Friday, 6 November 2026

Glaugust 2026 (Part 5)

Write a location where roughly 80% or more of the language is directly lifted from a single author or poet (they can't be a ttrpg writer, don't be dull). Like this.

This is the silent land. 

You may enter through the slow door.

There is sunlight on a stream. Beyond the hills, a watered land. The grass is green,with small flowers between, in the summer twilight. 

The road from earth to sky is here. Stair after golden sky-ward stair mount above. When earth with shadow flees away, stand safe within the door!

Guess the poet! 

Post a timeline of the near, far and distant future of one of your precious pet settings.  

I only have one pet setting, and I don't know when the present is. Perhaps the latest game in the timeline (my offworlders game). 

Near: Terrestrials and Martians finally make peace and unite against the aliens. Robots are instrumental to the security of the solar system.
Far: The sphere of magic collides with the material plane once again, and war is renewed between mortal and myth.
Distant: Everything starts melding into the last sleep.

Write the last post on your blog, which is also how one (or all) of your worlds will end. you can write other posts after this one! but whenever you hang up your hat, (or die), people can reread this post and know it was your last one.

Hello, internet traveller. Welcome to my blog. I might have stopped writing it by the time you are reading this, but no matter, I wrote all this to be read. I encourage you to write as well, for others to read. My world ended with nowhere to go, no new ideas, no reason to exist. A soft sigh.

Cottonmouth your pet system so it is synonymous with one of your settings. Here is what Cottonmouth is and here is one way you could do that.

I disagree! I'm a special snowflake XD and I'm going to write my cool setting first and it's going to be awesome and I'm totally stealing the attribute definitions because Househack basically has only attributes, skills, and abilities. My great goal is to be cool like TaoofDND and Wasitlikely at the same time.

Make like Garamondia and post a capsule game.

Pick a character: 
  • The seer, who may use their powers of discernment once per day.
  • The fool, who may cheat death once.
  • The hunter, whose gun will drag their killer to the grave with them.
  • The witch, who has only their last poison potion and one dose of the werecurse cure . 
  • The old knight, feared, but whose sword is rusted.
  • The blind priest, carrying a letter of excomunnication.
You have all met in the church on the night of a full moon to hide.
This is your mission:

Find the werewolves in your village. Kill them before you all die. No one can be trusted.

Introduce something to another blogger's setting that fundamentally alters it. They MUST incorporate this change, so get permission first and don't be a pill.

I must swallow the pill because I'm late. :-( 
Technically, I had to incorporate the end of my world into my setting, so there. :-)

Achievements:
Speedrun mode (complete the challenge in 500 words or less) ✓
Completionist (complete all prompts in a challenge) ✓
Badge: double combo!

Thursday, 22 October 2026

Glaugust 2026 (Part 4)

Non-Lovecraftian cosmic horror.

Why does everything have to do with the campaign I'm running this Christmas?!! Anyway, I don't think it will mean too much to my players if I give a little hint in the form of the king in yellow...

An unusual crop.

Dwarves grow crystals inside caves near geologically active regions, such as volcanoes. The 'fields' take the form of pits filled with a solution of the necessary materials, which form the crystals when the water evaporates. Dwarves insist that this is 'growing' food, and in their tongue they give it the same name as the growth of moss.

Tree dungeon.

Too long for this post. :( I will get round to this [PROPHECY DECLARED].

A lost spellbook, its contents, and the factions/individuals that vie for it.

The book of circles was a gift from the aetherial world and is principally a biological taxonomy of life in the aether. Thanks, Honno (Shoutout): Elemental magic system. The idea is that spells and other creatures are classified according to their element and then according to their 'circle', or degree of sentience, of which there are hundreds. This flies in the face of the theories proposed by the Royal Academy of Wizards, who hypothesised seven fundamental spells:
  • Enlarge/reduce
  • Heat/cool
  • Light/darkness
  • Multiply/divide
  • Increase/reduce mass
  • Lightning ray
  • Time stop
The academy wants this book burnt, but most lorekeepers (my setting's clerics) consider this a vital text and important to keep so as to not offend the higher aetherial beings. It is currently housed in the tower of the Great Door (built around the passage between worlds).

Some roadfreaks for a passage that isn't a road – canalfreaks, hyperlanefreaks, portalfreaks, etc.

WILL SOMEBODY GET THESE FILTHY GREMLINS OFF MY CLOTHESLINE!! 

System for legal arguments in a court of law.

For an argument to be made in a court of law, it must be:

a) True.
b) Relevant.
c) New.

There is the position of argument examiner, who takes them for evaluation and then gives them to the voice of the court, in charge of reading them. Arguments that are declined are returned to their party, though they may ask for a review in the form of another argument or ask for confirmation directly from the fact analyst, the topic centraliser, and the scribe.

Achievements:
Speedrun mode (complete the challenge in 500 words or less) ✓
Completionist (complete all prompts in a challenge) X
Prestige: reference someone else's work.

Friday, 16 October 2026

Glaugust 2026 (Part 3)

Resurrection magic.

No one comes back from the dead. Some, however, seek to escape the grasp of Hades and hide. These are spirits. Others are locked to their dead bodies, willingly or not. These are undead. The only magic involved in bringing someone back is in the journey to Terra Baixa and back again. Oh, and of course; the negotiation. Be sure to bring your prettiest song.

Perpetual motion.

Such motion requires total isolation from any force.

The many qualities of night air.

- Night air - 

One short breath
stops the ring,
navy depths
call for Spring
whispering.
The world swerves.
Give me wings
to observe!
Soothe my nerves,
lift my brow.
The wind curves
o'er the boughs.
Quality?
Brevity.

Futility of categorization.

I'm ditching classes in househack. I hope I haven't bungled something in a major way.

Fractals and intricacy.

I'm going to apply this directly to my downtime/procedure post, as this is exactly where I want to go with it. There are going to be nested levels of play that use the same mechanics and can theoretically go as deep as you want. Will the dandelion get trampled?

Dracula!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Roll for powers every time you level up (if you get one you already have, get the lowest available number):

1. Superhuman physique.
2. Immunity to ordinary weapons.
3. Immortality.
4. Transformation (can be taken multiple times for bat, wolf and mist forms).
5. Wall climbing.
6. Aura of fear.
7. Level drain.
8. Gain a castle.
This should do until you get to level ten... How many levels should there be anyway?

Achievements:
Speedrun mode (complete the challenge in 500 words or less) ✓
Completionist (complete all prompts in a challenge) X
Favoured enemy: completing blog challenges on time.

Wednesday, 14 October 2026

Glaugust 2026 (Part 2)

Deicide dungeon.

What?!!! I'll post my running of Ravenloft after I play it (perfect excuse to revise it, iykyk).

Frightening anachronisms.

Future post: the lore of my world. The timeline is a bit iffy, to be honest. 

Guest stars!

I guess my followers are the stars on my blog, so shoutout to Happy Masacrated and Rook!

Breathing new life into an old post.

New resolution: finish Glaugust and create a page of promised posts.

Books as treasure. No spellbooks.

1. The Necronomicon.
2. Tirant lo blanc.
3. An adventurer's guide to adventure: the adventure (I might write some chapters on logistics).
4. Overdue library book (the owner is wanted).

Classic monsters as classes. 

Refer to my previous post on GLOG monsters. I would suggest:
(In ABCD format)

1. Dragon: Scales, Claws, Breath, Flight.
2. Eye-monster: Tentacles, Hovering, Magic, Senses.
3. Troll: Size, Strength, Camouflage in stone, Regeneration.
4. Displacer beast: Beastial form, Tentacles, Teleporation, Illusions.
etc.

Achievements:
Speedrun mode (complete the challenge in 500 words or less) ✓
Completionist (complete all prompts in a challenge) X
New path unlocked: the late writer.
New mode unlocked: redemption arc.
Current active blogwagons: 2 - wildly ambitious.

Friday, 7 August 2026

(Glaugust 2026 part 1)

Magic Amulets

Amulets primarily have repellent properties and can be used to boost turning/intimidation rolls.

Metals: undead. Each type of soul, according to Plato, recognises its material.
Gemstones: dragons. The chromatic dragons especially are subject to the different types.
Symbols: spellcasters. Spells are fickle creatures.
Bones: Fey creatures. The smell of death drives them mad.
Feathers: Psionics users. A thin veil, properly prepared, has the same effect.
Vials: animals. Water, blood, and alcohol are popular choices. Some prefer venom, however.
Lockets: incorporeal creatures. Love and Strife are opposites, and Love unites body and mind.

Review Another's Blogpost


This post is great, thank you everyone, and Mr. Highlander. 
More people should make things like this for newbies.

Spells of the Evil King

Summon cavalry charge.
Fear.
Quest.
Execute.
Imprison.
Command.

Sequel to a Blogpost from Last Year (Yours, or others')

My blog is only a few months old :-P


Simplicity and complexity in games are a means to an end, which is creating a satisfying play experience. Chess accomplishes much with simple rules, but Twilight Imperium is also complex and fun. For role-playing games, a broader and deeper rules system, whether Stonetop or Adnd, allows for more variety in very long games and campaigns. I got tired of Knave after a two-shot. I might like to try ADND at least once. 

Primates

In the religion of Monke, as a cleric, you gain a new rank at the following levels:

2: Dryopithecus can climb as fast as they walk.
3: Ramapithecus is immune to poison.
5: Australopithecus can walk with any two limbs.
7: Habilis can strike once a day with unerring accuracy.
11: Erectus can control fire.
13: Neanderthalensis can instruct new members of the primates.
17: Sapiens can speak all languages.
19: ??? 

Water Levels

Gamifying rainfall levels warrants its own post.

Achievements:
Speedrun mode (complete the challenge in 500 words or less) ✓
Completionist (complete all prompts in a challenge) X

Tuesday, 28 July 2026

Hive pocket Beetle opening is too strong

1. Beetle, beetle
2. Beetle on beetle (stack 1), pass
3. Queen bee adjacent to beetle, pass
3. Beetle off beetle (b) one space away from queen bee (w), place queen bee equidistant from w. pieces
4. Beetle on beetle (b), move queen bee adjacent to queen bee (w)
5. Beetle on queen bee (b), 

Options for black:

5. (...), beetle on queen bee (w)
... By symmetry, white eventually forces a draw.

5. (...), move beetle one space away from stack (1)
6. Ant traps beetle (b), pass
... By forcing black to pass, white easily surrounds the black queen bee.

I might propose a fix for this in a later post...
I actually should look at past posts for ideas now :-)

Wednesday, 22 July 2026

Biblical prophecies concerning the underworld

Hades, or Sheol, is torn in two: a place of grief, where those who reject their creator are left alone; and a place of rest, with Abraham, whose faith was counted as righteousness. In ancient times, all the dead remained there, whether righteous or wicked. Enoch and Elijah entered not this place.

When the Messiah died, he entered the kingdom of death and rescued the just, having obtained victory. One half of the underworld was emptied upon His resurrection, and the faithful were judged and found blameless through His blood, and the angels rejoiced in heaven. Nonetheless, the Sheol still gets filled.

One day, the trumpet will sound, and Hades will be emptied again, as well as the Bride of Christ from among the living. The Holy Spirit will cease His slowing of evil during the forty-ninth week of years prophesied by Daniel.

After seven years of judgement, Jesus will return with the church and the just from Heaven and Hades and give new bodies of glory to them. The survivors on earth will be judged and either allowed into the Lord's kingdom on earth or sent to the Lake of Fire, made not for humans but for demons. The antichrist and his prophet will be sent to the Lake of Fire without judgement.

For a thousand years the survivors and their offspring will live amongst the glorified in the kingdom of God. Near the end of them, Satan will be loosed from bondage and will lead an uprising against the Heir, an unsuccessful one. At the end, the Father will resurrect and judge those remaining in Sheol and the not yet judged on Earth. Some will be cast into the Lake of Fire, where there is eternal torment; and the others will be glorified and enter the second creation.

Saturday, 11 July 2026

Solving Cain's Jawbone: Progress report

After about two years since I bought my copy, here's my analysis so far.

Collected data:

Poetry fragments that cross pages (6 solved pairs of consecutive pages and poems identified).
Sentences that cross pages (2 unsolved pairs of consecutive pages).
Repetition of a certain name on nearly every page.
Spelling errors.
First-person narration throughout.
References to flowers, food, and literary figures.
Repeated indirect references to a name (solved).
(A long list of all names mentioned).
(A list of times the narrator acknowledged themself).
Fragments and words in Greek and French (translated).
(A long list of references to death).
(A very long list of one-sentence page summaries).
(A half-started list of longer analysis for each page).

Conclusions reached:

Re-ordering the pages is insufficient to solve the mystery of the six murders.
Since Torquemada was known for cryptic crossword clues, it is likely that the more nonsensical sentences are structured as clues in a similar way.
The main difficulty in solving the puzzle lies in interpreting the text.

Theories:

I believe the mystery has three layers to it:
Ordering the pages,
Interpreting/deciphering the text,
Reconstructing the narrative from the information given in the narrator's perspective.

(I have worked on it sporadically, mainly in the holiday seasons.)

I really hope the solution isn't getting published any time soon.

Wednesday, 1 July 2026

A challenge for Gretchlings (GLOG monsters)

Is this a blog bandwagon of my own?          ̄\_(ツ)_/ ̄

One of my favourite things about the GLOG is the abundancy of classes made by the gretchlings and the ease of making them (especially wizards). It's super easy, barely an inconvenience!

Templates: A, B, C, D, (Δ), with abilities, 
a spell/technique-list (optional),
mishaps and dooms (for magic-dice users)

I ask you all, however: what about monsters?

Monday, 8 June 2026

Househack part 2 (combat)

I just realised I'm sort of doing the homework: https://jrients.blogspot.com/2011/03/three-years-gone.html

Initiative is rolled every round (Initiative die as a stat? Stats in another post.)

Take 2 actions on your turn (you can do any combination):
Move: Speed will be a stat to determine distance travelled.
Engage in combat (resolved at the end of the round).
Shoot a ranged weapon).
Special: Everything else.

What happens when 2 participants are tied?
They will alternate their actions. Use a coin flip or an agreement to decide who goes first.

Engaged participants:
Roll your attack dice (XdY, see part 1) vs the opponent's attack dice. Pair the dice against each other in descending order. The winner deals a hit for every weapon die higher than their corresponding armour die. For every hit, roll a die of the weapon's damage dice against the opponent's armour dice. Winning damage dice are converted into wounds. (HP and hits in another post.)

Hit location (2d6):

Result

Body part

2

Left foot

3

Left hand

4

Left leg

5

Left arm

6

Left torso

7

Head

8

Right torso

9

Right arm

10

Right leg

11

Right hand

12

Right foot


Armour:
When defending against hits, roll 1dY of the corresponding armour dice if the hit location is covered with armour. If you have a shield, roll that die as well alongside the other.

d4: Not armour, but protective.

d6: Textile/organic

d8: Mixed

d10: Mail 

d12: Plate


d4: Buckler.

d6: Small shield

d8: Round shield.

d10: Kite shield.

d12: Tower shield.


Weapons:

Damage\Attackd4d6d8d10d12
d4UnarmedImprovised /clubFlailChain weapons
/pole hooks
Whip/meteor hammer
d6KnivesAxesOne-handed cutting swordsTwo-handed cutting swordsQuarterstaff
d8Fist weaponsMaces/
warhammers
LongswordSmall spearsCutting polearms
d10Light daggersWar picksRapierLight spears/GreatswordsHeavy polearms
d12Rondel/stilettoLarge daggersEstocHeavy spearsLong thrusting polearms

I hope this doesn't fall apart in playtesting... 

Sunday, 31 May 2026

Househack part 1 (dice)

For character skill and combat rolls:

[Highest of] XdY versus Target Number, Difficulty Class, Magic Score, etc.

Where X = skill rating (maximum of three, for now), Y = tool quality (d4 up to d12). 

(I might save the d20 for some special rolls, like saving throws.)

Hopefully, compatibility won't be too much of an issue. I can see fighters with multiple attacks roll, say, 3d8 with their longsword against an adjusted AC. Since everything is compressed to a 1-12 range, smaller dice will not have as good of a probabilistic gradation as I might like. The d4s increment in leaps of 25%, which might be a bit much. Besides, they don't roll very well. Anyhow, I think this system is intuitive enough. A tiebreaker stat for contested rolls will probably be required, though. Actually, character level is a good fit. This is open-source roleplaying (OSR) material, by the way.

Inspiration: MESBG

Wednesday, 29 April 2026

Design ye more varied games!

What is a role-playing game? (yet another attempt)

A role-playing game is a game format. (Other game formats include board games, video games, word games, etc.) I take the definition of a game as the act of structured play within a controlled enviroment (the game space) that registers at least one variable which is accepted as 'truth' within the enviroment. The game state is the sum of variables and their information. This game state is altered by the player's actions during play.

- A role-playing game is a game where the space and action are primarily imagined and thus imagination is the primary medium. I define primary here as the medium that is sufficient for play, and the medium in this case defines the format.

- In the case of multiplayer games, some form of communication is necessary to ensure correspondence between the individual's imagined game states and changes due to the player's actions.

- All games need a codified and agreed-upon set of rules which structure gameplay, define player roles and authority, and dictate permitted and prohibited actions within the game space. 

What can role-playing games be? (more like, what elements can we play with as designers?)

- The game space can be created, controlled, and modified by one or more players.

- Players can control individual or collective entities within the game space, or even treat the game space as an entity of its own.

- The rules text can be modified, as it is not the ultimate authority during the act of play.

- The manner of communication need not be verbal but must be intelligible.

What games can exist, then? (off the top of my head)

- Controlling individual agents in a world created by one unique player named the Dungeon Master.

- Creating the history of a world in a non-linear fashion.

- Games which allow the modification of their own rules text.

- Writing narratives collaboratively or competitively.

- Jointly embodying a single character, or individually controlling collectives.

- Simulating pre-planned scenarios.

- Games with multiple assymetric roles.

- Games where the rules text is known (or not) within the game space.

- etc.

There is a wide design space yet to be explored! 

Monday, 20 April 2026

Gloomhaven class: Human adept (v0.1.0 pre-alpha)

Here's my first draft of a Gloomhaven martial artist class, for posterity. 

Warning! Needs further playtesting, has no elemental affinities, and has no XP values. 
HP: average.
Lore: -














Expected problems:
- Low durability (few self-heal and shield/retaliate abilities)
- Low damage (few attack abilities)
- Positioning problems (push might be a mistake if this class is melee)
- Niche overlap with the Brute class (2nd edition is also melee and based around forced movement)

Rework predictions:
- Add a special mechanic (as in Frosthaven)
- Add more attacks (as opposed to the Brute)
- Rework mobility/forced movement



Tuesday, 7 April 2026

En Nàixer el Dia

 I wrote a poem for a contest once under the name focs artificials...

En Nàixer el Dia

El fred al vent refila el meu respir.
Les volves volen alts al cel airós.
La neu, al sol, en fondre’s, bon tempir.
Un món serè. Mon bleix d’alè, boirós.
Celatge pur. Pel verd, el glaç del ros.
Un cor d’ocells, sonores veus d’argent.
El sol de l’ombra neix, lluint aurós.
Encén els núvols blancs amb foc fulgent.
Sallent que es fon, soroll de riu brogent:
Indret humil, però grandiós, aquí.
Per mi l’esclat del món, el tot pungent
em venç. El món, de què sorgeix, de qui?
Art és la terra bella, tant amor
reclama autor; demés, de mi, temor.



(image is The Snowdrop, Robert John Thornton, 1804)

Thursday, 26 March 2026

The rune of St. Patrick

The Faedh Fiada, or "The Cry of the Deer". (From A Swiftly Tilting Planet, Madeline L'Engle)


At Tara/Ananda today in this fateful hour (roll 1d10 per fallen ally; doubles = 10)

1: I place all Heaven with its power, (You will not be touched, nor fall this day)

2: And the sun with its brightness, (The light of the world fills all)

3: And the snow with its whiteness, (The wounds of those around you heal fully)

4: And fire with all the strength it hath, (Your smiting blows bring certain death)

5: And lightning with its rapid wrath, (Your enemies as one cry out in agony and terror)

6: And the winds with their swiftness along their path (Your actions are swift and unerring)

7: And the sea with its deepness, (You discern truth from falsehood)

8: And the rocks with their steepness, (The wicked around you stumble and fall)

9: And the earth with its starkness (No evil may set foot upon the ground you tread)

10: All these I place, (all the above)

By God's almighty help and grace,
Between myself and the powers of darkness.

Enjoy :-)

Monday, 23 March 2026

Brainfood for burgeoning blogs part 4 (end)

Part 4 is here!

-

76: What do goblins smell like? What about trolls? Do elves have a particular smell?

A: Goblins smell like smoke and rot. Trolls smell like moss and dew. Elves smell like the perfume they wear, and if not, like sweat, just like everyone else.

77: What do your cleric's holy symbols look like? Are they needed for turning?

A: I want to completely redesign clerics and religion in my game. Can I keep this for a future post? 
(for now, I don't really like the idea of physical relics, but I do like the inventory management aspect, so if I end up using them, they will be needed for all the cleric's magical powers.)

78: What does the 'bare minimum' for you to run a game look like?

A: A module (or, otherwise, some prep time and a notebook), paper and pencils, and some dice.

79: What happens at 0 HP in play? Can I get a healing potion down their throat?

A: You died. Last words/actions as I deem plausible.

B: You can, but it will be a waste.

80: What happens when a character dies in your setting?

A: The character is dead. No one can touch their soul. Ghosts are therefore one of the greatest aberrations in the universe. Little wonder that they cause madness.

81: What happens when someone eats dragon meat? Drinks their blood?

A: They are highly poisonous. They will probably die.

B (bonus): When a dragon dies, their corpse rots within minutes, and a rose bush grows from the earth they died on.

82: What idea or concept are you 'saving' for a future game/campaign?

A: I don't really have any. I like to use cool ideas as soon as possible. I'd like to run White Plume Mountain, though.

83: What is a generous/stingy tip to a porter, stablehand, or potboy in your setting?

A: Something useful, like a cake or a piece of string.

B: Something useless, like a gold piece or a shiny stone.

84: What is a ruling you regret or wish you had handled differently?

A: Takesies backsies. What's done is done.

85: What is one food that differs from ours that everyone knows about in your game?

A: Here's a list of fun food names I have collected from the comments of a video by Jazz Emu, which I used for a sci-fi game:
(Video here: https://www.youtube.com/shorts/4KG3v365mq4)

Shmomp
Grunky Scripples
Plicky Plups
Goozle Wazzle
Gruple Thright
Goob
Groble Shob
Froppy Friddles
Miko Blorks
Swartmazzle
Streep Deeps
Finklegorp

86: What is plate mail in your game? Does armour come with gloves/gauntlets?

A: Yet to be defined. I want to reinvent armour from the ground up, taking into account individual sections. I might take inspiration from the Souls games for this...

87: What is the perfect hex size for the number of features you place/stock?

A: Hexes are a measurement tool, not a playable, spaces-per-turn unit of space! That said, six miles is a good size for compatibility.

88: What method do you use for tracking turns elapsing or hitpoints depleted?

A: Writing in pencil and rubbing out. Sometimes I use dice if there are a lot of numbers.

89: What other hobbies do you possess that seep into games, subtly or otherwise?

A: Playlist making, board games (I enjoy testing and tweaking mechanics), and blog reading.

90: What step in the common procedures do you often forget or elide/change?

A: I want to be more strict about keeping time records in the future, you know, to have a more meaningful campaign.

91: What topics or themes are off-limits in your game? How do you communicate this?

A: Adult content. Tacit agreement (I play with people I know).

92: What was one major conflict/war that has occurred within recent memory?

A: The only game I ran where something like that mattered was my Offworlders game. Humans from Earth, Mars, and robots (from Mars) were in a tense political situation involving a dispute over the moon. 

93: What would be the punishment for stealing a loaf of bread? A horse?

A: An eye for an eye as a base; roll on the reaction table to modify.

94: What's the deal with those alignment languages in your game?

A: I'm going to contradict my earlier lore and say that these are the languages of different planes/dimensions, or languages of deities, or of spells/schools of magic, even!

95: Where does lamp oil come from/how is it made?

A: Black oil from the earth, wax from sperm whales, or other animal fats (tallow reed candles, anyone?).

96: Which die from the typical (or atypical!) polyhedrals is your favourite, and why?

A: I don't really care, but the platonic solids are clearly superior to the rest (sorry d10s). By the way, check out Sicherman dice, skew dice, and the anydice.com website.

97: Who digs those dungeons? Why do they attract so much treasure/danger?

A: Dungeons are either ruins or elaborate treasure-protecting devices. Most of the treasure and danger is there by design. Sometimes dangerous creatures move in and inhabit the dungeon. Why are there so many? They are fun to run.

98: Who is the most powerful magic user in your setting? The most infamous thief?

A: The most powerful magic user the world has yet known is Ignatious Bloodwing, a player character druid who sacrificed his life to restore plant life to the world. 

B: If the secret had got out, the story of the kidnapping of the archpriest would have gone down in history. :-)

99: Why are elves immune to ghoul paralysis? How long do they live?

A: Elves have strength of body, dwarves have strength of mind, halflings have strength of heart, and humans have strength of will. 

B: R.I.P. Faelyn G., who died to dragon breath. No one has ever seen an old elf in my games.

100: Why do dwarves and elves have that classic enmity, or do they?

A: They don't, actually. At least, not a 'special' enmity. Maybe they have different alignments as different species; I don't know.

-

(large sigh)

Thank you d4caltrops for giving me something to write about. It was great fun. :-)

Saturday, 14 March 2026

Brainfood for burgeoning blogs part 3

Part three! Let's go!

51: May I please see a devious trap or dangerous hazard that you have created?

A: Here's one created just for the occasion! (It's my first trap).

The hidden portals in this corridor are set to close after the first person/creature goes through them, separating them from the rest of the party. The separated group member will find that behind them is a monster where they thought their party was, and the rest of the party will see a monster suddenly replace their party member. Both, however, will hear each other's noise through the door. 

52: Please share three new/distinctive magical spells you or your players have created.

A: I haven't made any... Well, now I have! These are spells Gandalf could have.

1: White flame. Lesser beings of fire and creatures of darkness recognise your authority.
2: Spark. Light something in your hands on fire.
3: Golden Hope. Those who fall in battle alongside you have a 1-in-6 chance of seeing another day.

53: Share a puzzle or a riddle that has created a memorable experience for you.

A: When I ran Kidnap the Archpriest, my players decided to impersonate the archpriest and fake his death. The fact that they got away with it and the archpriest himself is a testament to my players' creativity. Knave was a good choice in my opinion (if you know, you know).

54: Share some common superstitions practised by people of your setting.

A: I've only run one that came up during play (Offworlders). At least one thing in your spaceship will be broken, so captains usually leave the windscreen wipers alone.

55: Show me three brand new monsters you have created for your game!

A: I haven't actually made any... Let's go, then.

1: Nightmare. A horse that brings you in the sky to the realm of dreams.
2: Black hole. A sentient portal sent to bring spells back to the plane of magic.
3: River tongue. The voice of the waterfall brings wisdom and destruction.

56: Summarise your campaign setting in 2d20 words or less.

A: (I rolled 20 words.) A multiverse where every world is a different game I have run, using different systems. I reference past games occasionally.

57: Talk about your favourite blog/creator for a little bit! Give them some compliments!

A: The first blog post I read was this one: Goblinpunch False Hydra. I found it after watching a video on the CinderBlockSally channel about this monster. https://www.youtube.com/watch?v=sfsRCwJfpdw   Thank you, Arnold, for inspiring me to start my own blog!

58: Tell me about a book or a movie that really influenced you in terms of these games!

A: Can I do two books, please? So You Want to Be a Game Master by Justin Alexander and How to Run by Alexis Smolensk have more or less made me the DM I am now, but for different reasons. Justin's focus is on creating structures and procedures that organise play into discrete steps. It taught me that every element of the fictional world is fundamentally gameable and that the degree of abstraction is a choice that informs the mechanics used. Alexis' book, on the other hand, covers the wider space around the ludic activity. I learned a lot about the social component of the game from this book, particularly when it comes to the relation between players and the dungeon master.

59: Tell me about a thing you have included 'just for you' without regard to the players.

A: Sometimes I make a mood board for my games. 

60: Tell me about a time your players surprised you or ruined your prep/plans!

A: When I ran Cogent, I didn't plan very much, so my players decided to ignore the blue chicken in the tavern...

61: Tell me about the moon (or moons) in the sky. What are some beliefs associated with them?

A: When I ran Quest, elves lived on the moon and spoke to the star-people. When I ran Offworlders, I based my campaign on Alita: Battle Angel and the Gooz hexes from Dyson Logos, so the moon was no-man's-land between Mars and Earth. Apart from that, I haven't really gamified the White Face that much.

62: What 'something' wouldn't be in your game if it weren't for your players?

A: I think the reason my table runs so well is that we are all relatives and know each other well. There is a great mood that wouldn't be there otherwise or that would be hard to find with strangers. The Pack Tactics YouTube channel has a great video on the importance of playing in good faith.

Video link: https://www.youtube.com/watch?v=sVVh3Fjzrw8 

63: What are ten new things that you put on your equipment list for purchase?

A: (deep exhale) Here are ten types of things.

1: More armour
2: Clothing types
3: Tents
4: More mount options
5: Specific foods
6: Writing materials
7: Hunting gear
8: Monster parts and herbs for alchemy
9: More weapons
10: Dungeoneering licenses

64: What are six things one might encounter on the way to the nearest dungeon?

A: You are asking for a random encounter table, yes? (1d6)

1: Tree-root-dweller.
2: Wanderering nut-merchant.
3: Bone-scavenger leader.
4: Chromatic panda bear.
5: Golden flailsnail.
6: Strawberry mist wyrm.

65: What are a few good tracks/traces for the most commonly encountered foes?

A: Skeletons make sharp indents on the ground when they walk; they also make a lot of noise and, for some reason, always leave teeth lying around. 

66: What are five frivolous things adventurers can spend their gold on?

A: Behold the sheer frivolity of these lavish purchases! (medieval fantasy)

1: An absurd quantity of iron rations (my players did this once).
2: A spell scroll of summon spell scroll (summon spell scroll of summon spell scroll)
3: Entry to the crystal caverns.
4: A magic carpet.
5: A letter of excommunication without a name.

67: What are four legendary treasures one might search for in your game?

A: I haven't exhausted the ordinary legendary treasures, but here are some I came up with.

1: Azure Fang armour set (plate armour made from blue-tinted metal that glows in the dark as a candle). When wearing the full set, you know the distance you travel per day, the exact hour and date, your current physical state, and which way is north. Protection: as plate armour.

2: The moon, the orb of a great wizard that grants authority over all magic.

3: The goblet of tears. Whoever drinks from it will know sorrow no longer.

4: Pristine blade/toy knife (real knife)/dull knife (knife). Enemies must save vs. death, and the wielder must save vs. evil.

68: What are some common long-distance communication methods in your world?

A: The longest communication possible is between worlds, and so far my players have found the following:

· Using the telescope from Deep Carbon Observatory.
· Chalk-written fairy circles from The Waking of Willowby Hall. 
· A stone archway surrounded by white ravens.

In the future I am hoping to include the following:

· Mystic readings.
· Travel through the world and around the worlds.
· Dreams.

69: What are some deadly diseases/awful afflictions one might unfortunately catch?

A: The only time disease was relevant in my games was when I ran Tomb of the Serpent Kings. One of my players had his character drink from a stagnant pool with a mummy head inside. The party had 1d6 hours to get to the local lighthouse clerics before he turned into a ghoul. Good times.

70: What are some interesting herbs/plants one might find foraging?

A: I will do the herb post some day, but for now I like to use real herbs. Magical versions of them grow in the fairy land.

71: What are some of your favourite resources or tools you use in your games?

A: Dice, tokens, pencils, paper, PDFs on my laptop. That's it. I like Dysonlogos maps, d4caltrops tables, and whatever tickles my fancy from the bblogs.I read (I will update my blogroll soon).

72: What are some unusual drugs/intoxicants in your setting?

A: Don't do drugs. As an aside, I've thought about establishing as canon that holy water/blessed water is in fact distilled alcohol. You are free to steal this idea.

73: What are the best snacks you've found that work during a game?

A: I don't have food at the game, but I would suggest nuts, crackers, and water.

74: What could I bring to the game that would bribe the referee?

A: Nothing. 

75: What degree of 'kitchen sink' or 'gonzo' is acceptable in your setting?

A: Vanilla or French vanilla at most. I consider that having a strong genre/flavour identity is beneficial for the game. If you want a different experience, just play a different game, just like with board games.

-

One more part... 

Star Wars Lightsaber forms (also a GLOG class, because why not (and also some sayings))

What if the lightsabre forms from Star Wars were actually cool and visually distinct and viable and good for storytelling and and and... 


OK, visual distinction (and viability at the same time) first.


Form I: Shii-Cho

Since this form is meant to be primitive (read: HEMA-inspired), used for training the younglings, and one that doesn't take advantage of the lightsabre's properties, I think that the greatsword is the best fit. Additionally, this form is meant to specialise in fighting multiple opponents. 

Form II: Makashi

Rapier, fencing (most one-handed sword types). 'Nuff said. This is the dedicated duelling form that can beat most of the other forms in 1v1 combat, but it does not incorporate defence against projectile weapons and is also vulnerable to form V, apparently. 

Form III: Soresu

A form specialising in defence against blaster fire. I'm ditching the whole 'no weaknesses, but no strengths' aspect and making this the twirly form, so sabre fighting would make a good base. Moulinets abound, as well as Destreza-style footwork. For fun, let's incorporate reverse grip and make it a debated topic in-universe.

Form IV: Ataru

An aggressive form that uses acrobatics, I want to see tricking involved in this one. Wuxia films get this one just right in my opinion. Definitely a two-handed sword variety, so my pick is kendo for this one as a base. I can be convinced with the kung fu sword forms if someone insists.

Form V: Shien/Djem So

This is, to me, the longsword-based form. The Shien variant focused on redirecting blaster fire, and Djem So focused on lightsabre combat (German and Italian longsword, respectively, why not). Form V develops in parallel with form IV, similar to the divergence between northern and southern styles of kung fu.

Form VI: Niman

This is the 'basic' advanced form that combines forms I-V, excluding II. Its 'special thing' is using force powers. The most used form is also the least prepared for lightsabre-to-lightsabre combat. I feel this one needs to be created from scratch to have its own unique visual style, but I'm fine with a mish-mash of the others if that's the best that can be done. 

Form VII: Juyo/Vaapad

Forms closer to the dark side, they use emotions to increase the capabilities of the user. I imagine this as either bullet time or super speed, but that might look weird. My choice of the two would be very slight super speed (about 1.5x). Anyhow, I don't mind this one not being viable in real life, as it specifically needs superhuman ability to use.

Bonus form: Jar'Kai

The dual-wielding form, this can take many different directions, and I approve of all of them. Rapier and dagger, kali sticks, you name it. I see this as an opportunity to show this form as a more idiosyncratic style that fewer individuals use.

Q: What about the weird stances, though?
A: Heavily ritualised salute formulas. Easy.

(Feel free to ask more questions; I want this to be as cool as possible.)

Anyway, here's my Joesky tax

GLOG Gleamsword user.

Hit die: d6
Starting equipment: robes, gleamsword, old proverbs.
Starting skills (roll 1d4 twice) 1: diplomacy 2: gleamsword construction 3: meditation 4: swimming

The gleamword deals 1d12 damage (best of 2d12 if used two-handed), and attack rolls made with it are made at disadvantage. 

A: Young one

You know the Shii-Cho form and can sense the presence of other gleamsword users. While unarmoured, you gain a bonus to defence or AC equal to the number of templates you have in this class (except ∆ templates). 

B: Wielder of Gleam

Provided you are concentrating on nothing else, you may telekinetically move an object you can see no heavier than yourself. In other circumstances, you can move an object as heavy as your gleamsword.

C: Gleamknight

You have permission to train a novice in the arts of the gleamsword and have access to your order's ancient lore. You can influence emotions around you, conferring advantage or disadvantage on morale rolls made by people near you.

D: Master rank

Your Wielder of Gleam ability no longer requires concentration. Once per day, you can negate one use of a form against you. Monasteries and temples welcome you, and high-ranking people will at least listen to what you have to say.

∆: Additional forms 
(Defeat another gleamsword user. This can be triggered multiple times.)

Choose a form. You gain its ability (you have access at all times to the abilities your learned forms confer):

Shii-Cho:

You do not roll with disadvantage when using the gleamsword. If you roll a natural 20 when attacking, you may disarm your opponent (if applicable). 

Makashi:

Even when not two-handing your gleamsword, it does (best of 2d12) damage. Whenever someone misses you with an attack, you may immediately attack them with your gleamsword.

Soresu:

When attacked by a ranged weapon while wielding your gleamsword, you can roll 1d12 to reduce the damage by that amount. You can forgo your next attack to use this ability against a melee attack.

Ataru:

Your jump distance and height are doubled. When attacking with your gleamsword, you can jump towards the target as part of the attack.

Shien:

When attacked by a ranged weapon while wielding your gleamsword, make an attack roll. If your result is higher than the attack's roll, redirect the attack towards the attacker. 

Djem-So:

You may forgo your next movement to make your next attack with a gleamsword automatically hit.

Niman:

When you unintentionally miss an attack, you may use your Wielder of Gleam ability to move an object up to a distance equal to your movement. This can be used as a ranged attack (1d4 damage on a hit). If the target has both hands full, you have advantage on this attack.

Juyo:

You can take a penalty (1d12) to your defence or AC for the round to add a bonus to damage on all your attacks on your turn (the same result).

Vaapad:

You can take one damage to make an attack at any moment.

Jar'Kai:

Create/find a second gleamsword. If you land a successful hit with one gleamsword, you may immediately make an attack with the other.

∆: Form 0
(Attack someone of your alignment with the gleamsword. This can be triggered multiple times.)

You change alignment.


Joesky Tax complete (Disc Horse nowhere to be seen); it's time for the P.T.B. tax. (If you don't pay this tax, you will be lost in ███████.


Old proverbs concerning the arts of the Gleamsword

If you seek a fight, you will find an enemy.

To look away is to cast shadow upon your eyes.

A gleam may be a source of light or a dimmed reflection.

The greatest skill is to wield oneself, not the blade.

The hands are the reflection of the mind, which is the reflection of the heart.

The blade is dead, yet wills for death.

Be formless; reflect both light and shadow.