Owen K.C. Stephens's Blog, page 16
November 8, 2022
Top 10 Ways For the D&D Movie to Emulate the D&D Game
I had something clever to say about the D&D movie, and it went viral on Twitter. So, just to blatantly chase that engagement, here’s a new Top Ten list of Ways For the D&D Movie to Emulate the D&D Game.
10. Start The Movie In A Tavern
I have no idea if it does, but it would sure prove someone knew how the D&D game actually works!
9. DungeonMaster Commentary
Instead of Director’s Commentary or Actor Commentary for the Digital Release, have a special feature of the DM explaining what was SUPPOSED to happen in each scene, how badly characters rolled, and where he fudged the rules so as to not kill the PCs. (And I volunteer to be the voice of the DM for this!)
8. Backup Character
One of the major protagonists die, everyone is sad for about 1 minute, then a new protagonist, played by the same actor, shows up who can fulfill any function the dead one could. The heroes immediately accept him as a trusted friend, and the issue is never mentioned again.
7. Railroading
The protagonists decide, for no apparent reason, to ignore all the clear clues on where they should be going and instead head in the opposite direction. they turn a corner to find…. nothing. No hills, no trees, no sky, just an endless stretch of 5-foot squares.
Then, without warning, they are all on a train, with the conductor announcing the next stop is the place they had decided not to go.
6. Run It Again For New Players
While filming the actual movie, any scene with a main character is shot a second time (fast and dirty) with new, minor actors playing the major roles (but the same actors for every other role). Then, when the movie goes to Digital, release this alternate version as the same adventure being run for a different group of players.
5. Argue Over the Rules
A minor villain defeats Chris Pine’s character with quick wordplay, and Chris Pine is confused because “That power doesn’t work that way!” The continue to argue until Michelle Rodriguez kills the villain with an axe, looks at Pine and says “Do you want to argue about how THAT works?!”
4. *POOF*: A Familiar Appears
One hour into the running time, a crow pops into existence on the sorcerer’s shoulder, and is used to solve a minor problem (flies through cage bars to grab the keys, for example). The other protagonists ae shocked.
“What’s that?!”
“My familiar.”
“How long have you had it?”
“Oh, he’s always been here.”
3. Theater Of The Mind
Have one scene where everything goes dark, the action has to be described by the protagonists (who also can’t see), and there’s significant confusion about where everyone is.
2. Miniatures
For a scene where the protagonists are planning a heist, use actual D&D miniatures and a map with one-inch squares as their planning tools. For bonus points, have most of the figures not be painted, and when someone points it out the mastermind complains he hasn’t had time to paint them all.
1. Reschedule The Movie Because Not Everyone Can Make It
Yeah, scheduling can be a huge challenge for ttRPg groups. And THIS one the studio seems to actually be doing!
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November 1, 2022
The Print Run Crunch
(My blog post opinions are my own, and do not represent any of the companies I work, write, or freelance for.)
Tabletop RPG products that are part of an ongoing line and need a big, traditional print run (and here I’m going to go with 2,000 or more copies as “big” sadly, though that’s basically the minimum low end of big and 10k or 50k fits more strongly into this category) that goes into the distribution channel in order to make an acceptable Return On Investment have scheduling pressures that books that aren’t reliant on those factors get to avoid.
For that plan to work, distributors want to know your release date months in advance. Always well before a book is anything like ready to go to the printer. So, you do your best to write a schedule that makes sense to do that, and then you make arrangements with people like printers, warehouses, shippers, advertisers, freelancers, licensors… it’s a whole thing.
And because it is “a whole thing,” it is much, much more impactful if you miss that series of dates. Now, yes, it happens. Even the biggest companies sometimes miss a ship date. Sometimes it’s their fault. Other times, your normal printer can’t ship your product on time because they are shut down with too many employees out with Covid. (Yes, Covid. Yes, now in November 2022. This is not a random example, it’s something a tabletop-related company reported and is dealing with as we speak.)
But the consequences of it happening can be pretty severe, in both the short term and the long term. Distributors may push your product less if it doesn’t come out on time, or it may miss marketing windows you’ve set up in advance. Printing and shipping costs can go up precipitously (the Kickstarter Killer problem). Stores can end up not having the budget they set aside to get your book on their shelves because you don’t show up in the month they expect, and they reserve the money to spend on products with more reliable schedules. Printers and magazines may become less willing to reserve times for you in advance. And, retailers and customers may lose interest if they decide your release schedule isn’t stable.
No matter how hard companies try, sometimes their best effort at a reasonable schedule doesn’t allow for unexpected problems. Over 25 years in the industry I have had books get delayed because cover art was late, writers were late, editors were late, licensing approvals took longer than planned, licensing issues are found, files got corrupted, key team members became sick (or, sadly, even died), freelancers became unavailable due to things as serious as hurricane, tornado, earthquake, or war, and, of course, an international pandemic.
So when something you cannot predict or control goes wrong, and it goes wrong enough that the slack you built into your schedule can’t cover it, there is often a strong pressure to throw more hours at the project so you hit your printing/shipping deadlines anyway. Sometimes you can do this by adding more people, but that doesn’t always speed things on projects that require coordination between sections(especially core rulebooks). So, you look to have the staff working on it put in more hours… “Crunch Time.”
And, of course, the bigger and more expensive the book, the more pressure there is to get it done on time. Nor is this unfounded concern. A lot of game companies work on very thin margins. A major release going from a big moneymaker to just-above-break-even-or-worse can lead to cost-cutting that causes its own problems (you can have layoffs or do less marketing for one quarter, but you will suffer later), or even kill a game line or an entire company. This isn’t theory-crafting on my part. I have seen it happen.
Nor, in my experience, when a tabletop company has to go into Crunch Time, is it a matter of executives and managers airily commanding rank-and-file employees to work harder, do more with less, and stay late. At least with the companies I have been lucky enough to see the inner workings of, it’s much more likely that directors and department heads and publishers are among the hands for “all-hands-on-deck” emergencies. That doesn’t make it suck any less, but at least it’s shared pain.
And this, by the way, is one reason game creators can get pretty annoyed when someone claims something was just a cash grab, or the creators clearly didn’t care about quality, or it “just needed someone to read through it once to catch all the dumb stuff.” Because the bigger the book, the more likely it is everyone working on it put blood, sweat, and tears into it, and only caring about the quality kept them going at 2am, or when working 12-hour days for 20 days in a row, or pulling an all-nighter.
(This is actually one of the reasons the crowdfunding campaigns I run never include traditional print runs. I stick to pdf and print-on-demand, so that I can dodge some of these issues. And if something does get badly delayed, the fallout is less complicated. That does mean I am forgoing the possibility of a big retail hit, which limits my possible reach and income, but for me it’s worth it for my private projects. And given how many 6-digit Kickstarters I am aware of that ended up losing money, I’m happy to stick to my smaller-risk, smaller reward model.)
Now, none of this is an excuse to mistreat people or not keep striving to find ways to avoid Crunch Time. This kind of relentless deadline grind that still sometimes fails to hit the mark is one of the things that lead to burnout among creatives, and financial loss among companies. Nor is this an issue that only impacts some companies, or that has only come up in recent years. It’s hard to avoid, and happens often, to companies of different sizes, different structures, and different locations. It *can* happen as a result of negligence or bad decisions. But the vast majority of times I run into it (and end up Crunching for a project), it’s just an unfortunate consequence of how the industry and technology and retail have evolved. Those forces may not be insurmountable, but they are powerful. And a company may not crash if no one pulls crunch, but it’s a risk.
And often, it’s a risk even the rank-and-file employees and freelancers want to avoid if they can, even if that means Crunch Time.
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October 31, 2022
Storytime: The Insane 20-Person, 14-Hour, Multiple ttRPG Game System Adventure I Played In At WorldCon 1984
Over the weekend I was reminiscing about my first big convention, the 42nd WorldCon when I was 13 years old, and how I wandered around by myself in LA with hundreds of dollars for most of a week. For those curious about the whole post, it’s at the end of this blog entry.
But one of the things I have gotten the most feedback on from that story was mentioning I played in a “20-player, 14-hour game of mixed Basic/Expert D&D, 1st ed AD&D, 2nd ed Boot Hill, & Metamorphosis Alpha.” And, yeah, that was pretty crazy. Several people have asked me to talk more about that game, and it was darn near 40 years ago, but I’ll give a quick rundown to the best of my recollection.
There were lots of “Open Gaming” rooms at the 1984 WorldCon, spread over numerous hotels, which were set aside for people to just organize their own game sessions. I am sure there were organized tournaments and scheduled games as well, but I didn’t interact with that end of things at all (and still rarely do). Instead, I had a backpack with my favorite characters, a bunch of dice, some snacks, and a couple of rulebooks, and looked for people interested in striking up an ad hoc game. That was how gaming had been handled in the tiny convention that was my first taste of cons in Norman the year before, so that was what I expected to be the “standard.”
And, there was a pretty robust 24/7 gaming scene in at least one of the hotels, and I got a few games in. But the one I remember best started about 5-6pm, I think on Thursday (might have been Friday), and came together because a charismatic young man (I thought of him as “an adult” at the time, I’d guess now he was somewhere in his 20s, likely college-aged) stood on a chair in one of the biggest open-game rooms, and shouted he would run a game for any number of people, allowing any characters, from any game system, all together.
There was a lot of slack-jawed disbelief, but when he started setting up multiple fishing tackle boxes of dice, miniatures, and terrain, a bunch of us got interested and went over to see what was up. There were 20 of us players (give or take), and only 3 open round banquet tables in the room. I mentioned there were spare tables a couple of floors down and a young woman (older than me, but I thought not by much — I do not remember her name… I don’t think though it might have been Susan, but she had what I thought was an adorable Canadian accent) said we should go steel them. And she was leading the mission, because she was going to playing an Expert Thief.
So a few of went with her, rode an escalator down one level, cleared and grabbed two round tables no one seemed to be using, rolled them down the hall, had 2-person teams brace them on the escalator for a ride up, and rolled them down to the game room.
The GM had the now 5 tables arranged in a circle, stored his stuff on the floor under them, stood in the middle, and explained the game. First, he really meant any character, any game system. We each got to do one thing in a round, and he’d deal with each of us in our native game system. If there was one monster, the Metamorphasis Alpha characters would fire gyrojet rounds at it, the various D&D players swing swords and fling spells, and the Boot Hill gang (all of one table IIRC) could fan revolvers and unload shotguns. I’m pretty sure he played fast and loose with the rules, all the rules, but it never interfered with the game.
I played a high-level cleric who worshipped Saint Cuthbert of the Cudgel, and carried said saint’s cudgel as an artifact. There were several D&D characters of various editions and classes, a flying psychic telekinetic blue whale and it’s ally a white 4-armed gorilla covered in chitinous armor plates, a Boot Hill outlaw gang (maybe called the Broken Trestle Gang?), and I am absolutely forgetting several folks.
The GM got straight to the set-up, explaining that each of us had a dream where we were told by a wispy voice that only we could save everything, and the End was coming to destroy the Demiurges, destroying all of reality, and we had to stop it. And then our characters woke up on an island covered in various ship, train, and carriage wrecks, with a huge ruby tower at the center. We roleplayed introductions briefly, dealt with the fact several characters thought they were still dreaming (or had gone mad, or were high on bad moonshine, or all of the above)… and then just as we were trying to figure out who would be in charge and what we were going to do, creatures that looked like the garthim from the Dark Crystal came wading out of the water to attack us, and they had small turrets on their shells with machine guns in them.
It was quickly clear that if you didn’t have cover, the machine guns would chew you up. And if you did have cover, the guns would chew it up in a few rounds. So we tried to cover each other and fell back toward the ruby tower. But we couldn’t get in the front door. So, the flying blue whale told us all to climb on board it, and it flew up the tower… and through a big crack in the sky.
And we went reality-hopping on a psychic mutant blue whale. If someone’s character died, they ran to go grab food (we all pitched in), then usually came back to watch, at least for a few hours.
I absolutely can’t remember everything that happened. We stayed up all night, eating cold pizza and drinking warm Pepsi, and I had the time of my life. There were undead WWII battleships, living “evil eyes” that would fly into the wound of a dead person to become a “third eye” and possess them, floating islands, reality and alternate planes curling back on each other, and at least a little time was spent in fantasy, Old West, and Generation Ship in Space settings. One of the D&D rogues ended up with a sawed-off Boot Hill shotgun. One of the Boot Hill gang members got a ray gun from Metamorphasis Alpha. The psychic blue whale sacrificed itself to save us when a spiked ghost train attacked us in the Astral Plane by crashing into it head-on, while an AD&D wizard riding it broke his Staff of the Magi on its cowcatcher.
We worked out that The End wanted all our worlds to stop existing, and had discovered our worlds all existed because the Demiurges willed them to, and all the Demiurges were gathered in one place, and it was going to kill them, but we could stop it. And the flying eyes all belonged to an extradimensional creature that served as a lookout for the End. It had a weird name, like “That Which Disapproves,” though I doubt that’s exactly right.
We played all evening, all night, and well into the next morning. Character after character died, but we knew it was okay, because if we stopped the End, they would live again, and if we didn’t we’d all cease to exist.
We ended up with just 5-6 of us left, in the Modern Era, in LA, hunting the End through the halls of a hotel… and finally found it. It was a scrawny, unimpressive, short boogeyman, lurking outside a room at the hotel. And it was looking through the door at… us.
Us, the players. We were the Demiurges. The End wanted to kill us, and if our characters didn’t stop it, we, as real-world people, would be killed by it. The idea thrilled me…and freaked me out.
But the last few heroes (including my cleric) destroyed the End, ensuring that the worlds of adventure would continue forever. And we realized we could, as our characters, go into the room and meet ourselves, as players. And in that moment, having gorged myself on junk food and soda and been awake for something like 36 hours and playing for 14, I believed. But, we decided in-character that might freak out the Demiurges, so we left.
Also, there was something about a dartboard. There was a folding-cabinet bar-style dartboard in that hotel conference room for some reason, and it came into play in the story of the End, but I can’t for the life or me remember how.
And the game ended. We exchanged long-distance phone numbers and address and promised to keep in touch and I, at least, had lost all that info by the end of the weekend.
Then I went and slept in the Anime Room, because it was closer than my hotel room.
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For those of you who want some context, here’s the story I posted on Social Media about my time at the 42nd WorldCon.
I don’t have kids, and I am well aware that things were different 40 years ago. But apparently even people my own age are shocked to learn my mother was fine with me wandering around LA on my own at age 13 with $500 on me.
Though to be fair, $300 of that was traveler’s checks.
It was for the 42nd WorldCon, and I was almost 14.
My mother went with me, and we had a hotel room, but we mostly checked in on a notepad in the room. We rarely saw each other.
She was filking. I was gaming.
I went to a Elfquest #20 Howl/release party. A woman dressed as Nightfall flirted with me and gave me first-ever romantic kiss (from someone I didn’t even know the real name of).
Saw the anime Lensman movie.
Was part of a banquet table heist so we could fit more gamers in a room.
Rode to Disneyland with C.J. Cherryh.
Ate breakfast at a diner counter at 4am, discussing Return of the Jedi with some nightflyers who weren’t, AFAICT, die-hard geeks.
Played a 20-player, 14-hour game of mixed Basic/Expert D&D, 1st ed AD&D, 2nd ed Boot Hill, & Metamorphosis Alpha.
Bought my first junk metal wall-hanged sword.
Broke my first junk metal wall-hanger sword.
Bought my second junk-metal wall-hanger sword.
Got offered, and declined, my first beer from a stranger.
Ordered a delivery pizza just for me to eat watching movies, for the first time.
Saw, for the first time, ALIEN, Dawn of the Dead, Heavy Metal, Flesh Gordon, Dark Star, Sapphire & Steel, The Quatermass Experiment, Mad Max, Life of Brian, Clockwork Orange, and Zardoz. The video quality was often terrible, and some may have been taped off movie screens.
That was my 2nd or 3rd scifi convention ever, and it would be a high-point until I got to a Gen Con in the late 1990s.
I was a BIG 13-year old, in both height and weight. I’d never been unsupervised while away from my home town before. We didn’t have cell phone, or pagers.
Now as it turns out, I was fine. I can’t say if it was genius parenting, or luck, but the experience was formative for me in a lot of ways. Not the least of which was I saw how total strangers reacted when someone whipped out a big wad of $20s, and stopped doing that.
October 27, 2022
Ideas For “Hidden World” Modern Fantasy Settings
I have a long track record of loving what I think of “Hidden World” modern fantasy settings. A lot of it comes from my reading of pulp novels as a child, but certainly a number of more recent authors and stories have fed into it as well. Whether it’s magic nannies coming to save children from the troubles of everyday life, caretakers with magic devices in their homes who take in children during the Blitz (and possibly animate armor soldier to fight Nazis), wizard acting like detectives in the modern world, fantasy detectives doing the hard boiled act in feudal settings, magic worlds beneath the streets of London (or New York, or heck Dallas), immortal swordsmen, secret clans of assassins, bounty hunters (literally) from hell, busters-of-ghosts, psychic subcultures, revenant goths, or WWII witches and werewolves, I’m there for it.
Or, you know, ShadowFinder.
Sometimes I have ideas I think would work well within Hidden World settings, often while taking in Hidden World stories and thinking of directions the worldbuilding could go, but doesn’t.
Here are some.
Ancient Wards
Numerous magical defenses have been invented over the millennia, but the most common were developed in the 1200s, 1300s, and 1400s. These wards are far more effective against types of weapons that were invented after they wards were developed. Thus a fist or claw is almost always effective against creatures and mages with ancient wards, and clubs, swords, and bows are more likely to be effective than firearms, flamethrowers, and grenades… though if someone is carrying around an ancient design of Chinese fire lance, there’s a good chance they are doing so for a good reason.
Gravedigger Clan
When you need a body removed quickly and without evidence, but also need it to be treated with respect and buried with honors and traditions proper to its life, you call the Gravedigger Clan. A cult devoted to a wide range of gods of the dead and burial from different pantheons, and devoted to preventing the rise of undead and corpse-curses, the Gravedigger Clan is neutral in all other affiars, and offer their services fast and free to anyone who knows how to get hold of them.
The Mask Arcade
The Mask Arcade is a massive dance club and cocktail lounge that has multiple tiers, indoor and outdoor areas, several different themes, and a number of private, semi-private, and VIP areas scattered about its premises. Numerous street performers wander about at all times, sometimes stunt exhibitions are held, and there are numerous small stages where weird acts can perform. It also requires all attendees to dress in costume, and taking pictures is forbidden and strictly enforced. There’s always a line to get in, and bouncers walk the line and let people with costumes with “the right look for tonight’s theme” go in ahead of the line through various side entrances.
Officially, this is because it’s schtick is to be a nonstop costume ball cranked to 11 that attracts celebrities and . Actually, it’s because the Mask Arcade is designed to be a neutral ground for Hidden World ladies, lords, adventurers, monsters, and agents to meet, move about freely (even if they have horns, or fangs, or wear armored trench coats and carry katanas), and do business.
Ninjamancy
Almost no one is attacked by hordes of ninja. However, all true ninjas are trained in the art of summoning, and everything they summon looks like a ninja, and appears when conjured by stepping out of shadows and from behind cover. These conjureninjas can be used to try to assassinate, or cover a true ninja’s escape, but they are also often used as distractions while the true ninja carries out their actual mission, or as cover to all the true ninja to get closer to a target while looking just like the summoned ninjamancy. As a result hordes of ninja appear to jump out of nowhere, and experienced Hidden World agents know you need to kill them all, because one might be the true ninja you can’t afford to ignore.
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October 26, 2022
The Troll of Deep Ellum
October 24, 2022
A PF2 NPC Idea, an Arboreal: Old Witch Hazel
I’ve had the dreaded scheduling conflict eat the past couple of Saturday games, and the next few don’t look good either, so no new session posts for my Gatekeeper’s campaign for PF2 for a while. But I am still jotting down PF2 ideas when they come to me, especially those that feel like they might make for interesting encounters or adventureplots.
I don’t know that this one will ever make it into the campaign, but if so I’ll list this to my Gatekeeper’s campaign index.
Old Witch Hazel
Also known as Grantha Mountain-Ash and Quickbeam Lament, Old Witch Hazel is legendarily old and grumpy arboreal (sometimes called a “treant” by locals) that appears to be a moss-covered, partially burned rowan tree, possibly wrapped around a larger, even older tree, with foliage and berries in states representing all 4 seasons. Old Witch Hazel can supposedly be bribed to teach occult and primal magic secrets, but no one knows anyone who has ever successfully done so. The treant is also known to oppose hags, skelm, and evil fey. While a few folks say this is also just rumor and myth, there are dozens of people who will attest to having seen Old Witch Hazel drive such creatures away from small farm communities, roads, and peaceful groves.
Old Witch Hazel is also well-known for thrashing younger humanoids, apparently for no reason. Such attacks always take place outside of settlements, and many adults claim that clearly the treant is warning adolescents away from dangerous creatures or punishing them for bad behavior or violating some secret tree-pace, perhaps without knowing it. Those that have been beaten by Old Witch Hazel protect their innocence, claiming they had done nothing and gone nowhere to invite such treatment.
When Old Witch Hazel attacks youngsters, all its attacks are nonlethal(taking the normal -2 to its attacks for dealing nonlethal damage). It also often throws clusters of rotting berries, which act like moderate water bombs (except they smell worse). If any target attempts to protect someone Old Witch Hazel was attacking, the treant always switches to the defender, ignoring the old target as long as it doesn’t make new attacks. After everyone has been hit at least once, or anyone knocked unconscious, Old Witch Hazel lets them flee, and wanders off into the nearest woods.
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October 20, 2022
Movies To Use for MegaRuins Inspirations
One common response to yesterday’s MegaRuins campaign ideas article was to ask “what kinds of ttRPG adventures would happen in this setting?” That’s a great question, and one I feel too few ttRPG campaign ideas address. The short answer is “anything you like,” since MegaRuins was conceived as a setting, not a specific plot or theme, but that’s not particularly helpful to a GM looking for inspiration. So, instead, here’s a list of movies that I believe are good inspirations for MegaRuins ttRPG plots.
These movies ALL have a range of content warnings to consider before watching them. Please take appropriate care for yourself, and maybe check out a site such as doesthedogdie.com if there are ideas and visuals you don’t need getting added to your head. (Goodness knows I’m not always in the right headspace to witness recreations of cruelty, horror, or trauma).
(Art by azstondesgins)Aliens (1986)/Attack the Block (2011), Deep Rising (1998)/Gremlins 2 (1990)/Re-Animator (1985)/Resident Evil (2002)/The Silent Sea (2021)/The Thing (1984)/Virus (1999)
The “trapped somewhere with unexpected horrors” genre includes a lot more than the movies I listed, but they feel representative. Whether a secret lab or ground zero of some new threat, the area is remote or locked down and they aren’t trapped in there with you… you’re trapped in there with them.
The more interesting the “there” you are trapped in, the more fun as a ttRPG scenario. It’s one thing to face a shapeshifting alien mutant zombie in an underground lab run by a mad AI, and something very different to do it on the city-block-sized gondola of a rotating ten-mile-high Ferris wheel arcology… with a mad AI.
The Belko Experiment (2016)/Mayhem (2017)
You might want to change why this happens (this is a great place for a rogue AI to make terrible decisions for what it feels are logical reasons, for example), and you can change from just an office environment to any sealable section of your MegaRuin/MegaStructure, but the core idea of Battle Royal In A Building remains both a good kickoff for a dystopian campaign, and a nice backdrop to set something else for the PCs to have to do, like rescue someone important (a la Escape From New York) or use the distraction for a heist (shades of Army of the Dead).
Daylight (1996), Meteor (1979), The Poseidon Adventure (1972 and 2005… and Poseidon in 2006), Skyscraper (2018), The Towering Inferno (1974)
If I was splitting hairs more narrowly I’d make a distinction between movies where you are trying to prevent or mitigate a disaster, and those where you are just trying to survive it. Both plots are great sources of ttRPG scenarios, though since a Gm has less control than a scriptwriter you may end up planning to run one of these plots and end up with PCs (though great success… or great failure) end up mostly tackling the other. And, of course, there’s the related sub-genre of running rescue missions in such conditions, which leans more closely to San Andreas (2015), Volcano (1997), and The Wave (2015), or of crooks using the opportunity to try to pull off a crime such as in Hard Rain (1998) or The Hurricane Heist (2018).
Die Hard (1988), Dredd (2012), The Raid (2011), The Rock (1996)
Criminals in buildings, and the need to stop them/survive their plot/get to them, can have the dystopian and/or scifi level ratcheted up when instead of a highrise, the building is an underground megacavern saltmine arcology, miles-long bridge city connecting continents, or any other MegaRuin.
Escape From New York (1981), Escape Plan (2013), The Platform (2019)
Whether the MegaRuin has been turned into a prison out of convenience, or it had a prison to begin with that’s now far more dangerous or uncontrolled than planned, dystopian prison stories offer a lot of options for PC adventures.
High-Rise (2015)
This is much more about societal breakdown than the kind of action-adventure I tend to thin of as near-future-dystopia ttRPG hooks… but there are a lot of different types of games and gamers out there, and this could translate very easily to a crumbling MegaStructure gone wrong.
Cube (1997), Death Race (2008), Death Race 2000 (1975), Escape Room (2019), The Most Dangerous Game (1932 and 2022), Hunger Games (2012)
The why can be adjusted to meet GM taste, the core issue is that the PCs have been put someplace full of traps, killer vehicles, and/or other contestants, and are being watched and hunted. Maybe it’s a 1-time thing… maybe it’s a weekly broadcast for the depraved masses.
Das Boot (1981), Murder on the Orient Express (1974 at al), Snowpiercer (2013), Speed (1994), The Taking of Pelham One Two Three (1974 and 1998), Train to Busan (2016), Under Siege (1992), Unstoppable (2020)
Very little links these movies except that they all primarily take place on or around a vehicle… and that’s my point. Watching all of these should give you a great idea how to have a special setting influence lots of different genres of story, and that insight applies directly to doing near-future stories in structures that don’t exist yet. It’d be easy to put Speed on a building-sized dirigible, Murder on the Orient Express in an underwater mansion with hours before the next sub shuttle comes along, or Unstoppable on a space elevator car heading up toward the top anchor at dangerous speed.
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October 19, 2022
#CampaignPitch: MegaRuins
Just a quick idea for a ttRPG campaign hook. Something I could see using with Everyday Heroes (once it’s out), Modern AGE, or Starfinder, just to name a few. This is just the start of setting up such a campaign, you’d need themes, plots, a kickoff… but the setting can help clarify those kinds of things.
MegaRuins
It’s a few years into the future. Things are bad worldwide, but society hasn’t collapsed… except around the many megastructures built… or partially built… by governments trying to quell social disquiet and stimulate economies with massive, ill-conceived, projects that they mostly didn’t finish, and definitely didn’t properly maintain. The world is littered with mile-high towers, salt mine cities, floating artificial islands, eternally flying airship megamalls, and AI-controlled arcologies… but none of them are the glittering beacons of success and progress that were promised.
Many sit more than 90% empty, the cost of moving to them and living within them too great for populations to risk moving into unproven and experimental communities that often depend on advanced, untested systems to even provide basic necessities such as clear water and lighting. The empty spaces attract gangs, private military companies, scam artists, and billionaire 0.01%-ers who find whole metropolises worth of abandoned officers, warehouses, and apartments more convenient than secret bases in deserts and failed nations. Even those that are populated have significant problems, with autonomous AIs making decisions that seem increasingly divorced from reality, critical systems built using proprietary technologies failing as the companies that built them go bankrupt, and the politics of their creation shifting as they go from trophies of the administrations that began them to scapegoats for successors which find them an easy target to blame all current problems.
Each MegaRuin, and often every 30-50 floors within the same MegaRuin, has its own culture, power bases, secrets, faults, trade routes, and local traditions. It’s not that the whole world is an apocalypse, it’s that there are specific modern megastructure ruined areas that each have their own problems, hazards, and risks, and people who have a proven track record of operating successfully within them are always in demand.
Here are three example MegaRuins, just to start creative juices flowing.
(Art by Shift Space)The Circuit: A massive, mirrored, 450-kilometer circumference, 500-meter wide, 900-meter tall donut-shaped building that was designed to be the perfect “smart city,” controlled by a network of predictive AIs and built around multiple high-speed transit capsule tubes to allow for a 100% car-free, street free community where everything you need is within a 10-minute walk.
Of course it was built in a desert, with 1/3 of it sticking into a salt-water ocean, the systems were never completed, and the capsule system is a single fail point that, more and more, is failing. And since it never reached full capacity, the 10-minute walking communities are each missing at least one crucial facility, leaving populations having to cross gang territories and AI-enforced blockades to do things like get medical care, get mail, or for that matter get out of the Circuit.
Cloud 8: The largest airship ever built, Cloud 8 is actually 12 airships locked together with a framework that houses dozens of boutique businesses, cruise cabins, cargo bays, ultimate bungee event centers, glass-bottomed restaurants, and antimissile defense systems. The floating entertainment complex was supposed to fly around the world on a 2-year course, dropping in on major tourist destinations and becoming a mobile festival and shopping event that both drew passengers paying a premium to live in the air, and massive crowds at each destination willing to shell out big bucks for overpriced Cloud 8-branded goods.
And it worked… briefly. Then local businesses at all the major destinations around the world decided it was sucking much more money out of their economies than it was bringing in, and got local authorities to ban it. No major tourist destination allows it within 200 miles of them, and many countries refuse it access to their airspace entirely. That made selling rides at the top prices in the world impossible, and forced Cloud 8 to charge less for everything, as it could only get permission to go to 3rd- and 4th-tier locations.
But it is still a giant travelling business center, and it does still go around the world… so it has rapidly become a major source of drug smuggling, bootleg electronic broadcasts and pirated entertainment, and ethically questionable activities it offers patrons while over international waters. Cloud 8 is now a seedy, mob-run, 24-7 mobile red light district, and a favorite way for career criminals and shady business execs to flee any jurisdiction it can get into.
Starscraper: A 4-kilometer-high tower (with a 6-kilometer wide base) that was envisions as “stage one” of a project to build a space-elevator and was designed to house 10 million people. Named as a play on being taller than a mere “skyscraper,” the Starscraper was supposed to be the anchor of an entirely new space industry. But the advanced in materials science that was expected to be able to built the space elevator tether by the time the Starscraper was done turned out to be too slow and too expensive to scale up to the 100,000-kilometer size needed to access space from Earth.
Without the influx of businesses and industry tied to the cheap space travel that never happened, the Starscraper was too expensive to maintain. It’s also, by far, the tallest building in the world, and thus too prestigious to ignore. The result it that the top 50 floors are among the most expensive real-estate in existence… and much of the remaining 700 floors are vertical slums, empty, dilapidated, or all of the above. The building also has 30 subterranean levels, many of which must be maintained to keep power, water, air, and sheer-balancing systems working, but no one ever wants to live or work in them. In many cases, the billionaires who own the top of the tower fly in workers from other countries to labor n the lower levels, and use armed security to keep them from fleeing.
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October 18, 2022
For Starfinder: Squimic the Mimic
So, I wrote Squimic for an adventure back in 2018. The idea was that in a grey experimental base, the PCs would find Squimic in a lab, the result of a project the grays did not yet considered a success. I wanted to introduce an NPC gun that would talk to characters and grow with whoever carried it. But, my idea was complex, untested, and would have required GMs running followup adventures to ad lib Squimic’s responses since the authors of those adventures were writing them at the same time I was, and had no idea Squimic existed and thus could not include any guidance on how it would react to the events they were writing about.
Ultimately the developers who did a great job polishing my raw text into a finished adventure simplified Squimic into a “Living Transmutation Matrix,” and I think they did the right thing. An idea can be fun and perfect for some groups without being the right fit for every adventure.
But, since that adventure came out years ago (and was released under the OGL), I feel comfortable presenting my original open content version of Squimic here, for anyone who thinks a little mimic gun buddy is a good match for their campaigns. I’ve included all the text that would have been in that adventure if they’d gone with my version, including background information on the project and how the PCs were to find and interact with Squimic, but not any of the plot points, proper nouns the publisher used, the adventure name, or any of the other material the publisher marked as Product Identity in their Open Game Content declaration.
Squimic was found in a lab where it had been consistently used by a robot to shoot troll polyps.
S.Q.U.I – Mimic
A search reveals a dirty and battered data-tag, marked SQUI-mic, with further information encoded in a small computer chip. A close examination shows it actually says “S. Q. U. I. – mimic,” though the periods and first “mi-“ were concealed by dirt. Anyone can use a comm unit in their armor, or any tier of computer, to read the full encoded information stored in the tag. This reveals it is for a Special Qualities Unified Initiative Mimic. It’s clear the project name is “Unified Initiative,” the branch of that project that created this project is the “Special Qualities” division, and the test subject is a mimic.
In fact, Squimic is the only even-partially successful prototype of a special project to create small, cybernetically-enhanced mimics that could switch between taking the form of tiny creatures (especially vermin, rodents, and pets), and useable technological devices. The grays hoped to be able to breed these creatures to serve as tools of their espionage agents, but were concerned about Squimic’s intellect and independent motivations. They hoped repeated exposure to threats that required assistance (in the form of the robot arm) would cause Squimic to “normalize” the concept of just doing what they are told.
(Some of Squimic’s many possible forms. Art by Hasibul)Squimic
Though Squimic is a living, sapient creature, they lack the ability to move or take most actions. Mostly they just take the form of various small arms, and shoots at things someone wielding them aims at and pulls their trigger (though Squimic can refuse to carry out such attacks if it wishes to). As a result, squimic is much closer to an item with some special rules than a creature, and is treated as such in its description.
Squimic can become any item level 1-3 small arm or basic or advanced melee weapon of light bulk or less that it is familiar with, and which uses batteries (of any capacity), darts, flares, petrol, rounds (of any kind) or scattergun shells as ammunition. It is currently familiar only with those the grays programmed into it (including all such presented in Chapter 7 of the Starfinder Core Rulebook, along with the tactical switchblade, wire garrote, personal cryospike, red star solar brand, subzero hail pistol, frost subduer, bruiser decoupler, bombard shellgun, vapor cavatation gun, bravado handcannon, and explorer handcoil from Starfinder Armory). Regardless of what kind of weapon Squimic is, they can accept any size battery, and use the battery for all ammunition usage of the weapon they are emulating (using the energy to generate darts, round, shells, and similar physical ammo as needed). Squimic can learn another weapon if it can examine one in detail over 10 minutes, and it meets all their other requirements.
Squimic can have one “ready” form they can assume as a full action (currently a vapor cavatation gun), and it can take any other form over the course of ten minutes. Squimic’s ready form can be changed with an 8-hour period of “downtime” that functions like sleep.
Squimic is currently treated as an item level 5 weapon for purposes of hardness, HP, saves, and so on. They act as though they had a tier-2 computer with an artificial personality for purpose of what skills they have and at what bonus. They count as both a weapon and an aberration for purposes of what spells and effects can function on them, and if an effect can work on both the caster may choose how to treat Squimic.
Squimic can grow in power if someone provides enough UPBs for it to eat and makes a successful Diplomacy check (DC 15 + 1.5x Squimic’s current item level). Squimic can never be of higher level than the number of ranks in Diplomacy of the character attempting to convince them to grow, and the highest item level small arm or melee weapon of light bulk they can become is always their current item level -2. Squimic’s effective computer tier is always equal to half its current item level.
Squimic can only consume raw UPBs, or functioning and fully-repaired weapons, armor, and armor upgrades. Items must have an item level no greater than Squimic’s item level +2, and if they have an item level lower than Squimic’s -2. Squimic gains only 10% of the UPB value of the item. The total UPBs Squimic consumes determines their maximum item level.
Item Level Total UPBs Consumed
6 4,000
7 6,500
8 9,000
9 12,500
10 19,000
11 24,000
12 32,000
13 48,000
14 65,000
15 110,000
16 150,000
17 235,000
18 350,000
19 550,000
20 900,000
Characters may well have questions for Squimic, which they answer to the best of their ability. Some typical questions and answers are detailed below.
Q: Who are you? (or What are you? Where did you come from? What’s your name?)
A: “I don’t know! I woke up next to a broken tube, and everything was shaking. There was a tag on the tube marked “SQIU-mic,” so I guess my name is Squimic.”
Q: How can you become a functioning weapon?
A: “Oh, I can become all sorts of things! They just… appear. In my head. And if I think real hard, I turn into them! I… I don’t know how. Or why.”
Q: Who created you? What are your plans now? What can you tell us about this facility?
A: “I don’t know about anything outside this room. There was some sirens and explosions earlier, but I didn’t go look what made them. I have no idea where I come from, or why I was brought here, or what I am going to do next!”
Q: Why were you a plasma pistol?
A: “I kept being put in that broken case with those squirmy things, and they’d try to hit me! And there was this robot arm that would squeeze me, so I became different guns with the robot hand pulling my trigger, to see what would keep the squirmy things from hurting me, and this worked the best.”
Squimic has no hostile intent toward the PCs, though they defend themselves if attacked. They are afraid to explore beyond this room by themselves, and are unwilling to be sent anywhere on their own, but are willing to accompany the PCs, and even act as a weapon for a character as long as the PCs promise not to use them as an expendable scout or abandon them.
Squimic is happy to help, as long as the PCs treat them reasonably well (not sticking them in a bag, not using them to look around dangerous corners, and so on). Each time Squimic feels abused its attitude toward the PCs goes down one step (beginning with neutral), and it takes a Diplomacy check to improve. Squimic functions as a standard weapon for anyone they feel neutral or better towards, but refuses to function for anyone they feel unfriendly or hostile towards.
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October 17, 2022
Gatekeeper’s Campaign for PF2, Session 1, Part 2
Since people asked for it, I’m posting session notes for my Gatekeepers game for PF (index here if you want to look something up) . Here’s Part 2 for Session 1. (Part1 is here.)
The heroes have saved children from the basement of a flooding ruined tower outside the town of Tidegate. The children were apparently captured by devotees of a Bloodletter faction leftover from the Bloodletter wars of more than a century ago. The heroes want to keep the Bloodletter connection quiet as long as they can, and attempt Diplomacy to convince the children not to tell anoyone about tht part of the event.
The Diplomacy roll goes badly, but the children all claim to agree.
However, as soon as the heroes make it back to the Smoke Pine Taven, and the children see their clan patriarch, Syrkin Dale, in the great room, they rush up to him and loudly begin shouting all the details of what they saw happen.
This makes the townsfolk and shipwreck survivors in the Taven uneasy, but the councilfolk present don’t seem shocked. As the children are taken to a private room to calm down, the councilfolk tell the heroes that Bloodletter Sectarians have shown up trying to perform strange rituals every few decades. The council tends to keep it quiet, but it’s a known risk.
When the heroes mention the Sectarians seems to be waiting for them, specifically, the councilfolk note it may not have been about the PCs individually. Some Bloodletters have access to ritualistic divination, and can create situations that will bring in the elements that give them the best chance for success. So rather than “five specific townsfolk whose names we know are here!” the message might really have been “the divination indicates these are the random people who give our ritual the best chance of success!”
The PCs don’t mention their strange experiences with apparently elemental power sources, and most of the PCs don’t realize anyone but themself experienced it. Jaedyn and Morgan say each other’s Mystery Point uses and have acknowledged it to each other, but don’t mention it to anyone else.
It’s decided by the council that Hexer Hellaina will be asked to go investigate.
When the PCs go to get warm by the fire, the council-member Pottage swings by to give them some of his “Feel-Better Soup,” and at the same time quietly and in the most serious tone of voice any PC has ever heard him use, says “The Bloodletters wanted you, specifically, We’ll talk later. Be careful.” Then quickly moves away.
Several cats climb into the lap of halfling barbarian Hollyhock Stonefound, and keep her pinned in place by the fire all night.
Hexer Hellaina eventually shows up, and wishes to speak to the PCs. They tell her the general course of what happened, answering questions about the blood-drinking stone, but don’t mention the Mystery Point powers. Hellaina decides she needs to go look herself, after the storm ends, sometime the next day, and asks the PCs to go with her. They agree.
The next day the group including Hellaina have an uneventful journey back to the Ruined Tower. Hellaina does some rituals and analysis and determines that 1: The tower is the anchor for a wedge between the Mortal Realm and the Unlit World (where shadows, death spirits, and forgotten things dwell), 2: That wedge was asleep until awoken by a ritual recently, 3: Once awoken it was why the stone was drinking blood, and if it had gotten *enough* of the *right* blood, it could have forced open a full doorway between the Mortal Realm and Unlit World, and the PCs prevented this by moving the bodies of the fallen away from the tower, and 4: There must be an relic of some sort to serve as the focus for this anchor, and they need to find and destroy it.
So she gives everyone dowsing rods and explains how they work (search with Perception or Occultism, takes time), and Nambra ends up using a Red Mystery Point to reroll her check.
Well before anyone else has gotten more than a slight twitch on their dowsing, Nambra is strongly pulled to the keystone of the main door into the tower. Her dowsing rod then bursts into flame, the fire strikes the keystone and blows the front off it it, revealing it’s a hollow, lead-lined container dressed in stone, and containing a skull covered in sigils very similar to those of the Bloodletter Sectarians. Also, Hellaina notes that is NOT how the dowsing rod should work.
It’s suggested that maybe Nambra has a stronger connection to the relic because she took a critical hit and spilled the most blood on the stone before Averill telekinetically pulled her out. Hellaina is shocked Averill’s tk was strong enough, and he explained he felts a rush of power when he was straining, and Jaedyn and Morgan exchange glances. They begin to ask if everyone experienced such a thing, and Nambra confirms she had a similar rush when using the dowsing rod, and Hollyhock that she had the night before when running on top of the mud.
So Jaedyn and Morgan explain their experiences, and Hexer Hellaina finds this curious and important. She tells the PCs she’ll need to do some research ebfore she can even guess what is going on, and suggests (but does not order) that they keep their experience quiet for now.
Then she uses a ritual to destroy the relic, closing the sliver of a gap connecting the Mortal Realm and Unlit World at this location.
End of session.
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