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ers a bullet ridden door he chops the rest of it down and enters a room full of riches hefty safe a goatskin spell book he ignores these and steals a ring made of gears and a phoenix print kimono feeling marginally better but still dying harry leaves through the not so pipe room back into the dust filled storage rapid footsteps harry hides behind a brass amphorae three spa patrons in bathrobes and biker moustaches arrive on the scene lead by the manager he demands they find the pipe inspector the spa bikers have guns under their bathrobes just like a certain someone a certain someone who s left behind a fresh trail of blood like a really gross snail meanwhile with baldy baldy returns up top he checks the wizard s schedule he s in a room marked out of order for the rest of his stay baldy sneaks into an adjacent office where he finds a fire escape plan map baldy unzips his golf bag he checks his carbine then he runs for out of order and kicks down the door khazan khiraj sits mostly naked by the side of a broad scum ridden pool the wizard has a metal eye and a strangely rubbery arm baldy fires twice and splatters the wizard s wizard brains all over the wall baldy takes a moment to steal the dead wizard s metal eye then runs down the halls and jumps out a window underground storage harry plays dead a spa biker finds him and bends down to check his pulse harry springs to life and fires his shotgun he misses the spa bikers riddle him with bullets harry returns screaming back to hell epilogue baldy stalks the mean streets congratulating himself on a job well done losing partners isn t the best but that s part of the job baldy passes a garbage can a familiar hirsute arm sticks out it belongs to harry nodens and the rest of him is there too mostly naked one legged but more or less alive baldy rejoices and drags his partner out of the trash can they reason the phoenix kimono likely being magical and all saved harry s life then they lived happily ever after on 1 10 pm no comments email this blogthis share to x share to facebook share to pinterest labels buckets of blood play report a recurring dream the time of night the dream began at sundown when the first pillow received the first head and plunged its sleeper into the common dream tomorrow at daybreak the dream will end and be forgotten some say the end comes soon everyone is worried vaguely worried at the very least yet time is a slippery thing people live and die in the dream they birth children real children or so they hope time passes and details are lost where were you last week or last year polite society does not tolerate such inquiries better to sweep the whole time thing under the rug perimeter check by travis anderson the dreamers the dreamers made the dream the city the apparitions the tarnished illusion of waking life the apparitions runaway fragments of a dreamer s fervid psyche they take ghastly shapes but are hidden by the veil of hours paranoia runs rampant in a world where your strange smelling neighbor could be a five headed cockroach plotting your demise by maxim veherin the veil and the eyes there are layers to the illusion theory and experiment would indicate there are at least twelve one may see into the higher layers by cultivating insight and what is the veil the lie of reason of cause and effect of law there are no boundaries in the dream only pure pan psychic chaos those who embrace the truth may exact their will on the dream in the process inevitably they lose their minds the gods the dreamers do not sleep alone perhaps the gods are avatars of their collective hope their dread and anguish creations of the dreamers just like everything else perhaps the gods come from outside of course they conform to anthropocentric archetypes how else could they be known either way it isn t strictly true that the dreamers made the dream the gods too leave their mark perhaps they are dreamers as well impression of the void by piotr jablonski the investigators law and order are hot commodities in a world without rules of course sufficient investigation often results in unsavory aftereffects that is for the investigators as a result the dreamers heap their troubles on freelancers sourced from society s lowest rungs they are destined for death madness or early retirement it is here of course that we find our players what is all this i had pulp apocalyptic on my mind then i read folligato by alexios tjoyas and nicolas de crecy made me think about the old common dream campaign after about an hour of shower storming and some seasoning borrowed from bloodborne here we are let me know if you ve got any recommendations for surrealist or dream oriented media i have acquired an unusual taste foligatto its a wild ride on 6 25 pm 2 comments email this blogthis share to x share to facebook share to pinterest labels common dream worldbuilding pulp apocalyptic map of the continental u s in 1959 after the dust storms cut the country in half after the pale fever took its due after the legion was driven out but not before they killed thousands with their war machines and preternatural flames just something for a deiselpunk setting i m working on inspired by indiana jones bioshock and the book of revelations if you want to use the map for your own nefarious purposes i would be honored traveler s guide to a ruined nation the united states president roosevelt hasn t been seen in public since his victory over the legion the western states have succeeded more will follow the c i a sticks its tendrils wherever they ll fit the southern occupation administrative zone s o a z aims to enforce federal law in the legion s former strongholds military leadership coagulates into looter cliques with little interest in turning over their power tuskegee semi autonomous republic territory turned over to the south s black partisans the s o a z seems to think tuskegee answers to them roosevelt s administration disagrees the republic itself takes a third stance on the issue transappalachia abandoned by s o a z forces in 1950 dominated by charismatic cults and ex legion warlords played off each other by the c i a the triple states theoretically subject to federal jurisdiction functionally the wild west home to fugitives cowboys and oil barons the dust storms they tear flesh and spark arc lightning worse they carry the pale fever gas masked madmen lurk in the ruins of colorado deseret revolutionary mormon republic preparing itself for the end times rich in gold starving for water las vegas loophole through deseret s strict import export policies managed of course by organized crime what isn t these days the sonora mojave league abandoned by the capitals in both east and west their country ballads would have you believe its the only free place left on earth the pacific consortium a defective fragment of the legion s military industrial complex their airships cruise the skies seeking profit before war sometimes they bring war anyways on 8 57 pm 2 comments email this blogthis share to x share to facebook share to pinterest labels pulp apocalyptic worldbuilding campaign retrospective the common dream about two years ago now on a dark rainy night at the campus library i wrapped up a little campaign inspired by aleksi serviö s gloom its been on my mind lately and enough time has passed i think that now would be a good time to dissect the soggy corpse and find out what made it tick credit chris cold so the nightmare begins again premise was that a sleeping plague afflicted the waking world plunging my players into a soporific nightmare realm which in time would steal them of their memories minds and life in order to forestall this terrible fate they cooperated with a mysterious paraplegic sailor who promised them freedom from the dream in return for the star charts he needed to navigate these star charts of course were scattered across dungeon islands and invariably held in the clutches of their most villainous denizens in plain parlance the gameplay loop was sail to island explore find star chart kill its owner return to ship nothing groundbreaking but the whole dream thing meant i could throw in anything i wanted the mysterious menagerie of dr orville boros of course the meal of oshregaal reskinned as a piratical caper sure why not bespoke dungeons made by yours truly absotively now the problem with this smorgasbord approach was a lack of interconnectivity on the one hand the islands were fictionally separated by the ocean so it sort of made sense on the other the islands hyper individuality made it pretty clear that they only existed to be the dungeon of the week and that can be fine but there is a certain richness in your players gradually uncovering the truth about the world drawing connections between disparate places and people then backtracking to unravel past mysterious armed with well won knowledge i sort of made a stumbling stab at building the common dream into a more cohesive world by posing questions such as who is the dream king where did the dream come from what power do the star charts hide who is the sailor where are all these demons coming from what is happening in the waking world theory was anti canon would save my bacon problem was when my players set about finding answers they could tell i didn t have them this reduced their investment understandably if i had to run all this again i would have some answers in mind and i d probably include one or two raft fulls of shanty singing corpses who follow the players from island to island credit quaresma time is a thing you put on the wall the moon bore the face of a clock each session i gave my players 12 in game hours to wrap up their business on the island at midnight everything re set dead players came back with nerfed stats enemies revived dungeon semi randomized at least that was the idea anyone who s played a rogue like knows how frustrating it can be to face the same challenges again and again as it turns out its kind of the worst in trpgs in my infinite wisdom i attempted to rectify this problem by not reviving the enemies and leaving the dungeon layouts alone so in effect my players were just immortal worse they knew they were immortal hijinks ensued the fun kind of hijinks but ultimately just as in the real world immortality bleeds life of its worry its tension and its joy what would i change twelve in game hours then the island sinks into the sea die in the dream you die in real life maybe every few hours some sort of pelagic horror would crawl out from behind the moon and set about eating everyone that sounds fun credit chris cold the numbers what do they mean this brings us finally to the game system i ran common dream in the cypher system with all homebrew character options and items newsflash the cypher system s resolution and class systems are about as intuitive as the finer details of classical latin grammar at least for my players personally i thought it would run much smoother alas now what i did like were the cyphers themselves powerful limited use items few things are better to evoke strategic thinking i included some permanent magic items as well these were exploited which can be fine but at times did break the game never talk to me about magnets not ever i think bastionland s got the answer to this pepper your magic items with limited uses inconvenient girths terrible prices or wills of their own just delicious as to the character options i think perhaps i should ve just thrown them out the window its kind of weird to me that xp just lets your milk your race class whatever for inexplicable jumps in ability it turns players inwards they see only dollar signs and their amazon cart that s a super wonky metaphor but i m keeping it if character progression lies in the world itself in people in objects in knowledge then the players have a better reason to interact with it the osr sphere has spilled a lot of scrumptious ink on this subject in conclusion harsher time pressure more intentional worldbuilding diegetic advancement credit hassan tabrizi on 6 21 pm no comments email this blogthis share to x share to facebook share to pinterest labels campaign retrospective common dream worldbuilding a world in 13 items i am alive and so is this blog and what better way to celebrate my resplendent vivification than to swing into a blog challenge fashionably late 1 bearskin cloak head intact 2 sabatons molded into bewildered faces 3 saddlebag full of fragrant white moss 4 honeycomb fat as a fist wrapped in oiled leather 5 book of daily prayers held together with homespun thread 6 crow friendly missing a foot 7 handful of tarnished silver rings 8 lifelike golden mask of a bearded king 9 wooden sword hewn from an enormous rose thorn smaller spines sprouting out of the pommel 10 tower shield its face heavy with rot smelling arrowheads 11 heavy ceramic flask painted with a black sun 12 lock of soft dark hair bound with a silver chain 13 necklace of decayed severed hands strung on a rope well that was fun perhaps i ll dive deep into the challenges of the past milking them for creative initiative who can say on 6 03 pm no comments email this blogthis share to x share to facebook share to pinterest labels challenge worldbuilding parleying is combat with words i ve often found pc npc negotiation unsatisfying don t get me wrong its an important part of the game but by great golly goodness isn t it hard to make negotiation fair maybe its just because i ve had the privilege of playing with a couple of inexhaustible polemicists but far too many negotiations wind up in one of two categories 1 the pcs spent an hour of irl time badgering the npc until they get their way 2 the npc puts their foot down because they re a king or a god or whatever the pcs badger them for an hour of irl time to no avail in either case i wouldn t necessarily claim that the pcs deserve their victory defeat nor would i claim it was fun for any party involved personally i like both deserved outcomes and having fun to that end i ve slapped together a rules framework for how to handle negotiations or to use the slightly more evocative term parley when to parley i designed these rules for a fairly narrow selection of situations for their best application both of the following should be true 1 the pcs are trying to get something out of the npc it could be a favor a change of heart shakedown money whatever the key here though is that the parleying is inherently asymmetric there s not really a fair way to have a npc force a pc to do things their way at least not via sub games 2 its unclear how the npc would respond if the pcs want the generous farmer to lend them a room for a night just have it happen if they re asking for an interest free loan from the dracolich don t have it happen unless it makes sense basically if you can figure out how the npc would respond in a couple minutes don t bother with having a proper parley how to parley you go around the table having each pc make a re...
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