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.

Monday, 2 March 2026

Brainfood for burgeoning blogs part 2

Hello, internet. Here is part 2!

26: How could I go about acquiring a Gryphon mount?

A: Gryphons are about as rare as unicorns, bandersnatches, or questing beasts. Good luck!

27: How difficult is it to be brought back from the dead? Is such a thing even possible?

A: Do you want to live forever? 

28: How do you deal with any jitters or nerves before running a game?

A: I've only ever played with people I am good friends with, so I have never experienced any kind of worries about performance; we are all playing a game.

29: How do you determine if a character can successfully swim in your games?

A: Everyone can keep themselves afloat more or less, but only sailors or athletes can swim fast.

30: How do you determine the weather for the day or season in your game?

A: I tend to come up with it on the fly to set the mood, but if I want to be strict, I look for some random generators or roll 1d6 bad-to-best weather.

31: How do you feel about writing directly in RPG books? Forbidden or Useful?

A: Home printed PDF files are fine. Post-it notes are better for books, in my opinion, or even a companion notebook.

32: How do you handle a shy/quiet player? What about a spotlight-hungry one?

A: My table is nice enough to self-regulate in this regard. I do want to try having my players unable to plan together in some situations, such as an intense combat, as I think that would be interesting.

33: How do you make particularly efficient weapons stand out from inefficient ones?

A: Damage, accuracy, secondary effects, and lore.

34: How do you roll dice? In the open, behind a screen, let the players roll?

A: Everyone can see every die roll. The players roll for their characters; I roll for mine.

35: How do your players deal with losing a character? How do you get ’em back in play?

A: I let them have a retainer for the rest of the session, or alternatively make a new character on the spot. Details and stats will be determined as needed or later on.

36: How has access to Magic influenced Technology in your setting?

A: Depending on the games I've run, anywhere from nothing to replacing electricity.

37: How have video games/other media influenced the way you approach these games?

A: I like to treat role-playing as its own medium. 

38: How long does it take to have a custom set of armour made? A weapon?

A: I would look it up, but my estimate is at least a week for the armour and about a long afternoon for the weapon, as a baseline.

39: How long is your average session? Have they ever gone longer than expected? Why?

A: One hour and a half, at most. I have a strict bedtime limit for my sessions. 

40: How much are lifestyle expenses for your PCs "between adventures"?

A: This is one thing I am looking to incorporate in the future. So far, my players only buy rations and replacement equipment, so a system for wear and tear would be interesting.

41: How much Time do you spend Preparing between games? What's that look like?

A: Since I only play in the holidays, my prep is a few months before the game (when I feel like it, which is at most once a week), and then revision in between game nights (daily).

42: How were you introduced to these games? Share your history with them!

A: I learned about RPGs from my father, who played them when he was younger. I made some characters for 5th edition D&D, but I considered the system a bit cumbersome. The first game I played, I was running as game master for my brother and cousins, but I used Cogent RPG instead. Since then, I have run:

- Masks: a new generation
- Quest RPG
- Honey Heist
- Offworlders RPG
- Troika!
- Old School Essentials
- Knave
- Mythic Bastionland
- Murder Ballet
- Pride and Extreme Prejudice
- Electric Bastionland
- Thin Black Gulf

All that in three years, if I remember correctly.

43: How would a player go about brewing their own potion or making a scroll?

A: This is another subsystem for Househack. For potions, I'm wondering whether to take inspiration from Potion Craft. For scrolls, you need the right parchment, ink and a willing spell.

44: How would you describe a 60' x 60' square room with 4 cardinal doors to the players?

A: This room is a perfect square, with one door in the centre of each side. The walls are about 20 metres across.

45: How would you handle a party wanting to start a business or enterprise?

A: Before the next session I would look up some rules for that. To be specific, I would probably adapt Mythic Bastionland's rules for ruling the realm

46: Is it possible to play as something unusual in your setting? A dragon, Balrog, or minotaur?

A: Yes, but I usually already overwhelm my players with character options, so it has never come up in play. If a player asked for it, I wouldn't have too much trouble making something functional. I am currently making a Gloomhaven class at the moment, which I might post on this blog.

47: Is magic innate or something that can be learned by anyone? Why?

A: I didn't really care until I started working on Househack. Spells are creatures in my system. This takes inspiration from the Goblin Laws of Gaming, Jojo's Bizarre Adventure, Pokemon and True and the Rainbow Kingdom.

48: Is there a particular system or game that you are excited to run or play? Tell me about it!

A: Right, here we go:
- Nobilis
- Eureka
- City of Mist/Legend in the Mist
- AD&D.
- Blade Runner RPG
- Kill Sector
- D&D 5th edition
- The unofficial Hollow Knight RPG
- Into the Odd
- Rivers and Lakes
- Crescendo RPG
- Any system based on Disco Elysium, (I tried to write my own, and that needs a big rework)
- Going Rogue
- EUREKA RPG
- Trespasser RPG
- Subconscious Routine RPG
- Swords as subtext RPG
- THE COMPLETELY UNLICENSED AND UNOFFICIAL DISCWORLD TRIBUTE: A ONE IN A MILLION CHANCE AT ADVENTURE
- Up to Eleven Engine
- Ex Imp system
- Firelights
- The Goblin Laws of Gaming
- Maze Rats
- Hyper Light Drifter RPG
- The Final Monarch RPG
- The Slow Knife RPG
- Inhuman Conditions
- Any RPG I might make
- Cottonmouth stuff
- Authentic Role-playing D&D

I don't think I'm missing any...

49: Is there some kind of banking system/safe storage of treasure in your setting?

A: Time to make something up as I would at the table! Dwarven bankers melt large quantities of gold into huge ingots for safe storage, to then later be forged into coins again for the short lifespan of the human kingdoms. Gemstones and crystal fragments are used as larger change, and magic cheques are used in higher circles. 

50: Let me hear about your favourite character/NPC from a game! What made them special?

A: I really liked the secret spy from Kidnap the Archpriest. Having a character with a potential twist to be exploited is good fun in my book.

-

Part 3 soon!

Friday, 27 February 2026

Brainfood for burgeoning blogs part 1

Hello, internet. d4caltrops made a list of questions for new blogs; let's get to it:


1: Are phones/devices permitted at your table? How do you manage distractions?

A: I don't permit them, and B: I haven't had to deal with distractions in my gaming group. If they came up, I would probably ask for a quick replay and move on or have a five-minute break.

2: Are spellcasters rare/common? How do 'normal' people feel about them?

A: I imagine that this question is for ongoing campaigns... I have only ever played short games, twelve sessions or so maximum (daily, though). I don't really care, though, if this should affect character creation at my table. In the games I've played, they have ranged from ubiquitous to non-existent. 

B: I have never tried world-building superstition/fear of magic/social differences into my games, but that could make magical characters more interesting.

3: Are there secret societies or factions hiding in your world? Tell me about one!

A: Hopefully, my players won't read this (these are plans for a future Nobilis game). If you know Nobilis, you know what I'm talking about (all my past and future games will fit into the same game world when I run that). So far, I hinted at it in my running of Deep Carbon Observatory using the Electric Bastionland ruleset and also in a short Offworlders game, but that's another story. 

4: Are there any interesting holidays/festivals in your world?

A: When I ran Quest RPG, I took a lot of inspiration from the Church of Doom YouTube channel (formerly QuestChests). I remember there was a hot-chocolate drinking contest and a mock dungeon obstacle course, and my players enjoyed showing off how cool their characters were and laughing at each other's catastrophic failures. There was also the time I ran Mythic Bastionland, and I had the knights' parting to find the city a festivity in itself, which included the ritual beheading of all the knights' seers, as they were not permitted to give further guidance or train other knights in my setting.

5: Are there any recurring jokes or humorous callbacks that occur in your games?

A: Yes. For example, in the Quest game I ran, a child teased the adventurers, singing, 'They are five, but one of them died' (I had four players in my game), which became incorporated into the lore of later games. Another joke I sometimes make is having the player's characters meet other characters from previous games (setting up for that Nobilis game).

6: Are there any constellations in your setting? Can you name four of them?

A: No, so let's make some! There's the ecliptic path, named The River; there are the north and south pole stars, named after their discoverer, Elias Fenwick (from Waking of Willowby Hall); and finally, the sun, moon and Venus describe the changing triangle named The Formless Diamond.

7: Are you working on your own system? What makes it stand out from others?

A: Househack is a system based on the Middle-Earth Strategy Battle Game, the Goblin Laws of Gaming, Old-School Essentials, and Vermis ;-). I'm currently looking at Wasitlikely  and TaoofDND for inspiration regarding the design philosophy (which is why I'm taking very long to even decide if I want classes or not, for example). Anyway, I will post HouseHack on this blog when I finish it.

8: Can one buy magic items in your setting? Where would one go about doing this?

A: None of my players have tried to buy magic items... Part of the reason is that all my magic items are legendary artefacts, some of my own invention, some of the more famous ones from D&D history, and some from d4caltrops, who made this very list. 

9: Describe 4 things that qualify for deity disfavour and cause clerics to lose powers.

A: I have never run games with deities, as I prefer the way prayer and religion are presented in The Lord of the Rings. I did run one OSE game with lighthouse-themed clerics, though. Anyway, neglecting any of these four duties incurs disfavour: presenting sacrifices, aiding the faithful, protecting places of worship and treating the infidels justly. Each deity/religion will define sacrifices, places of worship, correct treatment, etc.

10: Describe a few pieces of jewellery one might find in a dragon's hoard.

A: This dragon's hoard is solely composed of wedding rings, crowns, and medals. They are clearly trying to rid the world of heroes to prevent its own demise.

11: Describe a near-death situation or total party kill you have been a part of at the table.

A: When I ran The Black Wyrm of Brandonsford, my players found the dragon in their lair and attacked immediately. The second time, with all new characters (higher level as well, having completed The Tomb of the Serpent Kings), they repeated the same strategy and defeated the dragon. Oh well.

B: I played a secret agent in Murder Ballet once, and we were all surrounded in the villain's lair by a large quantity of bodyguards. Fortunately, through character optimisation, good rolls, and a permissive DM, we were able to dodge all the bullets, apprehend the mastermind and prevent the launch of a nuclear missile. Good times.

12: Describe an occasion where a die roll or randomiser had everyone surprised!

A: My players really enjoyed the Knave character creation system. Enough said.

13: Describe one big "mover and shaker" or local lord/lady in your world.

A: I haven't yet played that Nobilis game, but my players will fill this role. Does it count if they ruled the realm in Mythic Bastionland?

14: Do all dwarfs have beards, or only certain ones? Why?

A: Only male dwarves have beards, as is clearly shown in The Legends of Andor.

15: Do you do any "funny voices" or accents when portraying? If so, what are they?

A: Yes, but I only do it to show age, if they are a foreigner, etc. Generally, things that are non-specific to certain characters. For specific individuals, I like to describe their speech.

16: Do you have any stories from games that your players can't stop talking about?

A: I reskinned a false hydra as a group of elves (I combined it with Winter's Daughter as well). The players met an artist that made a picture of them with an added character. When they met the artist the next day and saw the extra character in the painting, and later saw the extra backpack and bedroll in their boat, that was enough for my players to congratulate me on the spot.

17: Do you take breaks during a game? Are they on a schedule or ad hoc?

A: I don't take breaks, because my game sessions are at most an hour and a half long.

18: Do you use "critical hits" or "fumbles" in your games? What have they added?

A: I don't think they are worth it, to be honest. I don't remember any 'nat 20 moments'. 

19: Do you use music at the table? If so, what are some examples? If not, then why?

A: Yes! Anything by BlueTurtle, and otherwise I like to use soundtracks. Hollow Knight, any Studio Ghibli movies, the Souls games, Celeste, FTL, Journey, Abzu, Tunic, the Tron series, The Dragon Prince, Hyper Light Drifter, Ghost in the Shell, Death Note, Disco Elysium, Detroit: Become Human, etc. I also like to fill things out with some classical music, regional folk music and/or electronic stuff, like AZALI, tony, and populist47. Ferry, Venjent, Louie Zong, and Crow are cool as well. I'm probably missing a lot of cool music, but this is a good starting point.

20: Does alignment ever change? What kind of things would lead to that?

A: The only time I used alignment was when running The Tomb of Horrors. If I had to make a rule now, I would say that alignment is determined by the plane of existence you were born in (earth-law, underground-chaos, space-neutral), and changing it requires 19th-level spells. Even deities have alignment.

21: Draw or Describe a Treasure Map your Players might discover in Play

A: I just like to give my players a copy of whatever hex map I took from Dysonlogos. One day, in the future, I'll make exploration rules. In that case, all my players will get is a blank hex map or a plain piece of paper stained with tea.

22: Have you ever fudged die rolls? Do you have strong feelings about the concept?

A: Alea iacta est!

23: How are skeletons made? Or ghouls? Why haven't Wraiths/Vampires taken over?

A: Skeletons are animated by magic (and thus are not the original owner of the bones). I've never run ghouls. 

B: When I get to running Ravenloft, that will no longer be the case.

24: How big does a dungeon have to be to qualify for the "Mega" appellation?

A: Big enough for the entire game to be about the dungeon.

25: How common are adventurers? How are they treated generally by normal folk?

A: I have always assumed that adventurers are as common as entrepreneurs nowadays, seeing as they are just people in a dangerous but also very lucrative business. People will treat you as they do the police: with slight fear and strong opinions.

-

I think that's enough for now. Part 2 next month, maybe?