Early 90s low-fantasy teenage adventure OSR TTRPG
Podcast on indie RPG creators and artists
Thursday, July 22, 2021
BROKEN LUCK is live and FUNDED on Kickstarter!
Thursday, June 24, 2021
TLB Podcast #8 - Batts - My body is a cage
John Battle, aka Batts is the designer of the RPG My body is a cage. In the game, there are two worlds, the one you live in during the daytime, very much like the one we live in ourselves, and the one you dream of. When you dream, you go exploring dungeons, you fight monsters, you collect treasures, you try to make a better life for yourself.
In this episode, we talk about the inescapable duality of life, D6 dice pools, mecha games, movies, screenwriting, game design, and much more.
You can listen to the podcast here:
Or on youtube with English Subtitles.
Or on the major podcast platforms:
Batts is running a Kickstarter campaign for My body is a cage Extended Edition, a hardcover book, that features tons of brilliant collaborators and artists. The project graphic design and game design are awesome, the Kickstarter is in its last week, be sure to check it here:
https://www.kickstarter.com/projects/s-o-c/my-body-is-a-cage
Check Batts youtube channel and video essays on games and RPGs
And get in touch with Batts on twitter
Saturday, May 29, 2021
The Lost Bay Podcast - All episodes
Tuesday, April 13, 2021
HOLY DESERTER Background - Broken Luck Zine WIP #3
The Broken Luck Troika! zine completion is getting closer (you can read about why/how I started working on the zine here, and about the KID GOD background here). ETA should be 20 April 2021.
The zine contains
5 backgrounds: Kid God, Holy Deserter, Sun Helmet, Fake Demigod, Roaming Fortune Teller
22 Arcana Major Tarot cards spells + Arcana Tarot combos spells
3 Broken luck tables:
- Which immortal did you piss off?
- Where the Godly Palace is hidden?
- Using the backgrounds as NPCs
Quick Adventure Sparks (triple D6 Table)
Recap of the 13 custom Advanced Skills
AND 8 amazing perplexingruins illustrations.
A soundtrack by spookyrusty.
As a preview here is the Holy Deserter background
HOLY DESERTER
You’re a Holy. A born killer. The most beloved creature of the Gods, breed to celebrate their rituals and defend their name. Long ago you left the Godly Palace to track a treacherous and impious being. You hunt them for years, across countless spheres, until you forgot what or who you were after. Ashamed of your failure you swore never to set foot back in the Palace. Anyways you totally forgot where it is. You’re a homesick deserter. Other Holies will attack you on sight.
Possessions
Owning is a sacrilege. You’re a deserter but you still have your dignity. You don’t even wear clothes. That would be a disgusting and shameful gesture.
Advanced skills
2 Oblivion spit - your acidic saliva induces short term memory loss
3 Maul - your crystal claws inflict Axe like damage
3 Colorshift - you can change your color and that of the objects or beings you touch
2 Spring - when you fall bounce with no damage
Special
You can take your incandescent lava eyes out of their sockets.
Your blood made of inframicroscopic blue crystals is flammable.
You are fluent in Godly tongues.
[EDIT] Been trying some layouts. Nothing definitive yet.
[EDIT END]
Wednesday, March 24, 2021
TLB Podcast #2 - Leo Hunt - Vaults of Vaarn
Tuesday, March 16, 2021
Do we need backstories?
Randomness
Backstory as debt
Backstory as a scar
Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.
1.NOSY - You climbed to the top of a tall evergreen tree, you just wanted to peek through that window. You saw something terrifying, and fear made you fall. Now you constantly feel dizzy. You lost 1D6 DEX. If you find a cure to your vertigo roll 3D6, if the result is higher than your current DEX score keep it.
2.FOOL - You never payed enough attention. Always joking, and once too often. Your hand was crushed by the engine of a scooter. Your fingers are so weak now. You roll all DEX saves involving hands at Disadvantage. If you can mend your hands, roll 3D6, if the result is higher than your current HEART score keep it, you lose the Disadvantage
3.STIFF - You were locked into a small storage trunk by bullies. Your legs couldn’t move for a full weekend. When you got out, you could barely walk. You roll all DEX saves involving legs at Disadvantage. If you are able to fortify your limbs you lose the Disadvantage, roll 3D6, if the result is higher than your current STR score keep it.
4.RAT - You were united by a secret oath, they were like sisters and brothers to you, they were your tribe. But jealousy drove you mad and you betrayed them. You broke their hearts, they kicked you out. You’re so lonely now. You lost 1D6 HRT. If you find a way to make amends roll 3D6, if the result is higher than your current STR score keep it.
5.BLACK HOLE - You did something really ugly. And then you swore it wasn’t you. You were believed and another kid payed for the mess you made. Your broke your soul. All HRT saves at Disadvantage. If you manage to purify yourself roll 3D6, if the result is higher than your current HRT score keep it.
6.OUTCAST - The other kids just don’t like you. For no reason. Lose 1D6 HRT. The first time your HP goes below 0, add 1D4+1 to your max HP.
7.SCAR - You wanted that thing so bad! You stole it from the kindest most delicate kid of all. You were caught and beaten up, broken bones, tore skin. You’re covered with scars now. You lost 1D6 STR. When you’re in a melee fight halve your damage roll. If you defeat someone stronger than you, roll 3D6, if the result is higher than your current STR score keep it and lose your damage malus.
8.UNDEAD - You were so unloved. You lacked everything, food, warmth, protection. You barely survived, but somehow you managed. Halve your max HP. If you find a source of love roll 3D6, if the result is higher than your current HRT score keep it and add 1D4 to your max HP.
9.MOSS - You went on a hike alone in the woods and got lost. For days. You found nothing to eat but rotten moss. That messed up your body. You smell funny now. You roll all your STR saves at Disadvantage. If you find a way to clean your blood roll 3D6, if the result is higher than your current STR keep it.
10.BEAST - You’ve lost your head and went too far in a fight. When you came to your senses it was too late. You beat that kid so hard you almost broke their face. Guilt is haunting you now. At the beginning of each fight STR save at Disadvantage, if you fail you can’t attack. If you heal a wounded enemy, roll 3D6, if the result is higher than your current HRT you lose the malus.
Wednesday, March 10, 2021
TLB Podcast #1 - Yochai Gal - Cairn
Friday, February 26, 2021
Odd suitcases and Marshes
This week I added two new tables to the GM Tools
#1.
A D20 Marshes random event table. No encounters, just unsettling stuff. I wrote it for The lost bay, as the setting of the new campaign I run is The Mercury Marshes, but the table is quite game-agnostic, and also setting-era agnostic.
10. A petrified bull. If you touch it, it crumbles down to dust. CONST/WILL/HEART save or your fingers turn into stone.
13.A spiral staircase in the floor. If you take it you can’t go back. It only goes down. After a while it only goes up. Once you climb out of it you are elsewhere, but not so far.
#2.
A D4-D20-D20 Odd suitcases generator. 2 400 possible suitcases filled with plastic dogs, miniature scissors, cheap birds, and such. A major location of the campaign is a dump, which has some sort of temple dedicated to lost luggage. The suitcase generator was made for this setting but is quite easily hackable.
I bundled all the previously released tools into a unique A5 printable pdf zine. I think it looks nice. The art cover was made by www.instagram.com/perplexingruins/
I will update weekly the zine with new tables/tools as the development of The lost bay continues. Next week I'll probably do something on character backstories, stats/mechanics alterations as a consequence of random backstory.
You can grab it here the-lost-bay.itch.io/the-lost-bay
Saturday, February 20, 2021
Fears
Adding a Fear attribute to a character is a great way give them depth. It's a fun opportunity for role play. Whenever a specific game mechanic is attached to Fears, it's also an opportunity for unexpected stuff to happen, for game and story creation.
Here is a game agnostic D66 fears table borrowed from The lost bay toolkit. It can be easily used with any OSR RPG. The Fears could be generated upon character creation, or as an unwanted consequence of a shock or trauma. The table comes with simple optional rules:
A saving throw while experiencing fear is done at disadvantage.
A critical failure while experiencing fear induces a state of shock. The PC can’t do anything until a successful HEART/WIS/WILL throw.
A critical success while experiencing fear cancels the effects of fear for that scene.
The fears in the table are specific and evocative enough at the same time to fit various situations, and to be opened to interpretation by the players/GM.
Examples from the table
2-1 | Failing in public | 4-1 | Becoming blind | 6-1 | Physical pain |
2-2 | Quiet crowds | 4-2 | Small spaces | 6-2 | Loud noises |
2-3 | Losing control | 4-3 | Heights | 6-3 | The moon |
You can grab this table for free, as well as other GM Tools, here.
Thursday, February 18, 2021
Going home
Yesterday I started GMing a new The lost bay campaign. The lost bay is a homebrew game, a very low fantasy teenage adventure RPG, set in the early 90s, with a slightly dark contour. There are skateboards, grunge music, magical prayers, and occult forces at work. The lost bay is also a setting. A small gulf far from the rest of the world, hidden somewhere, down south. Magnificent beaches, gigantic evergreens, dangerous wildfires, and crazy inhabitants. The lost bay is a fictional place but it's also the place where I grew up, or at least it is very much inspired by it. I call it "lost" because I was involuntarily and abruptly severed from it as I was just getting out of my teenage years. We were in 1993. I had to pack my stuff in less than 48hours. My whole family left and I followed. We moved abroad. I waited 15 years before I could go back to the bay. I had become an adult then, and it was work that took me back to my homeworld. After that first homecoming trip, I kept going to the bay, once or twice a year, for work. The bay hadn't changed so much, but somehow I felt like I hadn't returned fully to the place I left unexpectedly in 1993. Something was missing. I still had to find a proper way back. This is when, three years ago, I started writing an early 90s teenage adventure TTRPG setting inspired by that little uncanny place I grew up. I baptized it The lost bay. And I played it.
I've been playing The Lost bay for almost three years now. I met new friends and I had a lot of fun, in one word it felt good. But carving the fictional world was a time-consuming job. There was not much energy left to design a game system, so I picked what seemed the best available thing at the moment, Tales from the loop: the characters were teenagers, there was mystery, the ruleset was simple enough. I played around 25 sessions, a campaign, and a few one-shots. But little by little I started to feel constricted by the TFTL rules. Don't get me wrong, TFTL is amazing, but it wasn't the right thing for me anymore. There is no loop in The lost bay, the strangeness of the setting is brought by some sort of low fantasy rather than by technology. And I missed the D20. I missed the streamlined simplicity of the old D&D-like rules. I missed the familiarity I had with those rules. And probably I needed to loosen up a little, to give up some control, to move away from a story-oriented game experience and go back to a more explorative one.
By the end of 2020, I started familiarizing myself with the OSR scene. I had heard about it distractedly a few times in the past, but I never took the time to look at it properly. At first, I read posts and blogs or watched youtube videos quite anonymously. I was awestruck by the vitality and creativity of the scene. A month ago I dipped a toe and started posting or commenting on reddit, and I must say I was so amazed by the generosity of the community. After dipping a toe, I had to dive into it. I created new social accounts with zero connections. I wrote and shared a little GM tool, a game agnostic 90s themed D66 treasure table thelostbayrpg.blogspot.com/2021/02/treasure-table.html. I commissioned a few illustrations to an amazing artist perplexingruins. Finally, I reworked the material I had produced in the last two years and yesterday I started a new The lost bay campaign, all OSR engines full head. The session was played online, short, 2 and a half hours roughly, a lot of things need to be fine-tuned, but as a whole, I had a blast.
I know that although the definition of OSR is somehow loose, it still means a certain type of ruleset and a rather MedFan setting. Not always, I am aware of that, but still. The lost bay is set in the early 90s, on Earth. Not so unusual. But the way I experienced it as a teenager, the bay seemed very familiar and so exotic at the same time. So full of strange, beautiful, scary, violent, kind, people and stories. There was magic, people moving back and forth from the beyond, strange prayers and rituals to cure illnesses or gain wealth, unspeakable secrets and mysterious factions, inexplicable and complicated adults fighting over power. We were normal kids, watching TV, playing consoles and stuff, but the bay around us looked very much like a fantasy world, always filled with wonder and enchantment, and exploring it wasn't without risks: you never knew who you could run into. Basically, living in The lost bay as a teenager, felt very much like a real-life D&D game.
I guess this is why I am trying to rewrite The lost bay setting and game system with an OSR flavor. I hope that makes sense. It makes sense to me, but I hope it will make sense to other people too. I hope I will be up to the task.
I'll try to consistently document the process of writing / playing The lost bay, and I'll keep sharing GM tools and stuff.
Sharing all that feels a little scary, but it feels right too. It's like going back home after a long trip. I guess it's also an attempt to properly introduce myself to the OSR community.
Thank you for reading, and as we say in the lost bay, peace and stay well.
- EDIT - so I the GM tools are online, I update them on a weekly basis, you can grab them here the-lost-bay.itch.io/the-lost-bay
Wednesday, February 17, 2021
Treasure table
The objects we own define who we are. Or at least they tell a lot about us. The lost bay takes this principle literally. There are no character classes in the game, and the characters' personality is somehow determined by the items they own. I was very much inspired in this by Ben Milton's Knave.
Here is a D66 Treasure table, or loot table, with a 90s teenage adventure theme, containing 36 items. The objects are super powerful, they’re real objects, but you can treat them as if they were magical. Each object gives Advantage to the dice roll, for its corresponding action.
Examples from the table
1-4 | Magnifying glass | 3-4 | Bone whistle | 5-4 | Killer nail polish |
Find clues | Talk to birds | Be a leader | |||
1-5 | Binoculars | 3-5 | Pack of smokes & lighter | 5-5 | Hand drawn Tarot cards |
Spot danger | See truth through smoke | Empathize |
In case of a critical failure the object is broken, if possible physically. It doesn't work anymore and/or loses its special faculties. It becomes an ordinary item. It can’t be repaired and doesn’t give Advantage anymore.
You can grab this table for free here the-lost-bay.itch.io/d66-treasure-table
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