Showing posts sorted by relevance for query Gygaxian Democracy. Sort by date Show all posts
Showing posts sorted by relevance for query Gygaxian Democracy. Sort by date Show all posts

Monday, December 20, 2010

Gygaxian Democracy #6: 37 Villains

More Gygaxian Democracy

Here are 37 villains--not just foes, but arch-schemers.

I rolled up random traits for each one using Jacquays' "Central Casting".

All you have to do is pick one and make it make sense. Elaborate in any direction that will make the villain usable and interesting--including tying one villain to another.

Making it goofy is easy--a manticore with a mold allergy is already goofy. Making it not goofy is harder...

1. an unusually intelligent, independent eye of dread born in a bar, serves a harvest god

2. blubeard, a drunken pirate king, someone important died when he was born

3. mad king from a foreign land, left hand is scaly claw

4. a young witch betrothed in a political marriage to be consummated upon reaching age of majority

5, a red drider queen living peacably among humans

6. immobile whispering statue* (crow tattooed on face) knows magic

7. eel medusa (married)

8.albino (intelligent) flail snail who serves an infamous master

9. pudding, skilled at math, controls animals has adopted a young human

10. Chasme with mind control powers served by a gobiln

11.seahag who lusts after luxury

12. fishwife who is an informant to a higher power

13. goblin attempting to end his life of villainy skilled at duelling

14.maggot naga with healing abilities

15. (ordinary) naga once enslaved and forced to bear children

16. sorceress medusa whose lover's parents were slain by an artist

17. nephilidian vampire queen who serves a baron as part of a complicated wager

18. unicorn-head guy who is a friend of a much older character

19. mind flayer whose ally died of a disease

20. demon who will inherit a kingdom if it can first produce an heir

21. giant centipede with excellent hygiene

22.vampire vengeful and EXTREMELY (rolled it twice) angry

23. depressed white elf sorcerer

24. white tiger rakshasa female w/ a phobia about magic

25.manticore with a vulnerability to mold

26. succubus with an unconscious physical tic

27. necrophiliac slaad

28. marilith allied to a half-elf

29. eye of fear and flame that's also a baron

30. beholder served by a cat

31. an orange eye of the deep

32. lich who was told to seek out his sibling companion by a mysterious voice (my guess is the sibling is the eye of fear and flame)

33. demilich obsessed with a half-elf rival (same one marilith is allied to?)

34. Glasya (from MM2)--who is allied to her second cousin

35. jubilex-allied to a dragon

36. demogorgon--a marquis

37. tiamat--served by an serpent



_____
*courtesy of greypumpkin's response to the last Gygaxian Democracy post

Monday, January 3, 2011

Gygaxian Democracy #8: Gygaxian Social Interaction

Preamble you are allowed to skip:

My favorite games work like this, when they are GMed in such a way as to be fun to me:

-there is a problem
-the PC attempts to solve the problem
-because both the problem and the attempt to solve it are couched in terms of action in an imaginary world (i.e. the problem is "get the ruby away from the gnome" rather than "get three O's in a row before your opponent gets three Xs") the tactic used to solve the problem (successful or otherwise) creates a new problem (or set of problems) (i.e. now everybody wants your ruby.)
-the process starts over
-when this happens many times in a row it creates a little neverending story about somebody who solves problems or dies trying

(You may not like this, or prioritize it. Great. That's ok. I accept your right to be interested in something I'm not.)

Point here being: As a DM, I sit around dreaming up interesting problems to solve. The mechanics help me define the parameters of the problems and the things PCs can use to solve them.

To me, just as the point of combat and action mechanics is to facilitate the creation and in-game use of interesting dungeon puzzles and similar tests of tactical wit, the point of interesting social mechanics would be to facilitate the creation and in-game use of interesting social puzzles.

Example:

Putting players in a position to figure out how to think outside the box to disembowel a fully-statted owlbear before a fully-statted lava trap kills them is, for me, fair and fun and (a major) part of the game. However, it takes up a huge chunk of game time and if the players are not into this sort of thing, they will not like the game.

In order to justify social mechanics being as complex as combat ones, putting players in a position to figure out how to think outside the box to outwit or charm an NPC should be the same kind of challenge, but I seriously can't be fucked to think about NPCs for as long as I can to think about monsters and traps. At least not in terms of their personalities.

Why?

1- I'm not that interested in my NPCs until and unless they get some track record in the game (after all, I can write fiction whenever I want, and do. What makes them interesting isn't what they did, it's that action by the dice or PCs made them do what they did.),

2-If I don't get to use a well-designed trap or monster in an adventure, I can always have a similar one (perhaps re-skinned) somewhere else, whereas an NPC implies a whole gameworld social situation and the PCs don't want to interact with that situation then moving it around so they have to do it anyway is difficult to do without railroading,

3-Designing really good NPC interactions means much of the time at the table will be given over to NPC interactions, which isn't mostly why I'm here. I get enough of that reading books and comics, watching movies and writing books and comics and being in movies. I can have a pretend conversation with my roommate in the living room any day of the week (and sometimes do) whereas I can only put my mind to the question of how to get a gelatinous cube to absorb a beholder so I can immobilize it long enough to drop a boulder on it when I play D&D.

YOUR MILEAGE WILL VARY.

I KNOW YOU ARE NOT ME AND LIKE DIFFERENT THINGS. OK? GOOD.

But...it's about the journey and not the destination 'cause D&D the way I play is picaresque and therefore anything that happens along the way that's fun for the players and me and doesn't sap the possibilities of future fun is acceptable--any mechanic, any detail, any goal, any npc interaction, any bet, etc.

Therefore although I wouldn't want a social mechanic to be part of the 'bones' of a system I was playing in, I like the idea of an (always) optional gravy-on-top social interaction mechanic, so that social interaction can be detailed if the situation makes that seem like a good idea at the time to the players.

Using the social interaction mechanic instead of just talking to a guy would be like a PC deciding to play a bar game in a pub--they don't have to do it, but its effects are still binding on the fiction of the game if they decide to go that way and can have major effects.

Also, I think it would have to emphasize player skill over PC skill, and not in some way that just says "the player has to role-play his PC convincingly and skillfully", since if they just wanna do that then they don't need the mechanic, plus, like I said: we get enough of that at work.

Extremely important: the mechanic will require rolling on some ridiculous d100 table. The goal of the results would not be, for the most part, to simulate the statistical realities or storytelling possibilities of human interaction so much as to force the PC to roleplay in entertaining ways which exaggerate the monopoly-with-squatters effect.

Gygaxian Social Interaction Table

(roll below one time+once per point of charisma over 15 and pick the one the player likes best, if PC charisma is under under 6, roll one time + once per point of charisma under 6 and the DM picks)
(in most cases, these 'challenges' won't be secret, the player will know this is whats/he has to do...)

1-NPC talks fast and interrupts people. If the player can say what s/he wants in less than d12+6 words s/he gets it.

2-NPC talks fast and interrupts people. If the player can say what s/he wants in less than 2d4 seconds s/he gets it.

3-Conversation reveals NPC is obsessed with (conquest/unity/weasels, etc.). If player can work the word "weasel" (or "conquest" or "unity", or etc.) into every sentence of his/her request, s/he gets it.

4...

(now I have to go take a shower, and I am turning the remaining results over to Gygaxian Democracy...)
(IMPORTANT: Remember the challenges must be things that a player could conceivably fail to do properly, not just things it'll be fun to see them do.)

Wednesday, January 5, 2011

Gygaxian Democracy #9: On A Boat



More Gygaxian Democracy.

You have failed your sailing roll during a storm/in rough seas/in shallow water, etc. and something bad has happened to your boat. It is damaged in some way which, hopefully, will make future encounters during the rest of this wavecrawl more exotic and interesting. Roll below:

(Assume the ship is 3 masted and laid out approximately like the one in the picture.)
(Remember, these are results from a failed control roll, not just random things that could happen. They need to be things that could result from handling a ship poorly or at least unluckily.)

1-Something caught in the rudder--someone needs to climb down there and get it.

2-You hit a whale carcass or something--the ship trails blood and there will be a corona of sharks surrounding the boat for the next 3 days.

3-Minor sail torn due to high wind or sudden beam swing--replace it or make future checks at -2/-10%.

4-Stray wave has smacked you sidewise and flung a volley of stinging jellyfish onto the deck, roll dex or reflex save for everybody up there to avoid having a random body part swollen beyond usefulness for d4 days--1 mouth, 2 eyes, 3 right hand, 4 left hand, 5 right foot, 6 left foot.

5--(your turn)



_______
P.S. The girls are on a boat as of last night so this table will get used next session.

Wednesday, December 15, 2010

Gygaxian Democracy #1: Hammer of Exorcism

Had one of those revelations of the obvious today.

Why do we blog? Because thinking up DM stuff is hard fucking work and blogging about it makes it more fun. Anyway, cutting to the chase.

New feature, Gygaxian Democracy. Not complicated. Here we go...
__________________________________________________

The Hammer of Exorcism

This item appears to be a weathered warhammer covered in dried blood. It will function as such.

However, when wielded by a cleric, it can be used to exorcise possessing spirits or drive away insanity.

For it to work, the cleric must beat the afflicted individual unconscious with the hammer. (Not all blows must be with the hammer, but the final one must be.)

However, for each blow struck with the hammer, there is a chance of a side effect. This chance is equal to 20 minus the patient's constitution per blow struck...

(roll DHoweverManyResponsesWeGet--if it's more than 20, roll d10o giving equal chances to each result)

The possible side effects are as follows: (your turn)

Thursday, December 16, 2010

Gygaxian Democracy #2: The Many Heads of Lord Eisengeth

Yesterday's experiment in Gygaxian Democracy went very well.

Ok, I mean I always say some shit like that when I do these reader participation things, but seriously, that was some quality RPG material we got there. Eventually I'll write it up proper like a real table.

Anyway, for now, here's another...
___________________________
The Many Heads of Lord Eisengeth

Immobile and decapitated he sits, eternally preserved in the Basilisk Throne...

Basically, the deal is, the PCs have to find his head (somewhere in your sandbox) and put it back on him. When they do, he'll come back to life and all will be well in the kingdom/they'll get a lot of loot. (Depending on which School your players attend.)

Problem is which head? Though the forces of evil could not destroy the head of good Lord Eisengeth, (neither the head nor body can be destroyed so long as the body sits on the Basilisk Throne--they both become invulnerable stone) they pulled an old leprechaun trick and manufactured several false heads, each containing an isolated, confused, dark, and disoriented portion of the good Lord's soul.

So the schtick is: every time the PCs find a head, they try it. (The first time they won't know there's more than one head). The Lord stands up, stops being stone, and if it's the right head, yay, game over. If it's the wrong head, however, the PCs have to deal with the consequences. Each wrong head:

-has some unusual power/ability/knowledge/tendency that makes it a fearsome opponent, and
-possesses some clue that narrows down where the real head is

Some will be obviously the wrong head--their eyes will open red and they'll belch forth flame or whatever, but others will seem to be the true Lord, until...

Anyway, if the PCs decapitate the evil-headed lord and return the body to the Throne, the body will become stone and sit patiently while the PCs find the next head.

Also you'll need to figure out some mechanics or plot contrivances so that the PCs can't just have a whole army standing there waiting each time they try a new head, but that's not too hard.

When the PCs try a head, roll D(HoweverManyResponsesWeGet--if it's more than 20, roll d10o giving equal chances to each result)

The heads are...

1. Red eyes, murderous wrath, voice deafens all who hear it. Knows whether the true head is above sea level or not.

2. Appears to be the true Lord, but will have the PCs banished from the kingdom/castle/part of the dungeon he rules as soon as it is convenient and then rule with a cruel and arrogant hand. Knows whether the true head is north, south, east, or west of the current location.

3...(your turn)

Thursday, January 6, 2011

Gygaxian Democracy #8: Gygaxian Social Interaction (Final Version)

Here is the optional eccentric-NPC interaction table generated via Gygaxian Democracy reformatted to be usable. Contributors are named but not hotlinked. To follow contributors back to their lairs, consult the original post. Redundant responses and ones that did not fit the original remit (the challenges had to be things which the player could conceivably fail to do) have been edited out and I've added a few at the end to make up the numbers.

Gygaxian Social Interaction Table

(roll below one time+once per point of charisma over 15 and pick the one the player likes best, if PC charisma is under under 6, roll one time + once per point of charisma under 6 and the DM picks)
(in most cases, these 'challenges' won't be secret, the player will know this is whats/he has to do...)
(roll d100 and divide by 2)

1-NPC talks fast and interrupts people. If the player can say what s/he wants in less than d12+6 words s/he gets it.

2-NPC talks fast and interrupts people. If the player can say what s/he wants in less than 2d4 seconds s/he gets it.

3-Conversation reveals NPC is obsessed with (conquest/unity/weasels, etc.). If player can work the word "weasel" (or "conquest" or "unity", or etc.) into every sentence of his/her request, s/he gets it.

C'nor (Outermost_Toe) said...
4-The NPC has an obsessive antipathy toward an unlikely thing (I.E, mountains/trees/rivers, etc.). If the player can manage to fit some way that his/her request harms mountains (or trees, or rivers, etc.) into it, they get the desired result. Otherwise, roll 1d20. If the result is 15 or above, they get the desired result. Otherwise the fog of the NPC's obsession overrules their self-interest (or whatever the players were appealing to), and they are: (Roll 1d4)

1-Forcibly ejected from his/her presence.

2-Accused of a crime that they may or may not have committed [to prevent the DM being restricted to using only things they haven't done yet]. Their sentence will be directly related to the antipathy of the NPC; if they hate mountains the players must do a significant amount of damage to one, if trees they must clear cut a forest, if rivers the must construct a dam, etc. 
3-Threatened with death or other dire consequences unless they agree to kill and/or disgrace someone who has been blocking their efforts to destroy/harm the object of their antipathy

4...(I hereby turn the remaining results on this table over to Gygaxian Democracy)

C'nor (Outermost_Toe) said...


5-NPC values obfuscation. Any request that is immediately clear, or takes less than 6d10 words, or 4d10 seconds, will be ignored.



6-NPC is completely apathetic. Only requests that allow him or her to do less will be accepted. 



7-NPC is a hedonist. Only those requests that will provide a new experience will be accepted.

Brian Moon said...


8- NPC will agree with player requests if they can state it while stacking dice d20 high, one on top of the other, before the stack falls. Subtract one from dice-tower-height roll for each 3 points of PC Charisma.

Eric said...
9. The man is slow in the head. You must talk with words of just one sound or he will not trust you.

Roger the GS said...
10 Words are beside the point. The interlocutor is fixated on the most obvious and special object carried by the adventurers. He/she tries to conceal interest in it but will eventually bring conversation around to it in a nonchalant way. Only giving that thing will convince.

11. the NPC is mad/bored/cruel (Zak: victim of a goblin curse) and will only talk to people speaking backwards. He himself will respond normally though.Additionally, he won't tolerate any grammar mistakes from his interlocutors. Misspelling a word will end up with the NPC going into a fit, insulting the speaker and refusing to respond to that person for d6 days.

12- Player must speak in rhyme, for at least 2d10 rhyming pairs, in order to gain the NPCs favor. Player may subtract 1 for each point of PC Int or Cha (player chooses which stat to apply) above 15; likewise must add 1 for each point of Int or Cha below 6 (use lowest score). No reduction can reduce the number of rhyming pairs below 2; no additions can raise the number required above 20. Player's speech must be on topic (DM's decision). Failure to rhyme results in NPCs disfavor, whatever that means: anger, fear, disappointment, whatever fits the circumstance.

Eric said...
13) Lover of low art: Phrase the request either as a limerick or with a double entendre in every sentence.



14) Lover of high art: Request must be a haiku or in at least 2 lines of iambic pentameter (like Shakespeare: 

daDAH daDAH daDAH daDAH daDAH/
daDAH daDAH daDAH daDAH daDAH (must rhyme)

Either way, player has 2 minutes+ 1 minute for either an Int or Cha 15 and up (4 minutes total if both)

Chris Weller said...
15) Deaf. Players must ask using charades, without modern references.

Josh said...
16) Coward - NPC is a huge dick. He insults the PCs and actively hinders them. Physically he appears like he could take the PCs with on hand behind his back. The NPC will not do what the PCs want until there is a show of force, drawing a sword, grabbing his shirt, etc., after which the NPC will immediately start whimpering. 



Zak:
17) NPC has huge, prominent, impressive tattoo in an unlikely place and is really sick of talking to strangers about it. Any request will be granted so long as the PC does not try to ingratiate himself/herself by talking about the tattoo.

Josh...:

18)Obvious Fraud - NPC claims to be a highly educated noble and uses overly long and complicated words often, poorly, and with mispronunciations. As long as the PCs don't call him out, make fun of him (though extra points for sarcastic witty flattery) or make him feel stupid, they will be on the NPC's good side.



19) Battle of Wits - NPC starts making puns, the PCs must reply with a pun 5 times in a row.

Pturtle said...
20) Conversational Drifter - has a hard time staying on topic, will frequently trail off in mid-sentence. PCs must finish sentences quickly and succinctly in order to steer the conversation in the direction they desire. NPC can be manipulated in this way, but PCs' suggestions and arguments must still follow logical thread. (Zak note: nice one)



21) Ornery Conversational Drifter - has a hard time staying on topic, will frequently trail off in mid-sentence. PCs must finish sentences quickly and succinctly in order to steer the conversation in the direction they desire. Unfortunately, NPC is also a natural contrarian. For each PC suggestion, roll 1d6. On 1 or 2, NPC accepts PC suggestion; on 3 through 6, NPC rejects PC suggestion no matter how logical or sensible.

biopunk said...
22) NPC is looking for an understanding. 

If the player physically nods or shakes their head in response to the NPC's question, the NPC will deem them worthy of [some benefit]. 

Failure to do so will result in the PC's opinions being ignored by the NPC until the PC asks a direct question of the NPC. The NPC will then reply with another question to the character, again looking for a physical response.

Failure to do this three times results in the character being completely ignored by the NPC. (Zak note: don't tel the players how it works.)


23) NPC entertained by circus acts. Player can try juggling 3 items while phrasing request.



24) NPC doesn't like to drink alone. Player can opt to begin & end request with a shot of whiskey.



25) NPC impressed by arcane knowledge. DM picks random 2-3 word phrase from spell descriptions. Player tries to identify the spell it comes from & dictate full sentence context (use of physical rulebooks is allowed; no digital sources; time limit 2 minutes).

C'nor (Outermost_Toe) said...
26-It is customary for the NPC (A noble) and those he negotiates with to drink something flavored with vanilla, probably milk. It comes in quart sized glasses, each of which is automatically re-filled when empty. Vanilla extract (what this is flavored with, rather than the beans themselves) has alcohol in it. Each of these glasses has a whole bottle of vanilla extract in them. After d6 glasses you will inform the players that "You notice that you are starting to feel odd, as though (insert non-obvious description of the early stages of being drunk here)." in whatever way you wish. Once they've had about d4 more glasses of this stuff one of the characters will begin to feel most definitely drunk and/or pass out depending on previously established tolerance for alcohol. At this point the players must play as though their characters are drunk. This was done purposely by the NPC (Who's been drinking plain milk the whole time, and, as such, is still completely sober) in the hopes of getting the party to agree to 


1-Marry one of his cousin's adopted daughters, a witch from the northern mountains. 

2-Steal a harpy egg from one of his rivals, who is blackmailing him with the threat of opening it in one of his subject lands. Roll again: 
1-2-The egg will be opened if the players get too near to discovering who is keeping it, or reveal that the noble sent them. 3-4-The noble they are working for will accidentally break the egg. 
5-A vassal of their employer will accidentally break the egg, or will do so on purpose. In accidentally roll for the city. If intentionally roll for city, but restrict the results to those that are under the control of rivals, especially those that are held by the person you stole the egg from in the first place. 6-The egg hatches on the way back to the city. The NPC is enraged, having wished to use the egg for his or her own purposes.

3-Kill one of his rivals.

4-Burn down the home of a specific NPC, at a certain time. He or she will insist that this is because the person will not be there at that time, but it is actually because they will be there, but not in an obvious fashion; the NPC having a desire for revenge and a cruel streak, wishes to burn them alive. The party will hear screams from within if they stick around, and/or hear rumors that a house burned to the ground, killing its occupant.
5-Eradicate a group of: 
1-Gnolls 
2-Goblins 
3-Savage Humans 
4-Bestial Elves 
5-Bugbies (Bugbear-Brownies. They have the: 
1-Head 
2-Arms 
3-Legs 
4-Torso 
of a Bugbear. All else is as a Brownie. At the DM's discretion they may be Brownbugs, which are as above, save that they are as bugbears overall. Both sorts are chaotic good.)6-Jackal-men. These will be running a "Lottery of Babylon", but are not the main group. As such not all of the choices apply.

6-Kill a hobgoblin thief, and his band of lycanthropic kobolds.

If they agree to do so, in character, roleplaying as drunk, then the NPC will accept their request. (Zak: they don't have to do it). If they fail to roleplay convincingly he will become suspicious, and believe that they mean to double-cross him.

27) Right Here in River City - NPC is a bit thick between the ears; PCs need to make their point or request three times in order for it to land. Unfortunately, NPC is also easily bored/distracted; PCs need to make their three attempts distinctly different, and need to complete all three within 3d8 seconds. For each failure, subtract 1d8 for the rest of the conversation.

Menace 3 Society said...

NPC is a poet/bard/freestyle battler/wannabe or fan of any of the above and insists the player/PC...


28 n+1) speak alliteratively.



29. n+2) talk in terms of allusion to epics or fairy tales, a la ST:TNG episode "Darmok".



30. n+3) use player's choice of any other figure of rhetoric, preferably obscure, e.g. pleonasm, anaphora, synecdoche, etc.



31. n+4) speak in (d4: 1 iambic, 2 trochaic, 3 dactylic, 4 anapestic) (d4+2)ameter.

32. n+7) sing a song for at least d4 x 10 seconds.



33. n+8) accept a challenge to a sonnet/rap contest, and will have no further interaction until the player/PC furnishes a sonnet/rap. Will concede contest as long as sonnet/rap is formally correct.



34. n+9) tell an epic tale of heroism before entertaining any requests or discussion.


35 NPC is vain and requires PC to pay an elaborate compliment referring to 2d4 different things about NPC.


Chris Lowrance said...
36) NPC is a troll. Not the fun kind either. The DM and player in question must engage in a staring contest - if the player loses this is interpreted as the NPC successfully pissing off the PC without giving them what they want. If the player wins, the NPC couldn't crack them and gives in. (if the player is blind or has dry-eye syndrome or something, pick some other simple contest. Or just let them win, for Christ's sake. What's wrong with you.)



37) NPC is a survivor of some horribly traumatic event, and will be seized by a panic attack if triggered by the mention of it. The player does not know what that event was, but knows due to vague allusions that they mustn't mention it. Furthermore, the event involved *something* related to what the DM knows the PCs want. If they can form their request in a way that doesn't mention it, they get what they want.

For instance: The PCs want to know where the gnome is so they get steal it's ruby. The NPC once watched her father eaten alive by an insane gnome. The PCs musn't mention gnomes or she begins sobbing and curls up in a ball on the floor.



38) NPC interupts player to tell a shitty joke. If the player laughs, they get what they want. If they don't (the DM should pick a really bad joke) the NPC says "Well, if you think you can do better, let's hear it then!" The player must then tell a joke. If the DM laughs, they get what they want.

39) NPC has an incredibly thick accent. The DM tells them what they want, but only with a mouth full of something, and will not repeat themselves.



40) NPC will mishear a key word of the DM's choosing and give an accurate response based on it. So "Where is the gnome with the ruby" may become "where is the home with the ruby" or "where is the gnome with the boobies." The player must guess which word was misheard - a correct guess and they get a corrected answer, a missed guess and they get a new false answer ("What did that lad want?" "The home with the boobies?" "Must of meant Mistress Montague's House of Pain." "That's where I sent 'em.")



41) NPC is elderly, of same gender as player, and thinks everyone younger is an idiot. Tell them they must now multiply the results of two 20d without a calculator in 30 seconds. This represents the tedium and stress of listening to a lecture while being called "boy," "girl," "son," or "little missy." If the math problem is solved in time the player gets what they want.



42) NPC insists on talking about something divisive. The NPC agrees completely with the player - and yet they continue to argue. A player not involved must then write down the name of a famous work of art without consulting the player in the argument. This is shown to the player in the argument, and they have 10 seconds to draw it. The DM must then guess what it is. If the DM can, the NPC realizes the player agrees with them and they get what they want.

Substitutes for works of art could be: D&D monsters, album covers, superheroes, etc.
James C. said...

So...



43) roll d20 and determine the corresponding consonant in the alphabet not counting "y" (i.e. 1 would equal "b", 10 would equal "m", 19 would equal "x"). You have one minute to formulate your request using only words that do not contain this letter.



44) roll d20 and determine the corresponding consonant in the alphabet not counting "y" (i.e. 1 would equal "b", 10 would equal "m", 19 would equal "x"). You have one minute to formulate your request using only words that do contain this letter. 



45) roll d6. As 43 above, but for vowels plus y.



46) roll d6. As 44 above, but for vowels plus y.

47) Formulate your request so that the last letter of the last word of a preceding sentence is the first letter of the first word of the next sentence. You have one minute.

In all of the above cases, the request so formulated needs to be complete enough that the NPC in question could reasonably understand it and comply.

Zak:
48 NPC seizes on insignificant details and rambles on about his/her thoughts/feelings/experiences about them. S/he will eventually stop, though. If the PC can endure this without interrupting the NPC s/he gets what s/he wants.

49: NPC is obsessed with outdoing another local NPC, if PC can frame request in terms of doing that, s/he gets what s/he wants.

50: NPC is an asshole who only respects other assholes. S/he will begin by cursing the most obvious trait of the PC, only a PC who insults him/her back with equal fervor will get a fair hearing. (Don't tell the PC this is the case.)

Gygaxian Democracy #7: The Lottery in Babylon (Final Version)

Here is the Lottery In Babylon Gygaxian Democracy post reformatted to be usable, contributors are named but not hotlinked. To follow contributors back to their lairs, consult the original post. Redundant responses and ones that did not fit the original remit (a lot of the responses had to do with what the bearer would do rather than what the Jackalmen seeing the mark would do, which wasn't what I was looking for--I should've been more explicit, I guess) have been edited out and I've added a few at the end to make up the numbers.

The Lottery in Babylon

Like all men in Babylon I have been a proconsul; like all, a slave; I have also known omnipotence, opprobrium, jail. Look: the index finger of my right hand is missing. Look again: through this rent in my cape you can see a ruddy tattoo on my belly. It is the second symbol, Beth. This letter, on nights of full moon, gives me power over men whose mark is Ghimel; but it also subordinates me to those marked Aleph, who on moonless nights owe obedience to those marked Ghimel. In a cellar at dawn, I have severed the jugular vein of sacred bulls against a black rock. During one lunar year, I have been declared invisible: I shrieked and was not heard, I stole my bread and was not decapitated.

-- from Jorge Luis Borges, The Lottery in Babylon(translation by I actually don't know)

The Babylonian Library still exists, though now it is practiced mostly by jackal-headed men who live beneath the earth.

All who would pass through the doors that stand at the entrance to the territories of jackalmen must first draw a fragment of carved bone from a Well of Fate.

Each bone marks s/he who drew it with a symbol (on the forehead, usually, if the creature has one), and the faith of the jackalmen demands that all jackalmen obey the mark until it fades (usually after one day), treating each visitor as the mark demands, no matter how s/he behaves.

The bond is not magical (though the forces that keep the doors of the realm from opening for any traveller who does not bear a mark and the forces which cause the mark to appear on the bearers skin are) and the jackalmen obey these marks in obedience to sacred custom, rather than mystic compulsion. The marks never literally grant the bearer abilities or compel them to commit acts.

The marks are: (first digit: roll d4 minus one for first digit, second digit: d10. reroll d4 unless d10 indicates a "0")

1. The bearer of this mark must be ignored.

2. The bearer of this mark must be given fresh meat three times. (The bearer may be slain, but must be fed first).

TrentB said...

3. The bearer shall receive a gift of one wordly item from all he shares a word with.



4. The bearer shall receive a gift of one wordly item from all he passes. May it feel greed no more.



5. The bearer must have all hair shorn from its body.


rorschachhamster said...
6. The bearer of this mark must be led to the serail of the jackalmen to give proper respect to the goddess of fertility...

LoungeAndDestroy said...
7. The bearer of this mark shall be spit upon by all who see him.



8. The bearer of this mark shall be given a trail of the living, so his feet will never touch the ground



9. The bearer of this mark must be told a lie by all who speak to him.

biopunk said...
10. The bearer will be freely offered any available fermented dairy products.

Shame will befall a jackalman whose offering is rejected. Social rank will diminish, breeding opportunities will be lost, ancestral and familial recipes will be altered.

C'nor (Outermost_Toe) said...
11. The bearer of this mark must move only by cartwheels. They are not allowed to sleep or stand still until the mark fades. Failure to comply with these restrictions results in being turned into a small mammal, to be carried by those marked with (3).



12. The bearer is fed to a Jabberwocky. Alternately you can use one of those weird mirror creatures. 



13. The person who bears this mark is given the Rapier of Noirrac, a tiefling rogue. Noirrac is not pleased with this, and will seek to retrieve it.



14. The bearer is transformed into a jackalman. Whichever of the jackalmen first met him or her adopts them into their clan.

Chance said...
15- The bearer wears the rune upon his head , all jackalmen will refrain from attacking the bearer but will instead seek to lure him into the crypts of the old city to perform rites of ressurection or reincarnation for the cities inhabitants , they will ruthlessly protect the bearer of the mark , but will not allow him to be free of the city or stay overlong outside the crypt areas. The bearer it turns out can reincarnate the old inhabitants - as Jackalmen. (Or at least that's what the jackalmen think)

Mark said...
16 The bearer of this mark shall give the definitive interpretation of the Testament of Kreel White Spot. The testament is written in Gnollish. Whether the bearer speaks Gnollish or not is inconsequential - however s/he interprets the testament goes.

17. The bearer of this mark shall walk upon the earth and leave no trace of his passing behind. No sign, sight, memory or progeny shall remain behind him.

18. Capture the Flag: The drawing of this mark initiates the Great Game. The bearer is taken to a central point and freed. However, three teams of jackalpeople have formed, made up of the best warriors. The first two teams are divided by gender and seek to kill the bearer - the team that succeeds secures dominance for their gender (a matriarch or patriarch is installed, the way households are organized shifts - the whole shebang.) The third team is made up of hermaphrodites and the otherwise genderless, who seek to defend the bearer. If the bearer is alive when the mark fades, this team wins and may shape the culture as they see fit. These are the only rules - beyond them all bets are off and the jackalpeople will freely slaughter one another in order to overthrow or maintain the current status quot.



19. The bearer of this mark is treated as an ally by all adults. However, any child will attempt to kill them. The adults will neither defend nor assist in the murder of the bearer - they just idly watch. The child that succeeds is thought the reincarnation of a long-dead jackalheaded hero.



20. The bearer of this mark is thought the avatar of a dead jackalheaded trickster god whose return signifies the end of all jackalheaded peoples. The bearer is to be treated better than the jackalheads' own ruler. They will be given anything they desire. Jackalheads will commit suicide if asked. Then, when the mark fades, the bearer will be tied down and eaten alive by the 12 youngest jackalheaded pups to have teeth enough to chew. This process turns the 12 pups into avatars of the jackalheads' pantheon of warrior gods.



21. The bearer of this mark is to be sealed inside the skull of a giant, which is then filled with either:

1. A mild acid (will ruin cloth and paper, removes all body hair, permanent scarring over entire body), 
2. Cave Bees (like normal bees but deal with fungi spores instead of pollen), 
3. Jackalhead pups,
4. Cave Honey Mead (think bourbon with traces of LSD in it), 
5. Blood,
6. Snakes and chicken eggs,
7. Snakes and live chickens, 
8. Hallucinogenic Mushrooms, 
9. Rotting meat, 
10. A candle, some dice, a couple hunks of meat and a kobold who just happened to draw the same sign that morning.

When the mark fades, the bearer is free to do whatever.

22. The bearer of this mark must not see a jackalman.

IHaveTilFive said...
23. S/he will be challenged by a jackalhead champion to ritual combat. If the challenged is refused, the bearer will be scorned, allowed only in the Beggars' Alleys of the city. 

Unsuccessful bearers will be shamed. Both ears will be torn off (d3 dmg each), and the left arm will be withered (-6 on all rolls involving it). Appropriate Charisma penalties would also be assessed.

Chris Lowrance said...
24. The bearer of this mark must possess a forked tongue. If they haven't one, the problem will be graciously corrected with a hot knife.



25. The bearer of this mark is assigned a war party of at least six jackalheads who will obey them without question until the mark fades. However, all six must die in service during this time - if they return to their tribe alive, they will be forever shamed and forever hate the bearer.



26. The bearer of the mark is known as the Blessed Culler. They must select 1d12 Jackalheads, who will be staked down and slowly crushed to death as heavy stones are piled on them one at a time. If the bearer doesn't choose before the mark fades, they will be staked down and slowly crushed to death as heavy stones are piled on them one at a time. Note that anyone can be chosen - from the lowliest jackalhead hunters to the high priests - but the consequences will remain. Selecting a well-loved jackalhead hero will earn the ire of the entire tribe, selecting the highest priest will certainly make an enemy of someone, etc.

Zak:
27. The bearer of the mark cannot be touched with metal.

28. Any questions by the bearer of the mark must be answered truthfully

29. A noncombatant jackalhead must circumabulate this PC at all times.

30. All jackalmen must move about on all fours while the bearer of this sign is in the room. (They're pretty good at it.)

Gygaxian Democracy #1: Hammer of Exorcism (Final Version)

Here is the first Gygaxian Democracy post reformatted to be usable, contributors are named but not hotlinked. To follow contributors back to their lairs, consult the original post. Redundant results have been edited out and I've added a few at the end to make up the numbers.

Hammer Of Exorcism:

The Hammer of Exorcism

This item appears to be a weathered warhammer covered in dried blood. It will function as such.

However, when wielded by a cleric, it can be used to exorcise possessing spirits or drive away insanity.

For it to work, the cleric must beat the afflicted individual unconscious with the hammer. (Not all blows must be with the hammer, but the final one must be.)

However, for each blow struck with the hammer, there is a chance of a side effect. This chance is equal to 20 minus the patient's constitution per blow struck...

(roll D6 minus 1 for the first digit and d10 for the second digit--00 indicates 60)

19charisma said...

1-The afflicted individual is driven deeper into madness, his or her alignment driven one step closer to chaotic, and one step closer to evil.

John Thurner said...

2-The afflicted individual is cured, but the possessing spirit/insanity is expelled via the mouth in a vomit of animated blood.

If it was an incorporeal spirit, it has the same stats as its incorporeal form but loses all the benefits of being incorporeal, including the ability to possess people/objects (it cannot pass through solid objects, can be injured normally by weapons/spells, etc.).

If it was insanity that's being cured, treat it as a water elemental one size smaller than the afflicted individual (if no stats are available for that size, cut HP by 1/4 for each size category below the smallest element stats are available for). Its slam attack deals 1 point of wisdom damage per hit, which can be healed back as normal for stat damage.

If by some strange occurrence it was a normally corporeal creature possessing the afflicted individual, it is not returned to its body, but is treated the same way as an incorporeal spirit would be. If it is killed while in blood-form, treat as though its were killed while in its normal body.

eallen said...
3-Stigmata; where the blow hit will now bleed slowly forever.

Barking Alien said...
4- Shattered Pieces of (Roll 1D6) the Possessing Spirit (Odd Result) or the victim's Spirit/Soul (Even Result) fly out in random directions. All individuals in a 50 ft. radius other than the Cleric wielding the Hammer must save or take on personality traits bestow upon them by the spirit shrapnel.

sprotch said...
5-Aiming For The Head Is A Necessary Evil: The patient suffers amnesia. This isn't a magical effect or anything, just an awkward side effect of blattering someone with a hammer; you got an unfortunate hit in. No abilities are lost, only memories; memorized spells are gone, however.



6-That's Kinda Disgusting, Tim: The hammer opens a small wound from which a small gusher of ectoplasm spews forth, evaporating into the upper air. The wound will not heal, and looks a bit gross and weird (ectoplasm, being largely incorporeal, will run straight through clothes, bandages, plate armor...), but is harmless. Probably.



7-I Got A Jones: Great, so now the bludgeonee is addicted to laudanum. Maybe laudanum doesn't exist in this world? Tough shit. Enjoy the shakes.



8-Wickedmurph said...
Duh... Possessed person has taken one too many shots to the melon. Permanently loses d6 Int and d4 Dex. May slur words from that point forward.

If the possessing spirit is intelligent, it suffers 2x the Int loss that the possessed person does. If that drops it either to 0, their personality it wiped out and only the other remains. If it drops both to zero, congratulations - you have a living, brainless body!

D R L said...

9-Leaves a permanent dent/mark that cannot ever be totally healed. A definite neg to any Comeliness stat or the like.



10-Damage is taken by wielder instead of target



11-Wielder's head spins around in an impossible manner. Knocked unconscious for 1d6 rounds and awakens with a terrible neck-ache. Minus 1 on all D20 rolls for the night.



12-Vomit-hose



13-Possessed Omen: 50% wielder/recipient - the possessed undergoes temporary facial distortions and delivers ominous prophesy in a spooky voice

Jonathan said...
14- The PC stutters under a randomly specified condition (words starting with a random letter, from sundown to sunrise, when speaking to someone of the same/opposite sex)



15- Part of the PC's soul is trapped on the negative energy plane/shadow realm/hell/etc. The character can now be turned by any sentient undead monster (use monster HD to determine cleric level, treat PC as closest HD equivalent undead).

Delta said...
16- Random Insanity: 1E DMG p. 83

Delta said...
17- User of the hammer suffers as psionic blast.


18- User of the hammer is possessed by the spirit and defenestrates.

joeskythedungeonbrawler said...
19-THE SIDE AFFECT IS THE CLERIC STARTSTO LIKE HITTING PEOP
LE IN THE HEAD. IF THE CRAZY GUY FAILS TEH SAVE IT MEANS SOMETHING COOL HAPPINED LIKE BLOOD CAME OUT THE EARS OR AN EYE POPPED OUT OR A SOUND WAS LIKE 'BONK' (2 COCOA-NUTS TOGETHER) AND NOW THE CLERIC ATTAKCS THE NEXT NEAREST PERSON. OR MAYBE HE HITS HIMSELF, WHO KNOWS......... HE LIKES THE HITTING SO MUCH NOW!!!!!1??

Tempexrer said...
20-The victim permanently loses a feat slot to be replaced by a spell-like ability that fits the alignment of the possessing entity in question, GM's decision on the spell-like ability.

Will Douglas said...
21-Victim becomes total fanatic of the Cleric's religion (regardless of previous affiliation).



22- Victim becomes violently opposed to Cleric's religion, doing whatever is necessary to fight it (including changing alignment if necessary).

Zanazaz said...
23-The victim, when they close only their left eye they can see into the ethereal plane. When they close their right eye, they can see into one of the "lower" planes of Hades, Hell, or whatever.



24-Or they could just see dead people.

Tom said...
25-Victim cannot walk anywhere, but can run, dance, crawl and/or tumble.



26-Victim cannot talk anymore but may sing. Does not affect spellcasting.

TrentB said...


27. The blow exorcises the individual, leaving the possession or insanity in control of the vessel upon regaining consciousness. Perhaps the individual is able to be rescued after some elaborate quest? Who knows what an insanity would do with a human(oid) body in the mean-time...



28. Exorcism partially successful: The Insanity/Possession regains control at times of weakness eg During nightmares, when unconscious, charmed, drunk, in love...



29. (similar theory to others mentioned) Insanity/Possession is driven from the individual, but remains attached to this existence. Incorporeal manifestation haunts the individual forevermore, trying to retrieve the last vestiges of itself still lodged within said individual. It just wants to go home (to wherever insanities live?). Is in torturous pain for the duration of this semi-life.



30. Broken-Jaw (because seriously.)

31. The link between wherever the possession/insanity goes to/comes from doesn't close properly. Individual is intermittently afflicted with random possessions/insanities for unspecified lengths of time, although initially appears cured.


32. Spawn of Endra said...
A new orifice opens in the possessed where the blow landed, and the possessing being attempts to engulf the hammer. Cleric must roll d20 vs. Strength twice to withdraw the hammer, or else it is lost and engulfed by the possessed. It remains somewhere inside indefinitely (as long as the subject remains possessed), but can be retrieved by the possessed at will a la Videodrome, after which it serves as a +4 warhammer against Clerics only.

kelvingreen said...
33. The victim is shunted onto another plane of existence. There is a 1% chance that the wielder of the hammer is shunted instead. (The plane of existence mentioned above will be the one from which the possessing intelligence comes.)

34. The cleric and the possessing spirit are transported to the ethereal plane for 1d6 rounds where they may use whatever means to battle for ownership of the body. 

Depends on the type of spirit whether they fight, agree to go willingly or ask for some form of service to be performed.

35. The spirit and the cleric swap places through the hammer, so the cleric now possesses the body and the spirit is wielding the hammer

DrBargle said...
36. The spirit passes from the afflicted to the hammer. The hammer becomes an intelligent weapon, with all the disadvantages that brings, but such intelligence also makes the weapon powerful (and not just in force of personality).

Chris Lowrance said...
37. Total Protonic Reversal: The situation is completely switched, with the possessor assuming an appropriate physical form and the possessed becoming an incorporeal entity struggling for dominance of it.

If the Possessor was incorporeal, tough shit. Now it's not. If it was just some astral critter, make it that, but on the material plane. If it was a ghost, give it its living form back. If it was some completely formless thing, make something up, or else pick a random demon of the appropriate HD and give it that.

The Possessor's physical form is now lost and they become for all intents and purposes a ghost. Continuing to strike now risks exorcising them. However, they have the same level of control over their former Possessor as the Possessor had over them.

Dan said...
38) The patient is mute for d100 days

39) Every time the patient goes to sleep they have a 1 in 10 chance of suffering horrific portentious nightmares. Only gain half the benefits of resting, but gain adventure hooks, clues or initiative bonus.



40) The patient can never again be in the same room as the cleric without suffering debilitating head pain.



41) The patient gains the cleric's spell-casting abilities for d6 days. For this time the cleric cannot cast spells.



42) The patient and the cleric see into each other's minds. They must exchange one secret each or answer one question truthfully.



43) The cleric gains the same symptoms as the patient for d20 hours.



44) The patient's soul is knocked out of the body. They exist as an invisible, non-corporeal astral entity for d100 hours before returning to their body. However on a roll of 00 (100) they can not return to their body at all unless they have outside help. During this time there is a 1 in 10 chance that the body maybe be mistaken for deceased.

Mark said...
45. The possessing spirit is knocked out of the patient ... to be replaced by the last spirit to have been exorcised using the hammer, which has been trailing it ever since.



46. The patient's memory is shattered into (pick a die size) segments. The next time the patient tries to remember something, roll dX. That memory is now stuck in segment [roll] of memory & the patient must now roll that number on dX to retrieve that memory from now on. A particular hassle for spellcasters trying to prepare for the day.

Dan said...

47) Patient is deaf for d20 days



48) Patient is blind in one eye for d10 days



49) The patient becomes highly suggestible, believing everything they are told. They believe the cleric over all others and will obey any order the cleric gives.

Mark said...
The patient...
50- develops aphasia


51- can now only speak her/his alignment language


52- acquires a foreign accent



53-The patient develops magical synesthesia. Each type of magic used within a certain radius is associated with a different smell, color or sound.



54 One of the victim's weapon proficiencies is replaced with warhammer.

Sean said...

55. Not sure if this was posted above but here goes: Rather than expel the possessor, binds it permanently to that body, robbing the possessor of all benefits of being incorporeal and suffering the pains of mortality. Each blow beyond the one that binds it grants the possessor access to one more level of abilities of the host.



56. The hammer itself becomes host to the spirit, creating an intelligent artifact of the cleric's alignment. If the spirit is the opposite alignment, all the cleric hears when wielding the hammer is 1d4 tortured creature admissions:
1. Screaming in pain.
2. Offerings of information
3. Openly admitting something the cleric doesn't know (DM determined)
4. Threats on the cleric's life

Mordicai:
57 .The wielder is permanently marked as a "person of interest" by cloakers. They will seek him out, whether to talk or attack as the DM sees fit.

Zak:
58. The Cleric's god takes pity on the victim. S/he will intercede on PC's behalf one time in a style appropriate to that deity. Player's choice when. However the deity is also a little pissed at the cleric for being so hamfisted with the Hammer and refuses to grant him/her any spells without an extra hour of prayer/rest until the cleric reached the next level.

59. The possessor or insanity is temporarily housed in the hammer. The next person successfully struck with it will receive it.

60. The possessor/madness is expelled in the form of a massive blood spatter. This splatter is immobile but is indestructible and contagious. It radiates magic and evil (or whatever was expelled).

Tuesday, April 19, 2011

Gygaxian Democracy #12: Starship Crash

Ok, so you just crash-landed on the probably-hostile planetoid.

You are going to have to roll on the table below.

Let's assume:
  • your craft is definitely damaged and will require at least one mcguffin, um, I mean, spare part in order to get off this planet again
  • your craft may or may not be armed so any results talking about weapons will also have to include a non-weapon result
  • damage to people is classic D&D-scaled. i.e. d4 isn't a lot, 3d6 is.
  • this table will be used if the upcoming Warhammer 40k: Dark Heresy Starcrawl Mandy wants to play this week actually happens and if those involved fail to remember what happened in pilot school. We have characters rolled up and everything. However this table should be made usable for any sci fi game.
  • To keep this table flexible, don't tell the GM stuff about what planet this is. It's their game--don't tell them: "Oh, you landed on a planet full of green cheese". Just tell them what the crash did and, if necessary, throw in some local color about what was crashed into.
1-Rummmmble....thupthupthup whoa, you all get thrown around but not too bad--take d4 damage and make a con roll to not throw up

2-As 1 plus you lost a tailfin. Minus 10% to all control rolls.

3...(Your turn...)

Wednesday, September 2, 2015

2015 Thought Eater Tournament

I like Secret Santicore, I like the One Page Dungeon Contest, I like tables made by Gygaxian Democracy and I like all the other kinds of cool shared gameables you people make.

But I also love Revolution Natalie on Why D&D Has So Many Rules For Combat, Jeff Gameblog on Max, James Mal on the Monster Manual as Medieval Grimoire and False Patrick on Miniatures as Sculpture.

The DIY game scene has lots of ways of encouraging people to make game stuff. We don't have that many ways of encouraging these kind of critical and reflective essays on the nature of the game and game-related stuff. The traditional way to do that would be to start a magazine, but magazines are dead. So instead, I'm announcing the...

2015 D.I.Y. RPG THOUGHT EATER TOURNAMENT
This could be you don't you love that idea? You do i know.
Here's how it works:

1. If you want to be in the contest email me: zakzsmith AT hawtmayle .

2. Also tell me at least one topic you'd like to see covered in the essays as part of the tournament--something you'd like to see other people tackle.

3. I will arrange the contestants into elimination rounds and assign topics from the suggestions to each pair.

4. Each contestant will attempt to produce interesting prose containing at least one original idea on the topic assigned within the week and then email it to me without putting it up anywhere else. Note: It's ok if it takes a while for me to assign these. This can be a casual tournament if need be.

5. For each pair of contestants I will place both essays (without the authors' names--to prevent politicking or bias) up on the blog. Blog readers will vote on which essay is the more engaging and original. (I will not vote or participate.)

6. Three days later I will count the votes and reveal the names of the contestants (with links to their blogs if they have them). Winners will move on to the next round and be paired with a winner from the previous round. You can put the essay you wrote up on your blog if you have one at that point.

7. Participants will receive: adulation for how smart they are and attention for their blogs if they have them.

The community will receive: some thought-provoking prose.

The winner will receive: a boon of their choice granted by me. Since the winner will be, by definition, immensely wise, the boon requested will obviously be something cool and reasonable, so I'm pretty open about what that is.

So get to work, Brainiacs...

Tuesday, December 21, 2010

Gygaxian Democracy #7: The Lottery in Babylon

So we're still doing this thing where we crowdsource campaign material...


The Lottery in Babylon


Like all men in Babylon I have been a proconsul; like all, a slave; I have also known omnipotence, opprobrium, jail. Look: the index finger of my right hand is missing. Look again: through this rent in my cape you can see a ruddy tatoo on my belly. It is the second symbol, Beth. This letter, on nights of full moon, gives me power over men whose mark is Ghimel; but it also subordinates me to those marked Aleph, who on moonless nights owe obedience to those marked Ghimel. In a cellar at dawn, I have severed the jugular vein of sacred bulls against a black rock. During one lunar year, I have been declared invisible: I shrieked and was not heard, I stole my bread and was not decapitated.

-- from Jorge Luis Borges, The Lottery in Babylon(translation by I actually don't know)

The Babylonian Library still exists, though now it is practiced mostly by jackal-headed men who live beneath the earth.

All who would pass through the doors that stand at the entrance to the territories of jackalmen must first draw a fragment of carved bone from a Well of Fate.

Each bone marks s/he who drew it with a symbol (on the forehead, usually, if the creature has one), and the faith of the jackalmen demands that all jackalmen obey the mark until it fades (usually after one day), treating each visitor as the mark demands, no matter how s/he behaves.

The bond is not magical (though the forces that keep the doors of the realm from opening for any traveller who does not bear a mark and the forces which cause the mark to appear on the bearers skin are) and the jackalmen obey these marks in obedience to sacred custom, rather than mystic compulsion. The marks never literally grant the bearer abilities or compel them to commit acts.

The marks are:

1. The bearer of this mark must be ignored.

2. The bearer of this mark must be given fresh meat three times. (The bearer may be slain, but must be fed first).

(your turn)

Saturday, December 18, 2010

Gygaxian Democracy #4: The Dead End


More fun with crowdsourcing...

The Dead End


It appears to be a dead end, which is impossible because you know the monster ran in here...

And, oh fuck, the door just closed behind you. And it won't open.

Show the players the image on the left (click to enlarge), this is where they are, the details are as follows...

A: The halfling knight's shield is real and can be used as a buckler. However, it was actually made from an ancient gong, and if struck it will summon d4 Chasme (demon fly) larvae, who will crawl out of the nearest body of water and move toward the sound s fast as they can.

(your turn)

Sunday, December 19, 2010

Gygaxian Democracy #5: The Tower

You know the drill...






This Is The Tower
(click to enlarge)

(feel free to fill in more than one, there's like 60-some things on there)

Sunday, March 27, 2011

Gygaxian Democracy #11: Ruined City of Rem

I have randomly generated this ruined city. The map itself is stolen from a diagram of the Hermitage by Rem Koolhaas, the font is stolen from the Planet of the Apes, and what's in each area has been generated using only the "weirdness" tables from d100 rolls on the random stock-the-hexmap tables in the Lesserton & Mor supplement.

The background white/green is open ground, the red is buildings, the pink is thorny black vegetation, and the gray is rubble. Height of each building is d20 stories.

A Hunting ground for a senile mimic
B 25' deep pit 10' diameter
C Peach orchard
D Unstable ruin
E Clan: 80 Orcs 20 male 20 female 36 young
F Clan: 140 Orcs 35 male 35 female 63 young
G Pitfall
H Infestation of giant rats
I 11 Dead magic zone--70' radius and an ancient exposed basement 5' long, 5' wide, 10' deep
J Greenish trickling stream with insect swarm
K Hunting ground for a giant black widow spider
L 2 open pits: one is 30' deep pit 20' diameter , the other is 25' deep and 5' diameter
M Pretty flowers that, if picked, act as shriekers
N Ancient exposed basement full of rainwater--if you drink it then save vs poison or contract a disease 20' long 10' wide 10' deep
O Good spot for an ambush (but currently unoccupied)
P Active excavation--a bunch of organized people from nearby digging
Q Ditto, but it's also currently an empty zombie lair
R Giant rat infestation
S Clear pool 8' diameter where a boar and a giant weasel are drinking
T Pitfall
U Unstable ruin
V Ancient well
W Good spot for an ambush (but currently unoccupied)
X Ancient excavation with a black pudding lurking in it
Y 3o' mushroom w/40' cap smelling of cinnamon. Poisonous. No save.
Z Ancient well

Anyway, your assignment: Make Rem more interesting.

Add a comment adding something, or expanding on the relationship between things that are already there. Don't try to build Rem in a day, just add one detail that makes this place a wee bit more fun.

Read the comments before yours first--there may be something there you can build on...and feel free to stop by again later after some details have built up.

Also, feel free to end your comment with an incomplete sentence for the next participant to add something, like "the coffin is full of rusty...".

Friday, January 7, 2011

Gygaxian Democracy #10: The Vidrageist

Let's crowdsource a sea monster...

Vidrageist
FREQUENCY:Very rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 6"//12"
HIT DICE: 6+4
% IN LAIR: 50%
TREASURE TYPE: Special
NO.OFATTACKS: 2
DAMAGE/ATTACKS:
1-8/1-8
SPECIAL ATTACKS:See below
SPECIAL DEFENSES:See below
MAGIC RESISTANCE:Standard
INTELLIGENCE: Animal
ALIGNMENT Neutral
SIZE: L (20' long)
PSlONlC ABILITY: Nil
attack/Defense Modes: Nil/nil
LEVEL/X.P. VALUE: VI/475 + 6/hp


Despite the name--and many legends to the contrary--this bizarre amphibious creature is not undead. They are often found basking in the moonlight atop the ruins of flooded cities, and it is said that the moon grants them their strange abilities.

Upon first encountering any creature, the Vidrageist will...

(your turn)

Monday, January 10, 2011

Open Call: Gigacrawler

I'm thinking we could make a whole RPG via Gygaxian Democracy...

Here's how it'll work: I provide the basic setting idea and the basic mechanics--all explained below on this page. That leaves you to worry about the fun stuff:

Setting details (monsters, villains, races, cities)
Spells
Devices
"Alterations" (mutations, adaptations, etc.)
and
Martial arts

Any time you like, you may post a comment adding another spell, mutation, kung fu move, etc. to the game on the appropriate page. These become part of the options available during character creation.

The mechanics are pretty much done but if anybody thinks of any good ideas for changes in the mechanics, I'll definitely consider them. I made no attempt to be original with them, just efficient and solid enough that something totally insane could be built on top of them. Short story: Str, Con, and hit points are one stat, willpower instead of wisdom, agility instead of dexterity.

After a few weeks or months or a year, all this will be collated and put out, probably as a free pdf or just a series of organized webpages. However, it may simply just continue as an ever-evolving, growing RPG where each character created will have been made with a slightly different set of options.

(If, for some reason, the game ever gets turned into a commercial venture--doubtful, but it's a strange world--or makes any money, half of any money I get will be divided among whoever's ideas I decide to keep for the published version, judged according to the proportion of the total non-me-contributor lines of text that they've written that are accepted. Like: if you wrote 30% of the material that I didn't, you'll get 30% of half any revenue.)

Here are the basics, I will post"targeted" pages over the next week where you can post your spells, devices, etc in the comments...

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Gigacrawler, a free, crowdsourced sci-fi dungeon-crawl RPG
The big idea of Gigacrawler is that the entire universe is a dungeon. The universe was once like our own, but hyper urbanization and eons of alchemical warfare utilizing chaotech, crystal math and logic mines has, over centuries, filled up almost all known space. The space between planets is now filled with tunnels of stone, glass, metal, and stranger materials.

Every sci-fi and fantasy idea is in the Gigastructure somewhere--parallel universes, time travel, plasma grenades, magic, alchemy, etc. It's all just jammed cheek-by jowl horror-vacuously in with everything else. Resources are always limited. You might find a ruined starship, you might find a dinosaur, you might find a copy of National Geographic.

Or, to put it the way they would in a bloated $25.00 hardcover...
Earth's cities grow.

Imagine they do not stop growing. Imagine an urbanized Earth, building by building building upon building built on mountaintops, K2, Everest, urbanized, with traffic, the frozen antarctic dense with paneled bunkers, canyons filled and then so filled and all around filled so full that the canyon is only a vaguely-understood concept about what is underneath what we know--like the planet's mantle, crust and core, underneath the buildings is rock--what is rock? No-one remembers.

The rusting spires with a geology of their own--forgotten conduits leading to forgotten fuse boxes feeding old bulbs. The fields of architecture and archaelology mesh. Skyscrapers marching over cliffs like tin soldiers, down into the sea under perspex domes and stainless walls and then growing there, and then up and out of it again. 80% of the vast city-planet has quaint, polluted venetian canals connecting the lowest levels, sixty storeys beneath where most people live. It grew.

The Gigastructure became the only place. An extending great place that took up
all of space, almost all of space, all of space except where there were planets, or suns, or class-12 Massive Supraplantary Organisms.

Like this: There is a planet, then cities on it, then the cities grow larger and they do not stop. The whole planet is urbanized. Then the planet's nearest moon is urbanized, then the buildings on the planet and the moon grow taller and mesh upward and more labyrinthine until they connect in a woven spire of exotic steels and nation-sized gravity-mollifying mechanisms, the moon no longer in orbit, merely fixed to its mother by an inhabited corridor.

Then again with each nearby planet, moon, space station, to the Dyson shell of energy-absorbing machines smothering the sun, then all these spaces connected, and then all of the space in between, too, in every direction into a solid block the size and shape of the universe with all astronomical bodies entombed within it and all animals, monsters, cultures, phenomena linked into a monolithic skyless maze-city of panelled chambers, tubes, hallways, transoms, shafts, glass-walled terraces looking out into dark, long vertical gaps between barely-inhabited sideways, opposing cities, each forming the roof of the other, the spires interlocking like sharp teeth, wells, fusion engine-trams, endless escalators lined with concession stands, crawlspaces, staircases, niches, branching zero-gravity capillary tunnels, and with all known architectures represented somewhere and integrated into the dizzying entirety.


Character generation:
Agility: 3-18
Charisma: 3-18
Intelligence: 3-18
Willpower: 3-18
Physique (Functions as strength, constitution, and hit points): 3-18
(Physique is split into "current physique" and "base physique".)

Now, you have a number of points equal to your Intelligence to divide between the following stats:
Tech Level: (minimum is 3)
Magic level:
These two terms are explained in more detail below. The basic idea is the higher your tech level or magic level, the easier it is to use technology or magic without annihilating yourself.

After tech level and magic level, you get to choose extras--skills, martial arts, spells, alterations, and equipment.

How many of each of these extras you have access to depends on your class:

Philosophers get 8 magic spell formulas (each spell can be used only once), 5 other extras and you can opt to receive 1 new spell or magic skill in lieu of an ordinary experience reward.
Scrapper - 6 martial arts moves, 5 other extras and you can opt to gain a new (randomly determined) Martial Arts move or acquire a new weapon skill in lieu of an ordinary experience reward. (Any number of martial arts moves may be known but only 5 may be used per day.)
Crawler - 8 skills, 5 other extras, and you can opt to receive 1 new skill in lieu of an ordinary experience reward.
Tinkerer-8 pieces of equipment, 5 other extras, and you can opt to receive a new device in lieu of an ordinary experience reward.
Hybrid-(these are characters from cultures where magic and technology are mixed) Hybrids have both their tech level and magic level equal to their intelligence (the max starting magic level for PCs is still 15). They receive 8 extras, can opt to receive devices in lieu of experience rewards and can understand alchemical devices at +2.
Unstable-(psychic) These characters can attempt to use d10 randomly determined magic spells at will (these powers can be re-used but the player must roll d10 and determine spells again every 24 hours) and get 5 other extras. Use of magic slowly drives them insane.
Robot-5 pieces of equipment (generally built in) or skills, 5 others, Magic Level must be 1. Automatically receives the logical benefits of being a robot (immune to suffocation, mind control, etc.), however, when damaged, they are not always easily repaired. Add d6 to physique or tech level.

Here are the extras:

Skills add +1 to a stat for attempting to do a thing. Like Dance skill would add +1 to your agility roll vs. the audience GM-determined jadedness level of the audience to dance well. Skill bonuses stack if and only if the second skill "stacked" is a narrower version of the first skill. i.e. if you were trying to figure out information about a shark, you couldn't use biology and oceanography, to get a combined +2, but you could use biology and marine biology to get a +2. You could even use biology, marine biology, and marine biology-sharks to get a +3.

This system is self-balancing: narrow skills are less widely applicable, but they give you stackable bonuses.

Some sample skills are listed at the bottom of this document, though feel free to make up narrower ones.

Note also that melee combat skills are handled under "martial arts".

Martial arts are "special moves" that you can pull out during combat. Each has a unique effect. Martial arts practitioners can use each move they know once per day, up to a maximum of 5. New characters are assigned martial arts techniques randomly.

Spells are magic effects that can be used once. Spells have levels, usually 12 and up. Anyone can use any spell they find (once), but whenever you use a spell you have to make a magic level check against the spell's difficulty level. Failure means things go grotesquely wrong and there are dire results. Unstables are crazy psychics who can use magic-type effects at will, but each time they have a chance of going more insane. New characters are assigned spells randomly.

Alterations are anything that make your character more than human if that's your bag--tough skin, claws, superhuman strength etc. They're called adaptations if these differences are due to simply being another species, they're called mutations if they are due to exposure to mutagens, and they're called modifications if they are properties of your character being a robot or cyborg. New character can pick alterations or choose them randomly. Either way, the cosmetic meaning of these alterations is entirely up to the player.

Equipment: Unlike most other games, you can't just buy equipment to start out--the Gigastructure is chaotic and communication is difficult. Finding a piece of useful equipment (a cigarette, a crossbow, a pistol, a plasma capacitor) is as rare as finding a magic spell. Each device has a tech level. If a device is above your tech level, you must roll a tech level check vs. the device's tech level. Failure means something terrible has happened. New characters are assigned devices randomly.
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Tech Levels

Example of someone at that tech level (example of something they would not have to roll to use/operate/exploit)

1 Weasel (pile of food)
2 Smart Monkey (stick)
3 Primitive human (knife)
4 Medieval human (crossbow)
5 Renaissance to Age of Reason-era human (clock)
6 Steam-era human (film camera)
7 Contemporary Earth Child (Nintendo)
8 Contemporary Earth Adult (car)
9 Contemporary Earth Adult Techie (sound-mixing board)
10 Cyberpunk Era Child (cyber-implant)
11 Cyberpunk Era Adult (cyber-reactive vehicle)
12 Cyberpunk Era Techie (combat robot)
13 Blade Runner/Alien/Cyborg Era Child (android pet)
14 Blade Runner/Alien/Cyborg Era Adult (hovercar)
15 Blade Runner/Alien/Cyborg Era Techie (starship)
16 Nanotech/Genetic alteration is common/No space-warships or FTL drives Era Child (low-grav shoes)
17 Nanotech/Genetic alteration is common/No space-warships or FTL drives Era Adult (custom mutation injector)
18 Nanotech/Genetic alteration is common/No space-warships or FTL drives Era Techie (gene resequencing vat)
19-21 Star Wars (tractor beam)
22-24 Star Trek Federation (replicator, transporter)
25-27 Technology so advanced human nature/existence becomes fundamentally different in most ways
28-30 Technology and lifeforms merge imperceptibly
31-33 Godlike

Magic levels
Magic levels below 12 indicates a creature comes from a culture with only a grasp of relatively mundane phenomena, luck charms, minor fairy tale/superstition magics "put a locket in your shoe and in three days you'll catch a fish" etc. Slow, minor effects.
12 is shaman, priest, Aleister Crowley-level magic. Slow effects requiring ceremonies, a pain in the ass to prepare, but major effects are possible, if unlikely.
13 is authentically understood ritual magic. Pain-in-the-ass rituals still required, but they're more-or-less effective and somewhat understood. Think John Constantine.

Spells that are instantly usable are all products of level 14 magic or above:

14 Initiate wizard-level magic. Reliable instant minor effects. (Cantrips, stage magic.)
15 (maximum starting level) Wizard magic. Reliable instant effects capable of killing a weak creature or temporarily altering reality over a small area in noticeable ways. (1st-2nd level FRPG wizard spells)
16 The lowest kind of truly serious magic from times and places where wizards dominate ordinary humans. Fireballs, lightning, etc. (3rd level FRPG wizard spells)
22 Highest forms of magic known to mortals.
23 and above represents the powers of the gods and demiurges.
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THE SYSTEM:

Combat:

The party rolls vs. the GM for initiative on a d6. Situational modifiers may be applied. The side rolling highest goes first.

Each character can: move 15 feet and attack, move twice that and do nothing else, or attack and do some minor thing like check what time it is. Look to other games for crunchy details here.

To hit is dex (+ any bonuses for situation or martial arts or other weapon skill) + d10 vs. armor + dex (+any bonuses) +d10

-if the attacker hits
-

roll weapon strength (+any bonuses) +d10 vs. defender's current physique (+any bonuses) +d10.

If the difference is positive on the attacker's side, that's how many points of damage to current physique the attack does.

In unarmed combat, the "weapon strength" is a little annoying: it's equal to the difference between the attacker and defender's current physique scores. If the attacker is weaker than the defender treat the "weapon strength" as 1. Because physique represents both physical strength and "life" points, if the attacker is injured (i.e. s/he's lost current physique points) the effectiveness of his or her attacks is reduced.

If the armor is not integral to the creature being attacked (that is, not their skin) the attacker has the option to just attack the armor rather than the character, in which case it's just dex (+any bonuses) v. armor and if the armor (or forcefield) is hit then it takes damage like a person.

Once a creature's current physique reaches zero she's unconscious. 2 things can happen:

-The foe can take an action and kill the character.
-If that doesn't happen, the character tries to roll under his/her base (not current) physique stat on a d20 once per hour. If s/he fails, s/he takes d6 physique points of damage. This continues once per hour until the character is healed or dies.

Medicine works like this: the doctoring character makes an intelligence check against an opposing rank of 30 minus the patient's base (not current) physique, and, if successful, after an hour the PC will be back on his/her feet with a number of current physique points equal to the number of points of success the doctor had. Obviously having medicine skills will help the doctor.

Defenders: You have the option to do extra dodges which means you get to roll twice and pick the best roll when you dodge. Declare when the other guy is about to roll. This costs you all your actions for that round.

Other combat effects (getting knocked down, etc.) are adjudicated by GM rulings.

Parrying and all that is gong to be the province of the martial arts moves page.
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Non-Combat Actions

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These are usually handled as stat (+any bonuses) +d10 vs. opposing stat (or difficulty level of the task , if nobody is opposing it) (+any bonuses) +d10.

If the player rolls high, s/he gets that thing done.

The bigger the numerical difference in the results, the bigger the success or failure, if that's relevant.

If one person rolls a 1 and the other rolls a 10, that's always a success for whoever rolled a 10, no matter what the comparative ranks are.

If there's a question of how, numerically, an effect works in a game--how long does your sleeping gas last? What's the range of your hypno-eyes?-- and the game doesn't provide an immediate guide, the PC says what they think it should be, the GM picks the lowest possible number that fits the idea of the power as it was originally described, the roll dice to decide where in the range the effect falls.

Experience rewards are granted in the form of re-rolls (fortune is smiling on the character) or skills learned (generally these will be narrow skills that have to do with what PCs did during the adventure). Generally 1-4 per session. Discovering devices and spells is its own reward.

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Sample Skills

I figured listing skills was pretty boring, so I did the work myself rather than turning it over to contributors, however, if you can think of a skill that might be good in the game, go ahead and leave a comment, here are skills so far. Players and GMs are free to think up narrower skills during character generation (like: Veterinary Medicine--Lizard/weasel hybrids) and use them. Remember: narrow skills aren't always useful but they stack with broader skills.

Any PC may attempt any task "unskilled". i.e. if a PC wants to roll on his/her intelligence vs. a GM-determined difficulty class to try to perform brain surgery, they should feel free. Gigacrawler PCs are presumed to be rugged survivalists capable of dealing with all kinds of things. If a GM feels a certain task could likely only be performed with special training, s/he should simply assign a high target number.

Skills have been chosen that don't substitute for player skill in social interaction or problem solving. Pilot skills are mostly useless since the universe is all dungeon.

Note that no skills broader than the broadest ones listed here are allowed (i.e. "science" or "weapons" or "magic").

Skills allowing the manufacture of items out of whole cloth are generally excluded from the system. However, at some point we may add rules describing conditions whereby Philosophers and Tinkerers can choose (rather than roll) the spell formulae and devices they receive as experience rewards. In this case, the PC can be said to have "invented" the item in question.

"Alien" and "xeno" in this case simply mean "originating from a species not native to the same planet as the PC". If the PC is from Planet Examant, then if s/he had "alien languages" s/he'd get a +1 to understanding English, French, Venusian and any other language not from Examant.

Sample Social skills: (add to charisma rolls, usually)
Alien etiquette
Etiquette of creatures of quadrant B-94 (for example)
Trade etiquette
Etiquette of creatures from Zorlithrax-9.

Sample Language skills:
(in general, any PC may make an intelligence roll vs. the difficulty level of an alien language to see if s/he knows it--most gigacrawlers are familiar with a few languages--the first time--and only the first time--they encounter it. Language skills add bonuses to this roll. If a PC learns a new language skill that might cover the language in question after failing a roll, s/he may roll again.)
Linguistics
Alien languages
Ancient languages
(you could use linguistics and alien languages to get a +2 to understand an ancient alien text or languages and ancient languages to get a +2, but not all 3 for a +3 bonus since "alien" is not a subset of "ancient" languages and vice versa, they overlap but neither belongs entirely inside the other)
Ancient alien languages (you could use that, though)
Alien Languages of Quadrant: Kroskulus

Sample Engineering skills: (usually add to intelligence rolls)
Surveillance systems
Alien surveillance systems
Surveillance systems of Quadrant Mega
Surveillance systems designed by energy beings (etc.)
Engineering
Elevator repair
Armor repair
Weapons repair
Cybernetics
Cybernetic implantation
Cybernetic repair
Computer operation
Computer programming
Computer repair
Communications systems
Propulsion systems
Pilot Spacecraft

Sample Surivival skills: (usually add to intelligence or agility rolls)
Cooking
Edibility of alien creatures
Sewing
Stealth
Underwater stealth
Disguise
Escape artist
Pick locks (mechanical)
Pick locks (computerized)

Sample Scientific skills: (add to intelligence rolls)
Chemistry
Biochemistry
Botany
Biology
Neurobiology
Psionic neurobiology
Xenobiology
Mathematics
Extradimensional mathematics

Sample Weapon skills: (the broader weapon skills help with most things having to do with the weapons in question: repair, appraisal, etc., in combat they apply to hit rolls but not to damage)
Firearms
Projectile (non-energy) firearms
20th century projectile firearms
2oth century projectile firearms from France
Melee weapons
Edged melee weapons
Medieval melee weapons
Japanese melee weapons
Energy weapons
Energy weapons repair
Energy weapons of the Vor-Gork Mercenaries
Anti-logic weapons
Anti-logic weapons repair (etc.)
Plasma weapons
Demolitions
Grenades

Sample Medical Skills: (add to intelligence rolls, see combat section for details on medicine)
Medicine
First Aid
Cybernetic first aid (for example)
Pathology
Xenopathology
Veterinary medicine

Sample Magic skills (Add bonuses to intelligence rolls to understand magical effects, to magic level rolls to use spells, and to Unstables' attempts to utilize spell effects. These skills cannot be gained after character creation until that kind of spell has been successfully cast by the character. i.e If someone who does not have the Xenodemonology skill wants it, s/he will have to successfully summon an alien demon first.)
Demonology
Xenodemonology
Elemental control magic
Particle magic
Nullification magic
Divination magic
Alchemical magic
Healing magic
Illusion magic
Necromancy
Transmutation and transformation magic
Chaotic effect magic
Megadimensional magic
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Addendum:
Hunger/thirst rules.

Food and water are scarce and valuable in the Gigastructure. PCs do not necessarily start with either when created.

These rules will serve until such time as someone gets it into their head to design more gruesome ones:

After a day without food, characters lose 1 physique per day.
Humanlike creatures require physique x 100 calories per day to survive.

After a day without water, creatures with a humanlike physiognomy lose 3 physique per day.
Humanlike creatures require a gallon of water a day.

If a creature receives part of their requirement, they only take part of the damage.

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Addendum: Simplicity Guidelines

There will be three sections in the final product:

-These basic rules
-Widgets (Setting features, spells, equipment, etc.)
-Rulings--A never-ending series of edicts on ways to adjudicate situations not foreseen in the basic rules, usually in response to queries. (Optional.)

When there is any confusion about the rules, there are only 2 possible resources that can give you an "official" answer: The basic rules and the specific rules described in the section about the widget in question. You are not obliged to look anywhere else. There is no higher authority. The "tournament rules" are just suggestions.

If a rule is not made clear in these basic rules or in the widget descripton(s) involved in the situation being ruled upon, the GM must make a ruling. Listening to the players' opinions first is recommended. Either the GM or player must write the ruling down if they expect it to be followed consistently thereafter, but if either does, it will be followed from then on.

If an argument concerning the rules is going on (2 players, a player arguing in the face of a GM ruling, etc.) and it begins to bore any person at the table or watching the game, that party may call Shenanigans.

When Shenanigans is called, a stopwatch or timer is started. Parties involved in the dispute have 3 minutes to state their case and come to a mutual agreement. After that, the decision is made randomly. The decision of the dice must be obeyed, even if someone believes it directly contradicts the official rules.

If a party is painfully aggrieved by a decision made during the game, s/he will receive a "playing in protest" coupon for a metagame reward after the game at the expense of the other players--usually in the form of beer, ice cream or shots of Jager in whatever quantities will get him/her to shut up and roll. However, thereafter the other players are entitled to mock the player during the next session (only), though the rate must be no higher than a single one-liner per player.