Friday, 14 February 2020

Look Here And Opinionate

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF The maps are trying to get fixed for a re-released for DCO,
but we getting into a dither with the labelling.
Here are examples:
https://falsemachine.blogspot.com/2020/02/deep-carbon-observatory-remastered.html?showComment=1581735084612#c8599873047479376483

please give opines there if you have them

Wednesday, 12 February 2020

The Fling

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there's those campaigns where everyone is fired up to try a new system or setting or someone wants to be the DUNGEON MASTER

but for whatever reason , 2-4 sessions later it just sorta ends.

But What If when we did such undertakings we framed it as limited run, to have something to finish with rather than just moving on?  Both an ending to aim for and an ending to happen if you just stop playing

Please consider the following and note I've included a possible angle to turn each into an ongoing campaign:
(fuck knows why I've listed them in a table)

1. A elritch alien warship, pride of a degenerate alien empire, has been struck by a vast void beast mid void-warp, and crashed back into real space, now warped and crippled, the alien crew dying and maddened from the ruptured void shields, and is now in a decaying orbit towards a blackhole.
You and your fellow players have broken free of your containment  and search desperately for escape among the cruel amusements , maddened guards, and fiendish security systems
You are: captives used as the payload on psychic cannons, genetically engineered geisha, P.O.W, malfunctioning robots, pragmatic alien serfs
The Aim: Get to an escape pod with enough supplies to make the characters future lives comfortable
The Default: You all are crushed beyond all understandings of the term crushed
The Over-achiever: You get the ship going and start your own LEXX-life

2.
Murder Mystery Mansion Time Machine::
 A smug despot of a time-lord has thrown a dinner party for his peers , and further more as a delightful touch , he plucked "guests" from out time and space to join their esteemed ranks.
But he turns out MURDERED and now his mansion/time mansion is freaking out. BUT THE MURDER IS NOT YET DONE. The Mansion itself it not without its dangers, escaped terrors, bizarre traps et cetera  et cetera

You Are: Elites of an advanced and apathetic society, fellows plucked from time for their wit or lack of it
The Aim: To not get murdered, to get back to their own time, to discover Murderer
The Default: forced to live in wrong time line and wonder WHO WAS THE MAKER OF MURDER?
The Over-achiever: The murder is solved , the mansion mastered and now the fabric of space and time is yours to saunter forth upon

3.
A HAMLET, A DOOM, AN OCEANIC CONTEMPT WOKE!
A mysterious mist has surrounded a village, everyone but you is got a fish plague and increasing waves of fishy monsters are coming for you
You Are: Simple practical folk , travelers, tourists, fly-by-night grifters
The Aim: To get out
The Default: you got dead or barely got out and are crazed beggar with 'Oribble tale
The Over-achiever: the secret of the Curse is uncovered plus riches too. But is it but one pebble fore-towing a occult landslide?

4.
DEATH RACE:
you are all convicts given a car and some weapons and sent across the Cursed Earth to try and win years off your sentence , battle other HARDENED KILL CRAZED CRIMINALS and the MUTANT HORRORS and CANNIBAL YUPPIE GANGS of the Cursed Earth, all before the drone eyes of a jaded and cruel LIVE AUDIENCE
You Are: Convicted criminals from a variety of backgrounds with a range of skillsets
The Aim: To make it to the finish or remove your bomb collars and commit to life in the cursed earth
The Default: assumed MIA and eaten or back in the slammer
The Over-Achiever: rebel and build a bandit kingdom and lay siege to a mega-city

5.Babes in the woods:
Lost in the faery woods! Will you make it home? Will you find what you seekth here?
You Are: Lost children, questing knights, talking animals
The Aim: make it out
The Default: Lost forever, as animals, fey servants , or living wood
The Over-Achiever : Riches! An Elf Bride! The Favour of the Seelie Court! Human Form! Further intrigues and quests? Maybe!

6.
Post-Adventurer Fun-House Dungeon:
They've come , solved or brutalized puzzle and trap, slain many, found the cackling undead wizard and took from him his undead continence and his tome of big man spells. But what now for those of rooms not visited as his spells twist and die and the less bold crawl in for the scraps left behind?
Factions are unbalanced and guardians amok!
You Are:  Monsters, Undead, Abandoned Henchmen, Former Servants, Escaped Captives, representatives of underworld tribes or dungeon factions
The Aim: To get out without being immediately hunted down due to the dungeons nearest to civilization.  To have a means of survival.
The Default: you get adventured or are still there preying on treasure seekers
The Over-Achiever : you are now the lord of this sinister peak, you have ravaged the nearby out-crop of civilization forcing it back away from the free wilderness, you have got out with a means of power and agency . OR SUCH LIKE



IN ADDITION:

A fling-campaign like any of these could have a table and/or conditions to determine the fates of characters if the campaign just ends.
So for Deathrace if the character has a bomb collar at the end of the session sequence , they are assumed back in slammer, if they are sans-collar there's a table to determine their fate, if they have earned the respect of cannibal gang then they assumed a member .
You could get involved as you like here with tables and sub-tables. I'm sure the above example is already suggestive of more elaboration.


THANK YOU FOR YUR TIME


Thursday, 6 February 2020

SPICE

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF A quick post but it's a table so it's content

(might of even done this one before)

A TABLE OF SPICE to apply to acceptable but bland adventure content

1.Half the monsters will always fight the other half , due to warring parasite worm super-colonies . One results in blue luminous worms in the eyes , the other red luminous worms in the eyes. The psychic commanding queen worms of each side are found entirely filling the body of the least likely monsters. When a monster is slain the worms will leave the body a couple of minutes later and can take over any sleeping host

2. All friendly(ish) npcs are actually escaped dreams of a ever sleeping monster

3.Everything comes back to life worse

4.Herbivores are now predators and vice versa 

5.Any rocks or stone materials within a size window of a loaf of bread to big enough to built a house on have been chained down to the bedrock or they will fall upwards. Weird gnomic people climb out of shadows every pre-dawn to check on all their work, add more chains where necessary , and sometimes singing down lost rocks.

6. All monsters , despite initial appearances , are some kind of mollusk, their bonelessness only making their movements disturbing not less able. They each have a tiny shell hidden somewhere where they keep their soul.

7.Everything is on or in an iceberg

8. Two versions of everything exist. The shit-head version at nighttime and the happyland version from til dusk.

9.All monsters are made of sewn together hairless cats, dogs and rats. The hair is elsewhere

10.All monsters are made of a single human body, distorted and enlarged as necessary