knights, and he spends a lot of time trying to reconcile different versions of the game's lore. The Gawain poet plays a weird Bretonnian - Wood Elf allied army which he insists is rules-legal in some edition or other. William Langland plays dwarves, who he says are much better than humans because they're harder workers. The Beowulf poet plays Space Wolves, but it's OK because he only plays 40K first edition, and back then the rules and armies were Warhammer compatible. The whole group sometimes organises tournaments with their rivals, the Welsh Bards, who mostly play armies of Wood Elves and Beastmen and place a premium on freakish and spectacular conversions. THE RENAISSANCE: Phillip Sidney plays Empire. Edmund Spenser plays Empire too, but squanders all his points on knightly orders and High Elf allies, and had to be banned from trying to include a 40K Necron in his Warhammer army list. Shakespeare prefers historical wargaming, with Imperial Rome and the War of the Roses as his favourite periods, but he's got a pretty good Dogs of War army going on the side. Thomas Middleton plays ludicrously murder-happy Dark Elves. John Websterplays Undead.
THE SEVENTEENTH CENTURY: Rochester plays Slaanesh. John Donne used to play Slaanesh as well, but then got really serious and switched to Dark Angels. George Herbert has an Ecclesiarchy army. George Etherege has an army of beautifully-dressed High Elves. Herrick collects Halflings. John Aubrey mostly just writes anecdote-heavy blog posts about the good old days of first edition. John Milton has two collections - Space Marines and Chaos Space Marines. He claims that the Space Marines are his 'real' army and the Chaos Marines are just there to give them someone to fight against, but it's obvious that the Chaos Marines have been painted with vastly greater skill and care than their loyalist counterparts. THE AUGUSTANS: Jonathan Swift plays Orcs, carefully converted to look like caricatures of various political figures. John Gay plays Skaven with a heavy emphasis on gutter runners. John Dryden and Alexander Pope only play historical games set during the Classical era: Pope used to play fantasy as well, but ragequit after one too many dwarf jokes. Henry Fielding plays Empire. Thomas Grey plays Halflings. Horace Walpole plays Undead. THE ROMANTICS: Jane Austen has a custom Imperial Guard army, with dashing red uniforms and far too many officers. Mary Wollstonecraft plays Sisters of Battle. William Wordsworth used to play Wood Elves but switched to Imperial Guard after the war started. William Blake plays Chaos Daemons, and sculpts all his own miniatures. Walter Scott used to play Undead, but then switched to historicals, and now spends most of his time obsessively refighting the Jacobite Rebellion of1745.
Samuel Taylor Coleridge keeps buying new armies and then changing his mind about who he wants to play, leaving behind a couple of half-painted figures and a stack of unassembled models. Percy Shelley plays Slaanesh, and keeps writing interminable blog posts about why they're actually the _real _good guys. John Keats plays Eldar aspect warriors. Lord Byron plays Vampire Counts. Thomas De Quincey playsChaos Undivided.
THE EARLY VICTORIANS: Elizabeth Barrett Browning plays Sisters of Silence. Robert Browning plays Dogs of War. Christina Rossetti plays Sisters of Battle, but maintains a secret collection of painstakingly converted goblins and beastmen. Charles Dickens plays Goblins and Skaven, because he can paint twice as fast as anyone else and thus has time to maintain two collections. Alfred Tennyson plays Stormcast Eternals. Lewis Carroll plays Tzeench. Ann Brontë plays High Elves. Emily Brontë plays Dark Elves. Charlotte Brontë plays Wood Elves. Bramwell Brontë used to play Vampire Counts, but sold all his models on ebay to buy more gin. THE LATE VICTORIANS: Thomas Hardy plays Imperial Guard. Algernon Swinburne plays a Dark Eldar army heavy on sexy dominatrices with whips, and makes everyone a bit uncomfortable with just how into it he is. Bram Stoker plays Vampire Counts. M.R. James plays Nighthaunts. Lionel Johnson plays Dark Angels (obviously). Oscar Wilde plays EldarHarlequins.
THE MODERNISTS: Virginia Woolf plays Tzeench. W.B. Yeats plays Wood Elves. Henry James plays High Elves. D.H. Lawrence plays Beastmen. Ezra Pound plays Space Marines, and obviously loves the Imperium for all the wrong reasons. T.S. Eliot also plays Space Marines, but he always loses on purpose in order to make some kind of obscure moralpoint.
Posted by Joseph Manolaat 06:32
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Labels: Possibly not entirely serious,
Warhammer
FRIDAY, 14 JUNE 2019 ALL THAT IS SOLID MELTS INTO AIR: D100 ENCOUNTERS WITH ONRUSHINGMODERNITY
'We have fallen upon strange times', wrote Dickens in 1839, 'and live in days of constant shifting and changes.' Most fantasy worlds get by without ever really changing, apart from the odd cataclysm every couple of thousand years. It's all just kings and guys with swords, forever and ever and ever. Even if steampunk or clockpunk technology does exist, it's usually as a known quantity, something that's been around for long enough to be thoroughly integrated into the fabric of society. My current interest in the 1830s and 1840s emerges from their status as crisis decades, in which everything was changing very fast, and no-one really knew how to cope with it. They worked it out in the end, of course, for better and for worse. But for a couple of decades there, everyone from the paupers to the prime ministers were totally making everything up as they went along. Here's an _Elfmaids and Octopi _-style d100 encounter table suitable for any rapidly-industrialising city, mostly based on things that really happened in Britain between 1830 and 1850. Environments like this are full of rich pickings for chancers and opportunists. Your PCs should do just fine. * First meeting of newly-founded learned association. Members are arriving from all over the country: they've been in correspondence for years, but most have never met each other face to face. Rich pickingsfor impostors.
* Labour dispute. Workers on strike outside newly-built factory. Industrialist haranguing them from a balcony, threatening to import starving labourers to replace them. No-one on either side knows how far to push their luck. * Secret nocturnal trade union meeting. New members swear terrible oaths of loyalty amid flaming torches and grim icons of death andrevolution.
* Creaking carriages importing new machinery for use in manufactures. Working men look on balefully and mutter darkly aboutthe consequences.
* Luddite riot. Unemployed and starving workers on the rampage, disguised with masks, blackened faces, and/or women's clothing, trying to smash as many machines as they can in order to raise the demand forlabour.
* Enclosure act. Common lands are being fenced off and parcelled out to private owners in order to raise agricultural productivity. Local smallholders watch the fences rise with a mixture of anger anddespair.
* Monster meeting. Huge crowds of people assembled in fields to hear speeches by popular orators, rousing them to action. Armed yeomanry look on nervously and finger their sabres. * Ragged band of rural labourers, deprived of their land by the enclosure acts, stumbling resentfully towards the city to join the ranks of the industrial proletariat. * New police force splendid in shiny new uniforms, marching the streets with truncheons in hand, ready to keep the scum in line. * Old police force, obsolete but not yet disbanded, shivering in their old watch-houses and predicting ruin to the state. * Clandestine meeting of criminals thrown into panic by the operations of the new police force. All suspect one another of beingpolice informers.
* Detective from newly-formed police detective unit following a trail of clues relating to a recent murder. * Crowd gathered around a body that has recently washed ashore, with a gash on its head and bricks shoved into its pockets. * Public execution by hanging. Swells watching from nearby windows through opera glasses. Pickpockets working crowds. * Quarantined city district hit by exotic new disease from foreign parts, now filled with death and misery. * Land torn open for construction of exiting new sewer network, miles of tunnels being constructed, an entire subterranean world being born beneath the city streets. * Gangs of sweating navvies cutting the way for a canal or railway, demolishing everything in their path. * Furious legal dispute between railway proprietor and a property owner whose inconveniently-placed house is _blocking the path of progress. _Pickaxe-wielding navvies look on menacingly. * Crowd of speculators trying to work out exactly how long to back the current railway boom for. * Wild-eyed men roving the streets, selling shares in mostly-imaginary railway companies. * Clanking parade of convicts stumbling off for transportation tothe colonies.
* Band of escaped convicts returned illegally from transportation, furtive and terrified of being recognised. * Band of government inspectors scornfully criticising an old prison, where chained prisoners languish in chaos and darkness andfilth.
* Band of government inspectors rapturously praising a new prison, where masked prisoners are kept in total silence and solitude. * Coach-load of hopelessly crazed inmates being transported from new prison to local asylum. * Travelling mesmerist attracts crowds with his amazing displays of mind control and mesmeric healing. * Ragged street preacher howls predictions of national woe to areceptive crowd.
* Gigantic new asylum under construction. Lead engineer fretting over the spiralling costs. Lead doctor worried that there still mightnot be enough beds.
* Drunken gentry out on the town, smashing lamps and beating uppolicemen.
* Team of mechanics installing new gas lighting on the streets. * Shivering part-time prostitutes, ashamed but desperate, nervously propositioning passers-by. * Sweatshop tailors, diseased and naked, one coat between ten, working frantically to fulfil the latest order for military uniforms. * Huge new gin palace, just opened, all flaring gas lamps and shining mirrors, an instant hit with the locals. * Impromptu penny theatre performing blood-and-thunder melodramas to a delighted crowd of small children. * Travelling freak show advertises dwarves, giants, and humanskeletons.
* Grave robbers stealthily excavating the grave of a recently deceased freak on a special commission from a local doctor. * Sauntering dandies with perfumed curls and exquisite swallow-tail coats, serenely ignoring the clamouring debt-collectors who pursue them from street to street. * Wretched beggars wave amputated limbs, telling miserable tales of industrial accidents. * Train-load of blood-spitting consumptives setting off to convalesce at the seaside. * Street stricken by strange new water-bourne diseases, probably nothing to do with the new factory that just opened upstream. * Band of ex-officials, holders of ancient civic offices just dissolved by modernising government decree, sit around mournfully in their obsolete regalia, swapping tales of the epic civic banquets ofthe past.
* Popular novelist mobbed by admirers, all trying to persuade her to include their brilliant idea in her latest story. * Cabmen competing to drive their fares the fastest, hurtling recklessly through the streets, people scattering in panic beforethem.
* Steamship of day-trippers setting off downriver with hampers of sandwiches and bottled ale, band playing on-deck, queasy passengers vomiting copiously over the sides. * Firework display over illuminated pleasure gardens by night. Lots of furtive assignations in the bushes. * Crowds gathering to watch hot air balloon race between rivalaerialists.
* Recently-returned explorer delivering a public lecture, telling blood-curdling tales of his adventures among the savages. * Recruiting sergeant looking out for likely lads to join the regiment, handing out drinks freely and telling mouth-watering stories about all the food and loot and women that a young soldier can get hishands on overseas.
* Soldiers setting out for distant colonial war, resplendent in their shiny new uniforms. * Soldiers returning from distant colonial war, sunburned and traumatised and ravaged by tropical diseases, twitching nervously at loud noises and looking around for something to kill out of force ofhabit.
* Celebrity criminal being carried to the gallows, surrounded by adoring crowds begging for locks of hair and straining to hear theirlast words.
* Menagerie of exotic animals, caged and miserable, on display topaying customers.
* Panic - an elephant, driven mad in captivity, has burst its bars and is now on the rampage. A band of men waving muskets follow in hotpursuit.
* In a low tavern, thieves plot a break-in on a nearby warehouse. * Street vendor selling penny books with lurid woodcut illustrations to semi-literature customers. * Newsboys hawk newspapers full of verbatim witness testimony from the latest aristocratic sex scandal. * 'Lion-hunting' society hostess on the lookout for celebrities to invite to her next soiree. She's got no-one lined up for next week yet and is getting frantic. * The 'black guard': soot-covered street children, drunken and half-feral, roaming the street in mobs. * A meeting between rival benevolent societies to discuss the best means of distributing charitable relief to the poor. The mood is growing less benevolent by the minute. * Crowds mobbing a doctor's coach attempting to carry a man to the asylum, while the patient within screams that he is sane and being carried off against his will. * Band of city traders on shooting excursion to the countryside, nervously eyeing their shotguns and hoping they don't shoot each otherby accident.
* Seconds making secret preparations for a duel on an isolated patch of wasteland, checking the pistols, waiting for the surgeon, and keeping an eye out for the police. The principals will arrive any minute, horribly hung-over and desperately regretting their drunken challenges the previous night. * Opium eaters stumbling around in a blissed-out haze, smiling meaninglessly at everyone. * Meeting of a band of armchair detectives, determined to solve the latest crimes described in the daily newspapers. * A man being dragged off to a debtor's prison while bailiffs carry off the furniture and possessions from his home, to be sold at auction. His wife and children sit, stunned with misery, in the streetoutside.
* A local election. Both candidates have spent lavishly on free beer for the electors, and everyone permitted to vote is now very, very drunk. Agents of one candidate are now circulating with the aim of tricking the befuddled voters into voting for the wrong man, or, failing that, of drinking themselves into unconsciousness and thus not being able to vote at all. * Chimney-sweeps adorned with green branches, dancing and beggingmoney for beer.
* Bands of emigrants dragging their meagre possessions down to the docks, hoping to try their luck elsewhere. * A group of literary reviewers sit in the corner of a pub, whispering like conspirators, plotting how best to destroy a writer they have taken a dislike to in their review of her next book. * A group of actual conspirators sit in another corner, making grand but impractical plans for uprisings, rebellions, and assassinations. * A hired carriage rolls by, on its way to present a grand petition to parliament. Watching crowds, sullen and mutinous, mutter about rioting if their demands are not met. * Screaming match in the streets between legislators beholden to the agricultural and industrial interests. Each faction accused the other of bringing utter ruin to the nation. The mood is tense and a crowd isgathering fast.
* Huge new church under construction to spiritually regenerate the working classes. Already looms over the entire district like an omen of doom and the spire's still only half finished. The locals areterrified of it.
* Grand opening of new museum to display the treasures of empire, houses sacred art looted from five different continents, rumours of curses and hauntings probably nothing to worry about. * Scientific expedition just returned from distant shores, now being unloaded by crews of porters, disgorging an apparently endless stream of pickled marvels and monsters from its hold. * Ambitious young doctor seeks volunteers for his latest experiments in surgery and anaesthesia, promises they're only sometimes mostly fatal and his technique is improving all the time. * Band of ragged paupers seriously discussing whether they should spend the winter in the workhouse, or whether they'd be better off getting drunk and breaking some windows in the hope of getting sent toprison instead.
* Tombs of the famous dead being systematically broken open under the supervision of a noted phrenologist, who has received permission to carry out a comparative scientific study of their skulls. * Travelling lecturer in chemistry amazes his audience with displays of electricity, explosions, blue flames, and similar wonders. * Band of postmen from newly-instituted postage system roaming the city, attempting heroically to match the directions on the letters with the completely unsystematic geography of the city itself, which has never been mapped and lacks any agreed-upon system of street namesor house numbers.
* Factory in a state of great upheaval, with everything being cleaned and all the most obviously sick and crippled workers being shoved out of sight in preparation for the first visit of a newly-formed government inspectorate on a fact-finding mission. * Reclaimed drunkards addressing a temperance meeting with lurid stories of their previous debasement. Lots of hymn-singing and tea-drinking. Gangs of drunken roughs jeer and heckle from thesidelines.
* Grand opening of chapel founded by new religious movement. Much impassioned preaching, prophesying, and speaking in tongues. Fevered speculation among the faithful regarding the miraculous powers supposedly possessed by the sect's founder. Dark rumours that a plot is afoot to have her committed as a lunatic. * Coachload of miserable children, unwanted or illegitimate, being carried off to a distant boarding school where they can be safely forgotten about. The more desperate among them are planning an escape. * Gang of criminals planning to sabotage the new electric telegraph system, on the grounds that crime will be impossible once news of a crime can travel faster than the criminal who commits it. * Giant new intercontinental steamship lying in drydock, in preparation for epoch-making intercontinental voyage. Lounging spectators make bets on how far it will get before sinking. * Ashen-faced bankers stumbling from the exchange. There has been a crash, and ruin now awaits them and all who have banked with them unless some desperate expedient can be found. * Stage production of the life and death of a famous celebrity criminal, watched each night with rapt attention by a huge and adoring crowd, to the consternation of the authorities. * Circle of spiritualists advertise weekly communions with the spirits of the dead, with much table-turning, spirit-rapping, apportation, and masses of ectoplasm. A glowering sceptic seeks volunteers to help him unmask their surely-fraudulent activities. * Self-proclaimed genius preening himself in a salon, surrounded by female admirers, holding forth at length on how all true art must be produced without any consideration of profit or commerce. He writes a book a year for the popular press, the most recent of which came out last month and is already a bestseller. * Half-mad demagogue stirring up a crowd. He claims to be a nobleman deprived of his rightful heritage, who will lead the people to reclaim their rights and bring about a new age of justice. He's clearly a little unhinged, but there are plenty of people around who are desperate enough to listen. * Formal but increasingly heated debate between two cliques of political economists about how best to reform the taxation system to reflect the realities of the new economy. Some important people are in the audience and the stakes are getting worryingly high. * Swindler mercilessly fleecing middle-class snobs at a party by making spurious claims about his aristocratic connections. Some of the sharper ones suspect they're being played but don't have enough to prove anything... yet. * Famous engineer surveying the city, making plans for grand new bridges, tunnels, streets, squares, embankments... * Rookery of slums endlessly subdivided into smaller and smaller apartments, linked by an incomprehensible warren of back-alleys, a breeding-ground of filth, crime, and disease. * Surgeon holding public demonstration of 'bio-galvanic energy' by running electrical currents through the corpses of executed criminals in front of a paying audience. There is no way this can go wrong. * Street brawl between local workers and recent immigrants, who are widely blamed for pushing down the price of labour by inconsiderately being desperate enough to work for starvation wages. * A dazzling display of the latest visual technologies: magic lantern shows, stage apparitions, transparencies, panoramas, and mechanical theatres. Some particularly gruesome ghost projections are sending small children into hysterics. * Well-meaning philosopher wearily explaining to a hostile crowd that giving charity to the poor is actively harmful, as it holds down the price of labour by preserving the surplus population. * Girlish young queen on her way to her own coronation, watched by a sceptical crowd of loafing sandwich-eaters convinced that she'll never amount to anything and will be swiftly forgotten. Posted by Joseph Manolaat 02:04
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Labels: Random tables,
Victorian weirdness
SUNDAY, 9 JUNE 2019
SO CLOSE AND YET SO FAR: THE STORY OF MUTANT CHRONICLES I mentioned back in December that, after incautiously writing one too many posts about Warhammer, I'd taken up miniature painting. In order to feed my growing miniature habit, I took to scouring ebay for cheap miniature bundles. And that's where I came across _Mutant Chronicles_. I'd never heard of _Mutant Chronicles _before, but I quite liked the figures, whose cartoonish sculpts were perfectly suited to my limited painting abilities. So I looked into it a bit further... and was mildly astonished by what I found. Those of you who are already familiar with the _Mutant Chronicles_ franchise should feel free to skip the next two paragraphs. So: back in 1982, the Swedish RPG company Target Games produced a fantasy RPG called _Drakar och Demoner, _which I'd kinda heard of. In 1991 they published the famous Gnostic horror RPG _Kult_, which impressed me enormously when I read the English edition back in 1999 or thereabouts. What I hadn't known was that in 1984 they also released a _Gamma World _style post-apocalyptic RPG called _Mutant, _which morphed over the course of four editions into a dystopian post-apocalyptic horror SF RPG called _Mutant Chronicles, _which shared some setting elements with _Kult, _and was published in 1993. This game took off like a rocket, and was swiftly followed by the miniatures boardgames _Siege of the Citadel _(1993), _Blood Berets_ (1993), and _Fury of the Clansmen _(1994), the collectable card games _Doomtrooper_ (1995) and _Dark Eden _(1997), a computer game (_Doom Troopers, _1995),_ _and a miniatures wargame (_Warzone, _1996). The success of _Mutant Chronicles _was so great that Target rebooted _Drakar och Demoner _in 1994, giving it a more fantasy-horror themed setting to match the _Mutant Chronicles _tone, and in 1997 launched a tie-in fantasy miniatures wargame,_Chronopia. _
_
_ Here's the pitch: megacorporations take over the world. Then they colonise the solar system. Then they strip-mine Earth of all its resources, evacuate everyone they think will be useful, and leave everyone else to choke in the smog. Then they accidentally awaken some Evil Space Demons who have escaped into their gameline from Kult. The demons take over all their computers and nearly kill everyone, but the corporations manage to shove them back inside their box with the help of some magical space Catholics called The Brotherhood. Then they spend hundreds of years fighting each other in a state of enforced technological stagnation, because everyone knows that computers are the tools of the Space Demons, while the poisoned ruins of Earth are gradually repopulated by an assortment of post-apocalyptic weirdos. Then the Space Demons break back out again, and a variety of ultra-macho ethnic stereotypes - Scottish berserkers, Japanese samurai, efficiency-obsessed Germans, and Americans in cowboy hats - must unite to save humanity from the mutant zombie horror-monsters ofthe Dark Legion.
It all looks like this. All the time. Flush with cash from the success of _Mutant Chronicles, _Target Games rapidly expanded their operations into the US, UK, and Ireland. They bought out the miniature company Heartbreaker Hobbies and Games_ _in 1997, and for six years - 1993 to 1998 - they were a serious competitor to Games Workshop. GW had _Warhammer: _Target had _Chronopia. _GW had 40K: Target had _Warzone. _GW had _Heroquest: _Target had _Siege of the Citadel. _But as so often happens when a company expands too fast, Target didn't have the financial reserves needed to soak up losses and reverses, and waning sales in 1998 led almost instantly to bankruptcy in 1999. Luckily for them, in amidst all the _Mutant Chronicles _excitement, Target had also produced a modest little turn-based historical strategy computer game called _Svea Rike _(1997): and when the remnants of Target Games reformed as Paradox, its first project was an expanded version of _Svea Rike _called _Europa Universalis _(2000). The rest is history, and today Paradox has carved out a strong and apparently much more sustainable niche as a creator of such acclaimed grand strategy computer games as _Crusader Kings 2 _(2012), _Europa Universalis 4 _(2013), and_Stellaris _(2016).
For Paradox today, _Mutant Chronicles _probably seems like an embarrassing episode from their corporate adolescence. The games still have a fanbase, but subsequent efforts to revive them have been dogged by failure and misfortune. Excelsior Games relaunched _Chronopia _in 2002 and _Warzone _in 2004, but both games swiftly folded. Then Fantasy Flight Games tried to relaunch _Warzone _again in 2008 as a 'collectable miniatures game' featuring 54mm prepainted miniatures, which went down like a lead balloon. Prodos Games relaunched it _again _in 2013 as _Warzone Resurrection, _which stumbled along for a few years before getting mired in legal disputes and finally ceasing production for good in 2018. The 2008 _Mutant Chronicles _movie, which somehow featured both Ron Perlman (!) and John Malkovich (!!!), ended up with a rating of 18% on Rotten Tomatoes. Mophidius held a kickstarter in 2014 to launch a third edition of the RPG: the sourcebooks promised in the kickstarter were dutifully produced between 2015 and 2017, but the game seems to have been pretty much dead on arrival, and Mophidius is now selling off their remaining stock at steep discounts. A 2016 kickstarter for a 2nd edition of the _Siege of the Citadel _boardgame raised $600,000: it was supposed to ship in 2017, but has been plagued by fulfilment issues, and most backers still haven't received their games. And yet, despite these repeated disappointments, the franchise just refuses to die. It's as though _Warhammer 40,000 _had a weird little brother who was (a) undead and (b) Swedish._
_ _Mutant Chronicles _is supposedly set more than a thousand years in the future, but the truth is that this is a franchise in which it is forever 1996. It's absolutely crammed with everything that teenage boys thought was cool in the mid-1990s: ninjas, samurai, cyborgs, zombies, Scottish highlanders (_Rob Roy _and _Braveheart _came out in 1995), corporate assassins, spec. ops. commandos, mutants, giant swords, giant guns, holy warriors, Judge Dredd, the Terminator, John Rambo, and Mad Max. This is a world where everyone thinks it's totally reasonable to refer to your elite super-soldiers as Doomtroopers, and where the average pauldron is at least twice the size of its wearer's head. No-one could accuse it of being subtle, but I do understand the appeal: the sheer wild-eyed _enthusiasm_ of it all is infectious. The fact that I actually _was _a teenage boy in 1996 probably alsohelps.
Huge chunks of _Mutant Chronicles_ were clearly ripped off from 40K. The pivotal event in history of both settings is a duel between the magical messiah of the Space Catholics (Cardinal Durand / The Emperor) and the evil warlord of the Space Demons (Algeroth / Horus). In both, a space-age civilisation discovers cosmic evils that force them into a state of technological stagnation. Humanity's best hope against the space demons is an order of sacred warriors with Roman Catholic Gothic aesthetics and lots of power armour. The space demons are split into different factions, led by entities who embody the forces of corruption (Ilian / Slaanesh), destruction (Algeroth / Khorne), pestilence (Demnogonis / Nurgle), deceit (Semai / Tzeench), and insanity (Muawijhe / chaos in general). The settings are characerised by black-and-grey morality, and dominated by oppressive societies riddled with heretical cults that secretly serve the space demons. There are chainswords. There are mutants. And there are some truly _enormous _shoulderpads. I feel that it would be somewhat hypocritical to complain about this, given the extent of 40K's own debts to earlier SF media like _Nemesis the Warlock _and _Dune. _But the similarities between the two also call attention to their differences. 40K, for better or worse, has changed a _lot _over the years: 40K in 1987 was very different to 40K in 1996, and _hugely _different to 40K in 2019. But _Mutant Chronicles _still seems to be as 90s-tastic today as it was back in the actual 1990s, still trading on memories of endless summer holidays spent listening to Slayer and reading _2000AD. __
_ Like 40K, _Mutant Chronicles _trades heavily on the strength of its imagery. Does it make much sense for girls with chainswords and power-armoured dudes in _Pickelhauben_ to team up against frothing Scottish Highlanders and WW1 trench infantry IN SPAAACE? Not really, but it sure looks cool when they do! It features a lot of good, iconic designs, especially of armoured infantry, and I'm sure that much of the franchise's longevity is based on the sheer affection that many old _Warzone_ players clearly feel for their squads of Imperial Trenchers, or Venusian Rangers, or Lutheran Fusiliers. But while its range of imagery is wide, it isn't deep. It draws on many different sources of iconography - feudal Japan, WW1 Europe, the Vietnam War - but at the end of the day, it's still mostly just Macho Men and Macho Women with Guns. It's fun and vivid and pulpy, but everything feels a bit two-dimensional, with no attempt to present, say, the Mishima Mega-Corporation as anything _other _than a heap of early 1990s Japanese stereotypes, or the Dark Legion as anything more than a gibbering horde of space demons who want to murder everything just because they can. The sense that I sometimes get with the best 40K stuff - that all this _really means something, _and that what we're seeing is just the protruding edge of something far bigger and older and sadder - never really comes across, at least to me. _Everyone just keep shooting, OK?_ What I think that the contrasting fates of _Warzone _and 40K demonstrate are that imagery, energy, and machismo can only get you so far, even in the world of SF wargames. I don't think for a moment that most fans of 40K like it _for the ideas, _but the fact that it _has _ideas must surely be connected to its ongoing survival and success. The familiar techno-Gothic iconography of 40K _means things: _it communicates something complex and powerful about the spiritual kinship between dehumanising systems of advanced technology and archaic systems of violence and control. It's flexible enough that it can be used to tell all kinds of different stories from all kinds of ideological perspectives, from anarchistic satires about the awfulness of imperialism to quasi-Fascist parables about the need for strong leaders and the dangers of tolerating dissent, and as such it's been able to continue connecting with new waves of gamers, artists, and designers for more than thirty years. I think you'd struggle to do anything of the sort with _Warzone, _which_ _only really seems to be set up to tell stories about how one bunch of dudes shot another bunch of dudes and looked really awesome while they were doing it, and which never seems to have been able to attract a new audience to make up for the decline of its original fanbase in the late 1990s. They do look _really awesome, _though. And that turns out to be able to get you a really long way. Just not, it would seem, quite farenough.
Posted by Joseph Manolaat 09:23
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