Friday, January 29, 2021

You Better Kill Them, or They'll Get Stronger.

 

Source: Padnote on Tumblr

     Longtime readers know I use retro video games as inspiration for a lot of my mechanical content. My series on enhancing OSR-style characters through a process known as Investments was informed by the item or scenario-based class upgrades in the Fire EmblemOgre BattleShining Force franchises. In a sort of feed-back loop, as table-top RPGs served as inspiration for many early video games, so can video games inspire table-top games in turn. That being said, we are going to go over the application of two common video game tropes within our table-top games: The Recurring Boss, and a sort of take on Magikarp Power.


Have fun fighting us 3-5 times

     In spite of the trope, for our purposes this does not have to be anything so formal as a boss encounter; fighting a particular faction, legendary creature, or even beings with the ability to come back or be brought back from the dead would also apply. The important aspect here is a sense of continuity between each of the encounters. The enemy has not been idle when the players aren’t around, but rather preparing for them and bolstering themselves specifically against the threat which defeated or drove them off before. Instead of being the same threat they have faced before, the players now find themselves squaring off with a committed foe, familiar with at least some of their methods. This system works on the assumption of an enemy which is ultimately as competent and driven as the players themselves, especially after suffering defeat or losses at their hands. Don't just take my word for it--after a conversation with some wonderful people on the OSR FB group, I was pointed towards this post from Gygax in 2004. While I am not designing for convention play like he was, I find it quite bolstering to have seen that.


***Spoilers for the Sweet Home Webtoon follow!***


     While I started this article speaking about video games, one of the best examples I’ve seen of these tropes in recent media is in the comic Sweet Home. To put an extremely long story short, people in the comic begin to spontaneously turn into monsters based upon their desires. While this can manifest in any number of ways depending on the set and setting of the person in question, one of the most disturbing examples is the case of the Tentacles Monster. A smiling man in a business suit with a dozen tentacles coming out of his back, the monster is constantly screaming he is, “Going to Live,” or simply, “Alive!”


     The Tentacles monster is encountered a nearly a half-dozen times, tearing apart both corpses and survivors alike before he is lit on fire and nearly expires. In the process of surviving, he evolves chitinous armor, the ability to spit acidic globules, and his limbs and tentacles harden into spiny, spider-like legs.


     This evolved version of the creature becomes one of the characters biggest recurrent threats, requiring the sacrifice of numerous lives to finally put down for good. They not only grow more ferocious in physical form, they also learn how to foil how they were defeated in the previous encounter, catching a bottle full of the fuel used to light them on fire before, and quickly trying to attack the character who burned them previously.


***Spoilers for Sweet Home have ended!***



     Though something of a long-term failure due to a nakedly exploitative DLC structure, Evolve was essentially founded on this principle. A team-based versus game, one team was in charge of a group of hunters, while the other was made up of a single player who controlled a monster. Initially weak, the player controlling the monster would stalk around the level, eating wildlife and attacking isolated Hunters until it was able to cocoon itself and...evolve...into a stronger form. The monster can do this two times, growing from a threat easily dealt with in it’s first form, to a nearly insurmountable foe in it’s third form.


    This engenders a certain mindset among the players: relentlessly hunt down the monster before it becomes a truly overwhelming threat. In my experience, most groups do not need to be guided to brutality towards their enemies. Here we assume the PCs will drive their enemies into the ground, rather than off. This isn’t to say it's a bad idea for them to do so, but for our purposes there may need to be some amount of mercy.


     Pokémon is rife with not only recurring enemies (in the form of Team Whatever-It-Is-This-Entry and any Rivals), but monsters which change and grow over the course of the game. Not only do the individual pokémon grow and adapt through the means of their Evolutions, but trainers themselves grow their teams in potency, and in the case of the rival, tailored specifically to defeat your first pokémon. This sort of slow, deliberate adaptation to the player’s tactics is perfect for our purposes.

     One of the most unique experiences Pokémon brings to the table is the sense of discovery accompanying each new game. Each new region brings new creatures to fight—who possess abilities the player may not be ready for. Unless the player has read up or spoiled themselves, they will not know what they are walking into, creating a sense of wonder.

     Instead of falling into necessarily predictable patterns, a GM can invent their own memorable monsters or villains over the course of several encounters, each corresponding to the pressures the PCs have brought to bear on them. So what is all of this leading to? Why, a couple of tables to make all of this theory into something relevant for your game, of course!


d8

How did they survive to fight another day?

1-2

They made a deal with some sort of sinister being in return for being restored to life or fighting shape.

3-4

They were resurrected by some other party. They are now undead.

5

They had been cursed or blessed before their deaths. They cannot truly expire, and in fact did not die at the hands of the party. Like a revenant, they simply got back up.

6

Another took up their mantle, gathering their equipment or followers to themselves and taking up their banner. They use similar methods to their predecessor(s).

7

Strange technologies were employed to bring them back from the ever-after. They may be somewhat worse for wear, but they are alive and still battle ready.

8

They got better. The being or organization was only on the brink of extermination, but they endured.


     While I would counsel customizing how enemies improve between encounters based upon how they were defeated, in a pinch you could use this table:


d8

How have they improved since their last encounter?

1

Hired some help. They either have minions, or substantially more forces than they did before.

2

Through training, fell research or simple overexposure, the enemy has rendered themselves resistant or even entirely immune to a particular kind of damage, spell or effect.

3

Whether through some deal they struck, intense study or other form of revelation, they now have access to magical abilities of some stripe.

4

Investing heavily in their arms and armor, they enemy has increased their AC or damage.

5

Engaging in intense training, they have grown markedly more powerful. Choose a particular aspect of the character(s), such as HP, Attack Bonus or number of Spells per day—increase it by 25-50%

6

By some horrific process, the enemy has been physically modified. Though this can manifest in myriad ways, it could take the form of Wings for flight, a Tail for balance, or Gills for breathing underwater.

7

The enemy has sought out other enemies of the PCs, and has allied themselves with them. They share knowledge and tactics with one another, making them both substantially more dangerous.

8

They have been discreetly observing the PCs, learning their tactics and habits. They will be able to easily ambush them, or attack their allies.


Tuesday, January 26, 2021

"I used to do drugs. I still do. But I used to too." An Intoxicant Generator

 


  

Narcotics and intoxicants have been with us since the very beginning. Not only is there a fairly solid case to be made that civilization was in part founded to cultivate beer, but evidence of drug use has been found among numerous peoples across history. Efforts by various cultures have been made to stamp out drug use among their populace, but they usually end in failure. Fantasy settings would suffer and benefit from drugs the same ways that our world does. They would be in just as much demand as they are in our world.

    This set of tables seeks to give you interesting and varied drugs for use in your fantasy settings. I chose not to include names since they would likely be setting or culturally specific. To use this set of tables, simply roll 4d8 and consult the relevant results below:

d8

What effects do the substance have when imbibed?

1-2

Dizziness, giddiness and a lack of coordination, followed by fatigue and headaches.

3-4

Ease of focus, increased reaction time and general agitation. After a few hours, the user crashes physically.

5

Hallucinations, visions and even brief glimpses into the Ethereal plane. Repeated use may drive the user insane.

6

Absolute and utter bliss. Users will do nearly anything to recapture the feeling. A deep depression sets in after the drug has run its course.

7

A certain emotion (1d4: 1: Rage, 2: Sadness, 3: Lust, 4: Fear) overcomes the imbiber, completely overriding their other thoughts.

8

The user is rendered almost completely numb to pain or injury.



d8

How is it taken?

1

Drank in liquid form.

2

Lit on fire and smoked in a pipe or other implement.

3

Crushed into a powder and snorted.

4

Consumed either whole, or mixed into food.

5

Rubbed into wounds or cuts. If the setting allows, it could also be injected.

6

Simply touching or rubbing the substance on the skin is enough. It itches terribly.

7

Burned as incense and allowed to permeate an area.

8

Drops of liquid are placed underneath the tongue, or in the eyes.


d8

How is the drug seen culturally?

1-2

It is seen as medicine, or a form of therapy.

3-4

A form of diversion or recreation.

5

The substance is associated with a certain religious ritual or cultic practice.

6

It is seen as a social ill or debauchery.

7

The drug is seen as a form of social infiltration from a foreign group.

8

The drug is new, and seen as a fad or trend.



d8

What is the source of the drug?

1-4

A certain....1d4: 1: Root, 2: Seed, 3: Fruit, or 4: Leaf.

5-6

Magical Animal byproduct; unicorn blood, crushed dragon's scales, etc.

7

Magical runoff or reagent; the dust from a magically disintegrated object, food summoned from Elysium.

8

A combination of several ingredients. Roll again on this table, ignoring this result if it comes up again. The substance is source from both of those components.


Thanks for reading folks!

Thursday, January 14, 2021

Shanghai Shadowrun Part I - It's a Sprawl World After All

     Given the prominence of Cyberpunk in culture with recent...events, my players were interested in playing a ttrpg with cyberpunk elements. Given that I don't have any copy of Cyberpunk besides the abysmal V3, I chose to go with a set of books I did have, Shadowrun 4th Edition. The last decent edition of the game (don't @ me Chummer), I was more than happy to share the tolkein-inspired game of dragons and street samurai with them. This module is intended to launch a game in Shanghai, focused on dealing with the interactions between the Horizon and Wuxing mega-corps and the Triads that control the city. 

For any purists of SR reading, yes, I have made some lore errors--specifically with the existence of Disney as a distinct corp. I wanted the aesthetic and didn't think having them Horizon branded would be as fun. 

Thanks for reading!


Steal a Donald and/or Goofy Animatronic, then deliver it to Sagacious Cho at the Jumbo-Jackpots within two weeks.

Required for full payment: Don’t leave any bodies if you have to kill anyone.


The fixer, Sagacious Cho, is a mage and White Paper Fan in the Glowing Eyes Circle operating out of a casino named the Jumbo-Jackpots. His gang has been contracted by a Wuxing VP of Magical Research and Development named Cheung Wingji. Wingji is looking to use the animatronic in a Feng Shui ritual meant to tilt her chances towards being named head of Magical R&D for Wuxing’s Shanghai division. Fearing attempts at sabotage from their rivals, the executive reached out to her contacts within the Red Dragons Triad. After several layers of decision making later, the job was given to the GEC. Wingji is worried about the job getting back to her, so she has specifically requested that bloodshed (or at least the evidence of it) be kept to an absolute minimum.



     Shanghai Disneyland is situated as part of the greater Disney Arcology in the Pudong district. Opened in 2016 and boasting an annual attendance of roughly 16 million guests, the park is the second-most profitable of the media giant’s resorts. Constructed in 2026 among rising security and environmental concerns, the Disney Arcology is a somewhat fanciful take on the concept, hearkening to the EPCOT project of the 1960s. Boasting a population of 65,000 and its own private city services and administration, employees are not required to live on-site, but are heavily encouraged to do so through low-wages and rent subsidies. Security for the park itself is contracted out to Ares Macrotechnology, which does not hire locals. Most materials needed for the park are produced by the arcology itself, but supporting companies in the form of courier or delivery services are provided by a company named SS & DM. The animatronics themselves are fully interactive, independent machines with simple machine intelligence. Due to their complexity they need constant servicing, and as a result of several agreements made when the land was first purchased from the city in 2005, locals must be used for several steps of the operation. Maintenance of the animatronics is required roughly every 2 weeks, necessitating a rotating trio for every major character. 

     Before being shipped out, or when inactive, the robots are kept in a secure facility within the arcology itself, which given the security around the building, is nigh impregnable. The animatronics are assigned loops in the park, functioning as a form of walk-around exhibit. The robots are friendly, and will acquiesce to most requests from guests, but will quickly notify security if anything untoward is happening.



     Ares Security Services provides both physical and digital security for the Shanghai Disneyland park. Operating under exclusive contract for the last 27 years, the company has maintained an impeccable safety record even when faced with the myriad threats presented by the Second Chinese Civil War. Though once seen as a particularly challenging post, changing circumstances have led it to becoming something of a backwater. Due to the often humiliating and humdrum nature of the work, assignment to the area is generally done to season new officers, or as a punitive posting. The current overseer of security is Captain Malo Siharath (a Laotian Ork) who has been in the position for just over 3 years. A well-keeled and thoroughly organized man, Malo is running out the clock until his retirement within the end of the decade. Though a fine commander, the nature of the work has left him short-staffed. His requests for personnel are largely ignored by the greater company, and Disney’s requirement that local workers be excluded from security and administrative roles leaves him with few options. The Captain’s men are overworked and ill-equipped to deal with the enormity of the task that has been given to them. With just under 120 guards split across two shifts, the average number able to work on a given day is generally between 40 to 50. IT security is provided by a small staff of a dozen extremely overworked Deckers. Most of the day-to-day security and public relations is provided by a proprietary AI named Mulan.



     Shangai Supply & Distribution Materials General Co-Operative (SS&DM) is the largest supplier of parts and technical equipment that cannot be produced by on-site. Ostensibly independent, SS & DM is in many ways just a subsidiary of Disney in all but name. The company is operated out of a trio of warehouses surrounded by a security fence, in the dockyards on Heqingzhen Bay. Deliveries are automated by a pair of riggers named Yuan Su (an Ork) and Chang Zhi (a Human) through a small fleet of a half-dozen drone vehicles—two vans, a pair of rapid delivery helo-drones, a flatbed truck, and a cycle. Particularly sensitive or expensive deliveries may be made by a third-party bonded courier, but this is on a case-by-case basis only. The company’s CEO and majority owner is an Elf named Dai Gengxin, is content to take money from Disney and allow the business to be a largely hands-off operation. Security at the warehouses is provided by a squad of eight relatively competent soldiers sourced from a local gang named the Flame Moths. The gangsters typically hang out and play cards in a security shack near the entrance to the premises, but will actively patrol if a delivery is going out, or new product is coming in. They are equipped with basic body armor and small arms. 

     The warehouses operate 24/7, with a staff of two dozen workers split across three shifts. Overtime is common and the laborers are generally busy either sorting stock, or loading it onto one of the drone-vehicles for a delivery. Su and Zhi are split into rotating 8-hour shifts, five days per week. The riggers are housed in a secured room within the middle of the three warehouses on the top floor. Security is limited to a pair of cameras at the entrance to the gates, one on the door of each warehouse, and one on each warehouse floor, as well as one in the room that the riggers are housed in. Given that SS&DM is current with their protection payments, the Moths will do their best, and will call for back-up if pressed. The installation and refurbishment of the animatronics is a job that requires roughly 10 man-hours, and is usually fulfilled within three days of being delivered.

NPCs

Flame Moth Soldier

B

A

R

S

C

I

L

W

ESS

Init

IP

CM

3

3

3

3

2

2

2

2

5.8

5

1

10


Skills: Clubs 2, Pistols 2, Unarmed Combat 2.

Cyberware: Hand Razors.

Gear: Armor Vest, Streetline Special, Baseball Bat.


Ares Security – Disney Division


B

A

R

S

C

I

L

W

ESS

Init

IP

CM

3

3

4

3

3

3

2

3

6

7

1

10


Skills
: Dodge 2, Pistols 1, Shortarms 3, Unarmed Combat 2.

Gear: Armor Vest, Fichetti Security 600, H&K 227X, Stun Baton.


Sagacious Cho, Criminal Middle-Manager


     A middle-aged White Paper Fan (a financial or administrative officer in a Triad) working within the Glowing Eyes Circle, Cho has been on the outs with his gang for the last six years. Originally seen as a rising star and operating a lucrative business out of his casino, The Jumbo-Jackpots, Cho lost the respect and trust of his gang after a drunken brawl with a lover left the young man dead, and Cho as the target of a Wuxing Security investigation. Though cleared of charges due to the intercession of the family’s Dragon Head, Cho was largely cut out of the organization and instead used primarily as a money launderer. Unwilling to accept the new position he has found himself in, Cho has spent most of the last half-decade trying to work his way back into the gang’s good graces. Due to his gusto, he has been assigned some of the most humiliating tasks possible that the GEC need carried out, and it was this tendency that led him to being assigned the Disney Heist.

     Cho is a churlish and resentful Ork with a bad fashion sense. His thinning gray hair is poorly combed over, and his teeth have been stained yellow from habitual smoking. He is short for an Ork, under 2m, and is paunchy, with a greyish hide. He tends to dress in knit shirts, chinos and shoes made from artificial leather. Though technically a mage, Cho is not particularly talented, barely able to master even the simplest of spells and poor at dealing with spirits. His repeated failures and maltreatment by the hands of his superiors have left him angry and impatient with others, often venting his accumulated frustrations upon his underlings.

Friday, January 8, 2021

Nothing beside remains - a Ruins generator

 

Art Credit Ma-Ko

Round the decay
Of that colossal wreck, boundless and bare
The lone and level sands stretch far away.
-
Percy Bysshe Shelley, "Ozymandias"

In yet another entry in my generator series, today we'll be going over ruins. What is D&D without some ruins to crawl through? Half of the game's title refers to the concept after all. That being said, the concept of every ruin or wrecked building leading downwards into the earth always seemed an artificial assumption to me. While miles of mine-shafts, network tunnels and subways crisscross our world, very few previous cultures actively built large subterranean complexes. What we have instead are things like ghost-towns, forgotten cities and buried ruins. Not every end is equal either; for every city wrecked by over-foresting, another met it's demise through climate change.

     To use this table, simply roll 4d8 and consult the relevant results below.

d8

What kind of ruins did they leave behind?

1

Effectively nothing—perhaps some scattered bits of masonry or timber.

2

A few foundations and some grave stones.

3

Some tumbledown buildings and walls that make up a few blocks.

4

A handful of largely intact structures, as well as several more dilapidated ones.

5

Some particularly robust structure like a fortification, catacombs, vault or tomb.

6

An extensive network of tunnels or other subterranean structure.

7

The majority of the settlement, town or structure is serviceable, but in dire need of repairs.

8

An eerily intact town, settlement or larger structure, still usable.


d8

What did them in?

1

Disease, pestilence and blight.

2

An economic or political collapse, leading to unrest and starvation.

3

War or some other sort of wide-scale conflict.

4

Some sort of natural disaster, like an earthquake or a volcano.

5

A climactic shift, such as an ice age or drought.

6

A magical catastrophe, such as everyone being turned into gold statues or being disintegrated by beams of light.

7

Malaise, ennui, depression. The place simply ceased to be important or upkept by the residents.

8

The wrath of an angry deity or powerful sprit. Roll again, ignoring this result if it comes up again. The second result is what form the being's rage took.


d8

How long ago did it happen?

1

Before recorded history. The details have passed into myth or legend.

2

Centuries in the past. Accurate details will likely be very hard to find.

3

A decade or more. All that is left are tumbled stones and painful memories.

4

A couple of years. It has faded into trivia for everyone but the survivors of those they left behind.

5

Several seasons ago, long enough that the situation has largely stabilized or fizzled out.

6

A month or two. Short enough that refugees may still be pouring from the area.

7

Quite recently. Days, perhaps a week at most.

8

It never ceased, or is currently ongoing. Roll again, ignoring this result if it comes up again. The second result is how long ago the place's decay began.


d8

Were there any survivors?

1-2

No.

3

Scattered handfuls, a mere fraction of the former population.

4-5

A sizable band, constituting a few families or a distinct organization.

6-7

Good portions of the populace escaped before being claimed by whatever took the rest.

8

By some miracle, nearly everyone survived or fled successfully.

All art is the property of its respective owners, and will be taken down upon request.

Thanks for reading!