The Wizard of Macke Town
Friday, August 6, 2021
Friday, March 12, 2021
Shadow Tower's Badass Bestiary (Spoilers)
Wednesday, February 24, 2021
A Blog Post Recommendation and (Probably) Terrible Idea
Thursday, January 28, 2021
Truths and Terrors in Surreal Dungeonscapes with Imaginary Hallways' CESR!
Charlie over at the kickass blog Imaginary Hallways has written a great post on the Bloodborne frenzy mechanics I wrote two years ago! With a killer little system that I will talk about.
CESR (Charlie's Eerie Simple Rules) is a succinct and no-nonsense game system that involves desperate dungeoneers going into dark, otherworldly places and trying contend with the horrors within. I'm going to make a quick character for the game to show you why I think it is wicked.
Rolling 2d6+3 for each stats gives us 11 Strength , 9 Dexterity, 13 Wisdom, and 10 Charisma. Standard checks are 1d20 equal to or under stat. For HP rolling 4D6 drop lowest gives us a whopping 17 HP.
Now to pick three abilities. These are great and really sell the weird, desperate sorts that must contend with the horrors of the dungeon! I'm going to roll 3 abilities on 1d6, rerolling duplicates, since there are only six currently and I want to see what kind of weird dungeon guy I roll up. I get 1, 2, and 5.
The first is a really handy extra attack/1d6 damage per round of fighting. It's cool how you have to describe why you get the extra damage. This has great roleplaying potential with the player explaining their character's method of fighting. It could be a better understanding of weakspots, brutally attacking foes with pure ultra violence, using pocket sand to create an opening, etc.
The second result gives advantage in an area of expertise. I'm going to randomly roll this one too and receive a bonus to dealing with mechanical devices. Very handy! The final ability is the power to see invisible beings and never be fooled by illusions. It makes me think of the actor character from The Seventh Seal that possesses second sight. I think I've basically rolled up a medieval "Rowdy" Roddy Piper from They Live. Fantastic!
Character advancement is purposefully not a thing, besides maybe getting one more ability. It's a great call for a horror game like this where the maddening truth lurks in dangerous realms and characters can be made quickly. Said madness comes in the form of Frenzy, which deals huge damage if it reaches the same score as your Wisdom stat. Spells can be stored in your head by taking the burden of a number of Frenzy points per spell level. Being a wizard is a risky game of juggling power and the possibility of having your head explode. Great stuff.
Did I mention that one of the abilities includes always having a hidden knife?
Needless to say, I can't wait to see further updates!
Wednesday, January 27, 2021
Heroism (A Skill for LBB OD&D, LotFP, etc.)
"I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called a
thousand more before the world goes dim and cold.
I am hero." - Marathon 2: Durandal, Kill Your Television terminal.
Summary: The Dungeon Crawl Classics Deed Die or similar stunt system adapted to a rule more in line with the skill system and standard dungeoneering checks of OD&D, LotFP, and similar games.
Heroism is a skill innate to all fighters that allows them to perform feats of combat and stunts during adventuring. It begins at 2 and must be rolled equal to or lower than on 1d6 to be successful.
For combat, the stunt or deed must be declared before the attack roll. The die should be rolled with the 1d20 during the attack, with both a successful skill check and hit required to perform the stunt. Standard DCC stuff, basically.
Outside of combat, the Heroism skill can be used to perform feats of strength and other pulpy, action movie derring-do. This absolutely includes kicking open those stubborn, evil dungeon doors.
It increases to 4 at Hero level and 5 at Superhero level. Alternatively, if you want it to be a near surefire thing at Superhero level, increase it to 6 instead (requires two rolls of "6" in a row to fail!).
Notes: One cool thing about this is that it makes stats less important, which ties in well with LBB OD&D's design. I imagine that this skill would be only for the human fighter class because of the valuable bonuses and skills given to the demi-human warriors. However, you could instead reduce the Heroism skill score for demi-human warriors such as dwarves. You do you.
Thursday, August 13, 2020
Monday, January 20, 2020
Dungeon Madness
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| You can wield a Tommy Gun in IA. It is badass. Art by Waddany. |
Infra Arcana is a wonderful little roguelike... well, not little. It has thirty floors of ghouls, cultists, flying skulls, witches, oozes, zombies, and other things far worse. You play an adventurer trying to find answers at the very bottom of a dungeon below a ruined church. The game is highly lethal and bloody difficult. Light and time are crucial but exploration of its floors, items and monsters is the only way to get experience points. Note that you don't HAVE to fight any of the monsters. You just have to observe them. You have to play around the knowledge of where the stairway is and balance exploration and time. It is these elements alone that really solidify the game in my mind as a great example of the OSR dungeon play style. Treasures and exploration are the key, not straight up fighting the monsters. The rogue class with the stealth skills is a superb character choice for this reason. Fire and dynamite are fantastic but should be used carefully, much like in OSR D&D.
I should probably also mention that the game is basically Call of Cthulhu meets Old School D&D meets Blood and Evil Dead II. If that's not enough of a pitch then I don't know what is. I once blew Keziah Mason's head off with a pump action shotgun after dispatching Brown Jenkin with a knife to the spine. Yes, the game is THAT good. You can get it here.
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| Watch out for the Rat Things of the lower levels. They are weak but can ambush you in a swarm... |
One of the very best mechanics is the sanity system. The longer you stick around a dungeon floor, the more your stress levels begin to rise. Once it is 100+ you must quickly lower it with light or some other means or suffer a permanent trait of madness. Reaching the next floor resets your stress back to zero. Monsters and other supernatural events (such as using magic) make your stress far worse. I have written on sanity before so I'm not retreading that ground exactly. What I find super interesting is the relationship between the dungeon and its maddening effect on adventurers who stay for far too long. Here is one approach that does not require bookkeeping but keeps the fear of madness very palpable for the adventurers.
Failure to escape the dungeon by the end of the session will force the character to remain in the dungeon. They will return to the party next session but their stay in the labyrinthine chaos that is the dungeon will have afflicted them with a form of Dungeon Madness. Here are 1d4 examples of Dungeon Madness:
1. Babbling: You babble in an unfathomable language at the most inconvenient of times, loudly enough to alert nearby monsters.
2. Shadows: You are occasionally haunted in the dungeon by 1d3 per dungeon level humanoid shades. Other former adventurers? Your dead companions? Who knows. They will harass you and deal "damage" that wears you down but can never kill you. Only you can see and suffer them.
3. Phobia: Roll on the wandering monster table for that dungeon level. You now possess a phobia of that creature, for some reason, and must save versus fear to deal with them.
4. Nutty Room: You had taken a random empty room and lived in it for a while. You were subsumed into the chaos of the dungeon and created a ghastly abode. Revisiting the Nutty Room will trigger an inhuman impulse to continue to serve the dungeon and further "decorate" your lair (treat as a sort of Geas). Save versus Nutty Room. This relapse lasts only for the session and will generate tragic/amusing interactions with the rest of the party.














