For stocking buildings in towns created using this generator: http://lizardmandiaries.blogspot.com/2022/12/d40-town-generator-travail-saga.html
Created for his game: https://lizardmandiaries.blogspot.com/2022/05/travail-saga-pdf-released.html
(Sorry, I've kept the raw tables to myself this time! Just click the buttons (or steal them from the HTML/message me if you want them!)
Thursday, 29 December 2022
Fantasy Town Building Stocker (Travail Saga)
Wednesday, 28 December 2022
12 days in The Wastes of The Real!
A little while ago I put a little one page game out called "The Wastes of The Real": https://mraston.itch.io/the-wastes-of-the-real
The description is:
- The waste of the real begins as an un-detailed, amorphous and vaguely post apocalyptic wasteland.
- Each day the players, through the actions of their band of survivors, bring additional details to the wastes.
- Each day each band of survivors also grows in detail and specificity through the description of their player.
I just finished a game with 8 players. . It was 12 turns, representing 12 days. The ending was rather spectacular involving a giant snake of metal, a spaceship, a magical goblet summoning a massive storm and ghosts!
The turn summary document is nearly 18k words, so I am not going to transcribe it here, but you can pursue it at your leisure, seeing the events of the wasteland from each bands point of view!
Enjoy!
https://docs.google.com/document/d/1Uz61rB_dtVaCNLcXmAZHaCIWkGPHAazR9aeL-MhtYOM/edit?usp=sharing
Monday, 26 December 2022
Diceless Universal
I feel that I buried the lead a little bit with the Diceless Travail Saga post from the other day ( https://lizardmandiaries.blogspot.com/2022/12/diceless-travail-saga.html ), as there is a nice little universal diceless system in there that is somewhat obscured by the Travail Saga tables/wordage!
You can take the ideas here and apply them to any list of attributes/skills you have laying around/are stolen from another game/setting you like the vibe of. The attribute and skill list of a gameworld implies a lot of the setting so getting your hands on a good/making one is a boon!
Making a Player Character.
Players control a player character (PC). PCs are composed of Attributes and Skills.
The level that PC attributes/skills begin the game at, and how they progress is the purview of the referee! Each incremental number on the Attribute/Skill descriptor table provides a description of that Attribute/Skill that applies to that PC, the referee uses this description when making judgement about what happens in the game!
- Severely weak
- Very weak
- Weak
- Somewhat weak
- Somewhat strong
- Strong
- Very strong
- Severely strong
- Awesomely strong
- Impossibly strong
- Severely inept
- Very inept
- Inept
- Somewhat inept
- Somewhat competent
- Competent
- Very competent
- Severely competent
- Severely competent and somewhat skilled
- Skilled
- Very skilled
- Severely skilled
- Severely skilled and somewhat masterful
- Masterful
- Very masterful
- Severely Masterful
- Severely masterful and somewhat godlike
- Godlike
- Awesomely godlike
- Impossibly godlike
The levelling up process is also the purview of the referee. Here is a suggested table of what is required for a PC to increase in level. What progress in Attributes and Skills is accompanied by a level up is the purview of the referee. The referee may choose to abandon an abstracted levelling process and just have attributes and skills descriptors improve organically through gameplay!
1, To get to next level, do something interesting
2, To get to next level, do something that changes a small group
3, To get to next level, do something that changes a large group
4, To get to next level, do something that changes a whole building/structure
5, To get to next level, do something that changes a town/settlement
6, To get to next level, do something that changes a whole biome/environment
7, To get to next level, do something that changes a whole continent
8, To get to next level, do something that changes the whole world
9, To get to next level, do something that changes reality
- The referee presents a shared imaginary world to the players.
- The players tell the referee what they want their PC's to do (perhaps explaining why they may be successful in such an endeavor).
- The referee tells them what happens.
- If a Non Player Character/The Environment, etc is taking an action that involved a PC, the PC can tell the referee how they attempt to react (Say, if the NPC was swinging a sword at them for example!)
- (How much agency and the attribute/skills descriptors applied to NPCs is of course the purview of the referee!)
- (Suggestion: PC's cant attempt a skill without 1 level in it! They shall have do do broad and inferior simulacrum of such a feat using their attributes!)
- (If you really need to roll a dice attribute checks would be a d10 attribute level number or below, and skill checks would be d20 skill level number or below)
If you have any good skills/attribute lists, share them below!
Friday, 23 December 2022
Dungeon Idea Generator (Travail Saga)
Perhaps the last Travail Saga (https://lizardmandiaries.blogspot.com/2022/05/travail-saga-pdf-released.html) generator that will be made! Generate up some dungeons ideas! Click the buttons to get a dungeon.
Automated Dungeon Idea Generator:
Sunday, 18 December 2022
Random Cyberpunk Thing Generator!
I swear Shit Future will be out any day now!
In celebration, here's a "Random Cyberpunk Thing" generator!
From: https://www.facebook.com/photo/?fbid=119507020987807&set=pcb.119507224321120 |
(If you already know what the thing in question is - you don't need to click the last button!)
Saturday, 17 December 2022
d40 Town Generator (Travail Saga)
For creating towns for Travail Saga ( https://lizardmandiaries.blogspot.com/2022/05/travail-saga-pdf-released.html !
There is an automated version at the bottom of the post!
d40 Town Generator:
Town colours (roll twice and combine):
Gold
White
Yellow
Orange
Cream
Grey
Light blue
Dark blue
Speckled white
Glass
Opaque glass
Fresh green
Rainbow
Bright pink
Bright red
Silver
Clear blue
Copper
Iridescent white
Brown
Red
Tan
Pale pink
Beige
Shimmering prismatic
Purple
Bright green
Pale yellow
Wine red
Puss yellow green
Bronze
Ash
Dark silver
Deep purple
Rust
Pale brown
Dull grey
Bone
Black
Glowing indigo
Town base architecture:
Stone domes
Stone cubes
Cloth domes
Cloth spheres
Open air marquees
Stone towers
Wooden towers
Underground cubes
Underground domes
Wheeled wooden domes
Wheeled wooden cubes
Structureless, inhabitants possessions out in the open demarcated by flagpoles
Small, mobile, cloth tents - designed to be packed up and moved swiftly
Burrowed out trees and branch huts
Craggy domes of quartz
Paper mache domes
Living intertwined vine domes
Glass domes
Glass spheres
Metal cubes
Metal towers
Stone huts within ancient stone ruins
Wood huts within ancient stone ruins
Bone domes
Bone cubes
Small dome huts
Canvas hung taught over stone columns
Leaf canopy domes of living trees
Grand lead canopy halls of living
A jumble of architectural styles - roll twice and combine
Shacks built against ancient toppled stone statues
Wood cubes within a cavern
Stone cubes within a cavern
Living pits of rammed earth covered with cloth
Living pits of stone covered with cloth
Metal cube cages - some covered with cloth
Metal dome cages - some covered with cloth
Towers of living coral
Metal spheres
Stone spheres
Town appearance:
Inviting and charmingly decorated
Organised, neat and tidy
Gaudy and too brightly decorated
An abundance of decorative objects hang from the buildings
Buildings are often missing walls and ceilings
An abundance of flags and banners flap in the wind
An abundance of construction work is taking place
Buildings and decorations are disturbingly too small
All doors are hidden from plain sight
Magical illusions are used abundantly as decorations
All the buildings seem recently constructed and fresh
The buildings are all ornate and opulent
Painted written word ( thoughts, plans or ravings) cover the buildings
Buildings are decorated with objects preoccupied with death
Buildings are splattered with blood and viscera
Buildings are decorated with preserved internal organs
Buildings are decorated with mirrors and or other reflective surfaces
Everything is wet, flooded and damp
Buildings are all eerily of the same size
Buildings are all scrubbed spotless and violently clean
Buildings are decorated with cages containing captured animals
The vegetation is wildly overgrown
There is much evidence of feasting, revelry or celebration
Huge, sweet smelling flowers or other vegetation induce calmness and quiet
Refuse is strewn through the streets and heaped against buildings
Many of the buildings have recently been burnt
Many of the buildings have recently been destroyed
Stone pools line the streets
Vision inducing natural pools line the streets
The buildings are all monstrous and decorated most horribly
The buildings are disturbingly huge
All buildings are all wrapped in cloth and other soft coverings
The buildings are all showing signs of ruin and disrepair
The buildings are all sinking beneath the ground
The buildings are crude, rude and blunt
The buildings are all crushingly low or too close together
All the buildings are aged, ancient and dusty
The buildings are awe inspiringly high
The streets are filled with objects designed for death, pain and torture
The streets are too dark and shadow filled
Town atmosphere:
Peaceful
Holy
Enlightened
Aloof
Vacuous
Ghostly
Ethereal
Quickened
Aristocratic
Guileful
Faded
Rejuvenated
Gilded
Philosophical
Bloody
Contemplative
Just
Rigid
Vengeful
Cleansed
Hardened
Wild
Savage
Chaotic
Burnt
Destroyed
Ruined
Gleeful
Prophetic
Monstrous
Terrifying
Giant
Secretive
Sanctimonious
Honest
Venerable
Warlike
Demonic
Vile
Dead
Town key industry:
Holy site of pilgrimage
Local capital - leaders meet here
University town
Guard training
Cuisine
Industrial production
Monster breeding
Record keeping
Drama performance
Visual arts
Frontier town - providing supplies to explorers
Banking
Port (sea, river, sky, etc)
Beasts of burden
Logging
Hunting
Fishing
Herb growing
Alchemy
Poison production
Market trading
Locksmithing
Surgery
Medicine
Merchantry
Mining
Crop farming
Animal farming
Metallurgy
Weapon smithing
Armour smithing
Masonry
Tanning
Butchering
Tailoring
Engineering
Mercenary town
Wizarding town
Resort town
Religious services
The town is run by:
Church/cult
Council
School
Guard
Social club
Trade union
Monster breeders
Historians
Dramatic performance troupe
Artists
Explorers
Weather trackers
Sailors
Riders
Conservationists
Hunters
Fishers
Herbolagists
Alchemists
Poison brewers
Thieves
Locksmiths
Trackers
Surgeons
Doctors
Merchants
Prospectors
Farmers
Cooks
Metallurgists
Miners
Weapon smiths
Armour smiths
Masons
Tanners
Butchers
Tailors
Engineers
Mercenaries
Wizards
Town Population level:
A handful of people
A handful of small families
A handful of large families
Hundreds of people
Thousands of people
Tens of thousands of people
Automated version (press the buttons!):