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mail this blogthis share to x share to facebook share to pinterest labels shorties theory thursday may 13 2021 getting rid of dungeons i m going to take a look at the glog and see what happens when the dungeon is removed from it this is a question i m having because i ve been seeing a lot of non fantasy non dungeon crawling glogs flying around lately and i m curious the goal is to come out of it with a set of general guidelines when taking the dungeon out of the glog hopefully applicable to games outside the glog as well that said here are the general guidelines 1 most importantly this is the big tl dr point of my post dungeon delving is a specific gameplay loop based on wagering resources see this diagram from this blog post you will need to replace this loop with a different loop 2 the fundamental systems of dungeon delving games are all resources specifically in dungeon and out of dungeon 3 in dungeon resources inventory space light time minutes hp supplies secondary resources md ammunition this also includes mechanics like random encounters which turn time into a resource 4 out of dungeon resources time weeks gold xp characters 5 for each of these systems and the specific mechanics that comprise them consider whether you need it in your game some things like light as a resource really only make sense in dungeon contexts some things like hp will likely be tweaked rather than thrown out entirely still really consider them some things that seem easy choices may not be gold for example i m of the opinion that a cyberpunk game with a currency and a price list is worse for it but that s just me or xp which divorced from the mechanic of gold as xp probably shouldn t be tracked as a granular number the glog folks delta templates by squigboss are an alternative xp mechanic that i would guess has risen up as an answer to games that are deemphasizing dungeon play tell me if i m wrong though i m still a newcomer 6 what s left core conflict resolution mechanics dice stats rolls combat harm characters more importantly nothing else what s left is barely a game you could play it but it just turns into a shittier version of what d d 5e does with all the onus to guide players to what they should be doing at any given moment placed on the adventure and the skill of the gm ripping out dungeons has ripped out the game from the game take a good look at your dungeon less game whether it s a gloghack or one pager or whatever does it have a strong clear gameplay loop if not it probably needs one and here s me running through a glog and thinking things out which i did before writing the above i m using skerple s many rats on sticks just going through it in order 1 core rules these are pretty foundational no reliance on dungeons here though you ll probably want to change up those derived stats depending on what your goals are 2 combat there s quite a bit of stuff that is fantasy but nothing that explicitly requires a dungeon we see our first hints of dungeon based design with the list of things you can do on your turn keeping strict track of movespeed down to the foot is way less important outside of the cramped corridors of dungeons quick draw slots are more general but still assume you really care about inventory shenanigans healing is interesting healing itself isn t a dungeon only thing but the way its been done is that it requires resources both actual rations and time is one system that slots into the gameplay loops dungeon crawling creates there s also the types of healing specifically short and small vs long and complete though this is less dungeon specific 3 death and dismemberment not really tied to dungeons moving on 4 inventory and items light sources and hirelings inventory management is one of the crucial foundational systems to the dungeon gameplay loop you cannot bring everything you could possibly need into the dungeon you may not be able to bring everything you want out it does a lot of things such as making multiple trips a common requirement along with limited hp pools same with light as a resource which interacts more with time though in practice i ve never really had a moment outside of extreme circumstances where light was an issue games without dungeons will probably not need to track inventories so meticulously and will probably use more abstracted systems if they have a system at all 5 dungeon and wilderness procedures as for dungeon procedures nuff said most of this section is devoted to time one of the fundamental resources in the dungeon wilderness is interesting why do we have wilderness in dungeoncrawling games all the land in these kinds of games can be roughly divided into dungeon town wilderness what purpose does putting obstacles in between the dungeon and the town serve you could just say to represent the distance between things in real life but that doesn t really satisfy me if that were true we d just have a system to convert distance into time resources spent traveling and mark it off the inclusion of wilderness rules what a hex is traversing hexes populating hexes indicates a sandbox style of play that s their purpose notice a game like troika which really deemphasizes the sandbox does not come with wilderness or travel rules forgive me i ve never read aff so troika was my go to pull 6 introduction for new players osr stuff not dependent on dungeons 7 characters now we get some meat first up gold for xp this is very strongly tied to the dungeon delving loop xp is gold is a resource that is spent else splitting gold xp would not be a thing xp is not a tracker or a measure of progression in dungeon delving games it is a resource this is why retirement mechanics are a thing any xp being spent on a character past level four is not as effective as it would be on a character under level four the social class systems are for medieval stuff moving on not gonna get into every little ability but here are some highlights ancestries some ancestry abilities are very dungeon y can eat rotten food as rations some are not can track a creature by smell notches assumes and is balanced around the fact that you are delving into meat grinder regularly beware when adapting it to systems with other assumptions anything with omens for obvious reasons random encounters are often the only time pressure the game is bearing on the players magic dice as a secondary resource to be managed in the dungeon gameplay loop plus spells as reward 8 tables and stuff the thing to note here is the price list what purpose does tracking the actual cost of things serve as opposed to a more abstract system such as wealth levels honestly its probably just that it slots nicely into the gold treasure thing in exchange for the large mental burden of keeping track of gold down to the copper piece you get a single measure for quantifying the expense of both small basics like rations and torches reoccuring costs like hirelings and projects as well as large purchases like castles or boats trying to simplify the system on one end makes it incompatible with the other even abstracting copper and silver out causes issues and that s that read more at may 13 2021 no comments email this blogthis share to x share to facebook share to pinterest labels theory saturday april 3 2021 gloghack part 2 it s basically playable now at april 03 2021 no comments email this blogthis share to x share to facebook share to pinterest labels game thursday march 25 2021 woot woot gloghack started im doing a mashup of lancer and the glog dungeon crawling in mech suits cuz i wanna run a space robot game but i can t run lancer small and smooth brain i know some of yall are fiends for in progress shots for like posterity here s the first draft it s missing everything except what it needs to be legible to do character creation the other three classes more parts endless parts dungeon rules town rules shopping i guess a little more setting stuff at march 25 2021 no comments email this blogthis share to x share to facebook share to pinterest wednesday march 17 2021 what is a cleric here is my thinking on clerics and how they fit into a system my base assumptions 1 adventurers are not normal people a fighter is not a normal soldier if you ve been in ttrpgs for a while you ve probably heard someone explain why you can t send an army into a dungeon a thief is not a normal petty criminal wizards are not normal period therefore clerics are not normal religious figures and the normal religious figures of your game should not be able to do the things clerics are able to do 2 clerics are not wizards wizards should not be able to do the things clerics are and vice versa even if the wizards can cast healing spells and the clerics can call down lightning the mechanical and fictional basis methods and results of their actions should differ so wizards can heal but for a different cost with a different result and fictionally in a different way based on these my main point clerics are defined by their relationship with outside forces that their power is not within them is important that it is a relationship is important what does this mean for example the skerples sorcerer is defined by the instability of their internal power mechanically there is no resource the sorcerer is a game of betting on a jenga tower glog wizards in general are defined by the management of a resource how much of their resource they must expend to succeed while not burning through it all too fast even flavorwise if you subscribe to the spells are living things business there s no relationship there you re looking for a living resource and figuring out where to stick it which ones to shove in your head and which ones to shove in a scroll so now you ve got a choice is your cleric magic or not if the cleric is magic they carefully maintain a relationship with an outside force or forces who in turn channel their functionally infinite power through the cleric what limits the cleric is not how much juice they personally have to power workings but how much juice the outside force is willing to provide huge and powerful magics is not a matter of cost to the cleric they won t burn up in smoke because the power of a miracle was too much for their mortal body to handle it s whether they can persuade the outside force to manifest to do them this favor and the danger is in the unpredictable machinations of these outside forces amaterasu hides in the cave god turns lot s wife into a pile of salt poseidon blows odysseus off course for a decade this is tricky to represent mechanically in a satisfying way i think at least nothing comes to mind immediately i need to think more on this kind of relationship system because the current model of here s some tenets follow them and receive boon break them and receive punishment isn t doing it for me if the cleric is not magic their power is in their ability to create relationships with outside forces which is not possible for the other classes exorcist is the all time classic using nothing but some paper with stuff written on it some candles some beads and their unshakeable faith the exorcist converses bargains tames all manner of otherworldly powers that s a bit unclear so lemme explain another way with the classic 4 man party fighter thief wizard cleric what does each one deal with my thoughts here are heavily based on this wonderful post that i love the fighter removes hostile combatants the thief removes non sentient obstacles the wizard deals in magical problems then the cleric deals with the things the other three don t here s a fun chart i just made the non magical cleric s power either comes from the ability the know how to command or to deter these sentient ethereal forces i feel like there s a better word pair than material ethereal but i can t think of one that s my thoughts on clerics course you could always just not have clerics fighter thief wizard is a great dichotomy now that i m thinking about it i should write something up on fighter thief wizard vs fighter thief wizard cleric addendum had some more thoughts over on the glog discord here s a bit from that zombies wights skeletons etc ran as they most commonly are basic enemies the fighter is actually the best bet to deal with these undead enemies are commonly a test of how much damage a party can pump out and that is the fighter s specialty you could make undead enemies the clerics purview that would probably involve something similar to 5e s famous channel divinity turn undead magical traps mysterious runes rooms with wacky effects that s wizards who often have mechanics that allow them to identify unknown effects and disable magical fixtures magical enemies say sorcerous pigman fire breathing wing boars manticores again wizards are the ones identifying these creatures and protecting the party from their strangeness spiritual and ghostly hijinks possession confusion mind altering effects weird ghost stuff save or the ghost enters your body become increasingly hungry no amount of rations can sate you do something about it or die of hunger in a day the ghost died of hunger if you can be exorcised this challenge becomes trivially easy angry spirit intangible chucking shit around the room fireballs don t hit intangible things that makes no sense non harmful obstacles you get a deep feeling of dread as you enter this room cleric you know this is a spirit at work your hirelings refuse to enter deal with it or find another way around so i guess what wizards specialize in is magical problems that can be solved if you know what the problem is and what clerics specialize in is magical problems that can t be solved even if you know what the problem is just like how thieves deal with mundane problems that can be solved if you know what the problem is traps that is im leaving out locked doors and walls to climb and fighters deal with you get the idea at march 17 2021 1 comment email this blogthis share to x share to facebook share to pinterest labels theory tuesday march 9 2021 four flesh spells i was working on a project but i ran out of juice salvaged these four spells out it they re all flesh related 1 lump r 10 t point d 1 day create a lump of flesh and skin sum feet across after 24 hours it quickly dissolves into a stain it bleeds but does not contain organs it does not react to sensory stimuli it registers as alive to anything that can sense the living but not as having a soul 2 bind r touch t creature d 1 hour a willing target has their wounds temporarily knit together regain sum hit points for the duration at the end of the duration they lose that many hit points if sum is greater than the amount of missing hit points do not go over they still lose sum hit points after the duration 3 detach r touch t creature d sum x 5 minutes detach target limb from a willing creature a limb can be any part of an arm or a leg up to the entire limb the limb can move as normal under the creature s control the creature suffers no harm and the limb ca...
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