Schedim's Blog

RPG meandering and stuff

About the Dungeon’God

Not much is know of this strange and alien entity as it do not collect followers as most gods do, it have no real priesthood or scripture. The only source of information is what can be surmised from the few successes of communication with it and some clues from its interactions with the different worlds where it has precense.
It is concluded that it was a lower Godling or assistant to a god of conflict and challanges. Perhaps it grew overconfident, perhaps it was framed but it fled or was exiled. As with many other beings that had a need of hiding from mightier powers it travelled to the outmarches of reality, where the edges folds and wrinkles hiding pockets of worlds allowing for experiments and creations not allowed where more responsible powers oversee things.
In the Outmarch there exits half-finished world that never was properly put together before abandoned as well as paradisiacal hideouts, heavily defended and/or well hidden. But most worlds are struggling creations of Godlings lacking the strength or talent to create a fully functional world.
These world struggles continuously sapping the strength of the Godling in question until it perish or abandon its hopless project or, in the best case, carefully balancing on the edge, treading water just keeping its breathing tubes above the surface of oblivion.
Here the Dungeon’God wandered for a long time, sustained by some power it had stolen from the old master and replenished by stealthy conflict stirring at worlds lacking in defences to keep it out.
And it was during one of those forays that Dungeon’God got its bright idea. There was those who tried to make an existence by trading between the different worlds, but most perished sooner or later, the profit margins was small and there where paranoid half-mad entities everywhere. Dungeon’God had to come up with a way to trade which both was safe and provided it with sustenance. As it was not a Godling of trade, the trade in itself was useless as a source of power, at the most some power could be drawn upon if it was a challenging trade with dangers of conflict and difficulties.
Instead Dungeon’God devised a plan most cunning, by using resources plundered from a dying world and enlist the helpless souls there. By turning its body into a incomplete and limited world and connect it to worlds in need, luring its inhabitants to enter and find much needed resources. The supplies where guarded but not impossible to defeat, but increasingly difficult, always a challange, never impossible, Dungeon’God got nourishment and power to connect more worlds, transferring goods from one to be plundered by another, always strengthening the Dungeon’God.
The creators or godling maintainers of these world was often served with fait accompli, as the cost of dislodging the Dungeon’God would be to great (a parameter well researched by Dungeon’God) negotiation usually lead to an mutual profitable agreement, perhaps not for those who enters the Dungeon, but for the world as whole.

Harvesting in DungeonGod

A classic trope of dungeoncrawls are harvesting parts of monsters, as a “realisic” version would result in heaps of materials and quickly get boring, here is my take on the trope:

When a dungeon denizen is killed the soul leaves the body and travels to the dungeon lord to await reincarnation. The body it evacuates is reformed into the cleaning crew of the dungeons, the oozes. This means that adventurers has a very limited time to butcher the carcasses and grab what fine bits they want.
Each monster will have a table with possible bits (as it is random which part of the monster decays into oozes first). The size of the dice used depends on which skill used (d4 for Survival, d6 butchery, d8 Dungeneering, d10 Alchemy and d20 Knowledge (Nature)) and the number of dice is dependent on success. The result of the dice can be added and you may choose any result of a equal or less number.

När musikvideo var science fiction

Schedim:

Oh, those was the days….

Originally posted on :

Sen jag upptäckte att Neuromancer har fyllt 30 (födelsedagen var visst den 1 juli men jag kom på det först häromdagen) har jag blivit lite fixerad vid cyberpunk. Vi kommer att prata om det i nästa avsnitt av Gårdagens värld idag igen. Som ett led i detta har jag läst igenom fanzinet Cheap Truth, som gavs ut för att kopieras och spridas och därför var tydligt märkt NOT COPYRIGHTED — och därför också finns bevarat på flera ställen online.

Detta var fanzinet som gick i bräschen för en förnyelse av sf, och piskade upp en het debatt om hur science fiction kunde vara relevant för samtiden. I nummer fem, innan Gardner Dozois hade reformerat Asimov’s och ordet “cyberpunk” var på allas läppar, diskuterades musikvideo. Vilket fick mig att vilja titta på de exempel som nämns. Och det går ju rätt enkelt nuförtiden. Och bara för att jag kan…

View original 511 more words

About ice

When ice took Nifelhel it mostly turned everything to snow and ice leaving stone structures in ruins as iron supports shattered and wood beams turned to snow. Some snow fell as the air condensed and in the last faltering winds. Ironically it was around the winter temples the destruction was greatest, here the resistance if the last Winter Gods Made the snow pile up and when the end came near time it self got wrinkled and allowed glaciers to build up and scrape the land clean.
So around any winter temple there are no standing structures but when you get farther and farther away you will find more standing ruins, until you get close to another winter temple.
A last note about the strange nature of Nifelhel, it is finite in size but boundless. If you travel far enough you will reach a place where time slows down and you will never be able to reach to see whats beyond the ice. Perhaps one day the sun will rise strong and mighty and reduce the ices power and allow a expedition to the end of the world. But that day is certainly far away in the future.

Inspirational reading right now is:

The Queens Cavaliers: not only are the world building excellent, exciting and full of great ideas, the dice system is intriguing and my main focus right now is the near perfect character creation system.

Beyond the wall: a OSR clone with a unique and very interesting character generation system using innovative play books.

and last but not least:

Ambition and Avarice: another take on the OSR in which I take a particular interest in the the mechanics of Dungeon Rolls and Saving Rolls.

Lot of stuff on my mind …

… but here is a random inspiration of a defence system modifying the hit point system. Damage is measured in wounds (that are applied according to my wound matrix system that I still have to write an explanation that is acceptable to the human mind).

Weapon do their dice damage as ordinary, but defence work as folows:
the defendant allocate defensive dice from their HD pool and subtract that from the damage. The defendant may allocate the dice sub-sequentially after seen what roll their get. To each dice is the damage reduction from armour added.
The HD pool refreshed with rest and some dice may be recovered during the combat through special advantages and such stuff.

A outline of an XP independent Level system

While the XP still is used (in one way or another) to acquire skills, feats and stuff, the levelling in itself depends on other factors, namely the stations of the Hero’s Journey. To go from level 0 to 1, for an example, would be something qualify as Arming and Allying encounter (open to interpretaion). Depending on which station exactly performed could opens up different “classes”, options or magic.
It would take some work to do….

Of to google and see if there are any good collations of different Hero cycles.

Vancian Magic

I have always loved the Vancian magic system, and thus I (of course) tinkers with my own version of it.
In order to test it I have to dream up some spell, and here is a first one:

Agolixi’s Lengthy Blast
Strange translucent purple flames erupts from the palm of the magicians hand. The flames sears a cone shaped area, burning but never causing spreading fires, thus it can relatively safely be used indoors.
The drawback is that the range is quite short and the flame are too weak to cause any damage beyond a handful of steps.

For two combat rounds, 4d6 [fire] damage in a 60 degree cone from the Magicians hand, dropping 1d6 every other meter. The cone do not need to be in the same direction for both turns.
The flames do damage in every way as fire normally do, except that they never set anything aflame.

Probably about magnitude 3

Half-baked thoughts

The dungeon is actually restoring Nifelhel by memories dredged found drifting in the Place Between Worlds. The questing energies the delving parties expens in the dungeon, overcoming the challenges are mainly used to feed its dragon at the centre, but the part going to growing the dungeon in it self uses these memories to “stock”. This in order to further motivate the inhabitants of Nifelhel to Dungeon Delve more.
A dungeon grows in distinct layers, not unlike the growth rings of a tree. It starts with a seed lair (which is actually the dragon putting up some annoying and dangerous creature in a simple cave or ruin. When two of that Dragons lair has been cleared out by some lowly adventurer aspirants with enough sezt and gusto, they grow a linking “second level” and the Dragon scrape up some dregs there to give enough opposition to enterprising adventurers and thus create some feed for the Dragon.
When enough energy has been generated a third level of the Dungeon grows and connects three of Second levels dungeons (and they connects to in all six Lairs). These lairs may or may not be in this close physical relation, and the deeper the levels progress, the less likley are there that all Lair entrances to the same Dungeon are even located on the same world.
As a rule of thumb.
 Lair entrances connected to the same Second level is located within a hour or two march of each other.
 To the third Level the Lairs (through its three second levels) is located within a days march.
 The Fourth level usually has all entrances on the same continent.
 …
And so on.
Of course the deeper you get, the more possible it is that the local DungeonLord possess magic strong enough to create shortcuts or monsters powerful enough to bend reality, which may make the layout and structure less straight forward. Add to this secret doors, constructed dead-ends, accidental modifications and deliberate expansions and every Dungeon gets unique and Labyrintine.

I plan to use Inkwell ideas Geomorphic Dungeoncards (or something similar) to create the nodes at each level. Possibly by having each level having the level number of nodes (a bit apart) and each node being one or two cards in connection. I want to separate the nodes a bit and making each node into a more distinct place. The reason for this is that I want to get away from the trouble of “alarming the whole dungeon with one battle”-effect, or rather avoid needing a meta rationale to myself.
Also thinking about: when and why are the energy enough to grow a new level, and how do the growth manifest? Do it just blink into existence? Is it built by imps? Do stairs just appears where it was just a floor before? Though questions!

Notification!

I just discovered that the editor I use to blog don’t send notifications in a correct way. Sigh, why cant’t I find an editor that both suits me and works as inteded!

Not that I have produced that much lately, but I have begun to find my way out of the murky darkness now! So perhaps I can produce a bit more from now.

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