Tuesday, June 18, 2013

Cinematic

The floor crumbled away and the cleric (of Man Pac) fell into the underground channel, moving swiftly west.

A fighter, keeping watch, bellowed loudly, causing something to stir on a channel bridge to the east.

The assassin threw a rope and rolled a 1 and fell in, too.

("Please do not penalize your players with 'fumbles' and 'critical misses'." There's actually an RPG book somewhere that says that. People play it.)

The druid and the other fighter threw a rope to the cleric. The cleric caught it, they pulled, the current was swift, they fell in, too.

The wizard cast Animate Rope and tethered the floating assassin to the channel floor.

The assassin threw one end of a rope at the dry fighter.

The dry fighter caught it and tried to anchor it to a corner of masonry.

Passing int he water, the druid grabbed hold of the tethered assassin.

The rope that the druid held still had the cleric on the other end.

The Rolangian 2-headed ogre attacked the dry fighter, who dropped his rope.

The wizard used animate rope to tie the dropped rope around the ogre's legs.

The ogre rolled poorly, and fell into the channel.

It used one pair of eyes to direct an arm to wrap around the anchored assassin's neck, it used the other to direct a spell at the fighter.

Straining against the swift pull of the channel, and the momentum of a cleric holding a rope attached to a fighter and a druid who had grabbed an assassin who had been grabbed by a two-headed ogre, the anchoring rope gave way.

The druid turned into an octopus and tried to rip a head off the ogre, and throw it into the water.

And, just like that, now I love Mondays.
-
-
-

Sunday, June 16, 2013

Contessa, Giving Laser Eyes to Mummies, and RPG Art

THINGS TO KNOW:

-Contessa is an online gaming convention and it's going to be good. I think Stacy Frivology got sick of hearing the best way to support women in gaming was to explain to half of them that they were bad for the other half. In order to showcase the contribution of all kinds of women in the RPG world, she put together a tabletop convention anybody can attend that is being run entirely by women.

I am telling you this now because if you want to register to run an event or have an idea for a panel you only have about a day and 16 hours to do that.

I personally will be competitive dungeoncrawling (LOTFP green team, I believe) through it next saturday and the I Hit It With My Axe crew will be panelling it up the following day.

-Crazy wizard projects have always been part of D&D. But figuring out how they work other than "Alright, player, talk to me" has never really been well-gamified. Scrap Princess has done a lot of work toward making a system for that using tarot cards. I think somehow hybridizing this system with the gambling-based invention rules in Marvel FASERIP has some potential.

-The best thing I have ever seen written about art in RPGs is right hereIt’s not like advertising. ‘Hey come to this world and have fun’. It’s more like otherness. Like a shard of something else poking through. That is what good RPG art should be. An incursion from, or relic of, some other place. Presenting itself so vibrantly and powerfully that it leaves puckers in the skin of reality that won’t heal. The fact that it's taken someone this long to write it fills me with hope--it suggests we're at the beginning of something, like comics right before Dark Knight Returns.
-
-
-

Saturday, June 15, 2013

Loose Plot Threads

...for the D&D campaign, as of tonight.

In case of dead end, roll d20 for which sin comes back to haunt the party...

1. Mirror (Satine), one of the party's original thieves was resurrected in a temple in the Exotic East. Hasn't been seen since.

2. There is a dungeon beneath Deathfrost Mountain, inside the body of the dead god.

3. A frost giant princess of Nornrik is in love with Tizane (Mandy), the party's cleric. The other frost giant princes is totally not ok with that.

4. Tizane has no idea who her demonic parent is. Nor do any other tiefling party members.

5. The war between the Insect God and the Slaads proceeds quietly. There is that blue slaad in Cobalt Reach who wants the demilich Baron Vorgus for some unspeakable ritual.

6. The death knight released from the crypts of Omnithroxia is searching for something in the halls.

7. The warband of Baron Vorgus proceeds north from Cobalt Reach, in possession of 4 powerful tomes, toward the Hexenbrachen, to perform some whole other unspeakable ritual.

8. Akayle Ozph, demon of chaos, roams the Cobalt Reach, after being released by the online group.

9. A demon of love roams the wastes around Nornrik, after ensorcelling the frost giant pricess, Oscula.

10. Vornheim is beset from without by armies of the undead from Deathfrost Mountain, and from within by desperate warbands. The surrounding area has been flooded with a bizarre bluish substance.

11. Although lord Malekith is long dead, his brothers Gormengeth and Ettingeth yet live. Lord Ettingeth apparently has one of Vorn's eyes--last seen in the isles of Hakleth.

12. Of the three witches Thorn, Frost and Dread, Frost at least survived their run-in with the PCs, and hunts them, accompanied by white leopard men.

13. Several of the dozen Medusa Sisters remain alive. They want revenge.

1. Eshrigel of Vornheim (dead in Vornheim) and
2. Thrace, a nagadusa (location unknown)
3. Oscula, The Eel Medusa (wanted to interrogate Tizane)
4. Naxice, Empress of Hakleth (location unknown)
5. Dia Andine, a necromancer (location unknown after being seen in the Black Fortress at Hakleth)
6. Cylesia, the youngest sister, (location unknown)
7. Moroschka, the Ice Maiden, (the eldest sister) (slain in the Royal fist Monkey dungeon)
8. Vistula, (dead in a dungeon beneath Vornheim) 
9. Orgula, who lives on the Isle of Oth (attempted and failed to capture PCs)
10. Phrothphys (of Cobalt Reach) (dead in her Puppet Palace))
11. Princess Seela, a pirate queen (location unknown)
12. Unknown

14. Skorne, former Nephilidian vampire lover of Frankie's PC has left for parts unknown.

15. The warband of Annihilus Neroxx is still at large in Cobalt Reach, lead by a Thog warlord of some kind.

16. Good King Thrawl remains a captive of the Man-Scorpions of Ruined Nizaad.

17. While the PCs ruined their wedding, Bluebeard, Snow White, and their band of dwarven pirates are still at large.

18. Though her rolling fortress was destroyed, the Star Witch still roams.

19. Adam's PC's parents came through time to try to kill him and he doesn't know why.

20. Precisely what The Hex King of Bellet Osc's relation to the undead army is is unknown.

21.  The Goblin King of Gaxen Kane still wants revenge on the party for past humiliations, since his armies are mostly busy piling on Vornheim, he's hiring mercenaries.
-
-
-
...and the lion and the lamb are laying down together and the beast has 12 crowns and in general it's all very during-apocalyptic. Chekhov's arsenal is full up.

Good place to be, around level 10.
-
-
-

Friday, June 14, 2013

The Internet Isn't Real. Chocolate, Incest, And Miniatures With Broccoli On Them Are.

Kirin Robinson wrote Old School Hack, a nifty, streamlined, award-winning free version of '80s D&D that, in addition to being played by real people, is also unaccountably popular among desperate lunatics who think that there are no good reasons to play actual '80s D&D.

Kirin also curated Women Fighters In Reasonable armor, a nifty tumblr of pictures of women in fighting gear that, in addition to being a great resource for real people, is also unaccountably popular among desperate lunatics who think that pictures of boobs and boob armor are where sexism comes from.

Every week he completely ruins his reputation by running Rappan Athuk at his house using Basic D&D and running it for us. And then we make fun of the desperate lunatics on the 110 home.

Here's Mandy's instagram feed for today's game...

Yes, I have mansplained Mandy that this outfit she drew is Not Reasonable. She stubbornly refuses to accept my incisive critique.
The dwarf's name is Jam. He's the only person who hasn't died yet. 
P.S. That's a piece of broccoli
We were talking about wargames...

Mandy: "In high school I knew this guy who had this whole room in the basement completely taken up by this huge warhammer table, I considered fucking him just so I could play."

Me: "That is the only time that sentence has ever been uttered in the entire history of time."

"Well, I didn't. He was old. My friend did, though, they were cousins."

"Oh, it just got dark. Why does it always have to get dark?"

"Well it was an accident, they..."

"THAT DOESN'T MAKE IT BETTER."

"...they were just really drunk and..."

"AAAH DARK"

Point is Mandy really likes Warhammer...
...but we knew that.
-
-
-

Thursday, June 13, 2013

This Is What Halfling Cities Are Like Now, Ok?


(Google + threw this together in about half a day. Good job, weird community.)

Zak S:

Halfling city. Not The Shire but like a whole city (not a village) of, for, by, halflings. What's that like? Do they just run around stealing from each other? Is it Munchkinland? What's the deal?


HALFLING ROME


Jeremy Duncan:

Lots of parallels to Republican Rome-- you've got this tension where they really want to identify as simple no-nonsense homespun plainspoken gentleman farmers, but through conquest/trade they've had a taste of the luxury and sophistication of the otherplacians and they're not giving that up anytime soon and the halfling language is simple and pure and honest but it's not what you use for talking philosophy or poetry or art.  Strong reactionary element that laments contemporary morals and calls for a return to the simple stark values of a semi-mythical past but goddammit the kids are plucking their foot-hair and writing parodies of time-honored pastoral poetry in Elvish.

Zak

So assuming they went through their Roman phase ages ago (copying elves, but being militaristic about it) and then keep going until they get all stylized like feudal Japan after it stopped copying China. What's that like?

Jeremy

You have a lot of agriculture-based rites and rituals and public offices that are purely symbolic and so ornate and stylized that they're almost unrecognizable as such.  Clans and extended families are hugely important to the point where you are basically no-one if you're not part of one-- citizenship is dependent on being formally adopted by one of these.


VENN ARCHITECTURE


Anders Nordberg

Laid out in crop circles?

Zak 

Laid out in Venn-Diagram terraces that map family relations So when families marry, their estates are redrawn to intersect and the newlyweds build a house on the overlap

Jeremy

They're assigned to it.  There's a bureaucracy in charge of demarcating these things that is thoroughly riddled with corruption and under constant pressure of violence, blackmail, bribery, etc. from the families/individuals involved to draw things up in their favor. This is so common that halfling has a whole vocabulary to refer to it, but it's considered shameful to use such words or admit their existence in the presence of outsiders.

Zak

You can trace family relations by noticing styles in the architecture. Like iron railings with spheres at the corners means the Sockeye family is in there somewhere.


APPLES AND OWNING STUFF

Jeremy

Every piece of land, even if completely useless for building/agriculture/industry is owned by someone.  There is no public land, strictly speaking.  That park over there is owned by a consortium of families and those desiring to use it without harassment must negotiate a web of favors and petty shows of compliance and submission.

Zak  

So if you want to go out for a stroll, you basically have to go visit everyone whose land you're strolling over (at minimum) and bring gifts. So if you want to just wander around on a summer day you leave the house with this hilarious pile of wine bottles, apples, chickens and distribute them to people (or kids they send to retrieve it) as you cross their property.

Jeremy 

As this might cause you to lose face, there is the implicit understanding that such gifts, if not presented immediately, will be forthcoming -- perhaps dropped off with a client of the family after dark, or the person is tacitly agreeing to owe the family a favor at some unspecified time in the future.

Zak  

You therefore propose to a girl by standing under her window for a week without giving her anything

And naturally your youthful roguish burglar-types are trained at circumventing the rules by dodging quickly from property to property via alleys, clotheslines, storm drains, etc.

Jeremy  

What visitors take to be quaint, charming displays of courtesy and good manners are carefully nuanced coded messages that are only fully understood by other halflings.  Human visitors have attended banquets at which accusations are thrown about, vengeance sworn, and 100-year feuds begun without being any the wiser.

Burglary is weirdly ritualized like Aztec Flower Wars.


CUSTOMS AND ENTERTAINMENTS

Jeremy 

Halfling streets are tidy, orderly, and free of litter.  There are no beggars in halfling cities as the clan provides for all of its members and disowned halflings are exiled on pain of death. 

Also incredibly tidy and fastidious in appearance.  A halfling with hair/clothes/etc. even slightly dishevelled or out of place is assumed to be in mourning.

Will go into freak out/paranoia mode if offered something for free.  They experience culture shock bordering on nervous breakdowns when first arriving in human cities.

Luigi Castellani  

What about gigantic rabbit dens? A la Watership down.

Jeff Rients  

Social life revolves around tea time and croquet.  Anything conflict that can't be resolved by forcing the participants to sit down to the elaborate tea rituals ends up in a high stakes croquet game.

Geek Ken

Gentlemen prefer smoking pipes and playing baduk* (not chess mind you, too constrictive and not imaginative enough). An occasional pint is also part of this afternoon ritual.

Ladies prefer gardening. While a bounty of vegetables is a staple in every halfling home, ladies prefer to engage in floral gardens of intricate patterns. The competition among them is immense. Nearly every year a story will circulate of a jealous rival taking some shears and a spade to a more skilled neighbor's garden in the middle of the night.

Such skill and efforts in these floral gardens are widely appreciated by many races. Tales are not uncommon of halfing women enticed by human nobles seeking their knowledge and abilities to foster similar gardens on their estates. Such women typically return after a year with a chest of gold in tow. As for the elves, few of them will freely admit their envy at the horticultural skills possessed by these smaller folk.

Tim M.  

When a halfling goes on an "adventure", it's not a quest for gold and glory, or whatever, it's a stress test for the hearth and home (the familial society). However long it takes the society to absorb and redistribute property and belongings indicates how important (honorary/functional) that halfling was to the society as a whole.

Jeff Russell

Awesome stuff. But if we're riffing on a "decadent Rome" and "everything is owned" vibe, where are the slaves? Especially, the ancient Gnomish burial rites, where slaves fought for the honor of the deceased have become enormous public games. Human and dwarf fighters are prized for their ferocity and made to fight with caricatured interpretations of their "native arms". Occasionally, for special occasions (like election season) wealthy clans bring in more exotic creatures like ogres and giants or even flailsnails. Halflings attribute their fine gardens to the blood spilled. 


HALFLING DUELS

Alex Chalk  

Courtesy, civility, and hospitality are valued above all, especially by the elite. In a crowded space where reputations are made and broken and honours are insulted, it is not uncommon for a duel to break out.

Halflings duel not with swords, but with hearths.

In a halfling duel, the insulted party ("defender") invites his opponent ("offender") to be his guest indefinitely. To decline to is considered an act of the utmost vulgarity, but to accept is to risk one's reputation -- and possibly more. The offender then lodges with the defender, and the defender is expected to be as gracious and welcoming a host as possible. Slight oversights, such as uncomfortable accommodations, a fireplace left cold, a meal served too late, grouchy servants, undusted seats, understocked larders etc. are unpardonable. The offender must also be a most excellent guest, providing his host with good company and stories, keeping clean, respecting  the home, minding his please-and-thank-yous, helping bring the tea to the garden, and taking care never to insult his hosts.

There are a number of ways to end a duel:

1. A party dies. Note that for either party to take actions that would bring about the other's death is an unpardonable sleight, and so death must be due to natural causes (age, illness, etc.). Given that some duels have been known to last decades, this end is surprisingly common. The survivor maintains his honour.

2. One party admits that the other is an okay guy. This is basically a form of surrender and constitutes an admission that you were wrong to begin with. It is highly embarrassing and ruinous to one's reputation.

3. Both parties realize that they've forgotten why they're dueling. This is pretty much a draw, but happens from time to time.

4. One party is no longer able to fulfill their duties and admits defeat. Because hospitality and politeness take priority above all, it is unpardonable for either party to go to work, attend a funeral, or do anything but stay in and keep each other company for the duration of the duel. Duels that go on for too long are known to destroy families and households. If the defender can no longer afford to have his guest, or else if the offender must take leave on some urgent business, that person loses.

Zak

Halfling novels grow out of hearth duellists writing extensive detailed legal notes of the courtesies paid and not paid by their hosts. They read like Jane Austen on Adderall.

Jeff Russell

Resolved duels have even reignited in the form of literary one-upsmanship. The entire halfling newspaper industry is the city's longest running feud with the worst remembered reasons for starting.


METAL AND WHEELS

Kirk Stone  

I always saw halflings as anti-city rurals.  So if they've fallen to living in a city, I'd envision it as an industrial, sweatshop-filled nightmare.  Little black-lungs and gin everywhere.

Gus L

Yeah I am kind of wondering about the resources for these densely urban, urbane and wealthy halfling. Where do they get food and teapots? Even in a shire like rural halfling space manufacture and large scale farming seem necessary. Since they aren't magic the labor must be performed by a huge underclass. Every goodnatured tea full of jammy biscut is at the expense of a dozen drudges or slaves.

In a city, where are these toilers? Farming in distant prison style thorps? In lightless warrens beneath the city? 

Who keeps the workers down? Halfling taskmasters and grim pretorians? Brutal moronic halflings sports grown to the size of giants? Minotaur mercenaries?

Barry Blatt  

Urbanisation either doesn't agree with halflings, or they take to it splendidly, depending on your point of view. When some bright spark got his watermill hooked up to a giant dough mixer, and the rival mill down the road got to mass producing pie crusts, halfling industrialisation and urbanisation was inevitable. Massive pie-mills are surrounded by back to back terraces and grotty tenements, music halls collide with gin palaces and sweetshops, vast amounts of food are carted into town by rail, yet still most of the populace go hungry and the rodents run scared.

The wealthy millowners have colossal bacon waistcoats and beef jerky corsets, dress mainly in a combination of liquorice and meringue and have to be lugged around by reinforced sedan chairs and juggernaut sized carriages made of gingerbread. Flat capped proles that dare to drool in their presence are taken up alleyways by blue uniformed rozzers (whose tall hats conceal a meat pie, for emergencies only you understand) where they are beaten senseless with truncheons made of a special black pudding that has iron filings instead of oatmeal in the recipe.

The only way to keep the grub flowing inwards is to make the rural hobbits dependent on mass produced ready meals, so home baking has been made illegal and hit squads led by huge snooted 'Cooksniffer Generals' roam the countryside. If they detect the aroma of fresh baked bread and meat pies they have the miscreants toasted (on a fork (and after extensive sampling of the evidence of course)).

As a result of all this processed food  urban halflings have begun to mutate, becoming green skinned, diversely proportioned and liable to asexual fission. In fact they are now becoming goblins.

Daniel Dean 

It's Deadwood.

Mak H  

We mustn't let ourselves be fooled by Tolkien's hobbits. Though the Shire was a rural setting, the hobbits we got to know best were property-owning elites who epitomized bourgeois values. (Bourgeois literally, town- or city dweller.) Conservatism, civility, civic-mindedness, conformity, frugality -- these values would be right at home among the burghers of any free town of medieval Europe. So that's your model right there. 

Jeff Rients  

Medium sized visitors might not be able to see the ground, due to all the pipesmoke hovering at waste level.

Chris Tamm 107 PM

Kids book fatipuffs and thinifers - art of steampunk fatties with luxury and food everywhee, millitary trenches shaped for fat ppl with pillows and snacks etc - book has war of fat vs thin - labour saving machines, pillows and snacks everywhere.


MEDICIAN MACHINATIONS


Zak 

While you'd think they'd be wiped out immediately by larger foes, a city built at half scale is actually a pretty formidable defense all by itself--every door is effectively a murder hole every window an arrow slit, every alley a crab trap.

Alex Chalk 

Unlike most the cities of most races, where living high up is a luxury, halfling real estate is most expensive at the lowest levels. The poor have to huff and puff up and down stairs every day, while the well-off stay close to the ground. Only the richest can afford traditional hole-dwellings.

Zak 

Well, naturally, since the higher-up people are the newlyweds, with homes built on top of the more established families lower down..

Alex 

In order to preserve hillside real estate, buildings tend to get piled on top of hills. Cities end up looking like a bunch of mounds of buildings with grassy valleys in between. Each mound ends up functioning like its own little neighbourhood, with well-money leaders at the bottom.

(Alex attached a drawing which I can't get the link to work).

Tony Demetriou 

Actually... higher levels have more significance than just wealth. Halflings are well known for their accuracy with thrown weapons & slings - so a higher window is a military advantage. Much like in Renaissance Italy, if two families have a rivalry, one will add an extra floor to their tower, to put them above their rivals, allowing them to shoot downwards. Their rivals (if they can afford to) will then increase the height of their building, and so it escalates.

During peaceful times, these higher floors are given to the newlyweds, should other rooms not be available, or to those of lower standing.

You can tell the neighbours that have had historical conflict from the teetering towers marking their borders.

This poses a particular problem for those that are rich, overcrowded, and need to extend. If they have good relations with their neighbours, adding another floor will almost certainly sour that relationship. Thus, the only option is to covertly arrange for their neighbour to create a situation demanding that they respond, allowing their response to be another floor on the building, before making peace again. Sometimes this is tacitly acknowledged, with two firm allies both insulting each other, building new floors, and making peace within the span of a week.*

Those rich enough to own a large amount of land don't have this problem, as they can build new levels to their central buildings without threatening their borders. (But those rich enough to hold that much land will often build on their edges, secure in the knowledge that they cannot be easily challenged.)

Due to all of this, the city has areas of high buildings, and other areas with only very low buildings. It's quite schizophrenic in that regard.

Poorer families that can't afford all the construction sometimes have low buildings with one or two tall towers.

Zak 

*Or they just arrange a wedding.

Tony 

Indeed. Weddings are great political tools.

Often, weddings are so useful, that assassinations are also needed to "free up" a family member for another wedding.
Tony

Most assassinations, of course, are conducted via poisoned food. Assassination knowing exactly what food to poison to get the target, and only the target, is recognized as an art.

It is also shameful to hire an assassin to kill a rival family member - a member of your household needs to be the one to do it.

Anyone caught poisoning food is likely to create a political uproar, both because it's obvious who is involved, since the assassin is a direct relative, but also because... well, despite the death sentence, a well-to-do hobbit is unlikely to actually get executed. Instead, political favours, bribes, and promises of alliances & weddings will be exchanged, until things are smoothed over. At great cost to the family that attempted the assassination.

Jeff Russell 

The halfling legal code is extremely draconian and harsh in its charges, arrests, and sentences.  But all halflings know the proper technicalities, lobbying, and bribes to diffuse almost all situations.  Big people from far lands shout their protests as they're executed for minor crimes like littering, and their halfling executioners look on aghast that the poor fool won't just file the right complaint to have their sentences commuted.

Tony 

Especially when, even if they don't file the right complaint, a simple gift would be enough to allow the halfling to accidentally misfile the charge, allowing the visitor to be set free. Often the halfling is so eager to help out the poor foreigner that they'd accept any triviality as the gift. And yet these foreigners either refuse to do even these simple, obvious steps to help themselves, or they are so insanely insulting that they call it a "bribe", forcing the socially-conscious halfling to have no choice but to refuse the "bribe" and prosecute the visitor.

It's very frustrating for the halflings, but how do you explain the problem to foreigners while still being polite? Remember, Jeremy pointed out that, while there is a whole vocabulary around this, it's shameful to explain, or even admit the existence of it, to outsiders.

Jeff Russell

Well, of course.  Explaining it would imply that you thought the visitor was ignorant or unintelligent, which is just plain bad manners.  Even worse than the embarrassment of well-meaning agents of the court forced to carry out unpleasant duties on hapless foreigners are those savvy halflings who make the necessary gifts and pull the necessary strings in order to gain the implicit (but definitely required) return favors of a new ally, only to see that ally say "thanks", offer some pittance of a gift (which must be accepted) and then try to go about his business! Such shunned halflings make extremely tenacious and vicious enemies.

Tony

But the worst thing about the situation is, should you be shunned in that way, your only recourse is to offer a duel. As Alex Chalk points out, the duel involves inviting the enemy to live as your guest indefinitely. The foreigner is often so ignorant that they then reject the duel!

So not only do they have a tenacious and vicious enemy, but they are under the mistaken impression that this enemy is actually an overly-helpful halfling who keeps pressuring them to accept gifts and hospitality.

... and then they eat something that just so happened to be poisoned, and die never knowing what they did wrong.


CURSES, RUDENESS, COUPS, AND FAT GOVERNMENT CONTRACTS

Tony

Cursed items - you would expect these to be a problem for halfling society, as a halfling cannot politely refuse a gift. But, due to this, the cursed item can then be re-gifted with equal ease. This means the items cycle through multiple hands so rapidly that their curses rarely have time to take effect. It is, of course, polite to warn someone that your gift is cursed. Strangely, it is not considered impolite to give a cursed item as a gift.

Foreigners, especially ones who have offended a halfling in the way +Jeff Russell just mentioned, often find themselves the "lucky" recipient of one of these gifts. Depending on how offended they are, Halflings sometimes "forget" to mention the curses.

Other times, the halfling gifts a foreigner with a cursed item, warns the foreigner that it's cursed, and then is aghast when the foreigner refuses their gift.

-

Halflings don't have a word meaning "rude" - the closest word they use is "exile" - to a city-dwelling halfling's mind, there is no conceivable way that someone can be impolite and still be part of society.

Rudeness, of course, does not get you exiled. The halflings just don't have any other way to express the concept.

-

There is a story of a coup, where one disgruntled family riled up mobs of halflings, marched on the government, and overthrew it. They then installed themselves as the new rulers of the city.

However, since travelling through other halfling's property obliges you to give them a gift, and so many halflings marched throughout the city during this coup, the new rulers were so beholden by obligation that, in repaying all these new debts, they ended up bankrupting their family, and had to sell off their newly-gained government offices.

Although there were some changes, most of the original officials got their positions back, and not much changed. There has never been another attempt at a coup. The halflings claim this just proves that their social structure is superior to the chaotic, violent, politically unstable societies of humans.

This event may or may not have actually happened. Although it is well documented in a number of historical records, the records don't agree on which family instigated it, or what year it happened.

-

Tax collectors don't exist. The entire government & civil services are all run by "volunteers" - and halflings go to a lot of trouble to gain political positions, often paying large amounts of money to buy their way in.

Due to the rampant bribery, Halflings in government positions unofficially make a significant profit. This means that the lower-level government positions are more eagerly sought out than the higher positions, because they afford more contact with the citizens, and therefore more bribes.

Higher government positions are used to help out the halfling clans or for playing politics, rather than for personal profit via bribes.

Although there are theoretically elections for each government office, no election has been held in living memory. In practice, positions are passed from the previous holder to their chosen successor. In the case of untimely death, government positions are distributed the same as other belongings.

Many halflings who hold government positions also hire bodyguards, as it is not uncommon for them to be blackmailed or physically assaulted. Not all halflings use bribes to coerce an official to swing things in their favour.

This has led to the halfling phrase "bought the wrong job" - which is used much the same way as us humans would say "bit off more than he could chew" (Halflings would never use a phrase implying that overeating is bad.)
-
-
-

Tuesday, June 11, 2013

I Just Play Here

Session before last, the girls went into a dungeon.


That's good. I can prep for that.

(TPK which I had to retroactively undo because I realized I did the math wrong in the last round so actually they aren't dead. It was pretty funny. Long story.)


Then it turns out they want to play when I run my session for the on-line group.


So then they end up meeting up the on-line group in the dungeon.



There's a 3HD slime. Someone gets the bright idea to throw an Orb of Change at it, meaning it now is a tentacled, 2 headed slime with vampire heads.


They send it through a portal in the dungeon to the Hexenbracken.


Then they quickly go about meeting 2 dopplegangers who use their ESP to be like "Ok, you think we're otherdimensional analogues of you...we'll go with that" then release a(nother) apocalyptic undead guy* who nearly trashes the party before the fleeing party disperses all over the map via warp portals in the dungeon.


So suddenly I got two characters in the Land of Faerie, three in Voivodja, and the rest spread out all over Cobalt Reach and the dungeon.


Also a just-released death knight with a name and everything is heading around the corner to...well that would be telling.

Over the last few sessions the regular games I'm GMing have become so sandbox I feel much more like I'm playing when I'm GMing. Like a player. Like I have to keep going "Fuck, what makes sense next?". Like I pretty much can't prep for these sessions as discrete things, I just know my setting well, have a bunch of stuff in the drawer ready to pull out and go if they do this or if they do that. The decision tree is just way too fucking nuts.


I'm waiting for the players to tell me where I am and what I'm doing. It's really fun, I just hope the players are enjoying it as much as I am when I'm like "Hold on a second, I need to find where I left what's in the room I didn't think you'd find behind that door I didn't remember putting there in that dungeon I didn't think you'd go into on the level that wasn't even connected to this level until the thing you did last session next to the portal to the totally random location where the events you set in motion 8 minutes ago are playing out."



*Note to self: Going to need far more resources for During-Apocalyptic gaming.
-
-
-
-









_
_
-

Sunday, June 9, 2013

Nosebleed Noir

(Sketch for a Chill of Cthulhu campaign)
Desperation.
No deep ones, no tommy guns, no Delta Green, but not purist Lovecraft either--the horror is too personal.
The .45s do come out, sooner or later, in the backs of taxi cabs, and are just another part of the problem. They're never held steadily.
Nobody's ever very good at anything, even the monster. Except maybe pyrokinesis. If "big" counts as "good".
Things are wrong. Wrong is the key.
In the gothic as we've come to know it, it all feels right, sexy. That's what the word 'seductive' implies.
In the gothic the monster has to be known at least well enough to be attractive (which is why gothic eventually knew the monster well enough that you could be a vampire).
Not here: The metaphysical anomaly in Nosebleed horror is just wrong. All wrong all the time.
People forget to shave and it does not look good on them.
Anxiety piled on anxiety by anxiety with intermittent gore for punctuation.
Social anxiety--classes, races, machines, ideas, satires.

Was Rosemary's Ob/Gyn in the cult, too, or was he just representing the apathy of authority to the complaints of women and SAN-damaged citizens?
If we as an audience aren't even expecting an answer, that's Nosebleed. She's desperate and on the run and no-one cares and that's Nosebleed.

Body horror, brain horror.
The monsters aren't monsters, they're deformities. They aren't adapted for fighting, they aren't meant to do anything. They just appear and are wrong.
They can be shot.
They'll go down easy sometimes. This isn't survival horror.
But the evil doesn't care because it did most of what it was going to do to you as soon as you saw it.
Like all RPGs and few horror stories, the characters are criminals. They break and flee the law.
Unlike the classic Lovecraft--where any human law that lays eyes on the enemy sees this enemy as the enemy--this subgenre understands running-from-the-cops desperation as one more example of the desperation.
You never really know what anything is. The image will focus just enough to scare you, and then dissolve into maybes. The important thing is to get away. And that no-one cares.
Everything, really, is part of the horror, the supernatural is just a tiny, less refined particle of an overall horror. A horror that hasn't got its disguise right.
Again: Apathy.
No one will ever notice or care. Ok, they might run and scream, but their running and screaming is as much from you as from it.

The sounds are modern sounds--clinical echoes of footfalls and breathing in geometric modern rooms.
The source of horror is offhand because it's a dodge: the indian burial ground mentioned vaguely in the first act of The Shining isn't the problem, really, any more than the bourbon is--Jack is the problem. Or some misalignment between Jack and the family.
Or: if the problem doesn't start with the Torrances, it's less nosebleed. It's a slasher movie.
Ghosts, evil machines, aliens, whatever. It doesn't matter so long as its understood as way less of a big deal than the people. But it's never just a crazy person (that would be a slasher movie)--there's something expressionistic here--if the person is fucked up, it is because the world is and if the world is fucked up, it is because the person is.
And not the dream world either. Ours. It has to be identifiably ours.
Mechanically, I should mention, this works in Call of Cthulhu really well: players, unlike Lovecraft protagonists, quickly turn pragmatic when faced with horror and Cthulhu, unlike so many systems, is happy to watch them face the problem pragmatically and then fail at it and RPG cops, unlike Inspector LeGrasse, will not help you.
In this horror, the villains call the cops.
In Lovecraft people don't much try things, and when they do, they either work to the degree they need to to get you to the monster or they don't because you're using them against the monster. This is no way to keep a campaign going, as everyone already knows.
You don't see it, you don't see it, you don't see it, then you're gone.
In Nosebleed you might see it in the first scene, but then it disperses into a kind of ambience and it's not so much you're scared of seeing it (it's there) as what exact awful form it's about to crystallize into this next time.
If playing Night's Black Agents definitely engage Dust mode and Burn mode, possibly Mirror.