Tuesday, August 12, 2025

Some Notes on Stokely's Birthday Game, Demon City and (mostly) Nebulith Now That Its Out


Good morning. 

Stokely's LOTR Birthday Party

Stokely wanted to have a Lord of the Rings costume party for her birthday so I put together a party game for it: Basically I used miniatures and other D&D stuff to make a Candyland-style game board with two pieces (goblin, hobbit) and the way each team/piece advances is do what's on a series of index cards. They had things like: 

-Arm wrestle The Balrog (Lisa)—if you win go ahead 2, if you lose go back 1.

-Describe in detail how you would slay a dragon. For each guest who says your plan is good, move forward 1 point, maximum 3 points.

-Get a snack. Share it with other guests at the party without using your hands (or theirs). You have two minutes. You move forward 1 space +1 per guest who shares with you, maximum 3 spaces.

Etc.

This was a simple game but easy for guests to tune into and out of, so it worked. Stokely was really happy how the party turned out so feel free to adapt the basic idea for any porn-star-birthday/LOTR cosplay parties you run.

Weapons and Demon City
 
Saw Weapons the horror movie by Zach Cregger, the former sketch comedy guy who also directed Barbarian

I liked it and it's a very Demon City movie in that it has a whole ensemble cast, different kinds of normal people with different kinds of normal skills, participating in investigating the Horror each in their own way--and not in a typical "there's four of us on this camping trip, oh no now we're getting chopped up!" way. And the way it ends is awesome and totally something a PC would do.
The Party in The Peacock Isles

In our home campaign, the party landed in The Peacock Isles (fake India) and took on Nassim's Sleepless Army--a convoy of drug addicts on elephants. The party was clever and (after a lot of arguing) trapped 150 bad guys and their elephants and took them out with no casualties without even a tense moment EXCEPT when one of the party members started looking for some of the mind-control crystal meth on the ground and immediately, mid-fight, snorted it just out of sheer role-playery. Despite everything he seemed surprised that it immediately meant he was mind-controlled by the bad guy. Luckily/unfortunately somebody else had a Remove Curse right there.

Nebulith Notes

Now that people actually can get their hands on Nebulith I'm seeing the first impressions (they seem to like it) and so I know there's an actual audience for behind-the-scenes notes on it. So here goes:

-There's a really good Samurai Film Festival right now at Alamo Drafthouse theatres, and there's like 20 of those in the US so if you live near one, enjoy! Three or four of the movies on Nebulith's recommended reading/watching list are playing between now and early September--I just got see Lady Snowblood on the big screen last night and it was like drinking angel blood straight from the vein.

-Obviously the name of the book isn't Japanese. Alex came up with the idea of the volcanic cloud that froze into stone as the main Crazy Idea in the setting and I came up with the name for it (nebula latin for mist/cloud and lith being stone). He liked the new word so much he wanted the book to be named that. I wanted something more Japanese-sounding because I wanted people who might get it to, like, know that was the idea--it was Japanese. I knew agreeing on some other name would take forever so I gave in.

-James Raggi, the publisher, says this is his favorite of my books because in addition to everything else, it gives a sense of how ordinary people really live there. For the record, I hate the (two-page) section on ordinary life in Awa Nikko because I do not care. The last thing I want to hear about is what ordinary village life is like and all the research revealed it is exactly as boring as every samurai movie makes it out to be. Any GM who can't make up a regular village and any player who is mad that the details of a regular village aren't correct are people I want nowhere near me. But, its only two pages.

-I am also aware that there's a contingent of gamers (Prince, for instance) who seem almost hell-bent on being a caricature of conservatives in an '80s movie who not only get mad when things are creative in RPGs but will actually say it like that. Not "this isn't creative its just bad" but "I literally don't want creative things" Here is one example:
A fantasy idea in a fantasy game? This must mean its gonzo, yikes! How do I even run this?

They like the old TSR products that take 30 pages to tell you that in the Eastern-Europe-based setting people dress like Eastern Europe and eat things you might find in Eastern Europe. It is God's own mystery why any of these people are near this hobby but ok.

They may really like those two pages.

-A lot of what we did here was me looking at the old Oriental Adventures and going "Ok, what didn't work here?". Zeb Cook, the author, was on the committee that gave me a Three Castles Award and I loved his book for introducing me to the kappa and the hengeyokai and all that jazz but in terms of gameplay it wasn't an epic leap forward from what we already had. I looked at each part that was supposed to feel different in a chanbara, martial arts epic or Asian myth than it did in my conception of a Western dungeon crawl and tried to tweak and shove until it got there.  The martial arts were problem one: in OA they just feel like more numbers without much more flavor added.

-Lots of people have right away said the book looks good. Thank you thank you it took three years. Most people haven't gotten a chance to play yet but once you dig in, I think the main exciting part, which won't be obvious until you play, is the classes and martial arts.

Inexperienced gamers might be looking at them and going "Ok, I see a ninja, I see a flying kick, so far so expected..." but if you actually know your way around an Old School game you'll notice how they work differently than both standard OSR characters and 5e-style ones.

PCs get some martial arts abilities. A few come with your class, but the majority are random depending on your class and/or the martial arts school you choose. As explained in the text, they're mechanically not much different than finding a magic item--you have a special thing that you can do in a fight. 

The abilities are intentionally not mathy and tend to involve a lot of either-/or- mechanics: Ascending Technique lets you extra-fuck-with anyone nearby that an ally has already hit, for instance.

At first or second level, they're just nice to have but whatever. At higher levels however, they begin to stack, like, now you're hitting people more than once per round, now you do an additional effect each time you hit them, now your ally has an effect that they can trigger because you knocked over the bad guy, etc.

Add to this the Yuta (local medicine woman) class which has ritual abilities like the Yuta's curse (anyone who attacks you gets a form of open-ended but limited curse of your own design) and the combats in this game go absolutely nuts.

In playtests, they consistently feel like they give a level of dynamism (you're up, you're down, you're grappled, you're inside-out, you lost your sword) and surprise that goes beyond the usual old school while avoiding the bean-counting of 4e-style tactical combat and the winner-is-the-one-who-talks-most style some indie games fall into. I think you'll be pleasantly surprised, but you may have to roll some dice to do it.

Alright bye.


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