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Friday, May 25, 2018

Silent Legions: Enter The Survival Horror

One game which has haunted my childhood memories is the original Resident Evil and it's direct sequels. While extremely dated by modern standards, these games were at the time a horrific experience actively trying to make you panic and waste your resources inter spaced with ridiculously convoluted and often silly inventory management puzzles. But, oh man, was it tense.

What a nice, homely place. Heh.

Having started replaying the PC port of the Gamecube remake of Resident Evil (or REmake) what can safely be said is that it remain just as much of a horrific experience. The original Resident Evil is very much designed to be a playable horror movie more than a monster-shooting game. It also inspired me to take back many of these old yet still-relevant game elements and apply them to a Silent Legion game concept mixed with a dose of Hexcrawl.

The Core Survival Horror Tenets (Or how it all 'mesh' together)

Survival Horror isn't a very popular genre in spite of how many games claim to belong to said genre. The reality of it is that the best and greatest of the Survival Horror franchises have either been lost and abandoned or have morphed into more of a horror-themed action game series.
  • The environment is closed off: You can't leave wherever you are, be it some kind of mansion, a lab complex or an island. Given that players would want a bit more freedom than in a video game where everything is pre-scripted I would say an island or some similarly isolated location is well suited to such game.
  • Resources are limited: This one is obvious and merge very well with the more dungeon-crawly OSR games. However whereas a more typical fantasy dungeon crawl has you carry torches and arrows, now it's lamp batteries and ammo. Similar concept but re skinned. Likewise, it would be best to limit the maximum number of ammo and guns on the locale.
  • Fear of death: The players should not be aware of their total HP, only have a general idea of how wounded they are. This should help make the game genuinely scary as now the players need to ask the GM (or be described) how their character's current overall shape is.
  • Okay maybe you do need some inventory management: Obviously your character won't be limited to some arbitrary inventory space mechanic as badly as early Resident Evil but it is worth keeping in mind that becoming a pack rat in a game where you need to keep on your toes and avoid fighting as much as possible may be a bad idea. Keep an eye on your character's carrying capacity.
In many ways this is hardly different from what you'd already see in many tabletop RPG.

My Core Game Concepts

The core ideas of the hypothetical survival horror game I'd run:
  • Limited Monsters: The amount and/or type of monsters would be limited to a certain amount and to a certain density. These are unholy abominations which are greatly feared and can rip apart even the toughest of people, not basic orcs or zombies meant to be mowed down in mass. In the event I do use zombies (or a zombie-like monster) they still are more likely to be an ambush creature or a hazard than something which will swarm in mass to be gunned down.
  • Monster Lair: These individual monsters (or maybe specific breeds, depending how it goes) would be limited to a certain environment/part of the map. At least, in theory, as that is barring some truly unlucky random encounter as I'd add the monster from a nearby area in a random encounter table as it represent the creature wandering outside it's territory.
  • Know Your Foe: In turn, players have time to observe the environment of these creatures and learn how certain locales or condition indicate the lair of a specific type of monster. While this does make the monsters more predictable in the long run it does reward players for being smart and learning to plan around a specific creature.
  • Only So Many Survivors: There would be only so many spare survivors when a player gets a character killed. When the last character fall it's game over with no save-scumming. Think of it as the tabletop equivalent of Aliens: Infestation. Each of your lives/spare character sheet has a name.

But What About The Monsters?

Oh right, what would the monsters even be? Zombie, mutants, eldritch abomination....mutated zombies animated by eldritch abominations perhaps? A good question and one there currently is no answer and, given that some of my players do in fact read this very blog it mean whatever idea which may or may not exist will have to remain in my mind for now. One thing is certain: the less players expect/understand a monster (at least initially, see above) the better. Zombies are obviously the most stock of all modern horror monsters and difficult to take seriously as a threat unless one make them much more powerful than the stock form, not to mention everyone know their iconic weakness. So, odds are, it probably won't be zombies.


Friday, May 18, 2018

The Campaign World is Flat!

Flat Earth is the best idea ever!

....

....no, not the real world belief in Flat Earth, I mean applying Flat Earth concepts to your fantasy world and abandoning a realistic heliocentric model. Fantasy worlds are inherently unrealistic, especially those where divine creation and influence are concrete, provable things. There is little reasoning in why gods who created the universe would make their home a random dirtball spinning in the cosmos for no apparent reason.


My personal favorite take among those which come with a Flat Earth is the possibility that there is always 'more land' somewhere away, which is something obviously highly convenient for a Game Master. When I ran a (very short lived) Sword & Sorcery game, I implemented the idea of 'continents beyond the ice wall' in the background, even if these ideas never got to play much of a role in the game itself.
  • Perhaps your setting has no 'Outer Planes' which are separate reality. Merely distant, less mundane lands beyond the walls around the world, temporarily summoned to the center lands by magic. 
  •  Alternatively, maybe your world is made of stacked horizontal planes, with the underdark as the one below and the sky the one above. I have no idea what could be beyond either of those!

Wednesday, May 16, 2018

Godbound: D12 Uncreated Monstrosities

Twelve monstrosities of living entropy, oblivion and false life to torment the world.

No idea what the hell that is...and that's a good thing.
Art by Lucca Meideros.

D12
Appearance
Mentality
1
A hulking brute of a beast, best describe as part man, part-sloth and part-slug. It has no head, merely a toothy maw from which tentacles tipped with eyes emerge.


Angry, feral and nearly mindless in it’s destruction. It will target divine foes before mortals, however.

2
Roughly man-shaped, this creature is made of grinding sheets of metal, glass and bone. It’s chest is hollow and howl constantly.
3
Human-like, but deformed by illness and mutation. A constant purple-pink glow emanate from it’s eyes and throat.


Will constantly speak/scream/chant maddening things, driving mortal foes to fear and/or frenzy.
4
A perfectly formed, beautiful woman with long flowing white hair. She has no face, merely a mask of metal and bone. She sing songs of scream and terror.
5
A thin, skeletal man, more insect or spider than man in stature and proportions. It’s skin is covered in sharp, spiky grey and black scales.


An intelligent and cunning predator which avoid detection by supernatural means. It prey upon a very specific type of people.
6
Vaguely in the shape of a terrestrial, quadrupedal animal but made of ooze and tentacle. It has three heads, each different.
7
A living cloud of ash and dust in the shape of a giant insect with wings of shadow and flame.


Attempts to subvert the will and desires of others and drive them to self-destructive suicide.
8
An impossibly old man or woman, with skin cracking and turning to dust. Skeletal centipedes live inside it’s skull.
9
A ball of dizzying, impossible colors which constantly swirl and change diameter. Smaller balls and shapes orbit around it.


A cunning manipulator more intelligent than any human, with a twisted intellect that excel at twisting and subverting societies.
10
Jet black geometric shapes which reoriented and reposition themselves whenever the creature move. Trying to count faces is pointless and will drive one to madness.
11
Short, squat centaur-like creature with flabby grey-blue skin. Morbidly obese with a cyclopean face.


Does not follow any logical pattern of behavior. Impossibly to guess it’s purpose at any given time.
12
A shapeshifter whose natural form is rarely see: that of a shimmering pile of mold and fungi covered in cat eyes.

Monday, May 14, 2018

Godbound: Kreivok, the Freezing Realm

A new type of post, this time fleshing out a realm people can use in their Godbound game should the Pantheon need to travel to places far away from Arcem or whatever Realm they inhabit. Kreivok draws inspiration primarily from Norse, Russian and Celtic mythologies crossed with post-apocalyptic fiction, the Ice Age and things-you'd-find-on-some-metal-album-cover with a dash of the Hyborian Age for good measure. Geographically it draws upon from the colder parts of Eurasia, North America mixed with the 'bottom' of South America.

An Introduction to Kreivok

Known as Kreivok by its inhabitants, the realm of Kreivok is an ancient one or at the very least the fragment of something greater with truly ancient roots. It's past is buried beneath layers of ice, crumbled mountains destroyed by the warring of the Former Empires or the rising of the oceans. Today it is known as a cold Realm, filled with a hardy, strong and bloodthirsty people. The winters of Kreivok are harsh and, indeed, in some places it snows nearly or always year-long. Away from the civilized lands the Uncreated Night gnaw at reality as the law of nature come undone, breeding unnatural beasts only held at bay by strength of arm and cunning. Nevertheless pockets of civilization exist, beautiful cities of wood and stone sometimes built around the ruins of something far more ancient. The people of Kreivok know there is much hidden in the past yet they do not care. They live, they fight, they die. It is all that matters until the Inevitable Doom, foreshadowed to end all life on Kreivok arrives.

Art by Vsevolod Ivanov. Had to crop a certain part.

Climate

Kreivok is a cold realm, where winters are long and harsh and the summers are short. How cold exactly varies between regions and on the level of damage it's Celestial Engines have endured. One thing all inhabitants of these lands know is that Kreivok is getting colder every year with winter lasting longer and longer. While other environmental instabilities exist this one is the most noticeable. Fortunately, warmer lands still exist and at the height of summer one can walk freely on the ground lush with vegetation, the sun bright in the sky and one can swim and bathe in the running rivers. Such a time is short and it is seen as a time of bliss.

Great storms are known to occur at random: these are caused by the Celestial Engines of what is now Kreivok breaking down. Only a few storms occur yearly across the entire Realm and with luck only once every few decades does it's epicenter hit a civilization center. When it does, death and destruction follow both from the storm and from the Uncreated which pour forth from the metaphysical instability, hungry for blood, flesh and mayhem. It is not uncommon for the Uncreated which manifest in Kreivok to be elemental-like creatures, seemingly embodiment of a spiteful nature and reality about to crumble.

Fauna and Flora

The lands of Kreivok are full of life in spite of how harsh the climate is. The plains and taiga are home to herds of auroch-like creatures of varying size and temperament, from the fairly 'normal' brown two horned creatures which both hunt and raise in captivity alike to the twelve feet tall omnivorous, four-horned shaggy beasts who appear as placid herbivore and act as such until the land grows cold, at which point they will devour any small animal in their path. Large predators, especially giant saber-teethed cats and cave bears can eat men whole and even giant predatory owls have been known to grow so large as to snatch children. Stranger beasts lurk away from the civilized lands.

The waterways are home to fish and seal of varying size and the colder beaches are home to giant howling walrus whose tusks are harvested to create spears. In deeper water, giant snakes, squids and horrific beasts, loosely described as translucent half seal-half bear lurk to snatch unwary travelers. It is unknown if these elusive creatures are natural beasts or some horrific mutation but their ability to evade detection is nearly supernatural.

The forests are nearly exclusively coniferous. Giant deer and caribou move between the immense trees, hunted by the aforementioned giant cats and bears as well as wolves, giant or otherwise. However for the most part the forests have far less mega fauna. Things such as mammoths and woolly rhinos live exclusively in the plains and taiga.

Art by Mauricio Anton(?).

Technology

There isn't much coherence to the technological level of Kreivok: while most of it's civilization are roughly at the level which would be associated with the 'iron age', some maintain the secret to mostly-lost arts of advanced metallurgy and chemistry. Quite a few ancestral heirlooms and legendary artifacts are extremely advanced pieces of theotechnical working: self-repairing armor, impossibly dense hammers, mechanical steeds and rings which hold complex sorcerous personal force fields are but possible example. Such artifacts are in the possession of great lords and heroes or hidden inside long-lost barrow mounds. For the most part, however, the warriors and hunters of Kreivok make do with iron, steel, bone or even stone.

Magic

What other Realms would see as 'magic' is both ingrained into the mindset and lives of the people of Kreivok just as much as it seen as alien. Local traditions and schools of Low Magic have been shaped by the years of hardy lifestyle and centuries of war. Biochemical enhancements, temporary or permanent, are commonplace and not seen as magical by the people: the heart of ancient beasts are eaten, their blood used to bathe would-be practitioners of these form of Low Magic and ritualistic mutilations are common. This form of Low Magic is rather simplistic and comparatively far less impressive on a visual level, as these warriors don't launch bolts of fire or fly. Instead they learn to harness life force and anger to enhance their bodies, to become stronger or heal faster or even to fly into murderous rages. On a more practical level this form of magic allows to mend wounds, which is very useful if one wish to keep on fighting. Death in battle may be honorable and sought after but that doesn't mean one should die from infected wounds. Better to die in a single blow with one's head flying off from the stump!

Other forms of Low Magic include the art of predicting (and later controlling) the great thunder and ice storms which wrack the land: these are seen with much more awe and suspicion due to the destructive power it wield. Magic in Kreivok is not for the weak nor the faint of heart: it is for the mighty, the willing and the strong-willed. One will not find scrawny scholars with their noses in books in such a Realm.

Savage Punch by Wesley Burt. PUNCH THAT FUCKING BEAR!


Religion

There is no major organized religion in Kreivok, only local or regional cults which draw upon related cultural traditions, some of which are believed to go back to the Former Empires. To the people of Kreivok, there is very little purpose in directly worshiping a distant/missing God. Rather, ancestral cults are very much the norm. The shape they take varies between cultures. Many famous ancestors and ancient kings have been deified by the people of Kreivok.

The Land

In truth, very little of Kreivok truly make sense according to the ancient and outdated (and once-logical) models for climate and geography of the Former Empires. The Realm's damage has altered sea levels several times and caused tectonic instabilities, leading to some unusual geological formations which, while stable (for now), do lead to some incoherence. Climate, likewise is increasingly unstable: however to it's inhabitants it is what pass for normality. Yes, this is an excuse to allow for impossible geography.

An early map of Kreivok without any nations added.


Stormlands

The inhabitants of Kreivok call these 'stormlands' for a reason, for it seem as if the very land is as chaotic and as raging as a storm. Earthquake, volcanic eruptions and thunderstorms are common in these lands where the very energies of creation and destruction have become unstable. Only truly hardy yet alien beasts dwell there permanently as anything else risk being destroyed by the earth splitting itself apart or suddenly erupting into a spire of stone. They are akin to fissures in the engines which maintain the ground and geology of Kreivok and most of them are surrounded by dryer plains, as no forest can maintain itself in their vicinity. However, the Stormlands are also a source of minerals and resources for the people of Kreivok and many nations seek to harvest the Stormlands in their year-long 'cool down'.

Stormlands at their worst.
This is a mountain from the Magic: The Gathering set Zendikar.

The Dark Forest

To the west of Kreivok stretch the oldest and darkest forests. As one goes deeper and deeper to the west, the trees grow larger and the canopy grows thicker. In time, one will find themselves inside a maze of ancient, twisted and mutated trees: this is the so-called 'Dark Forest'. Here the laws which define reality grow weaker thanks to horrifically damaged Celestial Engines. This is a land of monsters, of trolls and goblins which feast upon the entrails of courageous men and vile cowards alike. There is no law here, no honor, only the endlessly hungry forest and the dark soulless void which await one at it's edge. Ancient hags are said to live there, at the edge, in huts of wood and bones.

More MTG art, this time a forest from Shadowmoor.

The Wetlands

Called as such by the natives, these pocket areas as generally far more humid than the neighboring locales and are by comparison booming with life. These also include the many islands found all across Kreivok. Their true origin has been lost to the inhabitants: these are the last locations where the ancient environmental reshaping of what would become the realm of Kreivok still function, creating these pockets of fertility. Some have begun to malfunction, however, spawning some twisted life of their own. Many have unique, peculiar features too.

Another MTG forest, from Magic 2015.



Saturday, May 12, 2018

Yet More Faux-Asian Names

We return to our regularly scheduled names-which-sound-Asian-but-aren't-quite-real-names, this time with a mixture of Mongolian and Korean with a dash of Tibetan to try to draw out some new sounds which has resulted in arguably the most bizarre and exotic list yet, one with the less similarities to pre-existing languages. Previous posts can be found here. This time there's a bit more going on than a simple d100 roll.

For variety one could substitute a Long Name with something rolled from the two previous tables. This should add quite a few more variations.

D4
Name Structure
1
(Long Name)
2
(Long Name)-(Short Name)
3-4
(Short Name)-(Long Name)

D10
Short Name
D10
Short Name
1
Bak (Pak, Paq, Paqu)
6
Ban (Bank, Bang, Benk)
2
Cho (Chou, Chonq, Chuq)
7
Bo (Bok, Byok, Baw)
3
Uk (Uq, Uku, Yuk, Yook)
8
To (Tok, Tyo, Taw)
4
Jang (Jan, Chiang, Jyan)
9
Oh (Ohk, Oon)
5
Qo (Quon, Ko, Kwoo)
10
Ma (Mank, Menk)

D20
Long Name
D20
Long Name
1
Achuq (Hanchuq, Achyuk)
11
Suteiya (Shuteya, Suteiyaq)
2
Badai (Badya, Baidai)
12
Toqucha (Toqumcha, Toquya)
3
Kete (Ketyum, Ketyaq)
13
Somquo (Chomquo, Somkyu)
4
Araja (Yaraja, Araquiya)
14
Mongtse (Mongsuque, Mongsqu)
5
Temchu (Tyemchu, Temuchu)
15
Unqu (Onqu, Yumqu, Kumqyu)
6
Guyuk (Guyun, Guyuq)
16
Jedei (Chidei, Qyudei, Jequei)
7
Qatai (Katai, Qukyatai)
17
Chabi (Chabqui, Chubyei)
8
Barqu (Barkyun, Baqum)
18
Mangtsu (Mengtsu, Mungtsu)
9
Temuquai (Temukyai, Temquai)
19
Oqum (Umqum, Komqum)
10
Nanchu (Nanchyu, Nanchuq)
20
Temtsun (Temtsuque, Tumtsuque)

Thursday, May 10, 2018

Monsters of Magic The Gathering: Wurm

Wurms are flightless snake dragons. There, that's it, right? Except they aren't and describing them as such does a great disservice to these creatures. Wurm are the iconic 'big creature' for the Green color in Magic and you know you're in for some big, hungry sunnovabitch when something is the iconic 'big creature' in a color already know for large, primal beasts! Over the years they've become less and less dragon-like and increasingly more like giant worms.

Novablast Wurm by Michael Komarck.
"Okay Bob, I hear your say, you also wrote about Hellions so what's the big difference? They're both worm-thingies, right"? Well yes, they are both giant worm-shaped creatures. That is indeed true. However, the Wurm is to the color Green what the Dragon is to the color Red and that is a big deal.

Implementing Wurms into your game is all about making them the more primal, land-bound counterparts to dragons. Both creatures share a similar niche: they are giant, impossibly powerful monsters. However, here are some key points:

  • Wurm are likely to grow larger than most dragons.
  • Wurms usually have a burrow speed, as they never fly. The dragon may rule the air but the big bad Wurm? He's the king of the surface and underground.
  • Dragons become more intelligent and cast spells the older they get. Wurms? Not so much. They only grow bigger, meaner and tougher. Fitting with the themes of Green in MTG, where a Dragon gain spells a Wurm gains an even stronger resistance to magic until it just bounce off it's armor-plated body.
  • Some Wurm are blind. Doesn't really matter, as they can hunt by smell and vibration.
  • Rather than a breath weapon (barring some exceptions), a Wurm would have the ability to roar and creating shockwaves or create earthquakes. This is it's more primal, simpler equivalent to the dragon's breath.
So what's the take on all this? Simple: think more wild animal or kaiju and less magnificent dragon. The Wurm is a Green creature, a monster of the earthy soil and primal forests.

Here's my quick attempt at putting together some Wurm stats in Basic Fantasy:

Armor Class:
18
No. Of Attacks:
1 Bite and 1 Tail
Movement
80’ Burrow, 60’
Save As:
Fighter of HD
Morale
9
Treasure Type:
H

Wurm Age Table
Age Category:
1
2
3
4
5
6
7
Hit Dice:
4
6
8
10
12
14
16
Attack Bonus:
+4
+5
+6
+7
+8
+9
+9
Damage Reduction:
1
2
2
2
3
3
4
Bite:
3d4
3d6
3d8
3d8
3d10
3d10
3d10
Tail:
1d8
1d10
1d10
1d10
2d6
2d6
2d6
Save vs Magic**:
+4
+4
+4
+5
+6
+7
+8
*A Wurm's saving throw versus spells increase with Age.