At some point memory becomes mixed together with imagination. There is a vast literature on witness evidence in criminal trials and how unreliable it is: this seems to be because, as soon as something becomes a memory it both divorces itself from what actually happened and also becomes more deeply entrenched. The more frequently you "remember" it, the more it crystallises in your mind, but what is crystallising is generally not the truth. Moreover, memory is in a sense recursive: you don't remember everything that happened in your life in chronological order - it is all jumbled up into segments which sort of loop on themselves (so that you replay certain vivid memories over and over and over again, but completely forget other things).
Creator of Yoon-Suin and other materials. Propounding my half-baked ideas on role playing games. Jotting down and elaborating on ideas for campaigns, missions and adventures. Talking about general industry-related matters. Putting a new twist on gaming.
Tuesday, 17 May 2016
What does an impossibly ancient crocodile's memory look like?
At some point memory becomes mixed together with imagination. There is a vast literature on witness evidence in criminal trials and how unreliable it is: this seems to be because, as soon as something becomes a memory it both divorces itself from what actually happened and also becomes more deeply entrenched. The more frequently you "remember" it, the more it crystallises in your mind, but what is crystallising is generally not the truth. Moreover, memory is in a sense recursive: you don't remember everything that happened in your life in chronological order - it is all jumbled up into segments which sort of loop on themselves (so that you replay certain vivid memories over and over and over again, but completely forget other things).
Monday, 16 May 2016
The Expressionless Faces of Birds
Sunday, 15 May 2016
Bird of Paradise Men
In the lowland forests of Sepik there are many tribes of bird of paradise men, of colours and shapes as multifarious as the flowers of the jungle. They are intelligent, powerful, and brimming with an avian ferocity which is only outdone by their vanity. Their aggressive territoriality and absolute arrogance prevents them cooperating beyond groups around 100 strong.
When creating a tribe of bird of paradise men, generate their type and abilities as follows:
Size
Roll: 1-2 - Small (1 HD); 3-5 - Medium (1+3 HD); 6 - Large (2+1 HD)
Plumage
Roll d6 times for colours for males of the tribe, once for females:
1 - Red (resists fire)
2 - Yellow (can Blink 1/day)
3 - Royal blue (can Command 1/day)
4 - Turquoise (can Detect Invisibility 1/day)
5 - Sea green (1 in 6 magic resistance)
6 - Tree green (can Pass Without Trace 1/day)
7 - White (cannot be charmed or slept)
8 - Black (can cast Shillelagh 1/day)
9 - Purple (can cast Audible Glamer 1/day)
10 - Pink (can cast Mirror Image 1/day)
Tail/Ornamentation
Roll once for tail length or other ornamentation for males of the tribe (females have ordinary tails):
1 - Short tail (tribesmen are renowned for being aggressive fighters; +2 to 'to hit' and 'damage' rolls)
2 - Long (weak fighters; -1 to 'to hit' and 'damage' rolls, but all individuals act as 2nd level druids for spell-casting purposes)
3 - Extremely long (very weak fighters; -2 to 'to hit' and 'damage' rolls, but opponents must save vs. magic in order to attack, or else be stricken with awe and fail to act)
4 - Spray (use spray of feathers to befuddle attackers, giving natural +4 to AC)
5 - Springy/twisted (tribesmen compensate for their lack of glamour with vigorous energy; all individuals have maximum HP)
6 - Long "eyebrows", wingtips, or other ornaments (the tribe is considered dangerous and eccentric even by other bird of paradise men tribes: all individuals are mildly psionic)
General Rules
All bird of paradise men can fly (180) and have a natural +2 bonus to AC. They typically arm themselves with blow pipes and clubs, and wear hide armour.
In a village, there will be around 6d10 warriors, 6d10 females, and 6d10 children. They will be lead by a Big Man with an extra HD who is married to half of the females; the other females are married to individual warriors, with the leftover warriors being bachelors.
One in ten females is a shamaness (druid or cleric) with d3+1 levels.
Thursday, 12 May 2016
[Actual Play] 5th edition in Pre-Medieval Japan: Session 5 - It all gets a bit Pendragon...
PCs present:
- Monomi the Chinese monk
- Goro the Japanese warlock
- Pasekur the Emishi ranger
- Terasu the Japanese cleric (run as an NPC for this session)
While this was going on, Goro began a kind of dance-like conversation with the new concubine of Lord Mishiri. While she did not admit to anything, she revealed that she knew that Goro was a magician of some kind. They arranged to meet the next evening at a cape a mile or two up the coast, where the incoming waves squirted through a crack in the rocks like a fountain.
With their task - making sure the concubine could not do anything to harm Lord Mishiri's wife and daughter that night - complete, the PCs retired to bed. The next morning, they visited the badly hungover and irritable Lord Mishiri and suggested the trip to Okoppe. Lord Mishiri's household wizard and general both agreed that the visit would be a good idea, as it would expand the power of the clan in the barbaric North and perhaps lead to significant trade links.
A mini-procession headed off to Okoppe: Lord Mishiri, his general, his wife, daughter and concubine, a dozen or so warriors, a further dozen or so courtiers, and Pasekur, Goro and Terasu. (Monomi had gone on ahead to explain everything to Pasekur's relatives.) In Okoppe Lord Mishiri and his family were formally introduced to Pasekur's parents Menkakush, the chief, and Umoshmatek, the shamaness. After an exchange of gifts, it was agreed that the men would go off hunting while the women would "get to know each other". This was the opportunity for Umoshmatek to see if she could find out anything about the enchantments cast on Lord Mishiri's wife and daughter (with Pasekur's sister Toitoi translating).
Out hunting Pasekur was able to kill a big male wild boar and further ingratiate himself with Lord Mishiri, who offered the Emishi the chance to join his household as his personal hunter if ever he wished it. There was then another large feast, though Emishi style this time: plenty of salmon, boar meat, salmon roe, and smoked fish. Here, the PCs managed to take Umoshmatek and Lord Mishiri's wife and daughter to one side. The Emishi shamaness explained that she could not know for certain, but there was definitely magic afflicting both women, although it was of a 'Southron' sort that she did not understand. The daughter revealed that her dreams featured strange seal creatures, which had the body of a seal but a fleshless, skull heads. These creatures would call to her to come to them, travelling North up the coast; she knew that they meant her ill, but her resolve not to go to them was becoming weaker. She also said she had visions of the face of an old man, covered in a kind of mossy growth.
On that note, the session ended.
[I really enjoyed this session. I've enjoyed all of them, but it feels like the campaign hit its stride this week. All the players have agreed that there is a real Princess Mononoke feel about things. I haven't intended this at all, but it has definitely developed in that direction. Which is fine by me.]
Wednesday, 11 May 2016
Behind Gently Smiling Jaws
For the megadungeon inside a crocodile's mind idea (which I am calling Behind Gently Smiling Jaws, a name suggested by Jacob Hurst), I decided it would be fun to make an audio-visual palette instead. This is it.
Sunday, 8 May 2016
The Peridot, Issue #1 - Spring 2016: Launched in Print!
Issue #1 of The Peridot is released in print. You can buy it here and read more about it here
I am very proud of this one. Here is a picture of it on my oven, the traditional location where I open and read through RPG products which arrive through the mail.
Thursday, 5 May 2016
The Peridot, Issue #1 - Spring 2016: Launched!
I have made a 'zine. It is called The Peridot. Issue #1 is out NOW. Click this link to BUY IT in PDF.
Contents of Issue #1 (80 pages total) include:
- A complete new Ancient Mesopotamian starter campaign setting with 30+ keyed hexes, new monsters and NPCs. Battle bulrush demons and scorpion-men, explore a thronged wilderness, forge your destiny in a world still young...
- A grab-bag of interesting new monsters, NPCs, and magic items, including Heron Men, the Old Comrades, and the Weeping Woodwose
- A collection of scenarios to "plug in and play" to your campaign, including the Bone Miller, the Ichthyosaur's Pool, and Pan Chun Mei and Her Wraith Ravens
- New art and fiction
- Purple prose
Wednesday, 4 May 2016
[Actual Play] Cruth Lowlands Campaign: Session 10 - "Just forget about the 300 gold pieces..." (With bonus wrestling rules and Bullywug class)
PCs present:
- Jason, playing Naghmeh, a 3rd level magic user
- Patrice, playing Dragosta, a 3rd level fighter
- Luke, playing Andy, a 3rd level fighter
Quick and Dirty Wrestling Rules
The aim is to beat your opponent's score by greater than double, at which point you win the bout.
Determine which participant of the two is stronger. He rolls a d12. The weaker rolls a d10.
In the first round, both participants roll. If one beats the other by greater than double (e.g. 9 against 4), he wins. Otherwise, the bout continues but the party who won the first round gets to roll an additional d6 and add it to his score. If in the second round there isn't a winner, things revert to d12 vs d10 and the process repeats itself.
You can cheat (declare what you are doing - e.g. a headbutt or bite - then roll twice the number of dice) but if you get a double, you are discovered and disqualified outright.
Example:
Bob fights William. Bob has a STR of 14 and William 9, so Bob rolls 1d12 and William rolls 1d10. In the first round, Bob gets 9 and William gets 6. Bob wins the round but does not win the bout outright. Next round he rolls 1d12+1d6 against William's 1d10. Bob gets 6+2 = 8. William gets 5. The fight continues, reverting to 1d12 versus 1d10. And so on.
BECMI Bullywug Class
Advancement as dwarf
Saving throws as dwarf
Can swim 150'
Can make a leap attack at 3rd level, doing double damage, to a range of 12', but is flat-footed in the next round
Has natural claw attacks doing d3/d3, advancing to d6/d6 at 6th level
Has natural AC 6
Monday, 2 May 2016
Predator versus Prey
When creating monsters based on real-world animals there is a natural tendency to go for creatures which would predate on humans or are otherwise dangerous to us. Snakes, wolves, tigers, spiders, etc. A second natural tendency is to use animals we typically find loathesome (rats, insects, lizards and so on). A third is to use animals which are very similar to us and reflect our primal nature - apes. A fourth is to use animals which strike us as 'cool' in some sense (such as eagles or cats). There is no point dwelling on this rather trite set of observations.
This tendency does, however, leave major parts of the animal kingdom - herbivores, rodents, etc. - unused as sources of fantasy monsters. You don't really come across sheep-headed orcs, giraffe-people or rabbit-men in fantasy games. The reasons for this are equally trite and not worth elaborating on.
Trying to make rabbit-men frightening would pose an interesting challenge. Let alone mouse-men (or moose-men for that matter). People have an image of rabbits as being either like Bugs Bunny or like the floppy-eared pet they used to feed dandelion leaves to as a kid. Rabbits are also natural cowards, and we eat them. They are about the least threatening things you could think of. Yet that means that if you could pull off that coup you could have something genuinely interesting on your hands.
Coming face to face with a rabbit in the wild (as I often do when out and about in the countryside), you're struck by their skittishness. As soon as you see one it will typically have already clocked you and will be watching you with icy terror, torn between the urge to flee into its burrow and its overriding need to eat. If you are far enough away it will tentatively nibble on some grass, constantly on the look out for the myriad dangers (fox, buzzard, dog, human) which could appear at a moment's notice.
Perhaps this is what makes rabbit-men scary: they come cloaked in a thick veil of fear which seeps into your thoughts and saps your will and fortitude, so that pretty soon you have the heart and mind of a rabbit yourself - scared of your own shadow, spooked by the slightest sound. Maybe that's why they are to be feared. It's because they embody fear itself.
Wednesday, 27 April 2016
Shaving the Subcultural Sausage into Slivers
Here is a chart showing all of the different styles of karate originating from Okinawa, which any non-karate person would see as more or less exactly the same if they saw them in action.
Underneath it is a chart of different styles of metal. For a non-metal fan (like me), I can just about discern that there is a difference between black metal, which is the kind where the guy shrieks like he is having his testicles mangled in a vice, and death metal, which is the kind where the guy sounds like he is so depressed and angry that he wishes he was having his testicles mangled in a vice. But it turns out that if you are into metal you are usually also really into its cladistics: there are dozens of different ways of screaming and dozens of different kinds of testicle-mangling devices.
(I wish I could find a proper version of this image in a scale which is readable, but you get the point.)
I find this sort of genealogy fascinating. What to one person is hitting and kicking people, playing a guitar really loud and screaming a lot, or pretending to be an elf, to another is a vast and complex field of nuance stretching to each and every horizon and beyond. The particular tiny distinctions between different ways of pretending to be an elf matter.
I want to go out on a limb and say that men - a certain type of man - find this stuff important to a greater degree than women do. For some reason it's more often the case that when somebody is getting uptight about how something is categorised, nine times out of ten it's a man. Why is this? To play armchair anthropologist, is it something to do with a testosterone-driven need to organise and structure the world - to maintain order over complexity? To reduce the confusion, chaos and happenstance of human experience to a set of strictly delineated categories which can then be discussed, compared, critiqued, loved, hated, and (perhaps most importantly) named?








