Tuesday, 20 October 2015

There I fixed it Part 4 Rations

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Gus L wanted Rations fixed

Well if you have some kind of rest mechanic , don't allow the p.cs to use it unless they have food to cross off.

OR 
after every bit in the game like a combat or a challenge or some other physically tiring thing the players have to cross off a ration or cross off something else on their character sheet like armour class or Strength or Saving throws and then anything to do with that fails until they have something to eat.

OR 
when the player has to roll dice after a period of non-dice rolling activity ask them to cross off a ration. If they don't have any rations to cross off they must of skipped lunch or breakfast or something. Then for this and further rolls they can only use the worst die at the game table, the one that everyone hates and distrusts. 

OR
have food restore hitpoints like 86.5% of video games . Just can't use it in combat. Come on it's not that much of kludge and it beats the awkward shoehorning of minor healing potions in the game or damn clerics or whatever. Maybe if you dropped below half health or zero you can't heal with food ?
Whatever.

A rule of thumb for assigning healing values is:

Default is 1d8 for cheap, long lasting (tack and cheese for example)
add another 1d8 for any of these : extremely fresh, rare /expensive, spoils quickly 
SOME TOTALLY DELICIOUS AND LONG-LIVED FOODS
1. Wax sealed crab shells with the flesh "cooked" and partially fermented with lemon juice and capers. Deplug and suck out

2.  Molass sugared tongue slivers in a bamboo tubes. Chewy , like gamey liquorice 

3. Bog Butter

4. Cow Blood and Milk in a gourd

5. Salty Greens , Limes , and Blood Pudding

6. Flour deliberately invested with large worms. Don't eat all the worms and there will be more later! Hoorah! Unless the flour goes off , then it might hallucinogenic

7. Bracket fungus , with apple cider vinegar to soften it for chewing

8. Roast Fern Heads and Crickets

9. Pickled Pigs Feet. Collagen! Good for muscle recovery!

10. Roast ants and raisins 
 
11. Sprouted grains and dried mushrooms

12. Mushy monkey brains in brine

13. Gingered dried banana and lard blocks

14. Pressed seed cakes 

15. Cornbread with fizzy root jam
  
16. Dog sausage and pear thick cider stout

17. Honey curds and lily rhizome

18. Kelp Porridge in shark egg cases

19. Ostrich egg  

20. Dried figs and goat skin strips


Friday, 16 October 2015

There I fixed it Part 3 meeting in a talking to people, tavern , gear repairs

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Paolo Greco asked for
" I was going to suggest people complaining about how other people have fun"
in way it's helpful when people when people clearly announce they are a fucking idiot. Saves time really. It's the people who keep treating these people seriously that are a bit more of problem.

This actually gets into something else I can't be bothered getting right now with the difficulty of navigating the twin perils of Non-confrontational Gray Waste and Endless Schisms Acheron.

So.. I'm going to say laugh and ignore for now.

Adam Thorndon asked for a fix for

"You, uh, meet in a tavern, I guess?"


I guess I could ask for clarification for the exact problems of the problem here or I could just throw some answers at it...

OPTION 1:
aka I don't wanna be cliche but I don't really care about back storys either
 Okay so make the tavern immediately interesting and tied to something to explore
so
1. a ghost tavern
2. on fire
3. On a cruise liner that just hit an iceberg
4. Being seen differently by each player so one players sees it being staffed by bugs , another it's all meat and warts etc
5. Instead the belly of a vast beast , Pinocchio or Baron Munchausen style 
6. Abandoned because the whole party just got sent forward in time 100 years and it's all ruins now. But how?? and why?? etc??
7. (murderous) Cannibal tavern. Some one just ran out the kitchen all bleedy screaming the soup is people!!
8. The city is under siege and all the party has learned about a secret exit out of it via the tavern.


OPTION 2:
The party starts out knowing and trusting each other and fully equipped in the wilderness yet have no memory of how or why and make the players aware that this isn't a hand wave , you all just realised that something fucking weird has happened and maybe you are misplaced puppets of a dark and dire scheme etc

OPTION 3: 
Steal the setup for a fixed location murder mystery . Like all on a train , hiding from a storm, fell in a a mystery pond etc. 

OPTION 4: you have all arrived in a foreign location and no-one shares you language other than the other party members.

OPTION 5: you wake up in a lab standing over your murdered doubles.

OPTION 6:  You are some dumb kids on a roller coaster and now you are in a fantasy world and you have to murder the gnome who brought you here with magics.


OPTION 7: (overlaps with below) start in media-rez. No-one has any equipment  (other than clothes, armour and weapons )written down Whenever a player goes to use something that they may or may not have they have to explain how they got it in way which fills in some of the reasons they are here now and know these other goons. 

Then roll a d6. If you roll odds this is the only item you have , if even you can do this some time later.

Immediately after this some player can add to the story and explain how that other player actually lost that item . 

If they do this , when they tell their story they don't have to roll to see if they get another item, they count as rolling evens.  You can't veto a player's item who had vetoed you until some else does first.

I don't know why I added this last bit , though it might a be weird balance / fight starter thing but now that I wrote it out ???


 
Daniel Davis asked about
"Gear Repairs"

At start of the session the g.m grabs all the character sheets . Then they players have to say all the equipment they have . Any they forgot is lost or broken from being neglected.

Alternatively do this at the end of the session.

Whichever is more likely to make people forget stuff. 

OR:

A player can get a free damage reroll of their own or one rolled against them.
If rerolling their damage  their weapon is damaged and will roll a die smaller until repaired.
If rerolling damage against them a random equiped item is broken (maybe use a hit location die or table) . Or if it's armour(ed) or particular tough half its effectiveness (or decrease by 1 or 2 or whatever)  until repairing happens.


                                               

Thursday, 15 October 2015

There I fixed it part 2 wizards staying home and being fucking nerds

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Joshua Blackletter ask me to fix
"The part where wizards can't invent spells or brew potions without sitting in their tower for months while everyone else adventures."

Obviously to professionally make professional reliable magical items requires time, dedication , specialised equipment and rare ingredients.

HOWEVER your players are playing dangerous fucking idiots. If wizards were drug manufacturers they would be the idiots making shake and bake meth in the toilets of k-mart after being arrested for shoplifting.  They would be alcoholics eating shoe polish on toast. They would be cutting no-doze with broken glass and trying to get the k out of dead animals in the vet's freezer.

click for source
So with the prioritizing Safety, Repeatability, Predictability ,  and  Quality control allll the way below "As soon as possible" and "Dunno with this monster dick I found I guess?" the following school of magical item creation exists:

-Combine or process dangerous garbage in a way that puts you physically at risk or at least severely inconvenienced 

-have it activated by spending the session under some kind of taboo , or "hard mode challenge" or the thing that would seem appropriate for a child's folkmagic or hideous degrading bet

-have a number of spells or spell points held in reserve for the entire session = to roughly the items level of effect x 3.

-earn a "reasonable and typical" amount of exp for the session. No hiding at home.

(The player should come up the particulars and the d.m can add any caveats or extra details to make it appropriately difficult).

Fucking this up means rolling on some magical fuck up table.
If you want a roll at the end of this ; do a double stat check with the stat that seems the most appropriate to the method (Dex for keeping rabbits in your hat the whole time with no-one learning about it, Con for drinking every unidentified fluid encountered that session).

If both checks succeed : the item is created. If one succeeds the item is created with some seriously side effect, if neither succeed it can work once but with a dangerous magic side effect. If either fumble it blows up in your face.


TABLE OF EXAMPLE METHODS

1. A sword+1 : make a sword yourself in half a hour out of fresh ingredients and use it in the session to inflict a total damage = to your max hitpoints. Even if this works the sword will require constant mundane and magical maintenance because you can barely make a sharp stick in half a hour

2. Healing potion : you can't hurt or kill anything in this session and lick any wound made in your presence. You must drink all the ingredients (troll blood, herb teas, pure alcholol) and retain any piss as this is the potion.

3. A flying ointment: you must not touch the ground this session. At the end of the session you must jump off something real high and then roll to see if it works.

4. Protective garments: You must find someone to convince that the garment you are trying to enchant actually works now and sell it to them. And then steal it back.

5. Something fire related: Something on you must be on fire this whole session. You may not put out any fires without the enchantment process failing.

6. Something divining: you must learn everything animate and larger than a cat's name that you encounter this session.

7. Shapechange: Disguise yourself as another animal and fool everyone not you companions. If someone sees through your bluff killing them and eating their eyes might prevent the magic from fucking up

8. Movement: You must be only covered in "freeing" substances this whole session. I.e lard and not be locked, trapped or contained

There I fixed it part 1 rock paper scissor in rpg

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click for source



People suggested some things to fix in rpg with (a maximum of)* 4 paragraphs and a table.




First up is Matthew Sanchez:

"rock paper scissors? i guess when you both throw the same thing over and over again."


WHICH IS CONFUSING AND VAGUE but fine 

But I am going to go with the what to do in the event of a tie and list all the options in a table


1. A thumbs up thumbs down round. If you want to continue (WITH THE STAKES NOW DOUBLED) do thumbs up, if you don't thumbs down. If want to continue and the other person does not , you get half their stake if applicable or you get the contested item but give them a forfeit of lesser value


2. Reverse what beats what. Scissor now beats rock etc. Another tie reverses it back.


3. Add another clause or stake to the bet. Keep playing.


4. Assuming going on count of 3 , the round after the tie now goes on a count of 6 but a hand still must be thrown on the 3 though it counts for nothing. Another tie increases the count to 9 and a false hand must be thrown on the previous 3 and 6 , etc


* I Just added this subsclause so there

Friday, 9 October 2015

Looke at thee bountyy of Woods

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YOU HAVE SUCCESSFULLY FORAGED A PLANT. IT DOES THAT THING. YAY.
BUT:

1. You have to eat so so much of it. Like half a garbage bag of leaves

2. It is covered in horrible itchy hairs. You don't wanna know what happens if you eat while the hairs are still on it.

3.It smells like hot garbage that some half ate , threw up, and then finished up and shat out. The smell proceeds you!

4.The whole plant looks a creepy crying deer baby. Consuming it means it will show up in your dreams, grow up, and start a creepy deer person family

5. It  distinctively stains everything it comes into contact with. Let's hope it's not illegal or otherwise subject to complicated cultural taboos!

6. Maybe this isn't the right plant. Nah it prob is. Maybe. Wasn't there a poison variant of it? Nah it couldn't be. This will be totally fine.

7. It is so so bitter you will throw up a tooth if you try and eat it too fast.

8. Consuming means your sweat smells remarkably like a mating pheromone to the shittest , largest insect in the area. They will show up and hang around looking disappointed. Eventually something worse will show up and try and eat them.

9. The dose is painfully small and requires an exact and carefully hand  or the effect will be reversed or disastrously magnified .

10. This plant is extremely rare and has a tenuous survival in its native habit. Anywhere else and it will become a farmland destroying superweed . So watch where you poop okay?

11. Reacts badly with alcohol causing narcolepsy or nausea or both

12.  Messes with your sense of taste. Everything tastes completely different. Let's hope no-one feeds you spoiled or poisoned food because you'll have no way of distinguishing it from all the other weird shit going on in your mouth.

13. Requires an arduous process of boiling, soaking, washing, and reboiling or it will cripple you with stomach cramps for days

14. Unrelatedly to what you wanted it for , the dead can now contact you and are showing up in your dreams to pass on messages. Petty , petty messages.

15. The consummation also inflicts a range of minor but unsettling physical ailments : heart palpitations, vertigo, fevers, cold chills, shakes , excessive sweating, and sun sensitivity .

16. For it to be effective you need to smoke it and smoke it hot and hard. So hard that you will have trouble raising your voice for the rest of the day.

17. It's poisonous unless you let it get rotten. Then it's disgusting but not technically poisonous .

18. It's only half as effective if you don't eat all the beetles living in it. They will disperse in all directions when startled and are speedly bastards

19. It's a little chewy. Like.. real chewy. You are going to be chewing on it all day in fact and it will stain your teeth red.

20. Delayed intoxication that kicks in about 2 hours from now for an hour and then all tomorrow. Livers are weird

Thursday, 10 September 2015

The Lazy Money, a bomb, what is wrong with these people

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF This is a money system if you really hate adding and subtracting but don't mind explaining yet another subsystem to a player.


Instead of actually keeping track of things the player just has a category:

Broke
Skint
Hard-Up
Okay
Doing Well
Cushy
Super Cushy
Rich
Filthy Rich
Wadtastic
Wadtastic Omega


This system assumes a constant level of minor attritions , impulse purchases, minor financial pay offs and being a little fucking stupid with your money. Okay it assumes the players are fucking awful with their money and are constantly under siege by hussle, fraudulent currency conversion rates,  inscrutable foreign money systems, parasites, scams and substance abuse problems.

But hey they are badly dressed transits with clear signs of mental disorders carrying pockets of diamonds so this is not that implausible.


Broke is zero, they have nothing. Presumably you could add categories below broke to represent debt and the percentage chances of people coming after the player

Stuff has a cost in wealth categories . You can  get anything that costs a lesser category without worrying about it. *

You can get one thing at the cost above your wealth but then slide down a category.

Anytime you get a thing that costs your wealth level roll a d6 . If you roll a 1 , slide down a category

COSTS OF THINGS:

An egg: Skint
Chicken : Hard-up
Tallow Candle: Skint
A dagger: Okay
A sword: Doing Well
Leather: Okay
Chain: Doing Well
Platemail:Super Cushy



If players pool their resources it counts as one higher than the lowest category. Because their characters are idiots.


*Unless it seems like an "unreasonable amount" . An unreasonable amount is defined as anything that it would look weird for one person of the players circumstances to buy in one go. This counts as either purchasing something at your wealth level or if especially ridiculous above it.


The FLOWERING BOMB:

 These are found sometimes. They thought of as bombs It looks like a polished coral sphere of virulent ever spiraling pattern. It has a dent on top to fit a finger. As a finger is placed on the dent a green hue spreads from the dent. The hue spreads faster if the finger is held on. In this way the "fuse" may be altered. 30 second it will take to turn green if a finger is held  for a second, hold it for 2 seconds for a 10 second delay , hold it for 3 seconds for a 5 second delay. 4 seconds and it will turn green in your hand.

It doesn't explode per say but destroys.

Most often suddenly everything in 1d10 metres around it is corroded , stained, and vastly weakened and coated with minor poisons.

Rarely its effect  is everything in 1d100 metres is damaged as before but twice as bad and affected as if a fire had swept through. And now radioactive.

Even rarer is nothing at all happens except a couple of new meaningless squiggles appear on the bomb and it is now inert


What happens is this:

the flora and fauna of your finger is taken and used to seed a new world. The flowering happens at a fantastic rate, a second is 10 billion years to this tiny world. Life flourishes , spreads , stumbles into a particularly virile consciousness , spreads itself , scours the surface of things , consuming and poisoning and then collapses , unable to see far enough to stop its stampede into oblivion

Sometimes the flowering happens to create an intelligence more far seeing than this. In this case the intelligence discovers powerful weapons and destroys itself with those instead of merely drowning in garbage.

Rarest of all is when an intelligence is formed that realizes the nature of its existence and that all other intelligent life is unreachable to it. A universal language is created and a message left for the great beings of deep time (the meaningless scribble) and the intelligence then transcends. Or mass suicides. It looks the same from where we are standing.


MORE PROFESSION QUIRKS TO MAKE A PASSING MENTION OF SOME 0 LEVEL GUY WORTH DOING:  WHAT IS WRONG WITH THIS PLACE?

1. Tailors make everything out of their own hair which grows fast enough for this to be plausible. When people want to kill themselves the hair in the garment offers to have their life instead. The person then legally dies , and the hair is the new personality. The only change is the body is entirely filled of hair. The mouths and eyes open to this dense mass.
People reborn as hair people are nice but socially awkward. The whole thing is awkward for everything involved really.

2. Everyone prepares their bread but all the baking is done in the one oven. A vast oven. A little dough is snuck off everyone's loaf and used to bake a small bread man to be kept under the oven to defend the town if needed. They still need a unwanted child's skull as way though but thankfully the dudes who bury unclaimed bodies provide their in exchange for special pastries. No-one likes it when the eat them in public but no-one really says anything. They literally know where all the bodies are buried you know?

3. Once a month their is a night where the vermin is allowed to run the town due to some complicated myth involving the roles of all the animals been given out and the vermin were late so the living in cities got given to people instead of them and people feel bad about and give them a turn. Everything stays inside their homes and these people walk around with shitty looking vermin masks and use all the tools and courthouses. Underneath the masks are actual vermin. They thought it was polite to wear the masks due to some complicated mythes of their own.

that didn't have anything to do with professions I don't care I'm bored of this and these are now a table of town quirks

4. Everyone just eats eyeballs here or at a pinch food made to look like eyeballs. If this enquired about people make really shit puns about "Eye don't see the problem here"
Everyone crys milk as well. This place sucks

5. Enemies may only communicate via message lizard or be sewn together so everyone pretends to get along. This place is so passive aggressive you have no idea.

6. People are have trained walrus to dig up clams for them. Well they dig up clams anyway. They don't share them. But everyone claims they will when people really need them to.  It is a fashion here to a have a boat like a hat and a hat like boat. This place can have 2 things

7. All justice is debated and sentenced by puppet show. The bigger the crime the bigger the puppets. those that would have ten years here have puppets 2 stories high , and the town is in the shadow of a puppet the size of a small mountain for a crime no-one will dare speak of.

8. This town built their last bell tower underwater (it's underwater anyway) and rings it by rowing to the middle of the lake and drop rocks . Various bets and feuds are resolved by predictions of how many rocks it will take to ring the bell this time.
If asked why the bell tower is at the bottom of the lake the people will tell you "it is for the eels. them poor eels")

9. Everyone here refuses to recognise a cat. Not just any particular cat but the entire concept and category. If pressed they will claim that the thing you are described is most likely a dog that is poorly or an ambulatory chair softener.


10. The people here keep feeding their pigs to pigs and the pigs keep getting bigger. It's not going to end well I can tell you now.

11. They hate the earth and any digging is carried out like a military operation with medals and everything

12.  The town keeps trying to give fire back to the gods. Generally by trebuchet but they will give passing priest a torch and tell them to hurry back.


Sunday, 23 August 2015

Regular Folks Doing Regular Jobs Regular Like

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So there was Shepards that wore stilts to see further and handle the terrain in Landes, I thought of them when writing about Opiliones.

And if you got to mention some people in the background of your campaign why not have something slightly fantastic about their vocation.

SHEPARDS

Weird, Plausible:
1.Stilt walking

2.Alternate animals; extra furry to the point of absurdity
  1.Llamas
  2.Poodles
  3.Rabbits
  4.Highland Cows
  5.Possums
  6.Goats


3.To chase wayward stock use 2 hooks attached together with a rope. One is thrown to catch into the fur the other is let go  to drag firm into the ground. This would be weaponized at some point in rebellions or adventures from such origins.

4.Each shepard has a particular sequence of wild-flower fields to take the animals to resulting in a colouration of the wool distinctive to that shepard. New colours are tried periodically to supplement each clan's "Classics". The resulting feuds from allegations of "colour stealing" are terrible and bloody.

5. Generations alternate between warfare and shepherding.  The slain are believed to be reincarnate as sheep , the more sheep that can looked after the more enemys slain by your father.
One human soul is split up into multiple sheep souls but exact ratio of human souls to sheep souls is variable and argued to whatever number makes the shepard's ancestral war deeds seem more impressive

6. Shepherds will not mention numbers or count near sheep , so they will never learn they have numerically advantage. They will very angry with those who do.

Weird , implausible :

1.Wield amber on a stick. Rubbing their charges (that's a pun) with it builds up enough static electricity to zap wolves , bandits , and organ thieving parrots

2.Feed iron to stock to get steel wool, knitted into a cheap, less effective chainmail variant

3. Sheep are for show and to keep the grass down as security visibility measure. The wool here is actually back combed spider silk. The spiders are kept inside the fort-like homes and feed the second born in reviled and secret tradition.

4. Animals have one side's legs shorter than the other so they can stand upright on hills, but only go one direction.

5. Beehives built onto sheep. Efficient!

6. White Sheep are herded at day and black sheep at night. Makes sense.

FISHERFOLK


Weird, Plausible:
1.Will trade for unusual hair to weave additionally into a net, this can catch wish granting Fish Princes looking for brides , or at least their servants scouting for them.

2. Claim to never fish when the moon is full or absent. Actually do but wearing masks. They catch some weird ass fish during this time and fear vengeance from the fishes relatives. A form of supernatural revenge by these people is to arrange one of these fish to be served to an enemy in public. If the enemy compliments the quality of the fish , it is believed that the fishes family will find out and send their agents after the diner.

3.Complicated family traditions about who fishes with nets, who scours for clams, and who harpoons eels. The 3 fishing styles are where the 3 dueling styles (Net and short club, Armour and Knife, Harpoons in waist  deep black water) of the region have come from.

4. Tattoo a scale on themselves for each fish they catch. When fully covered they are meant to drown themselves but it's hard to prove if some has Completely covered themselves and this is a source of banter about just how much "area" is available for tattooing in one's breeches.

5. Wreckers. Religion has loophole for cannibalism about anything coming out of the sea being a fish so will eat the causalities of the shipwrecks they cause. A fat fisherman is slang in regions nearby for a cannibal.

6.Elaborate fish mazes are made out of sticks to filter and sort the fish through them. This skill is also used to make various terrible drowning traps around the rivers and banks nearby , as these people are fiercely defensive about their patches
  Weird , implausible :
1.Walk beneath the waves with a spear, stone shoes and a breathing hose.

2.Trade family members with one species of fish  , who they never eat. Bloody feuds with those that do
3. Replace their teeth with sharp fish and shark teeth. Constantly trading and swapping and argueing merits of this over that.

4. Have Changeover houses mounted on stilts on the foreshore. Everything of the land (tools and clothing) is swapped for an equivalent made from things from the ocean before going out fishing.

5.Each family has their own droning dirge they sing constantly when working. This renders them invisible to most random monster encounters.

6. A ongoing war between the fishers that use shags and those who use otters.



CATTLE FARMER:

Weird, Plausible:


1.Cattle is painted to render them invisible to spirits . Not that spirits eat cows. They eat people. So the farmers dress like cows. It's important that the spirits don't have something to compare the costume to though.

2. Unusual animal:
   1. Capybara
   2. Dodo
   3. Tortoise
   4. Giant Snail
   5. Some kind of vegetarian dog that looks like a pug but worse
   6. Pig-Eel. It combines the worse , ornery features of both and lives in trash filled mud trenches

3. Keep attaching more and more bells, windchimes and amulets  (often made from dug up  rusted artifacts from all the old battlefields around this area) to the horns and necks of their herds. To the point that is sounds like John Zorn composition . 

4. Attach balloons and kites to their herds horns so they can see them along way off.

5.  Have to have a champion defeat the cattle's biggest bull in hand to hand combat each year before they can slaughter any. Will outsource.  Mainly an excuse to gamble.

6.  Make a beer from the strained water of the cattle shit. It's revolting but basically the only thing that repels the disease carrying ticks and worms here. If they don't like you (and complaining about the taste or smell is a sure way of pissing them off) they will charge horrendously for it.
Weirdly enough they are more favourable to someone who obviously hates the taste but is making a huge effort to pretend they are not, than they are to someone who enjoys the taste. They assume the later is just a really good liar, and shouldn't be trusted. I mean have you tried this stuff? No-one could like it!


Weird , implausible :


1. Bladders attached to butts of cattle collect methane which they sell/ trade to whoever needs a bunch of methane in your campaign.  Attend to herds in balloons with lassoing the leader and caroling with sling stone 

2. Abnormal Meat Harvesting Practices:
   1: Cows eat weird glowing plants. Get tumours. Herders remove and grow tumours. Various        methods of growing the tumour as big as possible before it gets too gristly . Much competition and    bullshit between herders about this. Cows tend to have be really good healers from the amount of    surgery they survive.
  2:Feed cattle crazy magic stuff so they become meat eating and ravenous and point them at their     hated neighbours . Cattle back on the pounds due to all the protein and die of heart attacks and then  eaten
  3:Inject digestive enzymes and suck out delicious , portable, long keeping cow slurry 
  4:Cut off heads and keep bodies underground with neck partially sewn up over winter.  Whole family has to take turns chewing cud and spitting down the neck. Only way to protect cattle from Yetis


3. Every 30th cow is a spider disguised as cow. They don't eat the cows or the herders and balloon off after a year. No-one knows why they do this , but it's good luck. I mean any non-fatal interaction with a cow sized spider is good luck.


4. Cows taught (like teaching bears "dancing") weird step patterns to avoid bullete / sand shark / death worms attacks. Each generation needs a new step pattern to avoid them learning

5. Kids ride some of the cows and use the horns as the arms of a oversized slingshot to defend the herd

6. The bones are sold to a mute mouthless people that come up from the earth , assemble the bones , dress them in old rags , breath into them , and walk them down below. They pay in something that hopefully is honey.