Half Again as Much
Certain musings from the desk of one Doctor Curious, VII. No guarantee is made of frequency, quality, or coherency. Tastefulness attempted to the best of the author's ability.
Tuesday, January 14, 2025
Monday, January 6, 2025
On Sphinges
Wednesday, January 1, 2025
The Zungeon Table, as Endorsed by the Zungeon Master
The Zungeon Jam is happening. It's a game jam where people make zungeons. I will probably be participating.
Step 1 is to come up with a theme for the dungeon, then mix it with 1 or more other themes. "But what," you (I) say, "if I'm creatively bankrupt?"
Roll on this table 1 or more times. Pick whatever result for a given line sounds best or most interesting to you, then combine with whatever other ones you pick from your other rolls. Alternatively, just roll once and read straight across, combining all 3. Or don't. Whatever.
I feel weird making a post without any images, and just a Discord screenshot feels lame. Here's a skeleton with some dice that I found on google images.
"Creature" is a type of living* being (Current inhabitants? Original inhabitants? Worshipped/Venerated? Appears in iconography?).
"Location" is a place (Original purpose? Current purpose? Nearby area of note? What the dungeon looks like it should be, but isn't?).
"Abstract" is generally, but not always, an 'element' of some vague sort (Suffuses the area? Wielded by inhabitants? Overriding decor theme? Part of a Special room or Puzzle the adventurers have to deal with?).
CREATURE/LOCATION/ABSTRACT
1: Mermaid/Waterfall/Slime
2: Vampire/Cenote/Lightning
3: Gargoyle/Clocktower/Shadow
4: Mimic/Organism/Sound
5: Daemon/Grove/Etiquette
6: Werebeast/Shipwreck/Alchemy
7: Giant/Crypt/Mirrors
8: Eye/Church/Gravity
9: Soldier/Natural Cavern/Time
10: Insect/Subway/Gold
11: Kirin/Quarry/Melting
12: Plant/Museum/Smoke
13: Sea Monster/Mine/Crime
14: Crone/Laboratory/Neon
15: Mummy/Spaceship/Fire
16: Psion/Menagerie/Food
17: Dragon/Haunted House/Rainbow
18: Leprechaun/Residence/Earthquake
19: Genie/Lost World/Glyphs
20: Adventurer/Bathhouse/Cursed
Don't like mummies? Choose wights instead. Leprechaun sounds too silly? Then make it a faun. Pick or roll or cut or paste or I don't know, I don't care, I'm not your dad. Like your dad, though, I do crave validation through engagement, so I would politely and humbly request that if you make use of this you tell me or mention it or leave a comment or something.
Nova (the mind behind the Zungeon format and the jam) had this to say:
Friday, October 25, 2024
Vampire Weekend: "Playtime's over! Grant me power!"
There's an event going on where a bunch of people post about vampires. You know who's a vampire?
Still, it's a really iconic and fun ability, and one that I think there's potential to use in RPGs. If Bram Stoker and Tracy Hickman can invent their own vampire powers for us to iterate upon and exploit, why can't Hitoshi Akamatsu? With Wizards of the Coast's push towards cinematic spectacle and climactic adventure bosses, it's shocking that Strahd von Zarovich hasn't turned into some kind of giant skeleton-snake-mosquito or discount Satan.
It's not as if you're lacking for options mechanically to represent whatever doofus your vampiric villain turns into - if your party is formidable enough to stand up to a bear (and they probably should be, if this is the kind of confrontation they're getting into), the most common bulky-bat-men Draculas bear a striking resemblance to the Type IV Demon or Nalfeshnee, and a one-off form that your villainous vampire turns into is the perfect opportunity to test out that esoteric random generator or gimmicky stat block from your favorite monster book that you're not sure you want to canonize as a whole species in your world. I also can't help but think of Nick Whelan's encounter tables, and the idea that "2 is always a dragon, 12 is always a wizard" - a single NPC who can turn into, effectively, both, gives a way to construct such a table without overcrowding the dungeon environment with independent populations.
With my own weirdo lore about the Negative Energy Plane as a place of void, darkness, and unactuated potential, what if Vampires as Undead beings are less 'corpses' and more 'animated ideas'? If - as a certain frothing racist wrote - the oldest and most powerful emotion of all sapient beings is fear, then a vampire might be a bodiless consciousness from the Negative Plane, parasitically attaching itself to a creature's fear of ambiguous spookums that live in the dark to take on semi-corporeal form. Feeding on blood without completely killing and exsanguinating could be a way to maintain or strengthen this connection - a vampire's immortal brides could be captives it perpetually feeds upon every so often, not because it has any actual dietary or caloric requirements but to keep them in a state of awe and fear at the terrible hungers of the vampyr.
Monday, September 23, 2024
20 Dusts
1: Dust of Disappearance. The all-time family favorite for decades! Renders objects or creatures temporarily transparent to visual rays, causing them to be invisible.
2: Dust of Dispersal. Though physically lightweight, this magical dust is so dense as to distort the local fabric of space. Causes targets to teleport short distances in random directions.
3: Dust of Discussion. A soothing perfumed incense with a calming, soporific effect. While it burns, encounters have a greater chance to react favorably.
4: Dust of Disturbance. A potent hallucinogenic drug derived from crematory ashes. Induces terrifying visions, duplicating a Cause Fear spell.
5: Dust of Dismemberment. A metallic powder composed of countless tiny razor-sharp blades. Must be handled with a metal gauntlet or thick leather glove, as it wounds any exposed flesh.
6: Dust of Disgust. A horrible nerve agent absorbed through the skin. Causes itching, nausea, chills, loss of constitution, vomiting, and all manner of horrible physical symptoms.
7: Dust of Discovery. Each individual granule is painstakingly coated in gunmetal-blue wizardly ink. When cast at an invisible entity, the inky particles cling to it, allowing its silhouette to be seen.
8: Dust of Disrepair. The dormant sporelings of ravenous magical fungi, similar to yeast. They cannot feed on living matter, but will eat through any dead organic material - they can destroy a wooden door entirely (except its metal locks, hinges, &c.) in a single turn.
9: Dust of Disaster. Made from the crushed wings of that most dire of omens - the butterfly. In 1d100 months, a terrible natural catastrophe (hurricane, earthquake, vampire, thaumatomic bomb, &c.) will befall the location where it was sprinkled.
10: Dust of Disarray. The shed skin cells of brownies, domovoi, and other household spirits. Sprinkling over an organized assortment of items will cause them to immediately become jumbled at random.
11: Dust of Disconnection. Tiny, specialized spatial portals permeable only to living creatures. Sprinkling or rubbing on a joint allows a portion of the body (finger, arm, leg, head, and so forth) to 'detach' from the rest and move independently, an effect that is profoundly upsetting to the recipient.
12: Dust of Discordance. This is not a pitch-black, deathly cold dust left behind by concepts annihilated from reality. It is, however, a powder of crystalized fragments of pure sound, creating a terrible clamor whenever it lands against a surface other than its magical velvet carrying pouch.
13: Dust of Disembodiment. Shavings of skymetal from the astral plane, imported at considerable risk and expense (or so the merchants who command extravagant prices for it claim). Snort it, and you can project your consciousness into higher spheres - your body remains in the material world, however.
14: Dust of Disencumbrance. A substance so light, it actually has negative weight! Carrying a pouch will reduce the weight (but NOT the volume!) of your carried equipment.
15: Dust of Disintegration. Beware this agglomeration of miniature spheres of annihilation! Though the scale of the destruction they can inflict at a touch is smaller, it is just as utter and just as painful.
16: Dust of Disinfection. A society of generally cooperative Poindrones, the least of Modrons. If quickly applied to an envenomed or diseased creature, they can scrub the system utterly of toxins, curing the symptoms and leaving the area cold and unnaturally pale for several weeks.
17: Dust of Disorientation. A parasitic colonial organism that takes root in the inner ear. If blown or thrown at an opponent's face, it will burrow into them, disrupting their sense of balance and severely limiting their motor control.
18: Dust of Distillation. A fine sediment originally discovered in the vats of Siegmund, the first alchemist. When mixed with a potion, the liquid component is evaporated, leaving a solid residue with doubly potent effects. However, the process of properly ingesting this residue (by carefully applying to the gums and nasal membranes) takes a full turn.
19: Dust of Diseasedness. A culture of horrific deeply infectious hell-bacteria, causing a nightmarish contagious illness that causes the living skin to fall off like flaking dandruff. The bacteria and the contaminated victim's remains both linger in the air - unless a gas mask and full protective clothing is worn, it is quite likely to backfire on the user and any allies.
20: Dust of Disappointment. It's... just dust.
Saturday, September 14, 2024
The Seas of Heaven and the Moons of Hell
Heaven has seas deeper and stranger than the world of men. Just as the land issued forth from the primal unformed waters, so did the pillared halls and wide promenades of Heaven rise from depths you could scarce fathom. Where the earthly sea grows dark, Heaven's grows ever brighter: you can see as clear as day whenever you are below, and as you dive deeper it grows so intense that you must wrap your head in layers of sackcloth to avoid going blind. At the very floor, the boundary between light and water blurs, dissolves - both are one, a sea of liquid brightness surrounding you as beings of graces far stranger than the ones on land swim and scuttle and writhe. The deepest of trenches lead directly into the Positive Energy Plane, the realm of pure Phlogiston, the axiomatic and undeniable substance. It is impossible to return from these deep vents if you enter - to perceive Phlogiston's burning beauty is to be filled with the blessed and pure truth of it, and both your mind and body will turn to more of the perfect and colorless solid light.
Angelic fauna of the bright abyss (1d8):
1: Towering faceless humanoid formed of pure ivory. Ponderous footfalls. Occasionally digs into the glittering sand as if searching for something buried.
2: 50-foot feathered eel, with a serene death mask for a head. Pulsating veins of bright colors shift beneath its plumage.
3: Immaculately formed septopus, each arm bearing a tablet with the name of a forgotten god. Each can be used as a scroll of a 5th-level clerical spell, but mortal men turn to clay after 1 such use.
4: Five-mouthed colorless flame, razor teeth dribbling gold venom. Save vs. poison or be purified of sins you have no word for.
5: Man-sized barnacle in a shell of marble, filigreed in gold. Its cirri could be used as bladed whips. May portend a phlogiston vent.
6: Scuttling silver crustacean, four eyes alive with terrible energies. Speak a command in an ancient tongue, and it will unerringly seek out 1 living creature anywhere in creation.
7: Predatory fish, stained-glass skin pulled taut over intricate metallic skeleton. The beautiful scenes it depicts do not ease the pain of the deep lacerations it can inflict.
8: Gelatinous colonial organism of morally pure subsapient souls. Though its form is malleable and of many bodies, most often it is shaped like a gentle hand.
Hell is the place where Negative Energy moves from potentia into definite physical form. The boundless black sky of the void is a place of pure might-and-could-be - anything COULD lurk in the darkness - but to become real, it must shed some of its purity and take on a true and knowable shape. This process is strange and often upsetting to the minds that descend from the Negative Energy Plane to become demons - if their efforts are not rudimentary and feeble, they are liable to be hideously distorted, loathsome both to look upon and to occupy. It is said that the great lights of the countless moons in Hell's eternal night are the eldest to have passed into Being, and they swirl and jockey for position in the firmament in an elaborate and endless dance of celestial politics.
Which Moon shines brightest in this part of Hell? 1d8:
1: Nicator, coldest and most covetous. Spilt blood freezes into blades.
2: Urb'luu, whose solemn green light shrivels tongues. No words may be spoken under it.
3: Murmur, the forgiving and timeless. Whenever a roll is made, roll twice and use either result.
4: Gurthang, darker than the night sky around it. None who die beneath it can ever return by any means.
5: Zkauba, clamorous self-devouring catastrophe. Any damage prompts a morale check as the wound erupts into writhing gore-tendrils.
6: G'broagfran, patron of poisoners, arsonists, and weavers. In your dreams, you see a masked and bound figure. You may ask one question of them - their answer will be a lie.
7: Quine, who calls thousands of thousands of beetles to coat all available surfaces. They bite at exposed skin.
8: Sárku, thrice-shattered mirror. Its sickly purple glow turns organic forms into rigid angles.
Tuesday, July 16, 2024
La-Mulana, Tomb of the Serpent Kings, and Multi-Layered Tutorials
I'm one of those people who never shuts up about one specific video game, specifically GR3 Project's 2006 freeware metroidvania La-Mulana. This is surely due, in large part, to having seen Deceasedcrab's let's play of the game as a tiny, dumb child, and it thereby being my first exposure to those genres (both of video game and of video). Yet besides my own personal nostalgia, I maintain that the game is an extremely clever, atmospheric, and well-made example of its genre, and is one of the standouts of the early-mid 2000s indie scene. My feelings on the 2012 commercial remake are significantly more negative, for various reasons - some relevant to this piece, some not. The important part is, I regularly play through the game (as I would recommend you go do when you get a chance - it's on archive.org, though you might need to do a little bit of troubleshooting running it on modern computers due to its age).
The First Layer: the Enclosed Instruction Book
The Second Layer: the 'Safe' Outer Area
The surface - or its equivalent in Tomb of the Serpent Kings, the False Tomb - is a chance to apply and experiment with the things you learned from the manual. It's a simple area that gives you a few hints, a few goals to keep in mind as you move forward (gotta save up money to buy that software!), wide open spaces to move and jump in as you get used to the physics, and fairly simple enemies to kill and examples of the game's primary recurring simple elements (breakable pots with loot, signs to read, pedestals to activate mechanisms) to ease you into the act of playing the game. At the same time, it's not something you can completely and effortlessly clear out - there's danger, things you'll need to come back later to deal with, things (fairly clearly signposted) that will kill you quickly, a treasure chest you'll need to figure out how to open on your own. The set of interactions it gives you with the game world are limited, but it still expects you to take that world seriously, and teaches you that if you don't - if you try to fight the giant blue invincible guy with your leather whip, or jump unprepared into the rapids of the waterfall, or just bump into too many enemies without saving - you'll face genuine consequences, up to and including death.
The Third Layer: You'd Better Learn
In fact - and this might be a contrarian viewpoint - La-Mulana might do better on its room-by-room teaching style than TotSK. While it's discussed as a goal in the introduction, and maintained to a degree throughout, a lot of rooms don't actually have much of a lesson to them, or are lessons only specific to the dungeon itself (or even just a limited part of it), like the 'statues hide secrets' idea. In contrast, the things you learn in the Guidance Gate are going to be ideas you build upon throughout the course of the whole game. Still, the approach they have to these lessons is generally the same: you're never actually outright told anything, as a player. Instead, you learn the lessons from this area organically, in the course of play and doing the interactions with the world that seem either obvious or implied. You feel clever for figuring things out, even though the environment is designed to make you figure those things out.
Over-Tutorializing - Get Me Off Your Fucking Mailing List
In the remake, Elder Xelpud (fun fact: "La-Mulana", "Xelpud", and "Lemeza" (the main character's name) are all Japanese-language reversals/rearrangements of the developers' usernames - "Naramura", "Duplex" and "Samieru"), the character who told you to go off and die, takes a much more... active role, in the gameplay. He'll be sending you in-game emails throughout the course of play, and these things are - more or less - direct hints or instructions on how things in-game work. Now, figuring out how things work isn't a matter of going "Hm, the signs outside and the notes on these explorer skeletons are readable, but the stone tablets inside just display this weird cuneiform - I wonder if that's related to the Glyph Reader rom for sale in the village?", it's a matter of Xelpud emailing you the moment you see or interact with your first tablet and directly telling you "Hey, you need a Glyph Reader to read these."
This Sounds Like a Bad Idea
i don't think we should do that actually
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There seems inevitably to come a time in an adventuring party's career where their travels take them beyond the earthly sphere. One...
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I'm one of those people who never shuts up about one specific video game, specifically GR3 Project's 2006 freeware metroidvania...
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The Zungeon Jam is happening. It's a game jam where people make zungeons . I will probably be participating. Step 1 is to come up with...