Saturday, September 30, 2017

Demon City Art Notes


  • Light: Light is more important here. Not just direction of shadows (always important) but colorlight and the modelling of things, all the gradations.
  • Horror creatures are often very simple in design but the light makes this one awful and the other one a goofy piece of rubbermask.
  • Starkness, purely drawn images, high contrast: out. At least for now. These techniques put the picture in an imaginative, abstracted space (D&Dish, noir comics) where what we want here is a version of reality. An alternate reality.
  • A wash of one specific color across the whole. This adds a color light but also picks out the texture in the paint that's already there. It reveals the underpainting.
  • Is there a wash color that doesn't work? Dark green. Grey. Haven't tried orange. Eye twitches at the thought of trying orange. Probably need to try orange.
  • Is anything orange scary? 
  • Other than the president? yes, Kubrick used orange but it was never the scary part.)
  • Properly done: an orangutan. Not etymologically related to 'orange'. Poe's Murder at the Rue Morgue one of his least successful reveals. Also one of Harry Clarke's only unsuccessful drawings.
  • This is a tangent dude.
  • The Medical Suite drawing was too pin-uppy. You don't see that every day. Everything else about that picture was too real and then those tits were like "Hey, tits!". That only works if the tone is a little less serious. It was like one of those late Heavy Metal drawings where someone put a lot of effort into the tendrilly blue jungle and it just doesn't work because boobs.
  • Daytime exteriors: the Francis Bacon strangeness of a grotesque against a pale tired background that is painted in over the grotty foreground.
  • Night exteriors: you can put little lights anywhere you want. Lights don't need a reason in the modern city, they just show up like stars in reverse gravity.
  • Inexplicable bits of architecture/infrastructure that you ignore in real life because they're new and painted and boring (Awnings with like nine steel pins holding them up.) but they will look futuristic and intricate in a picture.  And when they're old.
  • Creatures should interact with them. Rip them up.
  • Anything that can be black should be.
  • After aesthetics, the next priority is not to accurately represent the monster as a tactical obstacle (D&D) but to show how it is frightening. The Host should be able to hold it up and go "Like this" and the players go "We're so fucked". Anything: a man without a gun. A penguin.
  • Also: Just gore. The varieties of gore. A bullet going into a neck and out the other side and blood fountaining symmetrically from both holes.
  • No throwaways. No "this was fun". Each more ambitious than the one before.
  • (Until I get tired then fuck it draw a skeleton)
  • (No a bat skeletons are hard)
  • This isn't a dungeon or galaxy of monsters, not a monster manual--they don't all have to seem like they exist in the same reality. These are fragments, possibles.
  • This is not worldbuilding.
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Revenants and Drones

New Demon City art, with the lazy first-draft of the write-up.
Click to enlarge
Revenants (Living Dead) and Drones

Revenants are any form of living creature brought back to mindless life by witchcraft or other blasphemous agency, often en masse—they include the zombies of Haiti, ghouls (first known in the Middle East), animated skeletons and other kinds of walking corpses.

Drones are still-living creatures transformed into unthinking automata by any number of causes including exotic diseases, drugs, demonic possession or parasites.

Revenants always subsist on the flesh of living beings, drones may or may not. Depending on the method of transformation, both kinds of creature can be either torpid—moving in a trancelike haze, or frenzied—possessed with manic energy.

Their abilities vary, Hosts should build specific creatures from the options below to fit the campaign’s needs.


Human Revenant or Drone

Calm: Negative (always insane and hungry)
Agility: 1 (torpid) or  3 (frenzied)
Toughness: 3
Perception: 0
Appeal: 0
Cash: 0
Knowledge: N/A

Calm check: 8 (or more if the creature was once a friend)

Animal Revenant or Drone

Calm: Negative (always insane)
Agility: 1 (torpid) or base creature+1 (frenzied)
Toughness: 3 or base creature+1 whichever is higher
Perception: 0
Appeal: 0
Cash: 0
Knowledge: N/A

Calm check: 8

Special abilities

(Revenants only) Undead: Revenants don’t need to breathe or digest, don’t age, and are immune to poisons, venoms and toxins, and cannot be controlled with psionic abilities.

(Revenants and some drones) Mindless: Most of these creatures are mindless and cannot be mentally controlled. Some drones are produced via mental domination and so this domination can be countered.

(Possibly) Infectious: The bite of a revenant or drone produced by disease causes the target to become a drone in 2 rounds—Toughness is increased by 1 or becomes 3, whichever is higher.

(Possibly) Mutilated Life: The severed extremities of some forms of revenant and drone can continue to attack even when separated from the main body. These parts have -1 Agility and -3 Toughness. To keep life interesting, the Host should interpret any attack that could have reasonably severed a limb as having severed a limb.

(Possibly) Invulnerability: Some forms of revenant and drone cannot be brought below 0 Toughness unless a successful killing attack is aimed at the head or, in other cases, the heart (these attacks usually incurs a Lost Die). This form of invulnerability is mutually exclusive with the Mutilated Life ability. However, some fearful, invulnerable forms of revenant and drone with the Mutilated Life ability cannot be killed at all unless a specific action is taken, for example if a countercurse is enacted or a psionic control frequency is disrupted.


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Friday, September 29, 2017

It's Alive


End of the Demon City playtest I just did. Two 2 PCs left

"I'm getting in the elevator!"

"Uncontested, you can go ahead"

"I'm gonna try to...get out from under it?"

"Ok, so still one die. It's blinded so it'll just lash out. It's got one die. Go."

"....3"

"It rolls an 8"

"Fuuuck"

"It swings this thick arm and you just see Harish fly across the hall and slump to the ground.

(So...now you're unconscious you'll miss one turn for sure and then roll to wake up each round  Toughness rounds and if you don't you're dead")"

"Ohhhhh god"

"Ok so what are you going to do?"

"Can I grab him and pull him in the elevator?"

"Yeah I guess the only thing it can do is randomly stagger after you blind"

And so the drug dealer gets the PI into the elevator. United by the sticky nectar of fear.

The door closes.

A quiet round in the elevator. The PI makes his waking up roll.

Then -runch- above somewhere.

The PI pushes all the buttons on the elevator.

Dice roll.

Chankgk

A hoof comes through the ceiling, the lights flicker.

I forgot to say "the lights flicker" actually.

The doors judder like open?close?open?

They roll and get out into the hall, a crash behind them as the elevator drops like...10 feet?

"You see a pair of claws reaching up out of the elevator clawing at the floor, and the head emerging"

"I'm running"

"You're still hurt, one die"

"I'm gonna shoot the elevator cable"

"Ok, you're hurt, too, your firearms sucks, even though it's a non-moving target--so still one die, but it's still blind so it's got one die and..."

"10!"

(damage rolling)

"The cable snaps and you see the whole elevator guillotining down. Bones rip and just shear in half and then two hands and the goat head just spill onto the carpet."

"Jesus"
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Thursday, September 28, 2017

The Anti-Design of the OSR


Quotes from avante-garde architect and architectural theorist Rem Koohaas with one or two words replaced rewritten to be about elfgames:

1. If there is a method in the OSR, it is a method of systematic idealization -- a systematic overestimation of what exists, a bombardment of speculation that invests even the most mediocre aspects with retroactive conceptual and ideological charge. To each bastard, a genealogical tree...

2. If there is a plot, in modern game design, it is the eternal one – simple Darwinian imperative maybe – of each generation trying to incapacitate the next under the guise of educational process. Here it is very noticeable and very expensive.

3. Flexibility is not the exhaustive anticipation of all possible changes. Most changes are unpredictable. Gygax could never imagine the present use of the alignment chart. Flexibility is the creation of margin--excess capacity that enables different and even opposite interpretations and uses.

4. GMs knows what modern design will never learn: that modular coordination is at most postponed failure, a temporary rollback of the frontiers of chaos.

5. Mainstream game companies need OSR consultants to demonstrate their "modernity" but are finally unwilling to assume their radicalism, conceiving then aborting successive "could have beens" to prove first their adventurousness, then their sobriety.

6. "Incoherence seems to me preferable to a distorting order" 
                 -Jeff Rients, On Ron Edwards and GNS

7. Evil Hat is not a movement; it is a new form of professionalism, of game education, not one that creates knowledge or culture, but a technical training that creates a new unquestioning, a new efficacy in applying new, streamlined dogma.

8. The construction of situations begins on the ruins of the modern module. It is easy to see the extent to which the very principle of the module--noninvention--is linked to the alienation of the old school.

9. Finally, we insist that at no time have we presumed to have produced a designed hexmap. We have confined ourselves to devising a framework capable of absorbing an endless series of further meanings, extensions, or intentions, without entailing compromises, redundancies or contradictions. Our strategy is to confer on the simple the dimension of adventure.

10. A complex like Rappan Athuk consists exclusively of mediocre, if not ugly, if not completely failed and flawed rooms, but has, nevertheless, a certain grandeur, and when seen in a certain way on certain days, appears absolutely positively beautiful. The only (most drastic) explanation is that almost all dungeons beyond a certain scale possess a kind of beauty in their sheer overwhelming presence.

11. "Most of the visual maps that are being made in the world are slaves to text."
                            -Luka Rejec 

12. If there is to be a 'new rpg design' it will not be based on the twin fantasies of order and omnipotence; it will be the staging of uncertainty; it will no longer be concerned with the arrangement of more or less permanent objects but with the irrigation of territories with potential; it will no longer aim for stable configurations but for the creation of enabling fields that accommodate processes that refuse to be crystallized into definitive form; it will no longer be about meticulous definition, the imposition of limits, but about expanding notions, denying boundaries, not about separating and identifying entities, but about discovering unnameable hybrids; it will no longer be obsessed with the story but with the manipulation of infra-structure for endless intensifications and diversifications, shortcuts and redistributions - the reinvention of psychological space.

1. the osr-->this work
2. modern game design-->any school
3. gygax-->(utilitarian prison designer), alignment chart-->koepel (prison)
4. GMs-->Typical Plan, modern design-->European architecture
5. mainstream game companies-->local regimes, osr comsultants-->special projects
6. jeff rients-->roland barthes, ron edwards-->gide,  gns-->his journals
7. evil hat-->postmodernism, game-->architectural
8. spectacle-->module, invention-->intervention world-->school
9. hexmap-->landscape
10. rappan athuk-->la defense, rooms-->buildings, dungeons-->buildings
11. maps-->images, luka rejec-->peter greenaway
12. rpg design-->urbanism, story-->city
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Wednesday, September 27, 2017

Sarah Schulman On Communities And Conflict

NOTE:

Oh hey guys. if you're here from Tenkar's Tavern remember Greg C is mad because he's the guy who freaked out about sex in games and wrote FURRIES UNDERMINE LEGITIMATE COSPLAY!!! So if you trust his opinion....ok?




Anyway, the grown up way to have a problem with someone is, y'know, contact them about it, not call them names online ( zakzsmith AT hawy mayle, or anonymously: ask.fm/TheActualZakSmith ).

On to the article:

Some excerpts on community, intervention, conflict, etc that gamer communities might benefit from Sarah Schulman's book about internet-era fight escalation Conflict Is Not Abuse.

....

One problem here is how to intervene with a person who is overstating harm, hiding behind technology, shunning or otherwise escalating. In some cultures we are trained not to assist directly, saying we are “non-confrontational,” that indifference is polite. Instead we can learn to be accountable, to ask, “How can I help you and X to sit down and talk?” Perhaps the person invested in maintaining victimology in order to avoid their own issues will say, “No, I will “never talk to X again. In fact, I am terrified for my life. You should have nothing to do with her.” In other words, now that they are facing community responsibility, they escalate even further, their claims are even more inflated, and the cloak of self-righteousness is drawn even tighter. Unfortunately, at this point, most interveners will back off. Hey, I tried, they can tell themselves. In the end, it’s not their life being harmed by this escalating person. And if they engage any further, they could become a target too. So they call it quits. Almost nothing could be more painful to the person being projected onto. The only thing worse than not getting help is asking for it and still being denied. Now the stakes are even higher, the falsely accused is even more isolated, and the interveners feel self-satisfied while being entirely ineffective. The next step is to come as a group. “Hey, now there are five of us here together, with you. We want to help you and X sit down and talk. We find what you’re doing to be very disturbing. We won’t shun you, we won’t punish you, but we also “we won’t punish you, but we also won’t be co-opted into silence. How can we find an alternative?” This is the structure behind every successful piece of non-violent progressive political action:

1. Scapegoated people cannot be made to stand alone.
2. Community needs to move towards negotiation.
3. More and more people have to join in together to create change.
4. The conversation is not over just because an escalator insists that it is.

.....

Those seeking justice often have to organize allies in order to force contact and conversation, negotiation. Trying to create communication is almost always the uphill struggle of the falsely blamed. And entire movements are structured around the goal of forcing one party to face the reality of the other, and thereby face themselves. And of course this power struggle over whether or not opposing parties will speak is an enormous smokescreen covering up the real issue, the substance of what they need to speak about: namely, the nature of and resolution to the conflict.
....

“She yelled at me; she’s abusive.”

Is that an originating action? Or is that a response? Were you sitting innocently eating your breakfast and she yelled at you because there was no milk, and you are responsible for serving her at every turn, which would be Abuse? Or did she yell at you because you stole her milk money in order to buy drugs? Which would mean that you created the originating action and the yelling was a consequence of that action. So there is Conflict about your addiction, and the Abuse accusation is a smokescreen to avoid facing it. Or were you so traumatized from being demeaned constantly as a child that as an adult you can’t tolerate difference, and any normative challenge is perceived of as an assault or threat? Is it that, in fact, nothing really happened, and yet you feel terrible? And maybe, rather than face the betrayal of your parents, it’s a lot easier to put the whole thing on your partner?

Only by examining the details, asking interactive questions in person (and not by email), and understanding the order of events can we differentiate between these three possible interpretations of the same complaint “The most destructive answer, of course, is “She yelled at you? I will hurt her,” which is a shallow relationship manifested as bullying. The best answer is, “If you two can’t communicate right now, let me talk to her in person and see how she understands what is happening.” Or, “How can I help you sit down and talk this through with her?”
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Monday, September 25, 2017

Demon Week, Day 1 Notes

First:

*If you missed it, here I am being interviewed about a new unannounced project for LotFP as well as Demon City.

If you go "What's the new LotFP thing?" and you didn't watch it I'll just shake my head like mmmm

*Do you not have Vornheim yet? Really? It got reviewed again--this time by someone who went out and made their own city book right after.

*There's a kick-ass Lamentations Bundle and it goes to support the civil liberties organization that protected Steve Jackson Games from illegal search and seizure.

*D&DWPS rogue Satine Phoenix is playing D&D with D&D head honcho Mike Mearls for a kids' charity.

*Red & Pleasant Land is still up for game of the month

*Green Ronin still sucks and only pays lip service to LGBT rights.

Anyway, it's Demon Week
Doing open playtests for Demon City.
Notes:

1. Real worldy Demon City names ("Alex Walsh") are harder to remember than D&D names. When playing with scads of new wonderful generous playtest volunteers all in one week, maybe ask if you can just use their actual names as their character names to keep it simple...

2. The official rule for Demon City action is "Everybody rolls, highest roller gets to do what they want then Any Action Not Interrupted By The Winning Actions And Which Doesn't Involve Anyone Else In A Clash Happens".

Q: Does running away from somebody "Involve someone else"?

3. How long does contact take to get back to you? This is pure luck but formalize it. 

4. Character gen needs a chart, there's jusssst enough information that people can get confused about the math

5. Waiting for someone to come through the door counts as a round of aiming (extra die next round)

6. The best way to roll bad guy stuff is to roll the bad guy's dice then say "Anybody beat a...." 7, 8 whatever

7. There needs to be a mook rule, rolling 2-3 dice for 4-5 bad guys is dumb. Mooks always roll twice their skill, etc.

8. If you have 2 skills that could apply to a situation that should count for an extra die maybe? Need examples.

9. Rewrite character classes so that all of them have something that matters in character gen or in downtime, maybe? People are so panicked they forget to use class skills, and they tend to be the least important thing about a PC in play

10. What happens to Local Knowledge if you are in a multi-city campaign? Find a way this isn't a stupid choice.
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Sunday, September 24, 2017

It's Demon Week

All day open Demon City playtests.

Monday: 6pm-4am Pacific Time
Tuesday: TBA
Wednesday: TBA
Thursday: TBA
Friday: TBA

If you are interested, email: zakzsmith AT hawtmayle with your available days and times in Pacific Time

Bring a PC with you:

Character Gen rules here.

If you make a "Problem" class PC, be sure to also make a 2nd PC in case the game already has a Problem PC.

If you have already made a PC for this game and used it in a playtest, make a new one now for Demon Week

Oh, and here I am being interviewed about Demon City plus some new stuff in the pipeline.
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