Tuesday, January 14, 2014

The Ultimate Magedungeon Maze Map

THIS:
Done by a janitor at a uni here in Japan. No one knew what he was working on, people are still trying to figure it out. Reminds me of Henry Darger a bit.

The full story is HERE.

I've got another Weird Japan post should be done tonight or tomorrow between student essay marking.

Friday, January 10, 2014

Blog mod

I just added a cloud of topics on the right to help readers navigate the blog better. Figured I'd better do it before this thing became unwieldy.

Thursday, January 9, 2014

Interweb Buried Treasure Find – TSR 2001 A Space Odyssey RPG?!?




I have been pretty tied down before my preliminary exam on Thursday (today), but while web surfing to de-stress, I came across two TSR modules for Star Frontiers based on the movies 2001: A Space Odyssey and the sequel 2010. They are available at the Star Frontiers website in the Modules section. They are well made curios invaluable to any Kubrick film or Clarke scifi buffs, but gamers might balk due to their extreme faithfulness to the source materials.


Although I thought maybe the OSR hadn’t stumbled onto these retro goodies, a quick search for images resulted in reviews of them by Grognardia. Whereas James M didn’t see Star Frontiers as a good fit for the game and understandably dismissed the modules’ gaming usefulness due to their extreme railroady nature, I thought they were great resources for someone looking to run Star Frontiers as ‘harder’ scifi than the default setting, an aspect of the rules modifications they present which James also comments upon. More than that, as an inveterate OSR DIY guy, I think these railroads are ripe for Jacquaying and modding with switchbacks, loops, and alternate tracks.

How would I do that? One way to see 2001 is a space where extremely hard scifi (i.e. human technology like HAL and the Discovery) meets extremely soft ‘techno-magic’ (i.e. the monolith and starchild, and more if you’ve read the novel). Put in this way, adding in the goofy space opera of the original Star Frontiers is hardly a stretch, and so my first move would be to ignore the restrictions to human characters outlined in the modules. Next, since the modules and their source films and books take place over enormous spans of time, from the Dawn of Man to centuries in our future, a bit of Star Trek style time traveling from the Star Frontier’s timeline would be in order. Finally, as a DM I would be OK with PCs going off the rails of the film plot. I’ve always had the dream of running Lord of the Rings and letting the PCs try whatever they want to get the ring to Mordor, maybe allowing Gandalf all spells with the caveat that using any unlocks them for the forces of darkness as well. I’d try to do a similar balancing act with these modules. If possible, I’d run the modules without letting players know they are gaming 2001, but I’d also be open to players in the known who are happy to muck about in the setting.


Here’s an example of how I would Jacquay the first chapter, including some of the complications and reactions I would have anticipated:

The Dawn of Man – It is the default Star Frontiers future, and the PCs are contacted through an agent to make a delivery for a princely sum of money. The condition is that they ask no questions and do not pry into the unknown devices installed on their ship or the cargo it holds, and they must sign a Non Disclosure Agreement to that effect. The cargo is, of course, the moon and Earth monoliths, and the mission is to deliver them to our solar system at the dawn of mankind.

If the PCs do not have a ship suitable for transport, one is provided for them, and unbeknownst to them can both travel FTL and in time. Note that I am a big handwaiver with this type of lightspeed/parsecs speed vs time stuff, and as PCs should be ignorant of what is in store for them, I see no need to get into it. If the PCs have a suitable ship, they are asked to leave it with the agent for a day, after which it is fitted with the FTL and timejump devices and cargo is loaded.

Any attempt to tamper with the devices or pry into the cargo should be met with increasing warnings and danger. Players should first be told that the devices make no sense to even the most skilled mechanic or technician in the group, and both their function and purpose are a mystery. Attempting to open them should either not work (cutters can’t cut the material, there are no joints, etc), deliver warning shocks (small damage or unconsciousness) or worse (increasing damage, a warning message from the agent). If the players don’t seem to want to go along for the ride, tell them they are knocked out by some force, awaken unharmed in their ship but with a Breech of Contract notification informing of the legal repercussions if they disclose any details of the agreement they had made.

If the players do play ball, they are put in stasis until their ship reaches our moon in antediluvian times. When they awake, the shipboard AI informs them that their first mission is to bury the monolith on the lunar surface, so PCs will have to suit up and accomplish this. To throw players off, the GM may describe the lunar monolith as a translucent or transparent oblong filled with tiny crystalline circuit structures as in the novel instead of the ebon monolith from the film. As a red herring, the GM may want to add a subplot of lunar quicksand that sucks down either the ship or several PCs and complicates their task (see the Arthur Clarke story ‘A Fall of Moondust’ for inspiration).


The real action starts on earth, which the PCs may not recognize as such due the change in constellations over the millennia and the difference in Earth’s atmosphere and composition of continents. The ship AI can navigate around the system, but will curiously be unable to give time or coordinates in relation to the PC’s normal setting. The ship AI informs them they must plant the second oblong near a group of cave dwelling apemen, then observe and record its interactions with them for two weeks. It’s up to the players to plan – do they knock out the apemen with stunners, or try and sneak it in? (See Jack Kirby’s 2001 comic for inspiration.)



Once the device is set, it comes to life at night, blinking and flashing hypnotically, after which the entire tribe sleepwalks out to stand rapt before it. After the first night, players making a perception roll will notice the apemen are walking more upright and using sticks to knock down fruit instead of climbing to get food as they did the day before.

The GM can introduce several dilemmas here to challenge the PCs. First, a predator jaguar or tiger can threaten the apemen, or a rival tribe could show up and threaten their access to water or food. Have some apemen die or be injured in front of PCs to provoke a reaction. As the apemen are influenced by the alien device, have them become more aggressive and start using weapons such as sticks or bone clubs. Have a Cain-Abel style first murder occur before the PCs to show them that maybe the monolith’s influences are not entirely benign. If players decide to fire on the monolith or stop it, have any human character instantly devolved into an apeman and modify his stats as per the module (p. 4). Now the game can switch to a return to try and restore the timeline.

If the players allow the monolith’s function to proceed, after the two weeks they are placed back in stasis and wake up in orbit around Earth’s moon just before the discovery of the lunar monolith, with US and Soviet teams rushing to reach the object pinpointed by magnetic scans as in the crater Tycho. Their mission next is to stop the Soviet advance and surreptitiously assist the US team. Once again, throw dilemmas at the PCs, such as the hidden armaments of the US team and the unarmed Soviets. Make them question whether their mission is good or not, and make all humans speak Russian if they decide to stop the Americans. Have fun with the wonky paradoxes of time travel and going off the rails of an established property.

Anyway, with my prelim done expect a speed up of posts of the backlog of ideas I’ve had while grinding away at my thesis.

Tuesday, December 31, 2013

Happy New Year, Bonne Annee, or as they say here in Kyoto, akemashite omedetou gozaimasu!

To keep you safe from youkai in 2014, here is a little video:

http://www.pechakucha.org/presentations/how-to-survive-a-kappa-attack

Monday, December 30, 2013

Friday, December 27, 2013

Project plans and Palladium 'missile circus' houserules



Wow. That whole 'Weird in Mystic Japan' thread went on longer than I had intended. I still have one more post, maybe two maximum, but thought I'd break things up with this.

I have a prelim exam first week of January, so expect a slowdown until after that. Projects I have simmering are (in no particular order) some dystopic Traveller tables; finishing my Stormbringer 1e adventure 'Spiders and Angels'; more D&D semiotics; and starting my retroclone, Iceships & Inuit.

I also intend to roll out my Palladium Patch at some point. Anyone who responds 'Why bother?' has missed out on some gonzo playing with an admittedly clunky old ruleset. My patch aims to make Palladium's funky old school games playable to gamers with more modern sensibilities who'd dismiss them offhand because of their rusty rules.

To give a taste, here are the Mecha Missile and Melee Mayhem Houserules. We used these back in the day last time I played and the feel of an Itano missile circus a la Robotech was pretty spot on. Give em a try and tell us what you think.


Mecha Missile and Melee Mayhem Houserules

High Explosive Missile – Does an equal number of dice of SDC damage to human pilot or each passenger, pilot can roll for half. Ignore MDC damage multipliers. (i.e. 1d6x10 MD missile does 1d6 SD to pilot or passengers).

Fragmentation Missile – Apply each dice of damage to a different part of the mecha within the blast radius. (i.e. a missile doing 3d6x10 will instead do 1d6x10 to 3 different parts of the mech).

Armor Piercing Missile – In addition to damage, causes critical damage per critical damage tables if any of its damage dice rolls maximum. (i.e. a missile doing 2d6x10 will also inflict critical damage if either dice comes up 6).

Plasma Missile – Does full number of dice in damage first round, then one less dice per round thereafter until no dice remain. Pilots may make a stunt roll to shake plasma off, but can take no other actions while doing so. (i.e. a missile doing 2d6x10 MD will do that the first round, 1d6x10 the second, then 0 thereafter).

Multi-Warhead Missile – Attacker rolls a number of d20 equal to the damage die, then takes the best as his attack roll. (i.e. a 2d4x10 MD missile allows the attacker to roll 2d20 and keep the best as his attack roll, while a 4d6x10 MD missile allows 4d20 to be rolled).

Hand to Hand– Always does critical damage on a maximum damage roll. (i.e. a 1d4 damage punch also incurs a roll on the critical damage table if a 4 is rolled).

Chaff (NEW!) – Each chaff fired automatically leads a number of missiles off course as follows: Mini-missile chaff 1d4, short range 1d6, medium range 2d4, long range 3d6.

Penalties to Dodging or Shooting Missiles – Either roll gets a – 1 per multiple of 5 missiles/ (i.e. – 1 to dodge or shoot down 5-9 missiles, – 2 for 10-14 missiles, – 3 for 15-19 missiles, etc).

Monday, December 23, 2013

The Weird In Mystic Japan – Part Three




ADVENTURE SEEDS
Here are a few adventure ideas ripped shamelessly from Japanese sources. All adventures take for granted that PCs are under orders of a lord and follow his decrees largely unquestioningly. If not, DMs will have to find different reasons for adventuring. Try to enjoy the weirdness of the adventures and not punch them up with combat too much to please western audiences. Make interactions and social restrictions a vivid part of the world, and you should have the right feel.


1. Possession (Genji Monogatari)
Several murders of night watchmen and travelers have occurred and PCs must find the cause. The bodies are mutilated as if mauled and partially eaten by some animal. Either by stakeout, investigation, or scrying they find that a noble lady is possessed by a demon which turns her cannibalistic at night. The lady is kin to their lord, so they must find a way to out the demon without harming her, all the while keeping the incident quiet from villagers who might raise arms to protect themselves.


2. The Peony Lantern (Lafcadio Hearn, Kwaidan)
A nobleman has started wasting away, losing strength and becoming wan due to sleepless nights. He refuses to divulge the cause of his lethargy, and so the PCs are sent to find out. By either surveillance, consulting a medium or other means, they discover that the lord is haunted nightly by the ghost of an old lover he spurned and caused to waste away from grief or commit suicide. PCs must drive away the spirit, either by satisfying its demands for justice, or convincing the nobleman to repent and either become a monk or publicly shame himself by professing his dalliance.


3. Space Girl (Osamu Tezuka, Hi no tori)
A peasant’s wife has run away while he was at war, and now returning as a minor noble he asks the PCs to find her and his child. She has left behind a magic kimono of shimmering, unearthly colours that radiates magic. The kimono can only be worn by female characters, and transports them to the moon, where the wife originally came from. The kimono-wearing character can miniaturize two other characters and carry them in her sleeves, but any more PCs will have to find alternate transport to the lunar surface. The moon people are pacifists but also great sorcerers using magic items, and PCs will have a hard time convincing the woman and her now grown son to return to war-torn earth and live with a former soldier. One complication may be that the son wishes to return but the mother doesn’t, forcing PCs to help him make his escape back to earth. Another complication is that miniaturized characters stay that way on the moon.


4. Wolf Head Kashira (Osamu Tezuke, Hi no tori)
PCs are ordered to stop a bandit chieftain has been terrorizing the mountain roads, but investigations shows that he is only attacking the wagons of a certain clan. The chieftain is said to have a wolf’s head and is magically protected by animal familiars. If PCs meet the wolfhead, he reveals that he is the clan’s disappeared heir, whose face was flayed by the current clan head, covered with a wolf’s head as an insult, and then left for dead. By some strange magic the heir recovered but with a wolf’s face and animal powers. He will only stop his attacks when the current clan leader is dead and the heir’s rightful place and face restored to him. PCs may have some serious questing to do to achieve this.


5. Moth woman (Osamu Tezuka, Dororo)
Children from a small village have been disappearing at night from their houses, and the lady of the village has asked for help to calm her subjects. PCs are sent to investigate and sensitive characters or priests may be lead by the beckoning of ghostly children to the run down old hut under which their bodies are buried. Under the tatami mats in a tunnel are the children, wrapped in cocoons and undergoing a horrid transformation into mothmen. Following the tunnel to its end brings the PCs come face to face (tail?) with a grotesque moth creature, who turns out to be the underside of the lady of the village. They must battle to stop her while defending themselves from the child-mothmen she awakens with her screams.


6. Dirty Old samurai (Shigurui/Vagabond)
In a small village on the stormy coast, a veteran samurai lives and protects villagers from bandits and rival clans. On a visit to the village, PCs see that the old bushi has gone rogue, is often blind drunk, tests his blade on villagers, and takes their daughter’s maidenhood when they are 12 or 13. The samurai must be stopped, but as he has higher rank than the PCs, is an expert swordsman, and has magical arms and armor from his past adventures, they will have to find some subtle way to discredit or destroy him. Note that the samurai is paranoid and wily, and will not fall foolishly into any old trap, but will kill all who shows animosity towards him. He is just as deadly when drunk or sober.


7. Freak Circus (Suehiro Maruo, Shojokan)
The circus comes to town, and the elder son of the lord starts dallying at the tents of the freaks. The PCs are sent to drive the freaks off, but must deal with threats including Snakelady, who can shoot poisonous snakes from her orifices; Rotting Man, a bandage-enwrapped ex-soldier who cannot be killed by mortal weapons but simply loses gobbets of flesh; Giant Baby, an ogrish man with the temper and jealousy of a child; The Mouth, a limbless obese giant who rolls over PCs attempting to crush then eat them; and Dr Ching, an evil sorcerer from the continent who can thrust characters into their nightmares. If PCs are victorious, they find the son in a sorcerous sleep, which may require questing for holy objects to break.


8. Shadow Banquet (Lafcadio Hearn, Kwaidan)
A distraught young musician begs the PCs to save him from ghostly samurai who visit him every night. He hasn’t slept in days, and if he falls asleep at night when the samurai come to hear his music he will be forced to join them in the hell between worlds. PCs can either fight off the samurai if powerful enough, or more likely should quest to various temples and apothecaries for magic ink to write wards all over the musicians body and Buddhist Sutras on paper which can bind or wound the ghosts.


9. The Phoenix (Osamu Tezuka, Hi no tori)             
The high priestess of the clan is growing old and has started fearing age and death. She sends the PCs to an island where the legendary phoenix has been spotted, with orders to kill it and bring back its rejuvenating blood. The bird is deadly and fearsome, but getting to its lair is made difficult by the presence of savage natives who revere it as a god. If players do manage to kill it and retrieve its blood, which is always boiling hot, the death of the bird causes an eruption of undead who begin plaguing the countryside. PCs may seek to revive the bird, which can only be accomplished by throwing its body into a volcano. If they do bring its blood back to their mistress, she drinks it but is ironically consumed alive by fire bursting from her innards, also giving birth to a newly formed phoenix which flies off back to its lair. Irony!


10. The Spirit Gun (From a Big Comics Original supernatural manga about an antiques shop whose name and author I forget)
Officials of the clan are being assassinated at night by a young gunman who disappears like smoke whenever guardsmen give chase after a killing. PCs are given sketches of the assailant and must try to find him. If they go to the burakumin (social outcast) district, they will find that the boy was from there but died many years ago, and that his father is a woodcutter on the edge of town. If they meet the woodcutter, he is a kindly old man who invites them in for tea, and tells them the tale of how his son died out hunting. In truth, the youth was killed accidentally by a noble also out hunting, and his spirit now haunts his rifle, which the father keeps hidden in his house. PCs will have to assuage the spirit by somehow getting it justice.


11. The Fox Stole (as above)
A lady of the clan is found strangled in her chambers, but with no signs of struggle or intrusion. If characters investigate thoroughly, they find a few items of the lady’s clothing are missing. A few nights later another lady dies in the same way. If characters investigate, they will find more clothes are missing, and one item, a fox stole, is on both missing item lists. If they interrogate the handmaidens, they find one in either case has sold their deceased mistress’ articles to support their family. Tracking down the fox stole to the antiques shop where it was sold, PCs find that it has just been purchased by another lady. They have scant hours to find the cursed garment and stop another killing by the fox stole, which was cursed years ago by a rival clan to strangle the wearer when placed around neck and shoulders of a noble of the clan.

12. Mud Flinging (Ge ge ge no Kitano)
Construction on a new fort has halted as workers are attacked by a strange giant humanoid rising from a nearby pond who flings enormous balls of mud at them. Men have nearly smothered under the mud, and a death will occur if something isn’t done. The PCs are sent and are easily overwhelmed by the creature. Any PC speaking youkai language will learn that the creature is yelling “tanbo kaese!”, or “Give me back my fields!” It is actually the guardian god (kami) of rice fields that have been destroyed  The PCs must find a place for the youkai, preferably in a rice field that is clean and well-kept.