Tuesday, 4 May 2021
Same location, fresh faces
Friday, 13 November 2020
Long time, no C
I'm back!
Generators
What does that mean for me, the customer?
So no generators?
What's up with the party?
Leaning into the game.
Returning to business as usual
The death of a clergyman
Tuesday, 16 June 2020
Bounty and Villain generator (ish)
The weaknesses in my generators are becoming apparent
Dwarfish
Swift 1
Tough 8
Bounty 4k
Gun Specialist
Guns 4Bounty 2k
Magical Tome generator
Here are some magical tomes for your troubles.
A Party, Split! (Hole in the Oak, pt. 6)
Monday, 15 June 2020
Stealth release: Generators
I'm releasing Generators even though they're not quite finished
{{11}} and {{10}} {{9}}, from {{3}}.Saturday, 13 June 2020
The Hunt Begins! (Hole in the Oak, pt. 5)
Session 0 (held in session 5; as my daughter is wont to say these days, "don't judge me!") yielded some good things. We talked a bit about lines and veils – things you don't want to see in the game at all and things you can accept allusions to – and a bit about conflict resolution. We also touched on the worst part of the dungeon, so far: the personality swap trap.
I don't like it. I like the idea of it, but I don't like forcing players into playing characters they don't want. As an effect that fades, it would be okay, but as it is written it's just straight-up bad. It touches on that whole "don't tell me how to play my character" thing. While PCs probably shouldn't pull every lever they come across, certain traps are just not fun. We retconned it, so August-Wilhelm is no longer a coward; the effect faded after a few days. Halvar is still retired, though.
"My" Death & Dismemberment got positive feedback. I might tweak the actual table some, but the players enjoy hitting 0 HP not being a done deal, that there's a chance to survive. Zordo's player is brought up to speed on what happened in town after they left.
Spoilers below this line.
A generator of generators!?
They're cumbersome. Like, so, so, so cumbersome. I'm not gonna name names or link you to any of them, but ... yeah. Some of them require you to host your text files elsewhere. Others require you to use extremely specific syntax but offer no validation of them ("test extensively" is not a validation). Others still offer hosting but you can't edit your own generators after having them hosted. Many offer you a blob of javascript you can add to your blog and get a sample output from.
My immediate goal was "I want dynamic table results", rather than "I need to fix everything" or something like that. I wanted to be able to write "2d6 orcs advance slowly down the side of the ravine" and have the output be "3 orcs advance slowly down the side of the ravine"; I figured that was a good place to start. You could make a JS page that just scanned the text for dice rolls and replaced them.
I've still not gotten anywhere near that. I made something else instead. I made a fucking generator. Quelle surprise, I guess, since the title is "A generator of generators!?" and I'm talking about ... well, yeah.
This tool, though, I had a mission statement for. It's a bit undefined around the edges, but overall it looks something like this:
Cassie's Generator Tool
- The syntax should be clear and concise
- Hosting for both the generator and the tables (lists) should be a solved problem for the user
- Users should be able to edit their own tables if they need to
- Users should be able to delete their own tables and generators, if they want to
- You should be able to use generators or tables someone else has made
- It should offer embedding, no unsightly JS blob
- If the user wants to, they should be able to download all their generators and tables
A table result: {{table}}I'm still not sure about the dice notation, but I think it's important to have the difference between what should be rolled and what is information for the reader:
A generator result: ||generator||
Dice notation: >1d6<, >1d6+2<
"The weapon does 1d6 damage" should just say "The weapon does 1d6 damage" in the output, whereas "The next >1d4< days" should say "The next 2 days" (plural "days" is gonna be a problem. Hm.)
I've not implemented everything yet. In fact, I've only solved the boring parts. But the good parts are coming. Here's what I made yesterday:
Now, that "{{11}}" says nothing, I know. I'll think of something. Eventually, there'll be helper functions for writing generator entries (like, you'd write {{ and get a search window to find the table you want a result from), but for now there's nothing like that.
The way the code's written, a generator is simply a very thin wrapper around a parser and a transformer, so using generators within other generators should be pretty easy. A few issues loom on the horizon, though. If I become as popular as Facebook, I can't host everything for free, and there might be some resource issues along with that popularity. I might have to move the platform to kubernetes eventually, just for that horizontal scaling. And also because I want to learn it.
Today and tomorrow I'll set up the embed thing, and then I think I might even link to the thing for public consumption.
Tuesday, 9 June 2020
A wave of Evil Tree Babies (Hole in the Oak, pt. 4)
... okay? A brief pause as we wait for the player to create a new character. Then we're off to the Oak, again.
Spoilers etc.
Wednesday, 3 June 2020
Shades of my former self (Hole in the Oak, pt. 3)
During the downtime, they've noticed fewer and fewer children in the city. Briefly asking around, they find no clear answer as to why. As they make their way to the Oak, they also find countless dolls spiked to trees.
Pre-session prep
Spoilers for Hole in the Oak below this line.
Thursday, 28 May 2020
Class rework: Magic-User
Option 1: Barbarians of Lemuria-ify the Game
- Reach the top of a cliff
- Chop down a tree with the snap of your fingers
- Find the book where the information you're looking for is
- Vines reach down and lift you up
- A whip of fire lashes out and chops the tree in two
- All the books gather in an enormous whirlwind, until the one you're looking for lands on your shoulder, like a bird.
- Obvious (chant wildly, dance, etc, you're Doing Magic and everybody knows it)
- Line of Sight
- Casting Time (1d6 * 30 minutes of meditation, wild dancing (possibly naked), etc)
- Personal item (lock of hair, clothes, etc from the person)
- Special Knowledge (tedious, and long, research is necessary in order to cast the spell properly)
- Hour Power (must be cast at a specific time of the day or year: morning, midnight, sundown, solstice, etc are all perfectly valid. "Right now" is not.)
- Ritual cleansing (bathe in clear spring water, anoint yourself with essential oils, etc
Third (?) edit: ALSO this means that CON becomes an important attribute for wizards (you get to re-roll your Hit Die on level up, and keep the better result, so the CON bonus is important). Witches and wizards also eat a lot so they have the energy reserves to regain HP.
Vayra in the OSR discord also came up with this gem: "Also it makes sense why wizards and witches and other magic users are the ones people go to for medicine stuff. Since they have to know it all, they have to stay healthy to do magic."
I love it when rules inform the world. I wish I could come up with something similar for my Thief rework.
Option 2: Risky Casting
Option 3: Cantrips
Reinforcements (Hole in the Oak, pt 2)
Instead, I recruited a friend to join in. Robber-Allan joined the party. Totally not a thief.
Pre-session prep
What else is out there?
- In a hut, a few miles from Utböle lives an old woman. She is wise in the ways of strange things, and she knows that this is not the only world, that other existences connect through various portals.
- Something is stalking the streets of Utböle. People are going home before night falls, and they're shuttering their windows.
- Mevverwen, a traveling merchant, brings a caravan of goods to Utböle every so often. She also deals in illicit goods.
What bigger city connects to Utböle?
Answer Jeff Rient's 20 questions
Map a hex next to Utböle
![]() |
| Utböle and surroundings |
0602: The old woman's hut
The session
Thursday, 21 May 2020
20 questions about the rules (Hole in the Oak, pt. 1.5)
Ability scores generation method?
3d6 in order, swap one attribute with another if you want to.
How are death and dying handled?
Characters are knocked out at 0HP, and their injury is rolled when they receive treatment. Until then, you don't know if the PC lives or dies. There are various modifiers to the treatment die roll, such as time lapsed between wound and treatment, wisdom modifier of the one treating you, and so on.
What about raising the dead?
How are replacement PCs handled?
Promote a hireling, or roll a new character which will be introduced whenever possible.
Initiative: individual, group, or something else?
Something else.
Are there critical hits and fumbles? How do they work?
There are not.
Do I get any benefits for wearing a helmet?
Style points, perhaps. No mechanical benefit.
Can I hurt my friends if I fire into melee or do something similarly silly?
Will we need to run from some encounters, or will we be able to kill everything?
You'll probably need to run.
Level-draining monsters: yes or no?
Are there going to be cases where a failed save results in PC death?
Yes.
How strictly are encumbrance & resources tracked?
What’s required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
What do I get experience for?
How are traps located? Description, dice rolling, or some combination?
Are retainers encouraged and how does morale work?
I figure it's a good approximation on how one person panicking might trigger a group to panic.
How do I identify magic items?
Can I buy magic items? Oh, come on: how about just potions?
Potions can be bought in larger cities. Magical items are very rare to find on the open market.
Can I create magic items? When and how?
What about splitting the party?
Tuesday, 19 May 2020
Class rework: Thief
As the table shows, Hear Noise is not a good tool. Not all rooms are populated, and so we're looking at maybe 75-80% chance of "hear nothing", all things considered. Even when you succeed, you might get "hear nothing."
We can leave it on the thief, and rework the function instead. Here's a sketch:
Hear Noise
When there's an encounter, the GM rolls Hear Noise for everyone. Those who succeed are not surprised. Those who fail roll for surprise.
This makes the thief marginally better at not being surprised, but still not immune to it.
The class itself needs reworking though, so here's a sketch. Inspired, obviously, by the OSR discord.
Thief
Has access to Thieves' Equipment List. Rolls 5d6 * 10 for starting money if buying from Thieves' Equipment List only.Open Locks: Requires Thieves' Tools. A lock can be automatically picked if you spend enough time for an Encounter check (whatever that is in your system). If you want to pick a lock immediately, you need to roll for it. A failure means you cannot pick the lock again.
Remove Traps: Requires Demolition Kits, expensive single-use items that disable traps (small explosives, acid to destroy gears etc). To use it, the thief needs to know where the mechanism is.
Pickpocket: Leave as-is.
Move Silently, Hide in Shadows: Requires Thief Clothing.
Climb sheer surfaces: Thief skill only. Requires Thief Clothing.
Equipment list (no costs have been balanced or considered for more than a few seconds, sue me)
Thieves' tools -- 25gpThief clothing -- 60gp
Black clothing, muffles sound. Small hooks in the palm of fingerless gloves to aid with climbing. AC as Leather.
Crowbar -- 10gp
Backpack -- 5gp
Grappling hook -- 25gp
Mirror -- 5gp
Rations (iron, 7 days) -- 15gp
Rations (standard, 7 days) -- 5gp
Rope (50') -- 1gp
Lantern -- 10gp
Oil (1 flask) -- 2gp
Waterskin -- 1gp
Sack (small) -- 1gp
Sack (large) -- 2gp
Smoke bomb -- 25gp
Fills a 10' square area with smoke. Within the smoke, it's impossible to tell friend from foe. Certain monsters are immune to the effect (infravision, undead). Lasts for 1d6 combat rounds; lingering smoke afterward means all combatants fight with disadvantage.
Flashbang -- 25gp
Hits automatically if the thief is in the first row (marching order). Roll to hit from 2nd row. It cannot be used further back. Save vs Paralyze or stunned for a combat round. The thief automatically pass their save, allies roll with Advantage. Noisy, check for Wandering Monsters/Encounters.
Disguise kit -- 50gp
Demolition kit -- 50gp
Document forgery tools -- 10gp
Wax to copy keys -- 10gp
Poisons
Each poison coats 20 arrows (if you bookkeep these) or 1 blade, and the poison is potent during the entire delve (that is, returning to town means the poison loses its potency).
Paralyze -- 50gp
Save vs Paralyze or paralyzed for the next activation.
Anti-magic -- 25gp
Save vs Spells or lose casting ability for 1d4 combat rounds.
Murder -- 75gp
Save vs Death, can only be delivered by a blade. Only potent for 1 victim. Perhaps gate this by HD, where 4HD or greater only take additional damage? I dislike Finger of Death-ing a dragon (ya'll know what I'm talking about).
Thoughts
Monday, 18 May 2020
A first descent into the underworld (Hole in the Oak, pt 1)
The Group
Friday, 15 May 2020
What really happened? (The Temple... pt 2)
The group didn't really do too many things. A lot of exploration, a little bit of roleplay, but the temple itself was basically off-limits to them, and this comes down to a huge mistake I made when designing the entries.
The factions
The Elders (Wombats) don't want to interact with the PCs at all. That's a real issue; you can't have a faction that's completely uninterested in the party. Or maybe you can, but still. Perhaps they could use better motives.
Jacquaying the Dungeon
Encounter tables
As noted over on False Machine, "beige as fuck" is not fun, and gives nothing. I feel that my Temple might be beige as fuck.
Final Words
Friday, 8 May 2020
The Temple in the Valley of the Wombat People
The largest issue with the idea is this: I am writing this for a single mission, to be part of a collection of small hooks. It isn't designed or written in a way that furthers OSR play (exploration, faction play, etc).
Then, Grottröj, an OSR convention in Sweden, went digital because of COVID-19. I figured I'd run something and it seemed like a good choice. It was, after all, already written?
There's very little "adventuring" in Grottröj's play, focusing more on the Mythic Underworld and exploration. It didn't quite fit the bill.
I didn't want to give the warren up, though. When rewriting the dungeon, the warren connected to a buried temple. The demon took a less prominent space in it and the wombats themselves became more like Stone Age people. They now had tools and crude weapons.
It still didn't work, for me. The second iteration was a more pronounced Temple, with an incidental warren on the temple grounds. The story had already changed once and now did so again. The wombats used the temple grounds, surrounded by high walls, to farm the earth. That's not very dungeon-like, so the idea I had was that the wombats found the temple and took up religion based on the illustrations and paintings found inside the temple. The temple itself was a prison, think Magneto's prison in the X-Men movies and you're not far off, for the demon. The demon now had a way to influence the real world, through the wombat people. I'm introducing corruption, as both a moral and a visual, theme. Not only is the temple falling apart, but an innocent animal is corrupted (becoming more human-like, I wonder what that says about my view on humanity?). I had an idea of fragile stone floors and crumbling walls. With the demon being a less physical presence in the upper level, still mocking the players, but at times collapsing the floor under them and at other times caressing them, physically, softly.
The temple and its religion were too vague, and so I threw together a basic religion: the Sun erases sin, keeps shadow away, and keeps the forces of evil weak. The god imprisoned the demon in its temple, where the constant glow of the midday sun keeps it weak. But with time, gods disappear and their magic grows weak.
The third iteration had much clearer faction play. The wombats now use the temple and the underground halls for their own reasons. In the Sunrise Hall, beneath the temple building, they grow their crops in the soft glow of a magical sun. They stay away from the Midday Hall, where a harsh midday sun shines down on a golden cage, and they've not breached the doors to the Twilight Hall yet. (There is also a Midnight Hall, where the heretical texts and the tongues that spoke them are kept, but that is locked behind powerful magic and secret passages.) The demon is now its own faction, spreading Decay Spores that infect creatures (much like Ophiocordyceps unilateralis, the zombie-ant fungus) to do its bidding. Where do these creatures come from? That answer is still missing, at this stage. Another faction, the Ant People, have breached into the underground part of the temple too, and are exploring it as well.
I still kind of like this iteration; there is some promise here, but I need to rework it to a larger location. I'm still working on a very small scale; I want to make it explorable in a single session. I think that limit, self-imposed as it is, ruined my effort.
In the last iteration (fourth, if you're keeping track) I removed the demon (in hindsight a mistake) and made the Sun Religion take on a larger role. The underground farms are no more. Instead, there's a huge fruit tree in the Sunrise Hall, where the wombats perform weird rituals that fire in various ways. I remove the god, in its place is a Sun Construct, sitting on a throne where the prison once was; in its chest a miniature sun.
This is what I ran for a small group at Grottröj. The pitch, unfortunate as it is, was basically this: an anthropologist lived with the Wombat People for many years and has now returned to civilization. His essays and lectures are popular and everyone who's someone wants Wombat People things. The anthropologist himself wants the religious texts that he knows are in the temple (he was never allowed inside).
In the next post, I'll detail what the group did. I will also give you a rundown of what mistakes I made, and what issues there are with the fourth iteration.
Tuesday, 5 May 2020
Troika, Let there Be Blood, B/X and what else?
Here's a great idea by Archon's Court
Troika has a great initiative system (or so I thought, but the real thing is too fiddly for me. But read on).B/X is simple enough.
I'm gonna mash them all together for a test drive this coming Saturday. Here's what's gonna happen:
Initiative is done through a Troika-ish system. Instead of initiative values (PCs having double tokens, monsters having Initiative values) each PC gets 1 token, each hench gets 1 token, and each monster gets 1 token, and the extra End Round token is added, too.
So at the start of the combat round, tokens are pulled one by one until the end round token comes up. Maybe some didn't get to act, that's how combat is.
However, on a PC token, any player character can "activate." PCs can still only activate once.
AC disappears. All attacks automatically hit. -1 roll, that is nice.
Each weapon has both an attack and a damage reduction value. Ranged weapons do not have a defense value, but added Piercing Damage instead.
Armor gives DR according to the following: Leather 1, Chain 2, Plate 3. The same goes for monsters.
Spellcasting is declared at the start of the round and the spell goes off at the spellcaster's activation.
Monster damage is upped by 1 die across the board because 1d3 and 1d4 will rarely touch PCs. So in Hole in the Oak, for instance, a monster doing 1d3 + paralyze will be consistently useless against a plate-wearing PC.
I'm also going to be using a Death & Dismemberment table for downed characters. If a healer gets to the PC before the scrap is over, there's a larger chance the PC survives.
Alright, so the idea is to give the players meaningful choices. To summarize Archon's Court's post, when it's your turn you roll 2d6 for your weapon and assign 1 die to the Attack column and the other to the Defense column. That's a choice the player gets to make. Maybe it will slow down combat, but it's a lot more interesting than "roll 1d20, yeah you hit, roll damage" (I usually roll my d20 together with the damage to speed things up, but it's still bad), at least on paper.
But, not only that, by hacking the Troika initiative slightly we're giving the group meaningful choices as well: when a PC token comes up, who goes first? Is it the spell caster, in order for the spell to fire? Is it the frontline fighter, so that they can boost their DR? What about the ranged PCs, they can pack a punch. Maybe the healer/support guys need to move in and drag the downed fighter away?
Maybe it'll turn out that it's all bad. But maybe it won't. I think there might be slightly slower combat than the slogfest that is B/X combat, but I think there will be more activity, or maybe the word I'm looking for is more focus within that combat.
Let's get on with the modified weapons:
Sample Weapons
Melee
| Roll | Attack | Defense |
|---|---|---|
| 1 | 2 | 0 |
| 2 | 2 | 0 |
| 3 | 3 | 0 |
| 4 | 3 | 1 |
| 5 | 4 | 1 |
| 6 | 4 | 1 |
| Roll | Attack | Defense |
|---|---|---|
| 1 | 1 | 0 |
| 2 | 1 | 0 |
| 3 | 1 | 0 |
| 4 | 4 | 0 |
| 5 | 6 | 0 |
| 6 | 7 | 1 |
Spear - Swingy Attack, High Defense
| Roll | Attack | Defense |
|---|---|---|
| 1 | 1 | 0 |
| 2 | 1 | 0 |
| 3 | 2 | 1 |
| 4 | 2 | 2 |
| 5 | 5 | 2 |
| 6 | 5 | 3 |
Shield - Low Attack, High Defense
| Roll | Attack | Defense |
|---|---|---|
| 1 | 1 | 1 |
| 2 | 1 | 1 |
| 3 | 1 | 1 |
| 4 | 2 | 2 |
| 5 | 2 | 2 |
| 6 | 2 | 3 |
Dagger - Low Attack, Swingy Defense
| Roll | Attack | Defense |
|---|---|---|
| 1 | 2 | 0 |
| 2 | 2 | 0 |
| 3 | 2 | 0 |
| 4 | 3 | 1 |
| 5 | 3 | 2 |
| 6 | 4 | 2 |
Ranged
Shortbow - Low Attack, Decent Pierce| Roll | Attack | Pierce |
|---|---|---|
| 1 | 2 | 2 |
| 2 | 2 | 2 |
| 3 | 2 | 1 |
| 4 | 3 | 1 |
| 5 | 3 | 0 |
| 6 | 4 | 0 |
Crossbow - Swingy Attack, Good Pierce
| Roll | Attack | Pierce |
|---|---|---|
| 1 | 1 | 3 |
| 2 | 2 | 3 |
| 3 | 2 | 2 |
| 4 | 2 | 1 |
| 5 | 6 | 0 |
| 6 | 6 | 0 |
Let's Go: setting up KataGo's Human-like network
TL;DR: It's all about them command-line arguments. Here's a short guide: Install Sabaki Download the latest release of KataGo and e...
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TL;DR: It's all about them command-line arguments. Here's a short guide: Install Sabaki Download the latest release of KataGo and e...
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The initial purpose of the Temple wasn't even a temple. At first, there was a demon that kidnapped babies, as demons are wont to do. Thi...
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The goal with the class rework is to fix the B/X (OSE) thief. There are various issues with it as written, but Hear Noise is the worst offe...





