Owen K.C. Stephens's Blog, page 61

August 20, 2020

Don’t Hire Me

While it is true I am looking for a good full-time work position, and failing that making sure I have enough freelance to pay the bills, if you have such work you should not hire me.


That’s right. I am literally telling you, don’t hire me. There are better choices for you. Better game designer options you should take. People who are from minority or marginalized groups, or who are actively oppressed, and who you should hire in place of me, largely regardless of what your project is.


I have danced around this post for months, but it’s time to just say it. I will happily take what work comes my way–this is my career, and I need it. But if you value my opinion on who you should hire, please strongly consider hiring women, BIPOC folk, and LGBTQ people as designers, developers, and consultants instead.


And I am going to explain why, point by point.



I’ll be Fine.

In my original rough draft of this essay, this was my last point, a cap on the list to reassure anyone who was sincerely worried I was harming my career by recommending other people. But, I realized, that misses a big chunk of the point. This is, in many ways, the crux of why you should hire other people.

The whole reason I’ll be fine is that the playing field isn’t tilted against me. As a white, cis, hetero, male, bearded grognard, I am assumed to be competent in my field without having to prove it. When I was an Industry Insider Guest of Honor at Gen Con in the mid 00s, there were tons of people who had never heard of me. I know, because I’d talk to them after my panels, and they’d cheerfully tell me they’d never heard of me.

What there *wasn’t* was a backlash by people claiming that I didn’t belong. Not at Gen Con, and not at any other convention I have attended as a guest, going back to the 1990s. I mention that, because I have seen such backlashes against numerous women, BIPOC, and LGBTQ quests at Gen Con and other venues. People ask from the audience why they should listen to those guests, or actively rant on messageboards about “lowering standards” to score political points with “Social Justice Warriors” or engage in “Virtue Signaling.”

Convention guest spots are a great boost to a creators career. No one guest spot may make a big difference, but going to multiple conventions over years makes you more visible. Lets to travel and talk to fans, and creators, and even potential employers, in other regions at the convention’s dime (at least when the con is doing it right).

The same is true of invitations to be on podcasts or write introductions for books, or participate in special streaming programs. Each of these gives a small but real boost to your career, and I have had tons of such opportunities.

Does that mean I didn’t deserve the opportunities I was given? Not necessarily. But I have seen marginalized creators I work with closely have to work harder to get the same recognition than I do. Harder than I ever had to. I have seen the chilling effect a lack of boosting and recognition has on their careers.

So yeah, chances are that while I can defend every guest spot, job, opportunity, consultation fee, and ongoing series I have ever been given, at least some of those were things that would have been offered to someone else — someone with more artificial social roadbocks — if the world, or the industry, were a level playing field.

So I can actually write a post literally entitled “Don’t Hire Me,” and it’s not going to end my opportunities.
It’s Time to be Anti-Bigoted

I know a lot of people in the industry who are very comfortable saying they are not racist, are not misogynist, and are not bigoted against LGBTQ+ professionals. The problem with that stance is, even if true, it’s not enough. The industry is skewed by its composition to channel people who benefit from its design into its key roles. Even if no one has ill intent or biases of any kind, the system itself is biased now.

You can’t just be not bigoted. You have to be anti-bigoted.

Not being racist is not the same as being anti-racist.

Not being misogynistic is not the same as being anti-misogynistic.

Not being biased against LGBTQ+ folks is not the same as being intentionally and mindfully opposed to such bigotry, and actively working against it.

There are lots of reasons someone might talk themselves into hiring me for a game-related professional position. But many of those reasons are taking the path of least resistance, which is also taking the path of least active fight for change and improvement.

Put in the extra effort. Making hiring decisions that change the very nature of the industry, so that the industry can improve. If we keep doing what we have done, we’ll keep getting what we have gotten… and in too many cases, that’s just not good enough.
On Average, Marginalized Creators You’ve Heard of Will Be Better than Me

This is not just the conclusion game theory teaches me (though it IS also that — logically given the bias and harassment and lack of opportunity i have actively seen marginalized creators face, any of them that overcome those hurdles have already proven that can produce at a higher level than I, who did not have to overcome the same difficulties), but it’s also something I have personal experience with. Many of the smartest, most talented, most multitalented professionals I have learned from are gay, trans, POC, and nonbinary.

And in MANY cases, a good part of what makes them so much better than me is an awareness grown from their different life experiences.

It’s extremely common for both companies and fans to note they’d like to see more stuff that aren’t just rehashes of Tolkien, Lucas, Howard, Azimov, Disney, King, and so on. The further you get from the life experiences of those men, and the people they inspired for generations, the easier it is to have new, creative, cohesive, original content that draws from different wells for inspiration.
Diversity is Gold

Look, if you don’t HAVE a white, cis, hetero, male professional on your game team, it might make sense to add one, and I could be a great choice. But my guess is, you already do.

In fact, my guess is this one demographic is already the best-represented group on your team, outnumbering any other group (and maybe outnumbering everyone else put together). So why add one more?

There is SO much more that a hire can bring tot he table than the ability to produce words that fall in line with the most common existing material. Diversity in games brings innovation, the potential to access new customer markets, and a fresh outlook that increases the chances of making the Next New Thing no one saw coming.

I believe the cold, hard, cash-driven business case for having as diverse a set of voices as possible in your creative team is extremely strong. This isn’t an argument about social justice. It’s one about maximizing the chances you’ll do something innovative and profitable.

Now I will be the first to admit I am far from a scholarly expert on questions of women’s experiences, or BIPOC and LGBTQ+ creators. I am very much trying to listen more than I talk, and I learn something amazing and new every week by doing so.


But this is not a modest proposal. I’m serious.


You are better off hiring someone with a different background than mine.


You may want to check out:


GaymerX



https://ineeddiversegames.org/


 


 

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Published on August 20, 2020 17:08

August 18, 2020

Some Fictional RPGs

Look, sometimes you need to reference a tabletop RPG (or similar game, like a MMORPG or video game) in your real ttRPGs. So here’s a list to use for that.



Or maybe I just wanted to talk briefly about all the games I WANT to make, but don’t have time to work on right now. Either way, at least I have these names written down in public now.

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Published on August 18, 2020 14:35

August 17, 2020

Starting With Ideas: Really Wild West “Oddities” (for Starfinder)

Fairly often, I get asked how I START a big project. Like, if I know I want a chapter of magic items for the Really Wild West, where would I begin organizing my thoughts and planning that out?


Assuming the pagination and wordcounts was already done by someone else, I’d start with ideas.


Especially for a series of elements using the same basic rules subsystem (such as the features of one character class, a series of magic items for one campaign, feats, spells, new superpowers, whatever), I like to start the conceptual work by spitballing ideas to myself. This isn’t an effort to create completed rules elements yet, just to begin filling out what kinds of ideas I want those rules elements to cover.


There are numerous advantages to this for me. First, I can begin to hash out a tone and flavor for the section. Second, I find it easier to figure out how to use rules to model concepts if I have several of those concepts already in a hopper. Third, often coming up with interesting ideas is the important part of a project for me.  I can’t do it all in one sitting. By making a list early on, I give myself time to iterate, modify, and even reconsider if I need to.


After I have a fair percentage of the ideas I think I need, I’ll go back and begin turning the ones I like best into full rules elements. this lets me see how much wordcount those take up, which lets me know how many ideas I’ll need to fit the space.*


*(Unless the project is based on a specific number of items– like a list of 100 NPC catchphrases or 2 things to do in a dungeon when you’re dead, in which case I still like this process but the thing I learn at this stage is if I need to modify how much info I am putting in each entry to the pre-determined number of items will fill up the pre-determined wordcount. IN this case the feedback loop may be more likely to tell me if my concepts need to change to be more of less detailed.)


I often do ideas in three big waves–when I first start a project, when I run out of those ideas I started with, and when I have a good idea how many ideas I’ll need to finish it. Sometimes one or more of those waves isn’t needed–occasionally I find my first brainstorm gave me everything that will fit, for example. I also jot down ideas as they come to me when I am working on other parts of the work, or even other projects.


So, what do I mean by spitballing ideas?


I just want some sense of what the item is going to be. Maybe a name, maybe a description. If I have some idea of how the rules for the idea should work, I jot that down.


Here’s an example of those spitball ideas (cleaned up to a standard format for presentation on its own, rather than as notes only I will see). These are concepts for “Oddities,” magic items that occur as a result of weird events and energies, rather than being created intentionally, for my Really Wild West setting. Each of these gives enough info to see how it might work in game, but doesn’t yet worry about things like item level, cost, and any special rules Oddities may have as opposed to typical magic items.


[image error]


(Art by i-pciture. Of the Eye by the Witch Hazel Pentafaust)


01. Weathered copy of a leather-bound book titled “Diplomacy Through Other Means.” It has hardness 20, 20 hp, and can be used as a light simple melee weapon dealing 1d4 damage (+1d4 per 4 ranks of Culture you have). You can’t add Strength (or any other any ability score modifiers) to damage dealt, but do add you ranks in Culture.


02. Pearl-Handled corkscrew. When screwed into people (normally a full round action that requires they be restrained and which deals 1-2 hp) it forces them to reveal their name, even if they don’t know it themselves.


03. Small hourglass filled with dark blue sand. If flipped and allowed to run normally without being moved, when it goes off it casts a random summon creature (or a random spell level) which no one has any control over. It lasts 1 hour if not otherwise damaged or dispelled.


04. Single old scarf about a yard long, with a smoke stain near top. Does not conduct heat (but can burn), thus can be used as perfect oven mitt or grant fire resist 20 for a thing you touch with it.


05. Zippo lighter with the kanji for “stork” on the side. If used to illuminate a written word medium (scroll, book, so on), the text within it slowly scrolls by in the shadow created by the flame.


06. Wire-frame glasses. If kept tucked in a pocket, halves falling damage for possessor.


07. Stained paper map of Fort Harrison, Indiana, from 1823. If mis-folded and then opened, it creates a fog cloud (as the spell). The map itself is always torn free by a gust of wind that brings in the fog, and normally takes (4d4 – 1d4) x 10 minutes to find.


08. An 1888 John J. Loud ball point pen with green ink. Rapidly (and loudly) clicking the pen gives a +5 bonus to Perception checks, but only against people using Stealth.


09. Small box of “Court Orlock” brand safety matches. If thrown at someone within 15 feet they must make a Will save (DC equal to the touch attack roll to hit them) or spend 1 round picking up the matches. Has 1d4 uses per day.


10. Wicker Picnic Basket, with its own plates, cutlery, and stacking cups as service for 6. If loaded with food and taken out of any settlement and then used for an hourlong or longer picnic, the ort remaining can be interpreted as a diving device. It may act as augurydivination, or commune, as randomly determined by the GM. One of the picnic participants will then have an encounter within 1 week of a high enough CR that average treasure for that encounter would pay for a spell gem of the divination spell gained. The basket don’t work again until the creature using them has had this encounter, which doesn’t have any actual treasure associated with it.


11. Tortoiseshell make-up compact. Anyone who has the powder from the compact (requiring an successful EAC attack against an adjacent creature) blown on them is slowed (as the spell) for 1 minute, and the person who used it is slowed for 10 minutes. Only a creature not slowed can use it.


12. Dried pea. If placed up your nose, it grants a +4 bonus to saving throws against poison, and a successful save always ends the poison. Someone who knows you have it up there can get you to shoot it out with a successful dirty trick maneuver (replacing the normal options for dirty trick).


13. Cork table coaster. Anything placed on it doesn’t experience any passage of time as long nothing else is touching it but air. This DOES keep drinks cold (or hot) much longer, but it also prevents fruit from spoiling, dynamite from exploding, radioactive isotopes from decaying, and so on.


14. Wooden, obviously-toy pistol. When pointed at an animal and the trigger pulled, causes the animal to talk randomly in French for 1 round. There is a 10% chance the first time it  is used each day the animal says something useful and relevant to the user holder.


15. Worn leather coin purse. As long as nothing but coins are stuffed into it there does not seem to be a limit how many fit in, but they can only be added or removed at a rate of 4 credits per round.


16. Tablecloth-sized parchment with complex diagram for an unidentified steam engine. If placed on a stationary, prone creature the piping diagram changes to represent the organs (and injuries) or that creature, granting a +5 bonus to Medicine checks with that creature.


17. Old-style iron key. Fits in any lock. Can’t unlock a lock, but can lock it. If it was already locked, the next person to touch it takes 1 point of electricity damage.


18. Small pot of glossy black lipstick. Never runs out. The first time each day someone wearing the lipstick is damaged by an attacker the wearer has not ever damaged, the wearer may kiss a weapon. That weapon delivers critical hit effects (but not critical hit damage) against that attacker the first time it successfully hits and damages the attacker.


19. A granite die with 20 sides, numbered 7-26. Anyone with this on their person is lucky (gain one reroll each day, rerolling after you see the result of a roll and taking the better of the two results) except in games of chance (always roll twice and take the worst result for all games of chance).


20. Carved whalebone whistle. If blown directly in someone’s ear is heals them for 1d8+1 damage, and they are deafened for 1 hour per hp healed. If the deafness is removed early, the healing is also removed. It cannot heal someone temporarily deaf from this effect. The healing appears to be the revelation the wound wasn’t that bad to begin with — there’s never any actual sign of improved health. A person cannot benefit from this again until after they next expend 1 RP to regain SP after a 10-minute rest.


21. The Sinister Glass Eye of the Witch Hazel Pentafaust. This cracked, yellow glass eye spins and looks about of its own accord. When held in a closed fist, it causes you to be shaken (despite any immunities you might have) and automatically be able to identify any spell you see being cast.


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Published on August 17, 2020 08:55

August 14, 2020

Marvel Movie Pitch: DOOM

Marvel Movie Pitch


DOOM


Victor Von Doom is a young rebel fighting against the petty warlordwho rules the small nation of Latveria, The Baron. Victor is not a hero, but a rebel leader fighting a war, and he knows it. He uses sorcery learned from his parents and science he gleans from constantly reading tech specs from AIM, Stark Industries, and Roxxon.


(Get Roma writers, actors, and directors to include good Roma depiction and representation as one of the groups within Latveria)


Victor deposes the Baron, and steps back to allow the people of Latveria to create a democracy. Now free from war, he receives a scholarship to Empire State University in New York. Here he meets Reed Richards, who becomes his natural rival, and Ben Grimm, who thinks Victor is a bully and war criminal.


Reed is working to build a rocket to examine cosmic rays well beyond the atmosphere. Victor is building a machine to allow him to speak with the dead, in the hopes of using it to help Latvarians recover from war losses. each sees a flaw in the design of the other, and neither believes THEIR calculations are wrong.


Afraid Victor is the one who is right, Ben Grimm sabotages the Doom Projector, expecting it to just short circuit. Instead it explodes, badly damaging Victor’s face. Victor is expelled from the school and, no longer a student, his visa to stay in the U.S. is pulled.


Angry and scarred, victor goes to Tibet to find the Ancient One, who he has heard can heal him. He fails, collapsing on a mountainside, and is rescued by a secretive group of sages who strive to blend magic and technology, but wish to do so without the rest of the world finding out. Victor joins their order, and becomes a master of this technomancy. he begins working on a suit of armor he claims will be the “mystic equivalent of Iron Man,” thought the process takes a long time and the armor takes days to cool. The sages, impressed by his acumen, grant him the doctorate degree he was denied by ESU.


News arrives that suggests Latveria is collapsing into near civil war, unable to cover its international debts and having no institutions to support democracy. (In the background, another news piece suggest Reed Richards is lost in space with friends during an unauthorized spaceflight.) Victor begins a grassroots movement over the internet and via astral projection to bring peace to Latveria anonymously.


His efforts are stymied by Prince Rudolf, who claims to be the rightful monarch of Latveria, and who controls the sorcerous Mephistopheles Guard. In a techno-crystal ball conversation between the two, Victor warns Rudolf he will not allow some faker to take over the country. Rudolf warns Victor he is not as safely secluded as he thinks.


Then the Mephistopheles Guard attacks the Tibetan sages, their sorcery and modern weapons firing magic bullets too much for the sages’ defenses. Victor rushes to put on his technomagic armor to save the sages… but the last piece, the control system mask, has not yet cooled. Gritting his teeth, Victor puts it on anyway, and we hear searing and smoke, but no cry of pain.


Victor defeats the remaining attackers, but nearly all the sages are dead. the few that remain thank Victor for saving them, and pledge their loyalty to him.


Victor goes to Latveria, where he blasts his way into the Royal palace, and confronts Rudolf. Rudolf promises that defeating him is pointless, his diabolical master will just recruit another pawn to take control of the country.


“Let them come.” says victor. “And they, too, can meet their Doom.”


Von Doom sits on the throne. He orders Rudolf’s political prisoners released. They come to the throne room, and suggest Von Doom should step down and let them establish an autonomous collective. The politicos begin to should louder and louder, until Von Doom silences them.


They have clearly failed Latveria, Von Doom notes. He shall not. He will modernize, protect, and get to the root of who was behind Rudolf and possibly the baron’s, supernatural plots.


And no-one, notes Doctor Doom, shall stop me.


Credits.


End Credit Scene. We see the last few seconds of Doctor Doom’s taking over speech on a TV, which is surrounded in Egyptian iconography. There’s a date listed (day the movie is released).


There are two voices.


“So, we jump to before this moment, and stop him?”


“No, too risky, We’ll have to travel to just after this, and see if we con convince him to see things out way.”

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Published on August 14, 2020 05:08

August 13, 2020

First Look – Psionics for Starfinder

I have begun to put serious thought into what Psiconics would look like in Starfinder. There’s a wonderful set of PF1-compatible psionics rules, and those would obviously be the place to start, but how much change would be needed?


As a thought experiment (see what I did there?!), I grabbed a 0-level psionic ability, “conceal thoughts”


Here’s the PF1-compatible version:


Conceal Thoughts

Discipline telepathy [mind-affecting]

Level cryptic 0, dread 0/1, gifted blade 1, marksman 0, psion/wilder 0, psychic warrior 0, tactician 0

Display Mental

Manifesting Time 1 standard action

Range Close (25 ft. + 5 ft./2 levels)

Target One willing creature

Duration 1 hour/level

Saving Throw Will negates (harmless); Power Resistance Yes (harmless)

Power Points psionic focus or 1


You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).


[image error]


(Art by grandfailure)


Now, what do we need to do to Starfinderize it?


Well, we’d have to decide what classes got it, which means we’d have to decide what psionic classes we wanted. Obviously the easiest thing to do would be just port all the PF1 psionic classes to Starfinder… but that’s not necessarily the best way for them to feel like they belong in the game. Just as a soldier isn’t *just* a space fighter, we’d want to do more than simply say “space psychic warrior” and “space psion.”


I’d want, at minimum, a pure power-of-the-mind class, a hybrid combat-class, a psionics-and-computers/machines class, and a pew-pew-psionic-blaster. For the moment we’ll call those (in order) cogitator, warmind, psiborg, and vrilokinetic. Those names may not stick, heck the concepts may no stick, but it gives us a starting point to work with.


We’ll use the core Starfinder spell rules as the basis for how psionics works, so we can dispense with things like Display. I know a lot of people like having psionic disciplines be separate from magic schools… but Starfinder is supposed to be less complex than PF1, so let’s just convert everything back to schools. I think we can keep manifesting time, but power resistance should go back to being spell resistance.


Power points is tricky. While I might want to change it in the long run, right now I am going to leave it alone. After that, it’s just a matter of tweaking rules language and balancing for Starfinder’s math assumptions.


Conceal Thoughts

Classes Cogitator 0, Warmind 0, psiborg 0

School abjuration

Manifesting Time 1 standard action

Range Close (25 ft. + 5 ft./2 levels)

Targets One willing creature

Duration 1 hour

Saving Throw Will negates (harmless); Spell Resistance Yes (harmless)

Power Points psionic focus or 1


You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +4 circumstance bonus on Bluff checks made to oppose Sense Motive checks. It also gains a +2 bonus on saving throws against mind-affecting divination spells.


Not earth-shattering, but it’s a start for what would be a very, very long process.


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Published on August 13, 2020 11:56

August 12, 2020

Cephalephants for Starfinder

So, the amazing Jacob Blackmon (support his Patreon!) illustrated a cephalopod – elephant creature, and I was so taken with it I knew I had to write it up for Starfinder. The flavor text below is geared around the really Wild West setting, but you could equally well use it as a mutation in a GammeFinder game, or just a weird creature for a typical Starfinder science-fantasy campaign.


[image error]


Cephalephants are native to the shores of the Kingdom of Orungu, on the western equatorial coast of Africa. They are amphibious, able to breath both air and water, and powerful swimmers. They mate for life, and give birth in the water, with young cephalephants not bale to move onto land until they are 7-8 weeks old.


The Myènè speaking people of Orungu accept cephalephants as sapient equals, and local law has always given them right-of-way through Orungu lands and waters, as long as they do not do significant damage to an area. However, as the tentacled pachyderms are not tool-users and depend on telepathy and memory-ivory to communicate and pass down their culture, many other nations see them as no more intelligent than a typical dog or camel. There are only two places they are commonly found outside of Orungu — Germany (where a expedition herd migrated to petition for inclusion in the Paderborn Edicts, but arrived decades too late and are now waiting for the 1896 council), and Montana, U.S. (where a small herd has maintained itself while searching for some mammoth-related item they consider to be of great importance.


While cephalephants are as sapient as typical humanoids, they are also insular and slow to trust. When they are threatened or attacked, or those they think of as allies of the herd are, they are quick to respond with overwhelming force (especially bulls). The long-term safety and security of the herd–often as defined by its matrons and young–are considered much more important than the life of a single member.


Cephalephants eschew tool use not out of stupidity, but because their own tool-making is limited by a nomadic lifestyle that includes spending a great deal of time in water, and a focus on training as mystics. Most cephalephants prefer to learn magic that augments their daily needs, rather than become proficient with objects.


CEPHALEPHANT

Cephalephant     CR 6

XP 2,400

N Huge magical beast (aquatic)

Init +2; Senses darkvision 60 ft., low-light vision; Perception +13


DEFENSE              HP 90

EAC 18; KAC 20

Fort +10; Ref +10; Will +5

Defensive Abilities Camouflage


OFFENSE

Speed 50 ft., swim 20 ft.

Melee gore +13 (3d4+13 P, critical bleed 1d6)

tentacle +15 (1d8+13 B, grab)

Space 15 ft.; Reach 10 ft. (20 ft., tentacle)

Offensive Abilities Ink cloud (DC 14)


STATISTICS

Str +5; Dex +2; Con +3; Int +1; Wis +2; Cha +1

Skills Athletics +13 (+21 when swimming), Profession +13, Stealth +22, Survival +13

Other Abilities amphibious


SPECIAL ABILITIES

Camouflage (Ex) A cephalephant can change its exterior to match the coloration of its surroundings. This allows it to hide even when they do not have cover or concealment.

Ink Cloud (Ex) A cephalephant can create a 20-foot radius cloud of ink that works in air or underwater. this acts as a smoke grenade (DC 14). All cephalephants are immune to a cephalephant’s ink cloud.


ECOLOGY

Environment temperate coasts

Organization solitary, pair, family (3-5), or herd (6-30)


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Published on August 12, 2020 20:47

August 11, 2020

Second Really Wild West Session — After-Action Report (Part Two)

After the first Really Wild West: Doomstone game session After-Action Report, and its Part Two follow-up, numerous people indicated they were excited to keep learning about the campaign as I run it. So, it’s two weeks later, I’ve run another session, and adapted notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”) as a quick report.


We did Part One yesterday. Here’s Part two. If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.


[image error]


Still Day 4

After recuperating from the fight with monstrous Jerusalem Bugs, the PCs come to a fork in the road. One path leads to the Circle Axe Ranch, the other to the Vicious Hippogriff. There are five people on horses hanging out there, in the middle of the road.



When they get close enough, the PCs can see they are cowpokes, the one covered weapons and collar that covers his face, stopping the PCs. They won’t let the PCs pass. Nor will they tell us who they work for (just insisting it’s “the Ranch” without saying which one.)
The PCs move away to talk about our options. They glean some information about the cowpoke’s leader. -James “Burning Jack” Byrne,  a gun-for-hire. Wears fire-retardant gear and then covers himself in flammable material. Also, carries dynamite.
Burning Jack is clearly crazy.
PCs decide to go around, trusting their map and Brone Mallory the half-orc cartographmancer to get them through the badlands. T’ll come back later.

The map indicates that along the route to get to the Circle Axe while avoiding the trail there is–in the middle of nowhere, with no trail or nearby town or even apparent water sources–an inn the PCs can stay at called Tombspider Inn. Skill checks tell the PCs that a Tombspider is spider-based flesh golem construct with built in melee weapons for legs.



On the way there they find a ridge that has collapsed about  2 miles shorter than it should be accordign to the otherwise VERY recent and accurate map. Earthquake?

Tombspider Inn


The Inn is veru large and well-maintained… but tumbleweeds blow by right in front of it.



Kobold greets us at the door. Seems confused as to why we are here. Says he’s never actually had a customer. His name is Mr. Scrapgnaw.
Apparently, this inn was built so that people can fight “the Tombspider” when it returns. It’s been 110 years since the last appearance. Ulysses S. Abernathy was the last, and only, other name in the log book. This is the name of an engineer whose name is a brand of thingamabobs (UPBs) and who created the “phantom pocketwatch” spell. He also built this Inn, and corresponds by mail once every quarter or so.
Rooms are free since the PCs are on a quest. Tinned food. Room-temp drinks. Will take awhile to heat up the water for baths.
We all partake in the dark gray liquid from a keg marked with a dead dog. Tastes like rum and coke. Not bad!
Mr. Scrapgnaw says there’s not been an earthquake per se. Instead, he’s had wonky feelings over several nights recently. He thought it was just tommy-knockers.
Scrapgnaw shows the PCs where the Tombspider will supposedly appear in 1936. It’s down below the Inn in a cavern.
A rock covered in blood shows the symbol of the spider, but with guns for legs instead of blades.
Each Inn room is set up for many people, weapons, wash tubs, curtains, radiators, and gas lamps.
We forget to set watches and just enjoy the sleep and the fluffy beds.

Day 05

Breakfast: strong coffee, strong tea, cookies.
A few Pcs mention they now plan to retire here.

The PCs arrive at the Circle Axe Ranch



Sprawling fenced compound.
PCs stop at the gate where there is a tall, lanky elf woman. Waterlily.
She gets “Bo-hoss” a large ogre to take her post. He sports a rock bandoleer. (A broad leather strap with pockets for 8-10-inch smooth rocks perfect for him to throw)
Waterlily takes us to Forman Dwargus Hardfist

Hardfist carries a hand cannon (1-shot, 8-gauge shotgun pistol)
Has a complex timepiece with multiple functions


His family helped establish the ranch, and it was Hardfist’s mother who found the circle-axe the ranch is named for. She claimed it was an old Nordic relic, perhaps tied to the Hardfist family members who helped Leif Erikson explore North America.
As a stakeholder, he gets a cut of each Roundup. For the past three years, each time his cattle are separated out they, and not anyone else’s, keep getting eaten by a manticore. No one else ever sees it. If Hardfist can get one more good sale of his share of a roundup, he plans to retire.
It’s not the ranch owner’s family doing it.
Doesn’t seem to be a curse.
This all seems to have started when Felspark, the East Hudson Fur Trading Company representative, arrived as a guest at the Vicious Hippogriff ranch, which is also when relations between the two ranches went bad.
Not an illusion.
The fighter/mystic, who can both speak to animals and cast grave words, speaks with the skull 0.o

PCs hear scared moos from the skull
The fighter/mystic hears “Ow! Danger! Danger to the herd! I die.”


The skull shows signs of poison. The fenrin;s scent ability allows her to determine the poison is the same as that used by the serpentfolk on the train.

What PCs want to know



When is the next cattle round up? (Anytime — it’s been delayed until hardfist could get some help)
Where could the serpentfolk and a manticore be hiding?
What’re the forces that link the serpentfolk, manticore, and East Hudson Fur Trading Company together after? Water rights aren’t enough for this much trouble.

Other ranch may want the water, so they let the manticore folk use the land.
Venom King … what’s he after?
What have the tripods awoken? Did the black gas seep down and wake something up?
What if they’re headed to the hollow world?
And the Trading Co would have a monopoly on the passage to the hollow world from the USA.


Hardfist is convinced none of his people are leaking information.
There were supposedly invisible rattlesnakes in these parts. “Smoke snakes.”
The are given the seasonal bunk house to work out of.

XPs: 400 each (PCs now at  11,050, need 15,000 to reach 6th)


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Published on August 11, 2020 13:46

August 10, 2020

Second Really Wild West Session — After-Action Report (Part One)

After the first Really Wild West: Doomstone game session After-Action Report, and its Part Two follow-up, numerous people indicated they were excited to keep learning about the campaign as I run it. So, it’s two weeks later, I’ve run another session, and adapted notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”) as a quick report.


If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.


[image error]


(Sketch of the Chimera Kid by Jacob Blackmon. The Kid is a figure in RWW: Doomstone the PCs have heard about, but not yet me. Jacob is awesome at capturing character designs in sketches like this, and you can hire him to do it for your characters!)


Session 02

The player running the human mechanic roboticist can’t make it to the game session, but wants us to proceed. That character is determined to have to stay behind in Cheyenne to repair her drone, and will be escorted to the ranch the PCs are heading to in a few days, when the Fonts & Bismark patrol comes back into town so they have spare people to do it. Since everyone wants to play, no one picks at the logic of this too much.


Most PCs stay at Mr. Satin’s Satin’s House of Refined Delights. Discover there is a bastet Norwegian Forest Cat named Caesar who is a professional cuddler. Fantastic purrer and snuggler. From a line of French pillow warmers (on his mother’s side) and a Bostonian chimney-sweet (literally crawls into a chimney and cleans it by moving through it, using token Spell to clean himself off when he’s done).


Day 3

PCs gather at the Fonts & Bismark station-house in Cheyenne to pick up the gear they are being given. Station Chief Adler introduces them to a new potential companion — Brone Mallory, a half-orc cartographer technomancer with a Doctorate in Theosophy from Oxbridge University, who is a mail-order theosopher who was hired to help survey the border between the Circle Axe and Vicious Hippogriff ranches. But the survey company went bankrupt while Mallory was in transit, so now he is between jobs. PCs agree to bring him along.


PC skill checks suggest he may have connections to the “Brone,” Normandy orc warcasters from the 900s AD, and possible the Mallory family of humanblooded spells-for-hire that operate around the Appalachians.


PCs decide to head to Circle Axe first. On their way north out of town, they are accosted by a human man with 4 mechanical arms run by a steam abckpack (in addition to his own 2 arms) grooming utensils. He declares he is “Beardcutter Ben, the Shaver’s Friend,” and makes his sales-pitch



He claims to be able to solve any problem we have.
Centaur Paladin buys a ring of oral hygene
Human Fighter/Mystic buys ten water pills (each pill turns into 1 gallon of water)
PCs get Beardcutter Ben’s calling card – a small gear-clockwork that when plugged into the Babbage-Bell grid tells you his last known location (he’s a wandering peddler)
He offers us a free sample of “Walking Meat” (gum). Says he can;t get anyone to buy it, but it makes long foot travel more pleasant. The human fighter/mystic accepts a piece. It tastes like unseasoned pot roast.

The PCs head north. It’s two day’s travel to the Circle Axe.


Brone writes down the lyrics to a song Sawyer sings on the trail, and does a couple of sketch portraits of her.


At camp the first night, shortly after sundown, the PCs see a figure approach them, with points of light for its eyes, and his mount’s eyes.



Skeletal male, humanoid, casually walking toward us. Rifle on shoulder. Pauses at 100ft.
He comes from the North, and is headed into town.
Wears a deputy’s badge with a skull on it — not a symbol anyone recognizes
Smells of turned earth, ashes, and heather
PCs can’t identify what he IS, but conclude he’s not an undead
He says he is “Deputy B. Hill,” works for “The Marshall.” Someone has “grave jumped,” and he thought it might be one of them — but now that he is here, he sees they are all on “the right side of the dirt.” His prey keeps covering its tracks, “Like a snake shedding its skin fer feathers.”
PCs suggest he (might*be hunting the same foe they are looking for. Offer to maybe help. Deputy Hill says he’ll mention the PCs to The Marshall. If Deputy Hill can’t track down the grave-jumper himself, the Marshal may send a less discerning senior deputy, Or a full posse, which can cause “collateral damage.”
Deputy Hill rides off, calmly. Later, his horse’s footprints disappear with soft, eerie sounds.

Day 04

A green meteor crosses the sky in the morning. East to West. In the Northern sky. No one is sure what it is, though it could be sky metal.



The human fighter/mystic seems to be permeated with a carrion smell, though only the fenrin operative bounty hunter can smell it (has scent).Fighter/mystic’s mouth is dry and foul.
Token Spell doesn’t help.
The cavalier’s ring of oral hygiene doesn’t help either.
Players determine this is an affect-effect of the Walking Meat gum, Determine to Have Words with Beardcutter Ben when they get back to town.

About half a day from the ranches, monstrous Jerusalem Bug (size Small) burst from the ground and attack, focusing on the fighter/mystic at first. PCs ID that these bugs burrow and eat carrion.



PCs look at real-world pictures of Jerusalem Bugs, and declare them “A Big ol Bucket of Nope”
The PCs identify these eight creatures are Rowdies (first time I have used those rules in a game).
They bite and spit entangling resin. Also, rub their legs together making static electric jolts and dust clouds.
Fighter/mystic moves to not be surrounded, suffers a knockdown crit. Draws a long knife to fight rather than pistol (has Cleave and there are many AoO possible with so many melee foes)
PCs roll BADLY, and the Jerusalem Bugs get multiple knockdown crits.
Brone Mallory, the half-orc technomancer, mostly just maintains microbot assault through the whole fight, but the margin makes a difference several times.
Tough fight. The fenrin operative bounty hunter loses all Stamina Points, though the player identified she kept taking unnecessary risks.
PCs win. Fighter-Mystic heals fenrin operative bounty hunter’s Wound damage, and then most characters take 10 minutes and expend Resolve to regain Stamina Points.

End Part One!


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Published on August 10, 2020 05:08

August 6, 2020

Fire-Breathing Robodino for Starfinder

Okay, so we did a quick robodino kitbash, and compiled the rules for it in one place. But folks still want more robodinos! What’s a game design blogger to do?


Give ’em what they want!


The “Tyrannocyber Wrecks” is a slightly more complex animal-to-robot conversion. We followed the steps outlined yesterday, but we have gone a bit further. We added an integral ranged weapon appropriate for a CR 9 combatant array, and removed swallow whole and replaced it with a fire breath weapon using the guidelines for the universal creature rule. (I’m not sure who decided tyrannosaurus robots breath fire, but it’s a well-known science-fantasy trope.

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Published on August 06, 2020 09:18

August 5, 2020

More Robodinos for Starfinder

So… apparently robot dinosaurs for Starfinder are popular!


Who knew?


Okay, even through the whole point of Monday’s article was to make it easy for folks to create their own kitbashed creatures, I’ll offer a few more robodinos since so many people asked for them.


To put the dino-to-robodino “template” all in one place, here’s what you need to do to your stat block:


Change type from “Animal to “Construct (technological)”

Add darkvision (60 feet).

Set Constitution to —

Reduce Fortitude save by -4

Reduce Reflex save by -4

Reduce Will save by -2

Add “construct immunities” and “unliving”

Increase all attacks by +1


Let’s do my obvious favorite–the mechabrontosaurus.


[image error]


(Art by PatSM)


ROBODINOSAUR, Mechabrontosaurus
Mechabrontosaurus, CR 10

XP 9,600

N Gargantuan construct (technological)

Init +0; Senses darkvision (60 ft.), low-light vision; Perception +19


Defense          HP 165

EAC 23; KAC 25

Fort +12; Ref +7; Will +8

Immunities construct immunities; unliving


Offense

Speed 30 ft.

Melee tail +22 (2d10+18 B; critical knockdown)

Space 20 ft.; Reach 20 ft.

Offensive Abilities trample (2d10+18 B, DC 17)


Statistics

STR +8; DEX +0; CON +5; INT -4; WIS +1; CHA -2


Ecology

Environment any

Organization solitary, pair, or herd (3–12)


Patreon

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Published on August 05, 2020 10:29

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