Showing posts with label Fucking GLoG. Show all posts
Showing posts with label Fucking GLoG. Show all posts

Sunday, April 25, 2021

Child GLoG class

"This world is an awfully big place for someone as small as you. Tell me, little one, where do you hail from? Please, take a confectionery... I promise I don't bite."

You are not like most children. Most children are destined to grow up in a few short years, having their minds polluted by the byzantine and pessimistic world of adulthood. But you are different. The wonder and majesty of the world you find yourself in is not lost on you. You see magic in the mundane, and see the mundane in the magical. But it's a dangerous world out there, especially for someone so small.

STARTING EQUIPMENT: Choose two classic children's toys and your choice of a small pet or a magical good luck charm.

A FALSE SYLLOGISM. [Template] times per day, you can make a syllogism of questionable, child-logic quality. It takes effect in your line of sight for 10 minutes, or as soon as the effect leaves your field of vision, whichever comes first. (A syllogism is a three-part logical statement; the first two properties are taken as true, and the third one is a deduction as a result of those properties. i.e.: all snakes are long, thin and wiggly. The mean man's whip is long, thin and wiggly. Thus, the whip is a snake.)

INNOCUOUS. Adults ignore your presence by default, and always underestimate you. You are never treated as a threat by default.

C IMAGINARY FRIEND. This invisible person can scout and tell you one piece of useless information about the room/space ahead and make exactly one sort of mischief (stealing keys, lighting important documents on fire, ect.) on your command.

(For extra fun, you the player can determine what the friend says about the next room, and the DM will have to deal with it.)

D COMING OF AGE. Choose to either Grow Up (convert all your templates to another class, but never be truly happy again) or Stay Young (get a troupe of 2d6 mundane children who follow you around, but never be truly happy again).


I wrote this as a result of some Druid talk in the GLoG server, it was mostly me wanting to get False Syllogism out there because I thought it was a cool ability. I heard some advice that a class should feel complete at first level, and that you shouldn't feel like you miss out on too much if you only get to play there, and so the Child tries to adhere to that principle. Thanks so much for reading, and happy gaming.

Friday, April 23, 2021

9 things I've learned from reading all these GLoGhacks

So, you have a GLoGhack. You’re pretty proud of it, and you’ve put it on the internet. But you want to level up. You’ve been seeing a bunch of other hacks, and they strike you as professional, clean, and honed. How did they get there, and how can you join their ranks?


Well let me tell you, after having read ~20 hacks for my GLoG review series and even more for the GLOGGIES, I've isolated 9 methods of GLoGhack gud. Disclaimer: I am by no means any sort of game design expert, and half of this stuff I haven’t yet done with MARROW (though you bet your boots I plan to), so take all this with a grain of salt.


  1. PLAYTEST, PLAYTEST, PLAYTEST

I cannot stress enough that nothing will get your hack ready like sitting down with people and playing. No matter if your game is ballpoint pen on cocktail napkin or published physical artifact, players will make it come alive and show you where it could be improved better than any amount of theorycrafting. If you don’t have players in your area, find a group on Discord, even just to play a one-shot with! We only bite on days that end in Y. Also, playtest other people’s hacks, running and playing. Also also, play in your own hacks. Any perspective you can get from a table is invaluable, and better than any of the other drivel on this list.

  1. FOCUS

This is perhaps the most important thing, hence first. What is your hack for? Is it centered around a cool mechanic? Is it built to exist in your homebrewed world? Does it emulate some genre? Get a lockdown on the aesthetics of your game, the narrower the better. A game about Dungeon Rats is great. A game about Dungeon Rat politics, with intrigue and backstabbing in the Knottail Court, is even better. Every dimension of your game should help feed into your mission as much as practically possible. Write yourself a manifesto.

  1. MECHANICAL CONSOLIDATION

The second biggest problem I encounter, and one that plagues even me yet. Some hacks are no more than a curated collection of nifty mechanics and house rules bolted onto a d20 core. While that’s a great way to do things, especially for your first foray into hacking and game design, eventually you’ll want to trim the fat, step back, and look at each mechanic as it relates to the others. Is there redundancy? Inconsistency? Just too many subsystems for particular situations? Centralize as much as you can, it will help everyone.

  1. FLOW

Perhaps the most nebulous, but arguably the most important. If you want anyone else to be able to run your hack well, you have to put a lot of thought into the order and manner in which you present information. Answer every question a reader has as quickly as you can muster. Present procedures in order of frequency of use, and present steps stepwise. Put similar concepts by each other. Lean on headings, page references, and repetition like a crutch.

  1. VISUAL IDENTITY

Draw people in with flashy colors, fonts, and pictures. Add in a cover page. Throw in some cool headings and page borders. Establishing a strong and consistent visual identity is often the difference between a good but unremarkable GLoGhack and one that gets a lot of attention. Use this design to lean into the focus of your game. While you’re here, think about graphic design and page layout- are you using space as best you can?

  1. PREFACE

At the beginning of your hack, tell us what it’s about, as well as what you’re proud of in it or what are the novel developments in the hack. After you read a bajillion, it gets harder to pick out the differences, so putting a “shopping list” up front will help it stick in people’s minds and keep the attention on your hack’s focus and unique strengths.

  1. CONSISTENT DESIGN LANGUAGE

This one is really subtle, but once your brain locks into it, you can’t get out of the mindset. Keep your language consistent. Is it “making a roll”, “rolling a check”, or “testing”? Is it a “class level”, “Class level”, or “CLASS LEVEL”? Is it “Armor”, “Armor Class”, or “Defense”? It’s a subtle effect, but honing in on the language you use and creating repetitive and reliable structures not only makes your game look professional, but subliminally easier to make sense of.

  1. INTERWEAVE CREATIVITY

Throw in sprinkles of humor, prose, art, or in-universe quotes. Don’t just hit us with a wall of rules that sound like they were written by a lawyer. Invite us into your world, show us what your game is supposed to be like by example. This is your chance to show off your purple prose or poetic prowess, or perhaps give those stick figures you doodled a forever home. Have fun with it.

  1. STEAL LOVINGLY

If you see something you like, a graphic style, an authorial voice, a mechanic, a class, take (giving credit) first and ask questions later. We’re all in it together, and if we wanted our ideas to be stuck in our own skulls, we wouldn’t have blogs and Discords. And please feel free to reach out to your favorite creators, GLoG or otherwise. We’re all just a bunch of friendly, excited nerds who like to talk shop about our projects and help our fellow hobbyists out. If you’re polite, you can probably get into some game design deep dives with the writers you really admire with ease. Build community for yourself. Play in other’s games, and offer to run your own. Read other hacks and offer feedback and praise. Be a creative force, a building force, a guiding force, a beacon of knowledge and kindness.


I’ll stop before I get too preachy. Hope that helped. Thanks for reading, and happy gaming.

The first ever GLOGGIES!

    After a while of working with a talented council of GLoGGers, I'm happy to announce the very first GLOGGIES! This is intended to be a sort of community showcase of some of our favorite hacks, specifically to guide people to what we perceive to be exemplars in their particular fields. Keep in mind that all of the results are just out opinions, and the GLoGscape is much too large for us to comb through all of, so if you have any contenders you also like that we've overlooked, please pop them in the comments below for other people to peruse! I've tried to link and pay lip service to every hack that was nominated, as to make sure to spread the love and include as many people as possible.

Here are the staff of the GLOGGIES review board:

PHLOX, Architect of the Vain Sword, He Whose Measure God Could Not Take

WALFALCON, He Who Cries “YAGH!” In Battle, Herder of the Mall Rats, Marine Japanese Translator

MERGO-KAN, Captain of the Ship of Theseus, Illusionist of Immersion

SUNDEREDWORLDDM, Biter of Bone Marrow, Collector of Sundry Shields and Shillings


S: “I'd like to stay away from Orthodox GLoG and MRoS because they get enough attention. If this is to be a community showcase, perhaps we shouldn't be putting medals on the mainstream titles.”

P: “Maybe the standard for what qualifies for a GLOGGY should be that we should be able to cite the hack in question. The content doesn’t necessarily have to come from the same document, just be traceable.”


BEST CHARACTER CREATION: MIMICS AND MISCREANTS (HONORARY MENTION: SPWACKHACKS)

M: “Mimics is so clean, so efficient, and provides so many options. If I still had a printer this would be sitting on my kitchen table for next game night. Its ease of use and legibility leaves my formatting brain stunned. GLAIVE is very legible and solid as well, but Walfalcon compared it to Maze Rats and I have to agree. It's basically a massive improvement on that, but it's not really standing out on its own in terms of character creation.”

S: “I feel like we can group the SpwackHacks as a runner up, but generators for character creation feel like cheating.”

P: “I think in most cases that’s true, but the Spwackhacks are so tied to generators as to make them a Main Thing. They are the core of the game, and if we are considering Die Trying what is there to consider when the generators are removed? Just my two cents.”

S: “Fair enough, let’s give them an Honorary Mention.”


BEST NON-CASTER CLASS: ZOUAVE

P: “In this case, what do we mean by “best”? Is a class the best because it’s super-solid, or because it revolutionizes things?”

S: “I think the idea (in my mind) is one that toes the line between them. A novel element, executed cleanly and concisely.”


Though we collectively nominated *deep breath* the Shaman, the Crew, the Martial, the Berserker, the Traveller, the Butcher, and the Amazon, we ultimately decided on the Zouave because it most closely fit the established criteria of a solid, well-executed concept, and because it already had a lot of renown as a popular Fighter archetype in GLoG circles, for good reason.

W: “The Zouave has very strong flavor without relying on too many major setting prerequisites. The flavor is malleable enough that you don't have to include anything way specific, while still being a very specialized class.”


BEST CASTER CLASS: CALLIGRAPHER

While a couple of strong casters like the Draconic Disciple and Alchemist were nominated, the Calligrapher was on most of our lists before we even came to discuss. The simplicity and flexibility of the main casting mechanic was too good to pass up, and the really concise flavor didn’t hurt its odds at all. It definitely deserves the GLOGGY!


BEST ANCESTRIES/RACES: CRAWL INTO A HOLE AND FUCKING DIE

P: “CIAHAFD is marked by splashy, strong advantages and debilitating weaknesses.”

M: “Like that Gnoll, and that Orc! They’re really good.”

W: “There’s a number of cases, though, when abilities are vague when they should bring more specific data to the table, like the Lizardfolk and the Tiefling. I tend to prefer to not have rules that are ‘incomplete’- like, if it hints that you can do something, I'd like there to be either rules for that, or some clear way that the given rules extend to cover it. But I understand that some people are fine with rules that "evoke" more rules. I'm just getting it out of the way that that's where I'm reading these from. But my critique of a hack is not proportional to how much I like it; I think it narrowly beats out the competition.”

P: “I would be comfortable giving it the crown.”

S: “The fact that Robot is a playable option is the cherry on the cake.”


Rise Up Comus wrote a small set of race-as-classes. Ultimately, we couldn’t find a source hack for this one, but we liked it so much we wanted to at least mention it in the post. 

S: “I like how they treat humans as a full race-as-class. The two classic markers of humanity: xenophobia and being tall. Halflings are good, psychic gnomes are phenomenal, elves and dwarves are meh as ever.”

W: “There's just so much more there compared to the other non-race-as-class options. It's not perfect for every situation, but it almost feels like it should be an honorable mention for volume alone. I liked the elf and dwarf classes, actually. They’re fairly orthodox, to be sure, but the execution is rather good, I think. Why do you find them meh?”

S: “When compared to the gnome and human, I found their novelty lacking. Though you’re right, the execution is very solid!”


Other remarkable nominations included Vain the Sword, MARROW, this Animal People post, The Mountain from GROG, and the Knife Hawk as a joke. If Nuclear Ooze still had a working link, it would have also been on the table.


BEST ART: RUNAWAY PRINCESS (HONORABLE MENTION: GLAIVE)

Though Amulets and Eclipses, Moonhop, and Mall Rats all do have great accompanying art, Runaway Princess is chock full of flavorful and fantastical illustrations that go above and beyond to convey the whimsical, romantic feeling of the game without sacrificing quality or readability. Check it out, it’s truly a feast for the eyes.

S: “To be fair, Runaway Princess is not original art, though there is a good amount of alteration, plus the graphic design I think adds to the aesthetic intent meaningfully.”

P: “It was certainly well chosen, and I won't lose sleep if we choose RP over something with original art, though I do think it's a better example of good presentation more than anything. I also feel like we have to give GLAIVE points for having original art. Even stripping the art from the design and just looking at it in a slideshow, I think it really stands out.”

W: “I agree, let’s make it an honorable mention for original art.”


An intermission.

P: Remind me the difference between "best graphic design" and "best presentation/information design”?

M: Graphic design meaning like, header designs, good fonts, logos, etc. Presentation and Info design means legibility, formatting, and/or ease of use with things like bookmarks.


BEST PRESENTATION/INFORMATION DESIGN: SALTY GOO

M: “My main vote for info presentation is Salty Goo. I think having a whole website dedicated to the rules is really useful!”

Mergo was ultimately right- though contenders like Catacomers, Freeform Space Jazz, and G20 all made good use of the page, Salty Goo’s website was instantly easy to navigate, and very intuitive in a way that a stagnant PDF or doc really couldn't be. Though there was some tough competition, Salty Goo deserves its place at the top.


BEST GRAPHIC DESIGN: MALL RATS

W: “wat?”

P: "It would probably be something different if they were all in print, but Mall Rats is a nice read on my laptop."

There was a lot of overlap between art, info design, and graphic design. Salty Goo, M&M, and GLAIVE all got repeat mentions. Nothing Ventured and YAGH were two strong new contenders, but Mall Rats got it because of its awareness of medium and how well the layout and design supports not only the clarity of the rules, but the “feel” of the game.


BEST OVERALL: BONEPUNK

I have a secret: I’ve been omitting one nomination from the lists above. The reason for that is that it popped up over and over again. It was up for BEST ART, BEST CHARACTER CREATION, BEST GRAPHIC DESIGN, even BEST ANCESTRY, for crying out loud! And boy does it deserve it. The visual design is incredible, the game design is really focused, and the world and gameplay are really fun- I’ve had the opportunity to play it, and it’s great fun, I highly recommend it. The other nomination for best overall was BE SILENT, another phenomenal game with some truly inventive mechanics.

M: “BONEPUNK is just hard to beat! It's got a ton of thought put into it, and the mechanics involved are really creative. So much flavor.”


I hope you enjoyed reading this as much as we enjoyed reading and discussing these hacks! It was a lot of fun- If you have any favorites or exemplars we missed, please leave them in the comments below, or make your own post and hand out some GLOGGIES yourselves! It’s a great way to show appreciation and good vibes, and having more voices and perspectives saying what they like in hacks really helps out and encourages designers too. Thanks for reading, and happy gaming.

Sunday, March 14, 2021

YAGH one-shot: Crypt of the Cowboy Spider

On Saturday, I ran a Yet Another GLoGhack! one-shot for three players, two of whose characters were the best burglars on the planet, and yet they didn’t have a good thief among them. It was a blast, the system is really great, and here’s the adventure I ran for them, with some session report stuff sprinkled in. At the bottom I have attached a picture of the prep I’d done for the session, because seeing GM notes is nice. I also use the Monster AI stuff I’ve talked about before on some monsters here, so you can see how it sort of works. I hope this post is useful to someone.


SIMPLE YAGH! MONSTERS

Choose their LEVEL. Use it as their bonus to every roll/TARGET they’re actively good at, and a penalty to any roll/TARGET they’re actively bad at, and just use the flat dice/10 for anything they’re neutral towards. They should have health equal to five times their LEVEL. It takes a minimum of a LEVEL 3 creature with multi-attack capabilities to prove a real challenge to a LEVEL 1 party (in my very limited estimation), so you have permission to really go to town when assigning LEVELS.


INTRO: DID YOU HEAR THE ONE ABOUT THE KID NAPPING?

The party is approached by two poor farmers, Boris and Anir. Their daughter, Melody, was recently kidnapped by a woman named Anthelia de’Cloven, and taken to the de’Cloven family crypts. They remember seeing a strange necklace around Anthelia’s neck, a spider with some strange wide-brimmed hat on… They will give the characters their life savings, 100 silver shillings, if they can get Melody back safely.


(At the table, my shortsighted brain didn’t plan these NPCs, so they got names after the game had begun. Anir was Annie… damn heteronormative improvisation. They took the bait.)


THE DE’CLOVEN CRYPT

Built into a hill, this family crypt has recently seen foot traffic from 3 entities (Mork, Klarg, and Anthelia). The only dilapidated, ivy-choked door inwards leads into ROOM 1. The inside is marked by maggots and roots tumbling out the holes in the ancient masonry- bricks can easily be pulled free from the walls. (A fact my players exploited no less than 7 times.)


ROOM 1: MERCENARIES BY THE FOUNTAIN

In this room, a Goblin with low self-esteem named Mork (LEVEL 2) and a skeptical Orc named Karg (LEVEL 2) are playing cards. Klarg is slated to win when the heroes enter. The two are poorly-paid and not terribly bright mercenaries hired by Anthelia as guards. If too much noise happens, Anthelia comes to investigate. Against the far side of the room is a stagnant fountain, filled with…

1 Deceptively water-like acid

2 Scummy water, a de’Cloven ghost asks the heroes to get her necklace back

3 Flammable yet drinkable liquid

4 Healing potion

Passages lead away to ROOMS 2 and 3. The passage to ROOM 2 contains a pit trap that all inhabitants save Melody know about, so they hug the wall when passing by.


(I gave Mork a New York accent and Klarg a deep cockney. The party snuck in and one pretended to be a wizard, taking on Mork as an “apprentice”. They then used the flammable liquid in the fountain to light Klarg on fire while alive.)


ROOM 2: ANTHELIA’S ABODE

Piles of old de’Cloven bones lie scattered around this room. In the middle, a circle of runes bearing an eye motif surrounds a candle-laden lectern bearing Anthelia’s grimoire. The grimoire contains a Ritual of Communion with the Cowboy Spider (granting a Level in Spider for every sacrifice performed) and a scroll of...

1 Super Fucked Up Brain Hemorrhage

2 Bones to Paste

3 Doorway to Hell

        4 Diminution (irreversible shrinking to mouse size)

Anyone crossing the rune circle is blasted backwards unless they close their eyes or look away as they pass into the circle. Anthelia (LEVEL 4) is here at the start of the adventure, reading her grimoire. Each round, she…

1-2 Fires a bolt of eldritch lightning (d10) at the nearest character

3 Emits an Arcane Scream (MND or d8) to hurt all close to her

4 Attempts to flee as quickly as possible

5-6 Revives the nearest corpse into a Zombie (LEVEL 1)

Corridors in the room lead back to ROOM 1, which still has the pit trap in the hall, and ROOM 4.


(They barely went through this room, and no one bit at the Ritual of Communion. Gotta try harder next time!)


ROOM 3: THE COFFIN CENTRIFUGE

This room is composed of a small ledge (about 4-5 inches wide) around a ten-foot pit, the bottom of which is packed dirt instead of crumbling masonry. On the opposite side from the entrance is a stone “door” with a green devil face, mouth agape, on it. This is actually just a piece of stone set into the wall- reach into the devil’s mouth and there’s a switch that opens the secret door right next to the “door”, leading to ROOM 4.

When someone hits the dirt, ancient machinery starts to rumble, and the entire floor of the room (including the ledge, but not the walls above the ledge) begins to rotate faster and faster, like a centrifuge. Each round, the TARGET of all checks increases by the number of rounds the centrifuge has been active (i.e. round 1: TN 11, round 2: TN 12, ect.). If the centrifuge can be stopped, a difficult task as all the machinery is hidden, this effect ends.

Finally, and perhaps most fiendishly, the walls of the pit are made of large 10-foot stone panels with carvings of people in repose, presumably old de’Clovens. They are not secure, and if they are pulled out of the way, perhaps as an attempt to climb out of the pit, they fall away, and d4 Skeletons (LEVEL 1) emerge. One of the skeletons, at random, carries a random Spell Scroll. Roll on the Anthelia’s grimoire table to determine what it is.


(When I ran this, I forgot it was a centrifuge! Silly me… could have really ruined the hero's days with that one. Well, not gonna lose too much sleep over it.)


ROOM 4: SANCTUM OF THE COWBOY SPIDER

This large natural chamber is dominated by a titanic jet black-and-red arachnid, a chitinous structure atop its head resembling a cowboy hat (LEVEL 5). Piles of rusty and dusty loot lies about for the taking, to DM discretion. In front of it is a sacrificial altar, upon which is tied a terrified Melody. Passages lead away to ROOM 2 and ROOM 3. The spider is currently in a state of slumber. If it wakes up, every round, it…

1-2 Six-shooters

3 Poison bite

4 Web

5-6 Chow down! Say goodbye to whatever’s on the altar.


(The heroes substituted Mork for Melody in a deal with Anthelia. Then they ambushed Anthelia and left without disturbing the spider.)


*notes incoming here*

Thanks for reading, and happy gaming.

Friday, March 12, 2021

GLoG reviews 5

    Here's the first post, as normal. I'm a little more critical in this one, so I want to reiterate that if I'm reviewing your hack, that means I found it cool enough to read through and offer advice on, and I always mean to give pointers and ways to improve, not tear down the work of others. After all, I'm no voice of Game Design On High, I'm just some dude writing his own hack who wants to learn more about the craft just as much as you do!

--

GLoG, DEADLY DUNGEON EDITION, by Elanfanboy

OVERVIEW This is a pretty orthodox GLoGhack that has a really "I made this because I have a game in 5 minutes" feel, which is always great to see.

FLAVOR 1. Very much vanilla, the only implications there are about magic and a generally grittier, darker feel, making this game quite adaptable.

PLAYABILITY 2. I would play the system if I were terribly intrigued by the adventure, but there's not enough of unique meat here for me to want to play it for its own sake. Part of what turns me off is that most of the class abilities are mechanically-based instead of narrative- there's more bonuses to damage than there are interesting tools for players to creatively.

COMPREHENSIBILITY Unfortunately, 2. The big problem with this is the ordering of ideas. There seems to be very little rhyme or reason as to in what order the information is presented. Weapons are put in the middle of the classes, a number of pages away from the equipment rules. Spells and wizards have a great gulf of pages between them. Consider taking each section, then copy-pasting it into a separate doc into a better order- link concepts, go from character creation to base mechanics to day-level mechanics for travel and such, just figure out something better than what's here and it'll easily kick this up a number or two.

OVERALL 2.5. Though throughout there are little nuggets of gold, generally speaking, not terribly much thought or editing has gone into this product, and even an hour's work of polishing would do this doc a world of good, especially in the order of information presentation. (And some typo check would be nice too, the Base Adventurer table has a lot of little discrepancies, for example.)

THINGS TO STEAL Title and loot based leveling (ya love to see it, folks), Vancian/GLoG hybrid casting rules, in-depth hexcrawl rules, advice on structuring random tables

--

FINDERS KEEPERS, also by Spwack

OVERVIEW An exercise in minimalism and speed- a bunch of really scaled back rules so there's a lot of space for oddity to exist around them. I've reviewed a number of Spwack's rules already and generally have a favorable opinion of them, so I'm excited to see how this one holds up.

FLAVOR 2. Unfortunately, the picture inspirations at the end don't really work together terribly well, and there's so few of them that I can't ascertain an overall aesthetic. I find myself going back to the rules to see if I can figure it out, but they're so light I have a hard time there too. There's a bunch of interesting snippets, but altogether not enough for me to put together the puzzle.

PLAYABILITY 3.5. You've piqued my interest, and if there was a fun adventure with it, I wouldn't hesitate giving it a shot.

COMPREHENSIBILITY 3. There's a lot more ambiguity here, and not in a good way. For example, the first line of equipment says: "Gain Useful, Odd, Memento, Weirdness". What distinguishes Odd from Weirdness? How do I make sure the Memento isn't encroaching on any other categories? If that weren't enough, right below it are optional rules to pick equipment, so is that blurb even useful at all? Do you get those things on top of the optional systems? I can't make heads or tails of what the designer wants me to do, which means it's bad ambiguity.

OVERALL 3.5. I liked it quite a bit, but it feels incomplete as-is. I'd love to see more flesh given to the world and a little bit of playtesting for it to coagulate into a solid 4.

THINGS TO STEAL Random character generator (ya love to see it, folks), multiple sets of rule options so you can customize easier ('yeah, we're doing FK with Equipment 2 and Inventory 1'), "oh crap my hat!" is just a really fun rule overall

--

CRAWL INTO A HOLE AND FUCKING DIE, by FilthPig

OVERVIEW Name kind of says it all. Very flavorful, punchy hack, with a dark fantasy sensibility and a lot of DNA from some classics like BONES (but not bereft of a healthy dose of novelty). I've written so many of these little blurbs, I'm just gonna dive right in instead.

FLAVOR As it stands, a solid 1.5. I know some more flavorful classes are coming down the pipeline, but as it stands, it's a pretty good generic engine for more grim games marketed to 5e players (as that's where I see a lot of the classes coming from).

PLAYABILITY 2. I trust FilthPig to make these rules sing and run a unique, cool adventure with them, but as these rules stand I wouldn't trust them in anyone else's hands.

COMPREHENSIBILITY 3. There's some strange combat mechanics that probably make a lot of sense to people with brain cells, but otherwise, there's a lot of very familiar mechanics here. Perhaps an effort at mechanical consistency and consolidation would come in handy, but it's not too glaring an issue.

OVERALL 3. Very solid, and I'm excited to see where it goes as it develops into its own. I like FilthPig's work, so I'm sure that over time, this will mutate into something truly spectacular and grotesque.

THINGS TO STEAL Robots on the ancestry list, simple exhaustion rules, language rules (finally! I've been looking for good unique ones, and these are some of the most novel I've seen recently), some good half-GLoG half-5e classes.

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AMULETS AND ECLIPSES, by L. Barber

OVERVIEW Strangely enough, this isn't a complete game engine. Rather, think of it as a sort of splat book for your favorite mechanics, set in a magical medieval Britain. It's a strange and wonderful little game indeed.

FLAVOR 5. The lush graphic design immediately helps convey the tone from the cover page, and the game explicitly spells out where and when it's set, going into great detail as to how it differs from history, and even goes as far as to provide graphics to demonstrate what the weapons look at. Easily worth a 5.

PLAYABILITY 3.5. This concept isn't the most interesting to me (I like to stay nice and distant from history), but if someone ran it, I would certainly take notice and want to hear a little more about the adventure.

COMPREHENSIBILITY 4.5. Again, given how this bolts onto the game engine of choice, and how much thought is put into introducing the setting, everything is really accessible and easy to grokk.

OVERALL 4.5. Really solid, and I like the idea of creating a splat book of classes and setting data to be layered onto an existing system... more people should adapt that format.

THINGS TO STEAL You don't have to build your game around a system! This is a great way to release setting information and classes without locking into specific mechanics, which often take a lot of effort to explain well. Also, the techniques used to make the setting accessible and intriguing are top notch, so steal liberally. Sample adventure is always a plus!

--

I've got one more list of reviews to do, then something special. Get ready for the first ever GLOGGIES...

Friday, March 5, 2021

MARROW Magic II: Electric Boogaloo

 MARROW MAGIC


For a long time I’ve been struggling with how to handle magic in MARROW. I’ve never found or developed a system where I was satisfied with the depth, flexibility, and consistency of a spellcasting system and how it fit into the rest of MARROW. Here’s my first draft at something coherent and usable.


CASTING A SPELL

To cast a SPELL, roll...

INT: If you’re using an object, like a spellbook or wand, to cast

WIS: If you’re calling upon another entity to use your magic

CHA: If the magic was inside you all along…


If you CRIT, you cast the SPELL successfully without USE. If you succeed, you cast the SPELL, but USE it. If you fail, the SPELL fizzles, but you don’t USE it. If you FUMBLE, the SPELL flops, you USE it, and things usually go sideways.


PUSH

Once you’ve cast a SPELL, you can voluntarily take STRESS to PUSH it. There’s no limit to the STRESS you can take, but be careful- PUSH yourself too hard and things might get out of hand fast! There are three axes upon which you can PUSH yourself: Duration, Versatility, and Intensity.


1 STRESS

2 STRESS

3 STRESS

DURATION

+d4 TURNS/ROUNDS

+d4 days

Eternal

VERSATILITY

Tiny bend in use

Reasonable enough use

Vaguely similar at best

INTENSITY

Perceptible boost

Significant boost

Mighty power!

(Extra damage)

+1

+2

+4

(Decreased casting time)

Halved

Quartered

Instantaneous


You can also PUSH yourself to the limit, casting epic magics that define eras. Nothing is outside of your grasp, from time reversal to deicide to mass resurrection. However, when you do so, you die with no hope of return, or suffer a worse fate. There is no escape from the scales of death.


USE

Depending on the form your SPELL takes, USE looks different. Here’s some examples:

STR: Wands, staves, orbs, rods, scrolls, spellbooks, and all sorts of eldritch bric-a-brac can contain SPELLS in STR slots. Most of the time, they have one SPELL apiece, with as many as 3 or 4 in a more powerful object, like an archmage’s book. They also contain a set pool of USE upon finding (d20, if you’re in a pinch). You can also use that USE as STRESS in the case of PUSHING SPELLS the object casts. These objects FUMBLE like anything else!

DEX: Magical tattoos, hereditary witchery, and parasites from other dimensions all might be sources of SPELLS that occupy DEX slots. Whenever you take USE from a SPELL cast in this way, take 1 FATIGUE instead. If you FUMBLE, instead take d6 FATIGUE, or induce an arcane catastrophe.

WIS: Most SPELLS as people know them, memorized bundles of arcane energy, are stored in WIS slots. If an ABILITY grants SPELLS, this is the form they take. When a SPELL takes USE, it instead is destroyed, no longer occupying a SLOT- you have forgotten the ancient rune-words you need for your invocation.

CHA: Most of the time, SPELLS themselves won’t occupy CHA slots, but instead, many ABILITIES grant SPELLS in various forms. However, a SPELL so mighty that attaches itself to the magician’s identity, something as world-shattering as Wish or Apocalypse...


TOKENS

Every SPELL on Aeros has an associated TOKEN. It might be a common item (a penny with two “heads” faces, a cat’s whiskers), or something unique and magical (a cockatrice egg, the Apocrypha Orb). If you have the appropriate TOKEN while you cast a SPELL, make your casting roll with ADVANTAGE.

D10 random TOKENS:

1 A spool of silver

2 A dream about the ocean in a bottle

3 A Nemidian rune-rock

4 A red mole’s molehill

5 The sword of Khar Vendis

6 A green glass eye

7 A staff carved from the world’s oldest tree

8 An angel’s toenail

9 A child’s favorite marble

10 A lightning bolt


PROCEDURE

  • Roll to cast the SPELL

    • If you have a TOKEN, roll with ADVANTAGE

    • Allies can roll INT to assist, if they succeed, you roll with ADVANTAGE

  • Expend USE as needed

    • If you failed your roll, stop after this step!

  • PUSH yourself, if you dare

  • The effect takes hold


VULGAR ARCANA

This is the equivalent of your basic SPELL list. Roll a d4 (for one of the four types of rune magic) and a d8 to determine a random SPELL. SPELLS are described as follows:


Spell Name. Spell description, in terse terms. (TOKEN here)


1 RAVEN

1 Swarm. A scratching mass of claws and craws deals 2 WOUNDS and causes a lot of havoc before scattering to the wind once more. (Stillborn animal with a conjoined twin)

2 Feather Cloak. This cloak woven from the blackness between the stars clads you for a TURN; while wearing it, you’re only perceptible by magical entities. (Broken humerus)

3 Word of Murder. Call out in blasphemous tones and point at someone. A feather tattoo appears on their body. It will kill them in 13 days. (The skull of a Demon Lord)

4 Bird Soul. Animate an object with the spirit of a dead bird for a TURN. Good luck getting it to do anything useful. (A tea kettle filled with boiling blood)

5 Crowsflesh. You take a half-avian form for a TURN, your toes morphing into claws and your arms into atavistic wings of jet. (A statuette carved from a petrified tree)

6 Warp. The flesh of your target blooms and calcifies under your touch, inducing a random MUTATION. (A Moon Orchid)

7 Cry. Your mournful laments are understood by all who hear, so long as they are utterly pessimistic. Choose one living creature, you two can converse for a TURN. (Tears)

8 Psychopomp. Kill someone. You can pull the soul of a FRIEND dead for no more than a day into that body. That body can never heal through natural means. (A golden scythe)

OTHER POSSIBLE SPELLS: Wardenship of the Flock, Bird Familiar, Beast Command, Growth


2 MOON

1 Terraform. Everything FAR from you becomes a lunar biome: salt spires, crater-valley, fungal pit, sulphur sea, sugar-hive, the Moon Monarch’s Manor, or another. (Moon rock)

2 Crown of the Lunar Queen. A halo of glowing moon rock appears above a touched target’s head; they obey your commands for d4 ROUNDS. (Crown of a dead ruler)

3 Moon’s Nimbus. Moonlight shines around you for a TURN. It acts as natural sunlight, and no creature can enter the light without your permission. (Blue flame)

4 Regality of Moths. For a TURN, people assume you’re important, and you can levitate a handspan off the floor. (A living moth the size of your head)

5 Bind Moon-Beast. 50% this is some wildlife, like a Trilobite or a Stone Flower. 40% this is an intelligent member of the Moon Court, like the Bubble Wizards of t’Keem. 10% this is the Moon Monarch herself, who can grant wishes or bestow knighthoods. (Mithril bell)

6 Phase Change. The moon immediately changes to your choice of phase, or if it’s during the day, a solar eclipse occurs, lasting a TURN. Don’t overthink it. (A silver blade)

7 Melancholy Melody of the Moon Monarch. For a TURN, the minds of all who hear you sing are filled with thoughts of the worst outcomes of their actions. (Musical instrument)

8 Lunar Lock. Spend d4 ROUNDS carving zodiac symbols on a doorway or entrance to make it impassable for a TURN. (A key made for no door)

OTHER POSSIBLE SPELLS: Lycanthropy, Meteor, Zodiac Invocation, Solar Wrath, Read Stars


3 GLASS

1 Lacerating Carapace. You get +1 DEF for d4 ROUNDS as your skin sprouts broken flesh-shards. When something CLOSE hits you, it takes 1 WOUND. (Trilobite shell)

2 Prism. Create a monochromatic illusion your size or smaller for d4 ROUNDS. (Prism)

3 Sanguine Signatory. Take a WOUND to write a command in blood. As long as it’s wet (usually a TURN), all who read it must follow it. (A Devil’s quill pen)

4 Oubliette. Open a portal to a random place in the cosmos; a target you touch is banished therein for d4 ROUNDS or until a countercharm is performed. (Gold manacles)

5 Invulnerability. Touch an object to make it impervious to damage or FUMBLES for d4 ROUNDS. If you touch a creature, they are petrified for the duration. (Adamant dust)

6 Mirror Walk. Shatter the fabric of space-time to teleport FAR or open a portal to a random part of the cosmos that persists for d4 ROUNDS. (A mirror containing a soul)

7 Ocular Pearl. Summon a small ball of glass. You can see auras while holding it, and can see through it remotely if it’s in the same HEX as you. (Diamond monocle)

8 Open Door. Millenia ago, before the Cataclysm, the Doors were a network of inter-cosmic portals. They probably still work fine. (Keystone of a wizard’s front door)

OTHER POSSIBLE SPELLS: Resonance, Eldritch Lenses, Reverse Time, Shatter Reality


4 ASH

1 Emberwind. Anyone caught in this cone of whirling cinders takes 2 WOUNDS, and anything flammable ignites. (Weeds from under the First Tree)

2 Blitzschreiben. Carve a rune of lightning into something. The next thing to touch it takes 2 WOUNDS and is deafened by a peal of thunder. (Lightning in a bottle)

3 Fever Dream. Touch someone to cure them of all their Addiction to a drug, or all of their WOUNDS, STRESS, or FATIGUE. They fall into a coma for 24 hours. (‘Shrooms)

4 Memento Ignius. Touch a fresh corpse and ask it a question; it must answer as truthfully as it can, though bodies know less than minds. (A 6-fingered cat’s paw)

5 Maelstrom. Control the weather for a TURN; you can make it as extreme or strange as you please. (The claws of a Wind Dragon)

6 Erode. Touch something inanimate; it crumbles, rusts, or otherwise decays. (Bone axe)

7 Creation’s Song. Spend d4 ROUNDS singing sacred, cosmically resonant tones to manifest a simple object made of one material that takes up one slot. (432Hz tuning fork)

8 Conduit. Your flesh invokes a long-forgotten primordial form; you become an Angel of Fire, Water, Wood, Metal, or Air for a TURN, taking 1 FATIGUE after. (Burned effigy)

OTHER POSSIBLE SPELLS: Summon Mephit, Deaden the Ley, Call Colossus, Homunculus


CREATING AND RESEARCHING SPELLS: SPELLS can be researched with LONG EXPENSIVE PROGRESS. At the end of that time, roll INT. If you succeed, you have made the SPELL, and whenever you roll for a SPELL, you can choose that SPELL instead. If you fail, you know how to obtain the SPELL, but it won’t be easy. It may be contained in a wand sequestered in a distant crypt or locked in the failing mind of the Archdruid in the Maze, for example. You can research the location of a TOKEN for any given SPELL with SHORT PROGRESS, though if the TOKEN is a ubiquitous object, it won’t be very fruitful.


MAKING A SPELL

  • There are no generic SPELLS. Every SPELL should have some unique dimension or bit of flavor beyond the lowest common denominator. For example, there’s no Magic Missile, but instead Screaming Skull, whose whispers of madness cause STRESS.

  • 2 WOUNDS, d4 ROUNDS, and a TURN are good starting points. You want each SPELL to be capable of being PUSHED, so err on the side of weak.

  • Chaos is your friend. SPELLS should shake things up when used, and be found randomly, with strange effects and narrow utility. What might the spell Hold Acorn do?

  • Implications are your friend. A SPELL shouldn’t go for more than 2 or 3 lines. Assume that ambiguity can be cleared up by PUSHING the SPELL to get it to do what you want.

  • As a rule, summoned creatures don’t have to like you by default. They behave as they normally would, which could create more problems than it solves.

Beneath a moonless sky... (GLAUGUST 26)

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