Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Thursday, July 22, 2021

BROKEN LUCK is live and FUNDED on Kickstarter!

You might have read this Spring (2021) a few blog posts I wrote about a work-in-progress zine project for the TroikaFest! Jam. Well, after weeks of tweaking, writing, editing, intense layouting and proofreading the BROKEN LUCK zine is now live on Kickstarter. We have been lucky enough to fund the zine in just 6 hours, we are now trying to hit the Stretch Goals that will give the backers more cool art and game content.

https://www.kickstarter.com/projects/thelostbay/broken-luck

28 full-color pages filled with amazing Perplexing Ruins' art. Perplexing Ruins is an amazing artist with a unique touch. It's one of the first creators of the OSR scene that I've met. Some of the zine's art is commissions to them. Other drawings come from their patreon, as their patrons receive free-to-use original, and lastly. Some other illustrations, like the Child God below, are older pieces that I saw on their Instagram. So the creative process was like some sort of dialog. I had some ideas I needed art for. But some of Perplexing Ruins' art was also the original spark for a lot of the content of the zine.

Inside the zine you will find mythical backgrounds, magical tarot cards, spell tables, adventure sparks, NPCs, and everything you need to spice up your Troika! game with (un)godly adventures. You can use it in combination with any preexisting sphere or as an independent setting.
















The project started during the TroikaFest! Jam 2021 as some kind of auto-assignment. I felt the good vibe of the Jam, and took it as an opportunity to design quickly (LOL) a simple one-sheet zine. Unexpectedly it ended up growing into something longer and more complex.

The Fest and the Jam were incredible. I was quite new to Troika! at the time, and it has been amazing to see so much awesome content being put out in such a short time. Shout-out to the folks who made the TroikaFest! Tony Vasinda, Jared Sinclair, Jarrett Crader, all the volunteer GMs and Dan Sell. It was an amazing feast, and lots of great projects came out of it, you can check them here: TroikaFest! Jam 2021 

BROKEN LUCK is my first zine, and it has been made possible thanks to the help and support of many talented and generous folks of this community, like Perplexing Ruins (who also did the art of the zine), Leo Hunt, Ian Yusem, Daniel Locke, Cleo Madeleine (who did proofreading), Spookyrusty (whose music is the Soundtrack of the zine!!!). I'm so super grateful for all that love.

So, now I am running a little Kickstarter to bring the zine to print, you can check and back the project here:


Or you can even talk about it on your social media and help me bring this project into reality


Here are a few sample double-page spreads from the test print
























Previous blog post on BROKEN LUCK

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.

https://youtu.be/9G2Cf8eQjNQ

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











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


Leo Hunt is a multi-faceted creator. He wrote four novels, and in the last year, released two issues of VAULTS OF VAARN, a science-fantasy rpg. In this episode we talk about his inspirational sources, the differences between writing a novel and an rpg, game design, the American anthropologist David Graeber, and above all, about the colorful, fascinating world of Vaarn. Check below a few of Leo's original drawings.





You can listen to the episode here:

On youtube, with SUBS

Or on the major podcast platforms:


And soon here:

Breaker
Castbox
Overcast

Vaults of Vaarn is available as a printed booklet from online stores, find the full list here



Or in pdf:



Be sure to check Leo's blog, where you can follow episodes of actual play, and be updated about the creation of Vaults of Vaarn


Leo vampire RPG project, Bloodheist


Leo's research and drawings. Photos by Leo Hunt.


This is the original synopsis of the game.












Tuesday, March 16, 2021

Do we need backstories?


If you're not that much into backstories, but still, you'd like to spice up your PCs with simple backstory curse-like mechanics just jump to the bottom of this article you'll find a D10 curses table.

So, what about Player Character's backstories? They're great, they give depth to the game, they're a crucial part of the gaming experience. Or they're useless, and a waste of time that only delays the beginning of the campaign.

Until recently I used to play and run heavily story-oriented games: long story arcs, in-game world populated by complex and multidimensional NPCs, lots of relationships between PCs and NPCs. I ran entire sessions dedicated to actually playing the backstories, usually at the beginning of a campaign, and that was fun. I would play a backstory scene between each major character creation step. That’s a great process. At the end of it, the player really "owns" their character, and the backstory is not just a set of ideas and concepts, but, at least partially, the fruit of the game itself. In that case, the backstories would be actual memories of the player because they had generated them through gameplay. Sometimes we even played the backstory session in the middle of the campaign. Like a flashback, when the players had become more "fluent" with all the peculiarities of the game-world.

I used to favor backstories that implied complex relationships between the members of the party or between the PCs and some powerful PNCS, and so did the players of my group. I ran a pretty intense campaign a couple of years ago, in which one of the PCs was the very young daughter of another PC. That fact alone basically became the backbone of the campaign. 80% of the problems the party had to face were a consequence of the impulsive actions the Mother took in order to protect her rebellious Daughter in a post-apocalyptic world. That was really fun, for everybody. But playing the backstory, the relationship, relied only on the players. There was no real way to enforce the consequences of that specific relationship on the game. I could have crafted some custom rules at the time, but that seemed too complex to achieve in a meaningful way.


Jackie and Yellow, the daughter and mother PC, painted by Clara who played Yellow.

Lately, I became more interested in explorative gaming experiences that fall somehow into the OSR realm, that favor emergent narrative and problem-solving. But I still like backstories. I'm not totally eager to let them go. I feel like they add an emotional layer to the game, they add an emotional layer to the problems the NPCs have to face. But if the backstory is purely descriptive it can probably lead to beautiful and even intense roleplay moments, but it’s not really going to contribute organically to the fiction. In other words, if a character has a backstory, the effects of their backstory shouldn't be an option.

How can we design backstories that are not purely decorative but have a tangible effect on the game? How can we design a backstory that gives color to the character, but that is also tied to simple and powerful mechanics and brings new elements to problems that the players have to face?
Of course, it can be the work of the GM to fill the gaps and to ensure that NPCs, or other pieces of the game world, react accordingly to the backstory of the characters. But what I am looking for here, are mechanics, objective mechanics, in pure OSR fashion.

Randomness


Two games, Cairn by Yochai Gal, whom I interviewed recently -- you can listen to the podcast here https://anchor.fm/thelostbay -- and Knave by Ben Milton/Questing Beast, have random character creation tables that include backstory elements on different levels. Both games are classless, but the characters begin with a set of different items, weapons, and other objects, that can somehow suggest a backstory. Cairn has even a set of starting packages depending on the trope of the character. Both games have a Misfortunes table (Cairn has also a Reputation one) that adds backstory elements to the character. These tables/tools are great, they allow to generate random backstory elements quickly and add flavor to the characters. Simply having your PC starting with different objects based on an implicit backstory (for example a flute or a lantern) will have different effects on the fiction. 



Cairn / Knave creation tables

Cairn and Knave random tables add a set of unwanted traits to the PC as to say: you don't always choose where life takes you. Randomness adds a lot of unplanned problem solving, and thus fiction. Backstories should be random.

Backstory as debt


Electric Bastionland by Chris McDowell has the characters start with a failed profession, some objects, and a shared debt, usually a large amount of money the PCs owe to somebody. That debt drives the characters into their adventure. That’s simple. You got a gigantic debt, you’d better do something to pay the money back. Here debt looks very much like a curse. Something powerful and unpleasant that is hard to get rid of, and that will have unwanted and unavoidable consequences.




When you think about Oedipus, his backstory had him killing his father, having intercourse with his mother, and becoming blind. It couldn’t avoid confronting with it, like a monstrous debt he had unwillingly, and unfairly, inherited. He tried to escape his fate with no success. When told by the Oracle of Delphi that he would kill his father and marry his mother he fled from the parental house in Corinth, ignorant of the fact that King Polybus, and Queen Merope, were his adoptive parents. When later in Thebes he killed king Laius and married his wife Jocasta, his biological father and mother, he fulfilled the prophecy. The mechanics associated with Oedipus’ backstory could have been: whenever you will kill somebody, it will be your father; whenever you will lay with somebody, it will be your mother. That’s a pretty strong effect on fiction.


The Plague of Thebes by Charles-François Jalabert

For Oedipus the consequences of his backstory were Inevitable, like a curse, and also Unexpected, as he couldn’t know in advance when they would manifest. And they always should be, to some extent, Inevitable, and Unexpected. The mechanics triggered by the backstory should have a strong impact. 

Backstory as a scar


Cairn, again the game designed by Yochai Gal, borrows to Electric Bastionland the idea of scars. When a character reaches exactly 0 HP in they are afflicted by a scar. The scar is picked from a table. One of my favorites is:

Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.

That's quite radical. The Deafened scar articulates two components: an immediate effect, a modifier tied to the WIL save, and the fact of becoming deaf, which can evolve if the PC finds "extraordinary aid". That creates fiction. A table of backstories could have, in a similar way, strong modifiers or mechanics, attached to the backstory. But the backstories should also give the PC the possibility of some sort of evolution, like in the example of the scar above.

With all that in mind, I designed a first random Backstory table. Actually, I called it a Curses table, as each backstory element is a bit grim, and the modifiers are pretty tough, even if technically they are not curses, but rather consequences of past actions of the PC. Basically what they do is create specific problems for each character. I’ve tested them in actual gameplay, and yes, they do create fiction! 

So I laid out a table themed to The Lost Bay universe. The entries are very 90s dark-weird teen adventury. But they are quite easy to tweak and adapt to different settings. The mechanics should suit any D&D or OSR game. The Lost Bay uses only 3 natural abilities (STR, DEX, HEART) and the mechanics have effects on those.

Here is the full table (it's not super easy to read, sorry I have difficulties with tables in blogger):

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.

The expectation in terms of design is that these backstories would also create a drive for exploration, as they offer the PCs the possibility of a strong evolution. 

The effects of these grim Curses can be quite strong, and I am working on a Gifts table, to somehow compensate for the Curses. This will probably result in unbalanced characters, which fits totally the mood of The Lost bay (I love unbalanced characters!)

You can find the same table nicely formatted in the DM tools pdf on itch.io, they're free or PWYW.





Wednesday, March 10, 2021

TLB Podcast #1 - Yochai Gal - Cairn

The OSR / NSR scene is amazingly fertile and creative. It has a very active community, and I am always curious to discover new works, new worlds, and the artists that create them. The lost bay podcast comes from this curiosity. It's a show about indie tabletop role-playing game artists and designers, and what's behind their creative processes. New episodes are going to be released on a bi-monthly basis. 

The guest for this inaugural episode is Yochai Gal. In October 2020, Yochai Gal released CAIRN, a rules-lite fantasy roleplaying game. Cairn is, among other things, inspired by Yochai's love for the forests and forest-fantasy fiction. 

You can listen to the episode here:


Or on the major podcast platforms:

On youtube, with subtitles:

And soon here

Apple Podcasts
Breaker
Castbox
Overcast

Cairn is available as a printed booklet from online stores, find the full list here



Or in pdf:


Yochai's New School Revolution post


The forest next to Yochai's house. Photos by Yochai Gal.






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.


A pixel illustration made by arkhai2 for The lost Bay


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

The Lost Bay Podcast season 2 big update

Here's an update on Season 2 of The Lost Bay Podcast. Four episodes have already been released, and many more are on the way. Paolo Grec...