Tuesday, 26 January 2021

Weird Fantasy Location Generator

(Written for Kontext Speil D6: https://lizardmandiaries.blogspot.com/2021/01/kontext-spiel-d6.html ) 


The following tables will create a random location in a weird fantasy world using three words. The format is Descriptor, Place related descriptor and Place. Roll a d66 (roll two d6, the first represents the tens digit, and the second represents the ones digit) for each table to get a random location. Combining several locations together, as well as considering the relationships between those different locations, should create a dynamic, interesting fantasy world.  


Hallowed Cliff Village (with angels) 


Descriptor: 

11. Burning 

12. Hallowed 

13. Mossy 

14. Synthetic 

15. Crystalline 

16. Sterile 

21. Claggy 

22. Ethereal 

23. Encrusted 

24. Infested 

25. Labyrinthine  

26. Industrial  

31. Smoky 

32. Bloodsoaked 

33. Cursed 

34. Acidic 

35. Milky  

36. Flooded  

41. Molten   

42. Frozen  

43. Verdant   

44. Dripping  

45. Steaming 

46. Shadowy 

51. Glowing 

52. Mouldering  

53. Roiling 

54. Sinking 

55. Floating  

56. Titanic 

61. Insectile  

62. Dusty

63. Desecrated 

64. Abandoned  

65. Idyllic 

66. Shimmering 


Placed related descriptor:


11. Cage

12. Vine 

13. Bone 

14. Boulder 

15. Shrine  

16. Mushroom 

21. Brick   

22. Pit   

23. Pool  

24. Machine 

25. Sewer 

26. Ore 

31. Monument 

32. Sand

33. Cave 

34. Glass 

35. Eye 

36. Obsidian 

41. Marble 

42. Gem

43. Refuse 

44. Fog 

45. Rain

46. Cliff 

51. Garden  

52. Vat  

53. Graveyard   

54. Canal  

55. Slime  

56. Shell 

61. Blade  

62. Needle 

63. Nest   

64. Ring  

65. Dome  

66. Vapor 


Place: 


11. Island 

12. Hill 

13. Beach 

14. Desert 

15. Lake 

16. Village 

21. Temple 

22. Cavern 

23. Ruin 

24. Crater 

25. Mountain 

26. Bridge 

31. Tower  

32. Manse  

33. Laboratory  

34. Plain  

35. Jungle  

36. Forest

41. Factory  

42. Prison  

43. Library  

44. Menagerie 

45. Fortress 

46. River 

51. Town  

52. Sea 

53. Crypt 

54. Hive 

55. Swamp 

56. Palace  

61. Dock   

62. Reef  

63. Volcano 

64. Valley 

65. Road  

66. Market


Floating Rain Laboratory



Friday, 22 January 2021

Generic Weird Fantasy Random Player Character Classes

(Written for Kontext Speil D6: https://lizardmandiaries.blogspot.com/2021/01/kontext-spiel-d6.html

The following tables will define a new PC using three words. The format is Adjective, (profession related) Noun and Profession. Roll a d66 (roll two d6, the first represents the tens digit, and the second represents the ones digit) for each table to get a random Character Class. Alternatively players can pick a word from each list. 


These lists are just an example (as is the structure), the Referee is encouraged to create their own words to define the PCs that reflect the imaginary worlds they are presenting to the players.  


Noxious Curse Scion


Adjective: 

11. Musclebound 

12. Enchanted 

13. Enormous 

14. Zealous 

15. Aristocratic 

16. Sneaky 

21. Enlightened 

22. Ghostly 

23. Swift 

24. Hardy

25. Rich 

26. Mutated 

31. Destructive 

32. Prophetic 

33. Terrifying 

34. Ancient 

35. Profane 

36. Sacred 

41. Persuasive 

42. Perceptive 

43. Resourceful 

44. Enduring 

45. Erudite 

46. Versatile 

51. Deceptive 

52. Cunning 

53. Adamant 

54. Haunted 

55. Baleful 

56. Dapper 

61. Noxious 

62. Tenacious 

63. Comely 

64. Doomed 

65. Lucky 

66. Armoured 


(Profession related) Noun


11. Hill

12. Desert

13. City 

14. Sea 

15. Dream

16. Beetle 

21. Bone

22. Sun

23. Moon

24. Crystal 

25. Curse 

26. Street 

31. Worm 

32. Bird 

33. Vermin 

34. Fish 

35. Lizard 

36. Beast 

41. Mountain 

42. River 

43. Water 

44. Fire 

45. Ice 

46. Poison 

51. Pestilence 

52. Flesh 

53. Star 

54. Death 

55. Fungi 

56. Invocation 

61. Vine  

62. Sky 

63. Cavern 

64. Mind 

65. Gold 

66. Shadow 


Profession


11. Paladin 

12. Wizard 

13. Knight 

14. Priest 

15. Alchemist 

16. Occultist 

21. Thief 

22. Druid 

23. Merchant 

24. Troubadour 

25. Gladiator 

26. Noble 

31. Wanderer 

32. Dragoon 

33. Physician 

34. Sailor 

35. Assassin 

36. Ascetic 

41. Tamer 

42. Smith 

43. Ruffian 

44. Inquisitor 

45. Corsair 

46. Mancer 

51. Hunter 

52. Rider 

53. Archer 

54. Mason 

55. Banisher 

56. Operative 

61. Scion 

62. Lancer 

63. Mystic 

64. Blade 

65. Pathfinder 

66. Mountebank


Comely Beetle Mystic


Tuesday, 19 January 2021

Kontext Spiel d6

I finally got around to playing my FKR/Mafia mashup game Hush (http://lizardmandiaries.blogspot.com/2020/10/hush-beta-fkr-x-mafia-x-scifi-hijinx.html) and realised how damn fun running games in the Free Kriegspiel style is! So I went bonkers and outlined the Hush rules a little bit more, here is the result. 


How to Play

  • One player is the Referee, the other players will each control a Player Character (PC).
  • The Referee will describe the imaginary world explored by the PCs, and determine the result and impact of their actions. Importantly, the Referee will determine the result of any Conflict Tests conducted by the other players. 
  • The Referee’s role is to ensure the game world presented to the other players is both interactive, dynamic, interesting and dangerous. 
  • The Referee is free to interpret and present the imaginary world as they see fit, but it is important that this is consistent and that concrete consequences for the PC’s choices and actions are enacted.
  • The PC’s role is to have interesting experiences without dying. 

Conflict Tests: 

If a Player Character (PC) comes into conflict with some Aspect of Reality (or another PC), both they and the Referee (or the other player) roll a d6. The highest roll wins the conflict. 

  • If a Player/Referee can argue them; add situational bonuses of +X to either roll.
  • If the Player/Referee can argue them; add situational penalties of –X to either roll. 
  • Easy Test: If a PC/Aspect of Reality is in a very likely position to win the conflict, they can roll twice and use the highest result.
  • Hard Test: If a PC/Aspect of Reality is in a very unlikely position to win the conflict roll twice and use the lowest result.
  • Re roll ties (Or, for a safer a world, the defender wins ties. For a more deadly world, the attacker wins ties).  

Moments

When needed (for example during combat lasting more than a single Conflict Test), events in the game can be played out in Moments. 

  • The Referee determines the order in which entities (PC’s and other characters/creatures/objects/etc in the game world) act. Then each entity has a moment to do something. Any conflict in these moments is resolved with a Conflict Test. This cycle of moments is repeated until the conflict/tension is over. 
  • In the game world a Moment is only a few seconds long - The Referee rules what exactly an entity can get done in a Moment, ensuring they are fair and equitable to all involved. 
  • The specific order in which entities act out their Moments may be determined by the Referee’s interpretation of the situation and the attributes of the entities involved, or Conflict Tests between entities to determine who will act first. 

Damage and Death 

The Referee contextually judges when an entity (PC or other characters/creatures/objects/etc) is damaged from a conflict, the impact of this and the possibility of their death/destruction.  

Any injuries received by a PC  must be noted on their Character Sheet. The Referee must be made aware of any injuries a PC has before they make any subsequent Conflict Tests, so appropriate penalties can be applied. The Referee should make similar notes for any injured pertinent entities. 

A suggested, but not necessary, system for tracking injuries/simulating the chaos of combat is as follows: 

  • If hit an entity rolls a d6 to determine where they were struck:  
  • 1=head 2-3=arms 4-5=legs 6 torso. 
  • The referee can then extrapolate the impact of a wound in that area.  
  • Taking too many hits in the same location (2 or 3 depending on the location and the weapon) will result in death. 

The Referee must contextually judge how weapons and armour worn may affect the outcome of a Conflict Test. Shooting an entity in the face with an arrow has a different outcome than punching that entity in the face. Additionally, that entity having a helmet on their head also changes the outcome for being stuck by both weapons. 

Creating a Player Character.

Each PC needs a piece of blank paper. The player then simply defines their character in as many words as the Referee requires. 1  - 3 words is appropriate for a new character but this is up to the Referee (as is the content of those words). 

  • The Referee can provide predetermined lists of words for the players to choose from to tailor the PCs to the game world they have created. 
  • The Referee and Players extrapolate what skills, possessions and bodily attributes a PC would have from the words defining them on their Character Sheet. Further, what types of actions would be possible by the PC and how Easy or Hard they would be to achieve via a Conflict Test, is also extrapolated from the defining words on the Character Sheet.
  • The player writes down any additional important details relating to their PC as they play (new possessions, injuries, specific skills, etc). 
  • Inventory can be handled by the Referee judging what is appropriate for a PC to carry. Determining whether a PC already has some specific, but related to their description, item in their possession can be determined by a Conflict Test. 
  • “Levelling up” or PC improvement is achieved by the player adding an additional defining word to their PC on their Character Sheet. This word should be derived from the actions the PC took in the session and with the agreement of the Referee. 

Tables to Assist the Referee. 

D6 Kontextual Table, for when The Referee is unsure what happens next. 

  1. The situation suddenly becomes more terrible. 
  2. The situation slowly becomes more horrible.  
  3. A miasmic malaise wafts through the situation. 
  4. A glimmer of positivity twinkles through the situation. 
  5. The situation slowly becomes more agreeable.  
  6. The situation suddenly becomes delightful. 

Tables for interpreting the results of a Conflict Test: 

Success, Passed by X: 

  1. Desired outcome is just barely, and temporarily, achieved. 
  2. Desired outcome is just barely achieved. 
  3. Desired outcome is confidently achieved. 
  4. Desired outcome is achieved with overwhelming benefit to PC.
  5. Desired outcome is achieved with overwhelming and long lasting benefit to PC and allies.

Failure, Failed by X:

  1. An embarrassing minor set back. 
  2. A potentially dangerous negative outcome. 
  3. An immediately dangerous negative outcome. 
  4. Catastrophic negative outcome to PC. 
  5. Catastrophic negative outcome to PC and allies.


Monday, 18 January 2021

d6 Demiurge, Part 1: Yes/No.

Edit: The whole d6 demiurge is available as a PWYW Pdf at DriveThru RPG: https://www.drivethrurpg.com/product/347048/The-d6-Demiurge-Protocols-for-Solo-Play


I'm working on some simple d6 tables for running a solo/referee-less game (they should also be handly little referee tables for keeping the game chugging along with interesting stuff). Here's the first, the obligatory yes/No table.


Part 2: https://lizardmandiaries.blogspot.com/2021/02/d6-demiurge-part-2-environment.html

Part 3: https://lizardmandiaries.blogspot.com/2021/02/d6-demiurge-part-3-npcs-and-party.html


Ask a question with a yes/no answer and roll a d6: 


If a “Yes” is unlikely, roll 2 or more d6 and use the highest. If a  “Yes” is likely, roll 2 or more d6 and use the lowest. 


Yes/No table: 

  1. Yes.
  2. Yes and, 
  3. Yes but, 
  4. No but, 
  5. No and, 
  6. No.  

And table: 

  1. There's an obvious additional boon. 
  2. There's a delayed/hidden additional boon.  
  3. The impact of the answer is amplified/only experienced in the realm of the mind.  
  4. The impact of the answer is amplified/only experienced in the realm of the body.  
  5. There's a delayed/hidden additional bane.  
  6. There's an obvious additional bane.  

But table: 

  1. A nearby/obvious associated bane is overcome.  
  2. A distant/hidden associated bane is overcome.  
  3. There is an associated challenge of the mind.  
  4. There is an associated challenge of the body.  
  5. A distant/hidden boon is defeated/destroyed.  
  6. A nearby/obvious boon is defeated/destroyed.  

I'll illustrate the series with demiurge images because they are fun. 



Wednesday, 4 November 2020

The Vat Garden (Infinigrad Places)

(For Infinigrad Freelancer: http://lizardmandiaries.blogspot.com/2020/10/infinigrad-freelancer.html )

The Vat Garden: A muddy, black silt plain housing four, several storey high, drained, empty and cracked vats once used to house leviathans. Aggressive outbursts of lurid green ferns and vines choke the space between the vats. The bottom of each vat is a jumble of bizarre bones, dust and sand.

  • Muddy paths are just barely maintained in the jungle thick vegetation between the vats. A thin canopy of ferns keeps the paths even gloomier than the surrounding city. 
  • The paths are maintained by Gardener Sentinels, Health 4: Golems of organic chitinous material, crafted as a scarab beetle-like suit of armour. A fleshy mound of pinky jelly sits atop of the armored torso, housing a retractable, swiveling worm of an eye stalk. Several pink tentacles splay from blunt pincers.  Their chitin is dark green and dully iridescent. The Gardeners will largely ignore all visitors to their garden unless they too close approach, or in any way tamper with, the emptied, disused vats.     
  • Where does the Vat Garden path lead? Roll a d6 three times: 

1

A netweb of vines explodes out of a soggy crater of black mud - grasping and attaching to canopy, ferns and vats. 

Five skull sized metal orbs, cracked like eggs, are strewn about. Each erupts with a mass of ferns and vines. 

A shambling octopus mass of whipping vines and ferns (Health 2). Animated by a central Leviathan Bone. 

2

A several storey high stone statue of a leering, bent over figure - completely covered in moss, vines and ferns. 

Two rows of shed Gardener exoskeletons, feetclaws sunk in mud. Vines and ferns erupt from cracked exo shell. 

A lithe stalking bear of strangling vines gashing fern jaws (Health 4). Animated by a central Leviathan Bone. 

3

A stone, circular staircase, moss encrusted, pokes out of the canopy and ascends to a platform above the vats. 

Tree trunk thick cabling leading from closest vat. These lace through oppressively soggy ground leaking squirming vines.    

A Gardener sadly staring into a puddle of vat juice (drinking restores Health to maximum, Test Body to avoid tiny vines sprouting from pores). 

4

A large sludgy pool of grasping mud - bobbing with the skeletons of several humanoids. Test Body of those fallen into mud to avoid being sucked deeper.  

Enormous and aminated red fronds, slowly swaying, curling and unfurling. Bubbling with confusing, choking spores which release when approached. Test Body to avoid all Tests being Hard until leaving the garden.  

A heavy booted rogue, hunting the garden for Leviathan Bones (Health 3). If stays with party, next area explored will have a vine mass (results 1 and 2 of this table). Will steal Leviathan Bone if opportunity arises.

5

Several spikeshards of blue crystal are embedded in the mud. Vegetation shrinks away from these freezing crystals, causing a cold clearing in the canopy. 

A mound of very slow squirming vines, topped with a massive fleshy flower. A stench of ozone and mist of sparks pervades. The flower sparkwhips with fey energy those that approach (Test Body and Health to avoid losing 1 Health). 

d6 Gardeners clearing heavy vegetation around a pond of murky green vat juice (drinking restores Health to maximum, Test Body to avoid tiny vines sprouting from pores).

6

A field of swirling mud, about a foot deep. 

A metal cable from the closest vat splays and frays in sloshy mud, exuding grey vines. Will awaken as a slicing metal tipped vine hydra if approached (Health 4 - Regenerates 1 Health a round.)

d6 Gardeners clearing extremely heavy vegetation blocking the path. 

D6 Leviathan Bones (all vaguely femur shaped, several feet long):

  • 1: Craggy, ferric, hot to the touch and sometimes oozing droplets of magma. Its touch vivifies, allowing two actions in a round if holding.
  • 2: A shining, latticework of geometric chrome that grasps and clasps those that hold it - imbuing them with an unnatural and otherworldly grace and beauty.
  • 3: Grey and vaguely rubbery, emitting a soft pulse. Will heal up to 4 Health a day if held.
  • 4: Molten, frozen and clumped granules of twinkling bronze. Test Luck once per day if held, if successful bone repairs any broken equipment on person.
  • 5: Dull silver riddled with bulbous growths. Test Luck once a day, if successful all other sentient beings become slightly mind fogged in the holder’s presence.
  • 6: A spiky conglomeration of fangs, festered with petrified eyeballs. Once per day can slice through metal, the teeth and eyes happily consuming and growing slightly.