Wednesday, 15 November 2023

Dungeon Dilemma - Medusa Curse

 So these kind of small detached encounters or dilemmas are something I've been wanting to see made for a while now after I thought one up and never really shared it other than in a passing conversation on discord.
Now however I had come up with a second one too ad instead of just leaving these bouncing around inside my head I thought I'd write one of them down in an attempt to start a small trend in the blogosphere that I could then harvest the cream of the crop from since surely other people have bunch of interesting ideas to throw into the pile too.

Thus I present to you:

Medusa Curse

A relatively simple prison that can be dropped within a dungeon or temple or shrine or whatever your adventurers likely are going to be delving, constructed with sacrifices of eight individuals to bind a monster/villain/whatever to a place.

Setup:

  • 3x3 grid of 15' by 15' rectangular rooms, each linking up to their adjacent ones and each separated by heavy curtains rather than doors.
  • Each outer room has a statue of a mage/priest/whoever were the ones to seal the bad thing here.
    • These statues each are facing in towards the middle room.
    • Statues in corner rooms have a 50/50 chance of looking towards either of the doorways leading in.
  • In the middle of the middle room stands a statue of <insert whatever ancient evil was sealed here>, bound up and with a hood or a sack of some kind covering their/it's entire face.

How it works:

The statues are a result of a "medusa curse", an affliction which transfers from one person to another through sight, mimicking the way a medusa's gaze works.
When something roughly the size of or larger than the affliction's current host enters within the host's line of sight the curse will begin transferring to it's new victim, un-cursing it's current host in the process.
  • Treat this in the same way you treat regular petrification in your games, except additionally if somebody gets afflicted by it the "statue" they got it from is now un-petrified.
  • Yes, this means halflings and dwarves are safe if you decide all the outer "statues" are human sized.

Mixing things up:

Something to consider is how would other denizens of whatever dungeon you drop this into have interacted with it in the past.
Are there perhaps petrified adventurers frozen in weird poses in the first few rooms with the original "statues" missing from those rooms? Did the evil that was sealed here get freed and is now roaming the dungeon, luring it back here and tricking it to get re-petrified being a potential way to deal with it?
What if instead of something immesurably evil being sealed here, it's evil cultists that have sealed an angel or a hero of old in this place?



Tuesday, 22 August 2023

Sometimes you just can't get the PCs to take part in adventuring

What follows is a short retelling of the not-even-quite-misadventures of a particular group of PCs from what was intended to be me running an adeventure module I had recently acquired - Chaotic Caves.


Anything but Chaotic, and especially not Caves

They've already broken out of the sandbox I originally prepped for them for running Chaotic Caves, instead hightailing it out of the town and back towards civilization.

This because they went to the other side of the river, had an unfortunate encounter roll during their first night camping an a charging goblin-analogue with it's d4 damage managed to oneshot their MU during the encounter.

As a result the party had sworn off from going into what was like 3/4 of the sandbox laid out for them, instead returning to town where I tried to give them something to do by having a local cleric hire them to hunt down a witch that was occasionally dropping by the town according to rumours.

They found the witch, had a nice little talk with her and even ate some soup as it was offered.

Upon their return to the town they dropped by the cleric to try to convince her that this is a nice witch so there's no need to do anything, which of course got them on the cleric's bad side.

That escalated since their new MU kept insisting to the magic hating cleric that the witch was a nice person which culminated in the party being given an ultimatum of either the witch dies or the village gets burnt down for heresy since locals are colluding and dealing with the witch.

After that they just up and left the town fearing the church might now come after them.


Out of the sandbox, and beyond

They since have travelled to another smaller village roughly half a week away from from the original sandbox location, a village where people are taken by a wave of interest in writing poetry.

An abandoned church with a weird marble orb of roughly one meter in diameter crashed through the floor of it, the orb growing physically larger the closer one gets to it and when poked with a dagger the blade would effortlessly disappear inside the object.

There too they heaved and hummed around the orb for almost an entire session before leaving it be and going back to the village.

The game is seven sessions in and the only adventure the party has had has been delving through a small series of barrow mounds which had a single monster inside it, a ghoul they slew on their first delve but due to their poor mapping skills they've dedicated another session to continue delving through.

At the very tail end of last session it took me "trapping" the party inside an abandoned stone hut with a single door, onto the inside of which was written "To Ynn by the way of Resting Woods" to get them to finally resign to doing something risky with their lives and try a bit of good ol' adventuring.

And even this is because outside the hut it's a downpour and the only ways out are the door that now leads to Ynn when opened from this side and the few shattered windows.

And even that is a maybe since we had already spent three hours of the session helping out with small tasks in a dingy backwater village surrounded by adventure hooks that nobody would look into or poke at, the only reason they even ran into this hut in the first place was that they wanted to move to a larger city and decided to cut through some forests and open plains rather than spend a month's detour on actual road.

I pray they don't remember the hut has windows they could crawl out through.

Thursday, 20 July 2023

Magical Trinkets & Curious Baubles

Inspired by a recent community challenge within the Alexandrian community.
6 of each for your convenience, all of them something that could fit a location or a faction in my ongoing sandbox.

Magical Trinkets 

Spearhead - Copper, Rusted

  • Anything the spearhead can be attached and fastened snugly onto will grow to the perfect length of a spear in relation to it's wielder's height
  • Once unfastened, whatever the spearhead was attached to will rust away

Black Lotus Flower - Delicate, Quick to wither, Addictive

  • Placing a single petal underneath one's tongue will cause their consciousness to slowly drift out of their body and slip into the space between planes
  • Placing two petals underneath one's tongue will make the effect instantaneous
  • Any more petals would kill a mortal man, severing the connection between their consciousness and body irreparably
  • If dried and ground into powder, will instead forcibly pull the consciousnesses of other beings into one's body which can potentially grant them power comparable to a god for a fleeting moment

Everburning Candle - Otherworldly, Self-sustaining

  • As the wick burns from the top, more appears at the bottom of the candle encased in candle-wax
  • The bottom of the candle gets progressively wider as this "replacement" of wicker takes place (the candle is cone shaped)
  • This can cause candle holders to get encased in wax or things to get crushed under the candle's increasing weight

Yellow Gunpowder - Susceptible to dampness, Exotic, Animalistic smell

  • When burnt will explode as normal, but procures a roar like that of a lion instead of the noise of a tearing explosion
  • Being caught in an explosion of this substance will leave victims mauled as if assaulted by wild beasts

Hog Bristle Brush - Old, Worn, Slightly oily

  • This brush is capable of extracting pigments out of things with it's strokes
  • When dipped into oil the stolen pigment will seep out of the brush and onto the liquid
Wicker Effigy - Small, Fragile, Pagan
  • Grows increasingly warmer as wild beasts or monsters draw close, hot enough to burn a hole through a pocket or sear flesh when within few metres of such beings

Curious Baubles

  • Silver cutlery set, anything eaten with them has a slight metallic aftertaste
  • Stuffed and mounted horse head, always in minisculely different pose than when it was last observed
  • Small coil of spiderweb the thickness of string, and just as easy to handle without breaking
  • Prayer beads that appear always covered in shadows despite any nearby light sources
  • Old misshapen glass bottle, covered in barnacles and filled with seawater
  • Small travel bible sized book with no title, pages inside are covered in rows upon rows of small holes (braille writing)

Picture unrelated, but blogposts without ones are boring.
Composite edit made of public domain assets, by me.


Wednesday, 22 March 2023

[Secret Santicorn 2022] Encounters, NPCs & Monsters for Crawling Through Shopping Malls

Secret Santicorn was here again and this time I was around to slip my name into it as well.
For those not familiar, Secret Santicorn is a secret santa type event in the OSR-sphere where people gather around to toss blogpost prompts into a pool which then gets randomised around with the hopes that everyone gets a prompt they did not enter in themselves.
For me, I was given the following prompt:

"Encounter(s), monsters, or NPCs for a (potentially horror-themed) game set in a giant 80s/90s nostalgia-inspired shopping mall (maybe like https://sameissharkinjapanese.blogspot.com/2021/03/mall-rats-monsters-of-megamall.html or https://sameissharkinjapanese.blogspot.com/2021/03/mall-rats-more-monsters.html or just do your own thing)"

I've taken a look through the provided blogposts and tried flipping through the Mall Rats rules to get a grasp on the tone and how monster statblocks and checks work and while I have to admit the setup may not be my usual cup of tea I shall try to make something up.

------------
Later Note(s):
I ended up writing these things with B/X style stats in the end as I am more familiar with that and can more easily feel out things in that framework.

This is me pushing this post out after remembering it three months into 2023 since I don't want to keep the post hanging for another god-only-knows-how-many-months if I were to again delay posting this until it is completely finished.
Hope this is to your liking!
------------ 

Encounters

  1. Mannequin Pile
    • Mannequins. Mannequins atop mannequins atop mannequins.
      They're piled high all the way up to the third floor of the mall in this open space.
      Most of them broken, shattered from a fall from somewhere in the upper floors, this pile looks like somebody has been hauling every single mannequin in the entire mall to here and thrown them into a pile.
    • Looking at the pile more closely, all of the mannequins have their limbs broken in a deliberate manner.
    • Dragging sounds from the third floor, somebody chucks another mannequin down onto the pile.
      • This results in moans and groans from the pile, the mannequins are in pain.
  2. Distorted Music
    • Suddenly the lights explode on, amplified by spotlights that someone has hung off of the railings of upper floors of the mall all over. A distorted and worn out track starts to blast all over the mall out of speakers that were thought long dead.
      • (Linking Park ran through a some sort of distortion filter would fit perfectly here, the more "emo" you can go with it the better. I recently ran into this which fits the bill perfectly: Rouri404 - Open Water)
    • Thinking about it logically, there are only so many places in the mall where all of this could be controlled from.
  3. Dark Hallway (of roaches)
    • A cramped side alley cutting past collapsed bits of the mall appears completely impervious to any attempts to light it. Flashlight reveal nothing but slight movement and weirdly shining darkness.
    • In reality the entire way is covered in thousands of small black cockroaches.
    • Tossing something into the darkness will make the entire path explode into action as the cockroaches scramble out of the way, potentially deciding that the shortest path out of there is by rushing past/over the PCs
  4. Morse-Code Elevator
  5. Explosion of Glass Windows
    • Sudden near-harmonic crackle of shattering and falling glass.
    • With barely time to react, the PCs find themselves caught in a rain of sharp pieces of glass as something causes the remaining glass ceiling windows of the mall above them to shatter violently.
  6. Lost Child Announcement

Monsters

  1. Giant Rat
    • Large as a cat, on top of being a cowardly pack animal, giant rats have adapted to the mall life perfectly.
      They make nests inside walls and pop out to dig for trash and the occasional unfortunate urban explorer that they'll then drag into their cramped tunnels. Hungrily eating their catch while waiting for the other members of their colony to come back with more food.
    • HD 1 / HP 4 / AC 14 / ML
    • +1 to hit Bite @ 1d4 damage
    • Regroup: A rat will run away and come back from unexpected angle with an additional rat in 1d4 turns.
      • This can quickly turn into exponentially more and more rats appearing until the swarm decides that it's strong enough to take on their prey.
  2. Furbies
    • Somehow it all began with the furbies. Maybe it was something to do with the experimental life-like AI, a wish of a child upon a falling star, or some secret government operation, but the end result is what we are living in right now.
      These little gremlins get absolutely everywhere, know no bounds of personal space and have a knack for causing accidents all around them.
    • HD 1 / HP 3 / AC 14 / ML 12
    • Noncombative: Furbies themselves have no way to defend themselves or to directly cause harm to anyone.
    • Freak Accidents: For whatever reason, reality seems to bend itself towards accidents and catastrophes around furbies in a true Final Destination manner, the little gremlins needs but be near humans and the effect kicks in.
      The more furbies there are nearby the stronger the effect, thus when they hit the shelves of stores in droves the results were devastating.
  3. Roaming Salesman
    • Nobody knows where they are still crawling out of, but sometimes you can run into them in the abandoned malls. A perfectly cut suit, accentuated with a tie and a salesman's smile with a box of samples to show for the potential customers as they step into view from behind a corner and start their pitch.
    • HD 1 / HP 5 / AC 12 / ML 6
    • +1 to hit Suitcase with product samples @ 1d6 damage
    • Dear Customer: The salesmen never start out as hostile when encountered and will try to defuse any potentially violent situations. Their only goal being to sell whatever product they are representing to anyone they come across.
      • Turn to walk away from one, and they'll simply jog along you while still keeping on with their pitch.
      • Shut a door on one, and they'll raise their voice just enough to be heard through it.
      • Threaten one with violence and they'll back away courteously while still sneaking in remarks about how owning their product would avoid this whole situation.
    • You Need One of These: The salesman is trying to get you to purchase a...
      • New electric vacuum - Near-complete silence, no more annoying hoovering sounds that scare your pets and wake up your spouse!
      • Portable mini fridge - Take your perishables with you on that picnic without a worry of them going bad on the way!
      • Flat LCD television - None of those bulky boxes, a picture frame for your moving picture needs to hang on a wall!
      • Small emergency radio - Doesn't even need batteries, just crank it up like this!
      • Anti-eavesdropping walkie-talkies - Each comes with their own earbuds!
      • <Something useful the PCs have been looking for, commercialised to hell and back>
  4. Pizza Dough "Slime"
    • A terror risen from dumpster of a local pizza place! The dough never stopped rising, it now bubbles and flows onward looking for more flour and water to add to it's expanding mass, and boy it can hear all that red water circulating inside you!
    • HD 2 / HP 9 / AC 12 / ML 9
    • +2 to hit Lunge @ 1d6 damage, then grapple as it pulls you inside to add to it's mass.
    • Ever Expanding: Whenever the dough kills something be it a rat, living furby or a mall explorer it absorbs it and gains another Hit Die and additional +1 to hit.
    • Kneaded Body: The dough is immune to most conventional weaponry. Both blunt and sharp implements will simply strike into it and get stuck.
      • It's make does however make it weak to fire and heat, baking it's doughy body into pleasant smelling crisp which not only make it able to be harmed but also makes it very difficult for the dough to move around.
  5. Mannequin
  6. Other Mall Explorers

NPCs

  1. Mall Santa
    • Dirty man clad in even dirtier santa outfit, complete with the fake beard that is now stained gray rather than the jolly white.
      The rats are his friends, much to the puzzlement of everyone who has caught a glimpse of him skulking between the staff rooms and the liquor store.
    • Unaccustomed to human contact, the drunkard acts like a caveman around others.
    • Running on booze, the fastest way to this man's heart is through a bottle of liquor raised on his lips.
      That is all that it takes to convince him for almost anything, that is how deep his addiction runs.
    • He knows about the rats and he knows how to trick them. Nobody else knows how he does it, but he has often been spotted talking to rats or treating them like one would a loyal pet dog.
  2. Shaken Janitor
    • He's barricaded himself inside the camera room, watched it go down all the way from when the furbies first drew blood to the mall getting abandoned and the rats settling in.
    • Trapped in the camera room, the only exit is a ventilation shaft he crawls into to sneak to nearby shops when he finds himself starving.
    • Too cowardly to try to make a run out of here, he probably couldn't function in normal society anymore after surviving off of tap water, skittles and whatever has been left in the nearby chinese restaurant's kitchen.
    • If befriended, he still has access to any functioning security cameras around the mall and can provide information on several locations and what roughly to expect over there.
  3. Way Too Accurate Magic 8-Ball
    • It sits on a small "altar" made of trash inside a toy shop
    • Shake it and ask a question, the 8-Ball will answer elaborately although it only knows of this mall as it's entire world.
      It feels almost like having a conversation with someone, or maybe you too have been cramped inside a mall for too long.
  4. Squatter Jim
    • He comes and goes as he pleases, having constructed his own quarters and entrances to the mall. Sometimes he brings treasures to the outside with him to trade, a couple of times he's crawled out of there all bloody and beaten, needing to rely on the good will of the people to get himself fixed up, but this is where he lives.
    • Knows a couple of secret and relatively safe exits and entrances around the mall.
    • Protective of his home, doesn't like mall crawlers creeping around too close to where he has his hidden dwelling.
    • Will trade information, treasures and anything else he might need for items useful in everyday life.
      Toothpaste, bandages, books, batteries, maybe even a new flashlight.
  5. Urban Explorer
    • Trapped, injured, and probably rat food if not something worse unless somebody finds him soon.
    • He will cry out if he hears you, as he fears for his life and can't dig himself free from the rubble that fell on him.
      • This will naturally alert anything else close by, but he's been getting panicked and desperate.
    • He was carrying a pack of tools and gear on him that may still be of use even after his passing.
    • If rescued, he will inevitably slow you down.
      Should you manage to rescue him and get him outside, he will be indebted and do his utmost to reward you.
  6. Stray Cat
    • Roughed dirty fur and attitude for days, pick her up and get your face clawed.
    • Can be found in and around shortcuts and hiding spots inside the mall, this stray cat has it's own safe highways that cut through the mall and allow her to go where she pleases and when she pleases.
      • She'll bring over small "gifts" that she finds in the abandoned mall, making sure to drop them so as to not get caught or petted without her explicit consent.



Musical Inspiration:
KEYGEN CHURCH - ░█░█░░█░█░█░

Dead Fader - Kaiman's Head

SILENT POETS - Asylums For The Feeling

Rouri404 - Open Water








Wednesday, 4 January 2023

Personal "Appendix N" - Some notable pieces of fiction and media

I recently saw in passing some people talking about what would go into their personal Appendix Ns and so the idea started to bounce around in my head.

This list is by no way exhaustive, but I've listed some picks here on the type of things to check out which I feel have definitely shaped and influenced my view on things and where I get some of my ideas from.
It isn't a list of "here's bunch of cool stuff I've liked" but rather a list of things that I've enjoyed and that when combined might result is something like the type of games I tend to run myself.
The things listed here are also in absolutely no order whatsovere but rather just listed out as they popped to my head

----Literature----

H. P. Lovecraft

Neil Gaiman

Dan Abnett

Ursula K. Le Guinn

Dmitry Glukhovsky - Metro Series

China Mieville - The City & The City, Embassytown

Arkady & Boris Strugatsky - Roadside Picnic

M. John Harrison - Light

Alastair Reynolds - Prefect




--Manga--

Nihei Tsutomu - Blame, Biomega, Abara

Sakamoto Shinichi - Innocent, Innocent Rouge, Kokou no Hito, #DRCL midnight children

Sakurai Gamon & Miura Tsuina - Ajin

Hayashida Q - Dorohedoro

Oshimi Shuzo - Happiness

Nishin Masumi - Heartless

Kagyu Kumo - Goblin Slayer

Kentaro Miura - Berserk

Kui Ryoko - Dungeon Meshi



----Music----

Cryo Chamber

Avatar

Sopor Aeternus & the Ensemble of Shadows

Heilung

Apocalypse Orchestra


----Videogames----

Souls-series (Demon's Souls, Darks Souls 1 - 3, Bloodborne, Elden Ring)

Hunt: Showdown

Darkest Dungeon

Disco Elysium

Planescape: Torment

Morrowind

Battle Brothers

Alice: Madness Returns

Dishonored

GTFO

Fallen London

----TTRPGS----

James Edward Raggi IV - Lamentations of the Flame Princess

Ville Vuorela - STALKER: The SciFi Roleplaying Game

James T. Hook - Have Axe Will Travel

Pelle Nilsson & Johan Nohr - Mörk Borg



--Modules--

Logan Knight - Sleeping Place of the Feathered Swine

Zak Smith - Frostbitten & Mutilated

James Edward Raggi IV - The God That Crawls

Patrick Stuart - Deep Carbon Observatory

Luka Rejec - Witchburner

Kelvin Green - Forgive us, Terror in the Streets, Curious Conundrum of the Conflagerrated Condottierro


--Supplements--

Sam Sorensen - Lowlife

Paolo Greco - Book of Gaub

Patrick Stuart - Veins of the Earth

Charles Ferguson-Avery - Into the Wyrd and Wild



(All art are photomanipulations by me, based off of public domain images)

Monday, 5 December 2022

Hodgepodge of Procedure & Mechanic Ideas

 For the past half a year or so I've been collecting weird and interesting ideas as they've either come up in conversations with my friends or just randomly manifested in my head. Now I was thinking that sharing them all here can be my little thank you and christmas gift for the community.
So, without further ado here's some things me and my peers have dreamt up. Some of these might just be rehashing already existing ideas and mechanics since no such things as original ideas exist in this day and age, but I hope some of y'all might get inspired by some of these:


----------Health Chunks mechanic-----------
(Heavily inspired by how health works in Hunt: Showdown)

Can have total of six (6) hp, separated into chunks.
Running out of hp knocks you out.

Now, arrange those six hp into chunks.
Example health chunk arrangements;
[1, 5]
[2, 2, 2]
[1, 3, 2]
[1, 1, 1, 1, 1, 1]
[6]

When somebody helps you up you permanently lose one chunk of health untill you get proper medical attention and time to recover.
If you lose your last chunk, you are DEAD.
At the end of each combat, refill your latest non-empty chunk to full.
Healing effects restore chunks rather than pure hp.

Damage value ideas:
- Explosions = 1d2+1chunks
- High calibre guns = 1d2chunks + 1hp
- Small calibre guns = 1d2chunks
- Two-handed weapon = 1chunk
- Large weapon = 1d2+1hp
- Medium weapon = 1d2hp
- Unarmed = 1hp

---------Failure points & Positive death spirals--------
(From a conversation with two of my friends.)
- Gain "failure points" every time you move a step down the death spiral
- List of effects you can buy with "failure points"
    - Either cash in small effects here and there or save up to redeem one big effect

---------Learning foreign (alien) languages-------
(I was thinking about running adventures in the Veins of the Earth, and how interacting with all the settlements of weird underground species and civilised monsters would happen since just resolving the language barriers with binary "you either know or don't know the language" check wouldn't really work in environment where the PCs only have these weird language using things to interact with.)

- Language check when first interacting with the language to see if you "get it" on how it works
    - hefty bonus towards learning it if successful (+50)

- Start at 0/100 progress, at the end of the day gain +1d4/+1d6/+1d8/+1d10/+1d12/+1d20 to your progress depending on how many meaningful interactions you had where that language was used, each interaction increasing your progress die size by one dice step.

- At 100/100 you are able to fluently converse in the language


------------Cursed bloodlust blade------------
1d8 damage cleaver, grows more blunt with every kill while the blodlust of it's wielder swells to horrifying extents.

After having killed something with the weapon, it will have formed a bond with it's wielder.
From there on, every kill with the weapon will decrease it's damage by one die size (1d8 -> 1d7 -> 1d6 -> ... -> 1d1).

- For every lower natural die size you reach with the weapon, gain an extra attack. You must use all of these attacks in each round of combat. ("Natural" die sizes are d6, d4, d2.)

- The lower the current damage die on the weapon, the stronger the desire to cause violence with it. (GM can compel you to attack something equal to the amount of extra attacks you have gained from the weapon per day, save to resist.)


-----------Another cursed blade--------------------
When swinging the sword, choose which die size to use for it's damage.

Ignores any AC based on armour or tough hide, the sword will cut cleanly through even slabs of stone if swung with enough force.

Swinging the sword causes damage to it's wielder every time due to the grip also being a blade, roll the chosen damage die separately for both the attacker and the defender.

----Attack Chains in Combat----
Monsters with attack chains
Move 1 -> move 2 -> move 3
- Telegraph the next move at the end of the last one


-----------Treat HD as Usage Die-------------
(Got a full game written from this idea called Usage; Die)
Whenever you get hit, lose one die & roll the remaining ones. On any results of 1 you move down a die size.
Armour = Upgraded die size.

Counter Hits:
If you roll the max value on your hit die, treat it as having landed a hit on whoever hit you if you were engaged in melee with them.

Whenever you do something that requires effort like climbing up a cliff or engaging in a chess match, decide how many HD to commit to the task.

Any dice that come up as 1 are exhausted and lost for the day. 


----Mountain Climbing---
(An idea I had from checking on a friend's project.)
GM draws a branching tree structure to represent the different potential routes on the climb the player wants to undertake.

Not all branches should go to top and they should take the PC to unexpected places sometimes.

Determine how far up the PC can see (perhaps tied to how long they spend preparing for the climb), and reveal an amount of the branching climbing routes accordingly.

Whenever the PC comes to a branch in the route, they choose which way they want to go.
(Some branches could be hidden or be really difficult to use and warrant a new climb check).

Whenever the PC uncovers a new part of the GM's route map, check Climbing as they enter a segment they hadn't already observed for grips and footholds.


-----------Summoning and Rituals for dummies-----------
1 hour to create the first summoning circle.
Double the time taken for every additional circle, so 2nd is 2h, 3rd is 4h, 4th is 8h etc.

Per every two summoning circles, a sacrifice is required to for any additional circles to take effect.
This sacrifice will be thematic to what you're summoning.
(Sacrifice could be a memory, money, specific material, blood and flesh etc.)

The ritual itself will take [summoning circles] hours to complete.
Use the number of drawn circles to determine the intensity/power/effectiveness of the ritual.

Monday, 11 July 2022

The Chase Game

 Been a while since the last post again, but I had a spark of motivation to put into text a procedure I've been testing out for running chase scenes so that I could share it with the world wide web.

The Chase Game

The core of the idea is that tracking movement meticulously to determine how two parties (usually PCs vs baddies) approach and move away from each other is both time consuming and not very exciting.
I somewhat recently played in a Feng Shui game and got inspired by the way the system handles car chases, so this is essentially a simplified version of that designed to be used when running away from things on or chasing after things.

The Headless Horseman Pursuing Ichabod Crane
- John Quidor, 1858


The Chase "Ladder"

The first thing you need to set up the chase is to draw a ladder. This will create a series of boxes, or tiles, stacked on top of each other.
We will use those tiles to abstract where the caser and the chasees are in relation to each other, feel free to assign some rough distances that each tile covers. These could be anything from "roughly 10ft" when racing across a room to "different rooms in this house" when running from a killer inside a mansion

First, place the PCs and the baddie(s) either in the same tile, one tile apart, or at some other distance away from each other sutable to the circumstances under which the chase starts.

Secondly, roll initiative to see who acts first. Doing personal initiative rolls here could prove to be fun even if you usually do side-based initiative, as you then only need to outrun your slowest party member instead of the monster ;)

On your turn you can:

  • Fight someone in melee if you started your turn in the same tile as them
    • This makes it so that the chase doesn't simply become a fight that moves from one tile to another on the "chase ladder".
  • Run away one tile
    • If running away, it can be fun to allow taking actions that may hinder other PCs or the chasing baddie(s) in catching up to you
  • Shoot into other tiles
  • Anything else interesting that you may think of or that your system of choice allows you to do

Ending the Chase

There's few different way to handle ending chases

  • Pre-Determined
    • Chase length is set by the GM, if you exit out of the last tile of the "chase ladder" you've escaped
    • Good for scenarios like "escape this specific building and you are safe" or "these monsters will not give chase into another dungeon faction's turf"
  • Get Far Enough
    • Simple enough, if you put certain number of tiles between you and the baddie(s) you've escaped
    • Good for simulating out-running the baddie(s) or making them lose sight of you so you can hide
  • Random Length
    • Baddie(s) will only chase the PCs for 1d6 tiles etc.
    • Good for baddies with short attention span like certain types of animals, or to simulate baddies getting winded and dropping the chase to get a breather
The notes I took of the chase system instead of writing an
adventure centered around chases like I set out to do initially