tag:blogger.com,1999:blog-42026126343523506082024-03-15T18:10:23.914-07:00Mazirian's GardenBen L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.comBlogger162125tag:blogger.com,1999:blog-4202612634352350608.post-22414380564879062512023-11-28T03:00:00.000-08:002023-11-29T06:43:54.439-08:00Downtime: Home away from Home<div class="separator"><p style="margin-left: 1em; margin-right: 1em;"> I had some more thoughts on downtime I wanted to share. But first, speaking of downtime, it was just announced that my supplement, <a href="https://throughultansdoor.bigcartel.com/product/downtime-in-zyan" rel="noopener noreferrer nofollow" target="_blank"><em>Downtime in Zyan</em></a>, is one of the winners of The Awards 2023! You can check out the full list of winners <a href="https://www.geeknative.com/162798/plus-one-exp-the-2023-awards-winners/" rel="noopener noreferrer nofollow" target="_blank">here</a>. It’s an honor I share with my team. <em>Downtime in Zyan </em>is what it is thanks both to the meticulous layout of Lester B. Portley, and especially to Evlyn Moreau’s superb mole rat illustrations, without which the supplement would be a hollow shell. But back to the topic at hand.</p></div><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1c058e1a-7372-4483-83f0-51b1357ef0d1_1454x828.png" target="_blank"><div class="image2-inset"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1c058e1a-7372-4483-83f0-51b1357ef0d1_1454x828.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1c058e1a-7372-4483-83f0-51b1357ef0d1_1454x828.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1c058e1a-7372-4483-83f0-51b1357ef0d1_1454x828.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1c058e1a-7372-4483-83f0-51b1357ef0d1_1454x828.png 1456w" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/1c058e1a-7372-4483-83f0-51b1357ef0d1_1454x828.png","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":828,"width":1454,"resizeWidth":560,"bytes":1352639,"alt":null,"title":null,"type":"image/png","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="318.8995873452545" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1c058e1a-7372-4483-83f0-51b1357ef0d1_1454x828.png" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1c058e1a-7372-4483-83f0-51b1357ef0d1_1454x828.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1c058e1a-7372-4483-83f0-51b1357ef0d1_1454x828.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1c058e1a-7372-4483-83f0-51b1357ef0d1_1454x828.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1c058e1a-7372-4483-83f0-51b1357ef0d1_1454x828.png 1456w" width="560" /></picture><div></div></div></a></figure></div><p>My downtime system is designed to deliver various goods. It serves as an antidote to the relentlessly cooperative and world-focused character of OSR play by allowing PCs to develop some uniqueness and depth. It facilitates the pursuit of individual ends in addition to the collective ones. By not gating downtime behind name level play it allow players to pursue their dreams and leave their mark on the campaign world from early levels. It is also designed to be part of a virtuous circle with adventuring, so that downtime itself creates hooks and problems to be solved through adventuring, and adventuring creates the possibility of further downtime.</p><div class="subscription-widget-wrap" data-attrs="{"url":"%%checkout_url%%","text":"Subscribe","language":"en"}" data-component-name="SubscribeWidgetToDOM"><div class="subscription-widget show-subscribe"><form class="subscription-widget-subscribe"><div class="fake-input-wrapper"><div class="fake-input"></div><div class="fake-button"></div></div></form></div></div><p><a href="http://maziriansgarden.blogspot.com/2023/11/further-thoughts-on-downtime-and.html" rel="noopener noreferrer nofollow" target="_blank">Last time</a> I was talking about the problem of the transition in an OSR style campaign between the quick jaunts of early sessions, in and out of perilous adventure locales in 1 or 2 sessions, and the more ambitious many (4-8) session adventures that tend to organically arise starting at mid levels. The thought was that if you have reached the point in the campaign where players adventure for 4+ sessions, and you give players one downtime session every time they return to home base, downtime dwindles in significance. To keep players invested in downtime, I suggested calibrating downtime to the number of sessions adventuring, giving multiple downtimes when returning home after longer adventures. </p><p>This time I wanted to talk about a <em>different</em> trick you can use to allow downtime to work with longer jaunts into dangerous territory. The setup I’m thinking of here is one where there is a homebase that is safe where downtime usually happens and most or all adventuring happens in some perilous <em>terra incognita</em>, a hostile area to be explored that lies in some sense “outside” the homebase. A classic example would be a megadungeon, where there is a “town”, and all (or most) adventuring happens in the exploration of the hostile subterranean dungeon. Other examples might include a West Marches style wilderness crawl with a town on the edge of some howling wilderness, or what is on the other side of a certain printmaker’s door in the waking world. In these cases, to penetrate deeper you must often travel further and further from home base, which in turn leads to longer adventures. </p><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F70c74707-0e84-49e7-ac00-b864cdc20811_250x342.webp" target="_blank"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/70c74707-0e84-49e7-ac00-b864cdc20811_250x342.webp","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":342,"width":250,"resizeWidth":null,"bytes":43998,"alt":null,"title":null,"type":"image/webp","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="444" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F70c74707-0e84-49e7-ac00-b864cdc20811_250x342.webp" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F70c74707-0e84-49e7-ac00-b864cdc20811_250x342.webp 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F70c74707-0e84-49e7-ac00-b864cdc20811_250x342.webp 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F70c74707-0e84-49e7-ac00-b864cdc20811_250x342.webp 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F70c74707-0e84-49e7-ac00-b864cdc20811_250x342.webp 1456w" style="margin-left: auto; margin-right: auto;" width="324" /></td></tr><tr><td class="tr-caption" style="text-align: center;">Iain McCaign, <i>Deathtrap Dungeon</i></td></tr></tbody></table><div class="separator" style="clear: both; text-align: center;"><picture style="margin-left: 1em; margin-right: 1em;"><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F70c74707-0e84-49e7-ac00-b864cdc20811_250x342.webp 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F70c74707-0e84-49e7-ac00-b864cdc20811_250x342.webp 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F70c74707-0e84-49e7-ac00-b864cdc20811_250x342.webp 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F70c74707-0e84-49e7-ac00-b864cdc20811_250x342.webp 1456w" type="image/webp"></source></picture></div><div class="image2-inset"><div></div></div></a><figcaption class="image-caption"><br /></figcaption></figure></div><p>One way to limit this problem is to create discoverable shortcuts, e.g. secret doors, hidden elevators in a dungeon, or secret entrances that lead directly into deeper levels. But another way to handle it and keep downtime going is to establish possible basecamps where downtime can happen that also serve as staging areas for deeper exploration. These are, in essence, a home away from home. I’ve been thinking a lot about what you need to do to make this option sing. </p><p>Introducing a second space for downtime is a delicate balance. If you design the basecamp so that it provides everything the homebase does, and it is more conveniently located, then your basecamp will predicatably become the campaign’s new homebase. While I think it’s great if this arises organically, I don’t think you want to design the basecamp to force that decision. The biggest problem is that many downtime activities are tied to a location and so not transferable, particularly two of the most important: cultivating relationships and building institutions. It’s unfortunately when some PCs have been sinking time and resources into building something special back at the original homebase and the GM more or less mandates that downtime play shifts to a new arena. </p><p>My way of handling this problem is to treat basecamps as scaled down version that presents a smaller world of possibilities than homebases. What you want is enough for people to become invested and pursue downtime while on larger expeditions, while also welcoming the eventual return home to the original homebase. </p><p>In fact, there is a spectrum here. At one end, you might have locations in the dungeon or wilderness that offer primarily a single unique downtime action. A couple of options to incorporate in a dungeon might include:</p><ul><li><p><b>A perpetual feast</b> of viking ghosts in a Valhalla style mead hall that one can join for spectral revelry</p></li><li><p><b>A dungeon library</b>, manned by demonic librarians, where can research the kinds of mysteries found in lower levels of the dungeon. </p></li><li><p><b>An efreet smithy</b> who uses elemental fires to craft splendid weapons for visitors who can pay his price. </p></li></ul><p>This designs a foothold, a stopover where some may want to do the main downtime action, and others might do an alternative one, like engaging in martial training with a drunken viking ghost, or cultivating a relationship with a demonic librarian, without there being much staying power to the location. At the other end, there are basecamps proper that have real opportunity to build something lasting. How can you build a proper basecamp?</p><p>The answer is that you should employ the same techniques you use to build an original homebase, which I talk about at the end of <em>Downtime in Zyan, </em>but give it a more limited and small scale flavor. In brief, since my system of downtime generates problems and adventure hooks with many mixed success rolls it also needs to be a space rife with factions, rival institutions, patrons, in short people with desires and an a potential interest in the PCs adventuring in.the unknown. If we just look at the core of my location specific downtime activities we can see some features we’ll need:</p><ul><li><p><strong>Build an institution</strong>: There should be some pre-existing institutions, including perhaps rivalries, along with space for building new institutions.</p></li><li><p><strong>Cultivate a relationships</strong> and <strong>Gather Intelligence</strong>: There should be interesting NPCs, who have some tensions, and who may want various things that adventurers could provide through adventure, who have access to a rumor mill, and who may be interested in serving as adventuring companions.</p></li><li><p><strong>Revelry: </strong>There should be some possibilities for debauches to blow off steam. </p></li></ul><p>Others downtime actions are either more player driven, or seem more optional, but potential sources of fun might be to include some NPCs that have skills to teach, or some warriors who can engage in martial training, or some special site for spiritual exercises, or a trove of information to engage in research.</p><p>To really make a basecamp sing, I think you also need a new version of a campaign events table might used for a homebase, but geared towards the specific nature of the basecamp.</p><h3 style="text-align: left;"><br /></h3><h3 style="text-align: left;">An Example: The Hanging Merchants</h3><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTi9XkDCPcf3odZQdETmO9eD5NosL37rzygyVB41r7S4_I1sDrq6rbSZu1IxX5yFLc3kz8H6rOQuDce5lg7Ds1nzt21xxVDInDwkSBHjg-WzK3u-U5D8O1S2tZJzwyNX2lVlDgJ_BeAdH_NITKAPAKKLgqxuoVDvefWCptp9f1_xz1SsEPFLV4WwkqGtc/s846/WhiteJungle.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="846" data-original-width="692" height="455" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTi9XkDCPcf3odZQdETmO9eD5NosL37rzygyVB41r7S4_I1sDrq6rbSZu1IxX5yFLc3kz8H6rOQuDce5lg7Ds1nzt21xxVDInDwkSBHjg-WzK3u-U5D8O1S2tZJzwyNX2lVlDgJ_BeAdH_NITKAPAKKLgqxuoVDvefWCptp9f1_xz1SsEPFLV4WwkqGtc/w373-h455/WhiteJungle.jpg" width="373" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Illustration of the Hanging Merchants by Michael Raston</td></tr></tbody></table><br /><div style="text-align: left;"><br /></div><div style="text-align: left;">The most developed example from my 3 dreamlands campaigns are the hanging merchants, which is right outside the harbor near the Great Falls of the sewer river mentioned in issue 3 <em>Through Ultan’s Door. </em>I discussed a very early iteration of them on my blog <a href="http://maziriansgarden.blogspot.com/2016/07/the-hanging-merchants_24.html" rel="noopener noreferrer nofollow" target="_blank">here</a>. (They will appear in a more developed form in the first issue of <em>Through Ultan’s Door </em>that takes us into the White Jungle. I’m not totally sure what number that will be.) The basic setup is this. When the Zyanese still traveled <a href="http://maziriansgarden.blogspot.com/2017/04/zyan-below_23.html" rel="noopener noreferrer nofollow" target="_blank">the White Jungle</a>, the hanging merchants were a carnival like attraction for visitors to take a day trip down the sewer river to see the sewer falls and get a little taste of the white jungle. It also served as a staging ground for safaris and travel to the jungle manses of the aristocrats. The idea is that no one goes into the White Jungle anymore, and the platforms are now ruined and abandoned except for four merchants.</div><p>Each of the four merchants specializes in a different sort of goods. Two of the are over-merchants, from wealthy houses. Each of these over-merchants is locked in bitter rivalry with the other, and each is beholden to a powerful rival jungle patron who will seek the service of any party that uses the area as a basecamp. There are also two under-merchants, with much humbler shops, whom the over merchants look down upon. Finally, there are the Sons and Daughters of the Vigilant Watcher, a mercenary house that the merchants pay to provide protection against jungle incursion and river piracy. </p><p>I model the four merchants as four separate rival institutions the players can choose to bolster. (Certainly the Sons and Daughters taken together as a mercenary house are also an institution.) There is also the possibility of trying to open a fifth shop, or more grandly, of trying to restore the platforms of the hanging merchants to their earlier splendor by fixing the place up and attracting visitors. (Each of these two projects was pursued by in separate campaigns by players: one group tried to build up one of the under-merchants, and the other took on the task of restoring the whole place to its former grandeur.) Furthermore there are plenty of NPCs to befriend here, as well as sources of information. Since the Over-merchant are eager to host lavish parties there is the opportunity for revelry as well, and since each under-merchant has a specialty in respectively jungle botany and animal husbandry, there are skills that can be learned as well. </p><p> The campaign events for this basecamp includes special goods coming in to the merchants, restocks of sold wears, visitors to the platforms of the merchants from Zyan above, stranger visitors from the jungle below, a couple of jungle related events, and so on. </p><p>In short, if you’re doing the kind of campaign where you have a fixed homebase, with all adventuring happening in hostile terrain, consider introducing one or more footholds where downtime can be pursued in the deeper areas of exploration. This can provide variety and keep downtime relevant as the campaign often pushes further from homebase. </p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com0tag:blogger.com,1999:blog-4202612634352350608.post-74621926415945447122023-11-09T03:00:00.001-08:002023-11-09T03:00:00.134-08:00Further Thoughts on Downtime and the Campaign Arc<p> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-u4Pa9D-Qt2k0S-q3jWP_mTFv5v0Z3Mqd5r_8TqfbENUgy0F_NgTzLrEyY2KUlGVGQD1mmtxKD6t3CiaQlMg6QuYFN5etf2DlRf_VBrhyphenhyphenzXQASTr01xbv8_1j4qi7AXbQSflF3C39lxuzeY-XRMqu6d5_-YWkGelqJ3S9q-ISFphP142uN7nwe8Ehzqk/s3711/MoleratRanger.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2549" data-original-width="3711" height="311" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-u4Pa9D-Qt2k0S-q3jWP_mTFv5v0Z3Mqd5r_8TqfbENUgy0F_NgTzLrEyY2KUlGVGQD1mmtxKD6t3CiaQlMg6QuYFN5etf2DlRf_VBrhyphenhyphenzXQASTr01xbv8_1j4qi7AXbQSflF3C39lxuzeY-XRMqu6d5_-YWkGelqJ3S9q-ISFphP142uN7nwe8Ehzqk/w453-h311/MoleratRanger.jpg" width="453" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Art by Evlyn Moreau</td></tr></tbody></table><br /></p><p>I have been using my downtime system, published in <i><a href="https://throughultansdoor.bigcartel.com/product/downtime-in-zyan">Downtime in Zyan</a></i> and originally presented across this blog <a href="https://maziriansgarden.blogspot.com/search/label/Downtime">here</a>, for my face to face dreamlands campaign. This is a game with a stable group of 4 players rather than a bigger open table game. Over this campaign and my previous one, which also have shrunk to a 4 or 5 person group of stable players at the higher levels, I've discovered a tendency that undermines the use of downtime over time. I think it's a tendency that arises in games where the initial default at low levels is short jaunts to perilous adventuring locations--getting into and out of a dungeon in one or two sessions. In that context downtime as I've designed it works very well. </p><p>On my system, each character gets one downtime action between adventures from a large menu of freeform options. It involves a 2d6 roll with base and situational modifiers. Generally, there's a tracker with a certain number of steps to complete the project. A 7-9 is a mixed result that often requires one to adventure to make progress or eliminate an obstacle. A 10+ is a straightforward success. The general idea is that in a game relentlessly focused on cooperative play, this allows player characters to pursue their individual dreams and leave their mark on the campaign world. </p><p>In online games I handled downtime actions in discord between sessions. This was fun, because you could prep and go deep with downtime, dropping tons of lore or colorful NPCs. But sometimes it was hard to corral people to do downtime between sessions, and I very often found myself failing to "do my DM homework", which sucked the air out of downtime. In face to face games I've found it works better to resolve downtime at the start of a session in about 30 minutes at the table without much prep on my part. </p><p>Here's how I start that 30 minute period. I have a system of tables for campaign events, along with some clocks that get triggered by past player actions. So I start by telling them the campaign news to give them something to react to if they want to, which every once in a while includes a threat that needs to be dealt with in downtime or the opportunity to perform time-sensitive downtime actions. Then I remind each player of all the downtime actions they had going in the past. Without keeping notes about this and reminding them what they've been doing, I find that they leave a ton of loose threads and have trouble remembering what they had going. This really diminishes the significance of downtime. But with a little reminder of what they've been up to in the past this problem vanishes.</p><p>I then move around the table to have them declare downtime actions. I then begin resolving the actions. I find that I weave between different players as they resolve the actions, switching the spotlight at dramatic moments. They often advise one another or make creative contributions along the way, so people stay pretty engaged. This makes for a very dynamic 30 minutes that players look forward to as a reward between adventures. But the main point is that it doesn't involve very much homework for me at all. Sometimes I think for about 15 or 30 minutes before the game about it, but sometimes I don't think about it at all. Everyone understands that it's more freeform and improvisational than the sessions we're running, and I think they like that rhythm of the more structured adventures and the more improvisational downtime. </p><p>The problem I've identified is that as the party rises in level, and gets invested in the campaign world, they start going on longer and longer adventures. What was once one or two sessions in the dungeon becomes six or seven sessions of hex crawling, or city crawling, or hopping between three different adventure locations to accomplish some multi-part mission. I could try to stop this but I wouldn't want to because it feels organic and allows us to play a deeper game driven by more ambitious player objectives. This means that downtime diminishes in significance to a nearly vanishing point since it happens so rarely. People feel disconnected from their projects, which feel impossible to finish anyway. Downtime decreases in importance precisely at the point where it should matter the most, when the player characters become increasingly invested in the campaign world, and ought to care the most about accomplishing self-invented projects. </p><p>My new solution to this problem is to grant the party multiple downtime actions after a longer adventure. The thin rationale is that if an adventure takes 4 or more sessions to complete, then the characters need a longer break and may take an extra downtime action. (This is related to an earlier idea I had about using downtime to model a campaign hiatus, discussed <a href="https://maziriansgarden.blogspot.com/2020/05/using-multiple-downtime-actions-for.html">here</a>.) I've found this solves the problem. The difference between 1 and 2 downtime actions is noticeable in play. It allows each character to pursue two different dreams at once, or to suddenly make a lot of progress on one project. Each downtime feels like a big deal. Given that downtime is happening less often, I think it really helps to keep them invested in the downtime phase. When they've just come back from a six or seven session adventure, it also creates a lovely feeling that we're closing one chapter and opening another. In an anarchic game that is a player driven sandbox without narrative arcs or discrete planned chapters, this is a nice organic substitute. </p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com10tag:blogger.com,1999:blog-4202612634352350608.post-70283493383272338882023-10-30T23:28:00.020-07:002023-10-31T03:48:44.862-07:00Into the Megadungeon, Halloween Special Episode 07 "Literally Possessed by a Demon"<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMdLgSc3Qe-RaYVA-z-_RnNYkwLgpDwiwMgksNauZSsZ5ioiRm2EtZqJOC7XUfjrhyphenhyphenKnhgINFJ_m77__PBBR6FzXlKtw6j6W0fWdyc7rUBHptF-6sDE9InqHe0qULq9l5nvamHHQeZMN16agZvDDB3VYfNNQA5Y5rKPAQLHiwYCLGjGDt0OA01NsPQZ3Y/s876/IMG_8759.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="876" data-original-width="872" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMdLgSc3Qe-RaYVA-z-_RnNYkwLgpDwiwMgksNauZSsZ5ioiRm2EtZqJOC7XUfjrhyphenhyphenKnhgINFJ_m77__PBBR6FzXlKtw6j6W0fWdyc7rUBHptF-6sDE9InqHe0qULq9l5nvamHHQeZMN16agZvDDB3VYfNNQA5Y5rKPAQLHiwYCLGjGDt0OA01NsPQZ3Y/s320/IMG_8759.jpg" width="319" /></a></div><br /> In this special Halloween episode, I interview Miranda Elkins about her long-running Nightwick Abbey campaign--a dungeon literally possessed by a demon! We talk about the secrets of successful restocking, the importance of theme to an adventure location, and how to use geomorphs to craft your dungeon map. We also talk about how to run a horror themed dungeon by externalizing psychology and making metaphors literal. Without further ado, I present the episode on your platform of choice:<p></p><p>Episode 07 “Literally Possessed by a Demon” on Spotify <a href="https://open.spotify.com/episode/6Z0VjUAgTANdK74jkBtSuU?si=hi2IUO1WRkyBcVfM0B5ZwQ">here</a>. </p><p>Episode 07 “Literally Possessed by a Demon” on Apple Podcasts <a href="https://podcasts.apple.com/us/podcast/into-the-megadungeon/id1698032870?i=1000633194686">here</a>.</p><p>Episode 07 “Literally Possessed by a Demon” on Podcast Addict <a href="https://anchor.fm/s/d9a089c4/podcast/play/77900637/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2023-9-31%2F353441263-44100-2-4caeee5935662.m4a">here</a>.</p><p>Episode 07 “Literally Possessed by a Demon” on Overcast <a href="https://overcast.fm/+BCl45cHIMc">here</a>.</p><p>Episode 07 “Literally Possessed by a Demon” on Pocket Casts <a href="https://pca.st/episode/941068bf-5637-4ac0-9867-8eefc214c2e8">here</a>.</p><p>Episode 07 “Literally Possessed by a Demon” on Google Podcasts <a href="https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy9kOWEwODljNC9wb2RjYXN0L3Jzcw/episode/YzYyYzY5YTYtNjE1NC00MGE1LWE4NDYtZTU0MmI0NTk5YTgw?sa=X&ved=0CAUQkfYCahcKEwjApOekjqCCAxUAAAAAHQAAAAAQLA">here</a>.</p><p>You can read a transcript of the interview <a href="https://drive.google.com/file/d/1mk7bLosF_JCKDxeqV3-xW5qWJh_Phaqc/view?usp=sharing">here</a>. </p><p></p><h2 style="text-align: center;">Reader’s Notes</h2><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7db9170f-c92f-4852-a83d-f12168fd5c33_1483x2314.jpeg" target="_blank"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/7db9170f-c92f-4852-a83d-f12168fd5c33_1483x2314.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":2272,"width":1456,"resizeWidth":374,"bytes":793709,"alt":null,"title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="583.6043956043956" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7db9170f-c92f-4852-a83d-f12168fd5c33_1483x2314.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7db9170f-c92f-4852-a83d-f12168fd5c33_1483x2314.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7db9170f-c92f-4852-a83d-f12168fd5c33_1483x2314.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7db9170f-c92f-4852-a83d-f12168fd5c33_1483x2314.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7db9170f-c92f-4852-a83d-f12168fd5c33_1483x2314.jpeg 1456w" style="margin-left: auto; margin-right: auto;" width="374" /></td></tr><tr><td class="tr-caption" style="text-align: center;">Art of Evlyn Moreau</td></tr></tbody></table><div class="separator" style="clear: both; text-align: center;"><picture style="margin-left: 1em; margin-right: 1em;"><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7db9170f-c92f-4852-a83d-f12168fd5c33_1483x2314.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7db9170f-c92f-4852-a83d-f12168fd5c33_1483x2314.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7db9170f-c92f-4852-a83d-f12168fd5c33_1483x2314.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7db9170f-c92f-4852-a83d-f12168fd5c33_1483x2314.jpeg 1456w" type="image/webp"></source></picture></div><div class="image2-inset"><div></div></div></a></figure></div><h2 style="text-align: left;"><span style="font-size: large;">In Places Deep: The Blog</span></h2><p>Miranda is the author of a very long-running, wonderful blog In Places Deep. You can check it out <a href="https://inplacesdeep.blogspot.com/" rel="noopener noreferrer nofollow" target="_blank">here</a>. Here are some helpful things from the blog, as well as posts we mention in the episode:</p><ul><li><p>You can find a post with an overview of Nightwick Abbey <a href="https://inplacesdeep.blogspot.com/2020/01/behold-nightwick-abbey.html" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p></li><li><p>You can find Miranda’s post about the importance of theme in megadungeon creation that I refer to <a href="https://inplacesdeep.blogspot.com/2017/06/mastering-megadungeon.html" rel="noopener noreferrer nofollow" target="_blank">here</a>.</p></li><li><p>You can find Miranda’s fantastic post about the GM as a Shuteye <a href="https://inplacesdeep.blogspot.com/2021/11/the-dm-is-shut-eye.html" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p></li></ul><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fe07eaa-91c6-49fd-a0f4-c03efb460506_2440x882.png" target="_blank"><div class="image2-inset"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fe07eaa-91c6-49fd-a0f4-c03efb460506_2440x882.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fe07eaa-91c6-49fd-a0f4-c03efb460506_2440x882.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fe07eaa-91c6-49fd-a0f4-c03efb460506_2440x882.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fe07eaa-91c6-49fd-a0f4-c03efb460506_2440x882.png 1456w" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/7fe07eaa-91c6-49fd-a0f4-c03efb460506_2440x882.png","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":526,"width":1456,"resizeWidth":null,"bytes":1950121,"alt":null,"title":null,"type":"image/png","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="176" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fe07eaa-91c6-49fd-a0f4-c03efb460506_2440x882.png" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fe07eaa-91c6-49fd-a0f4-c03efb460506_2440x882.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fe07eaa-91c6-49fd-a0f4-c03efb460506_2440x882.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fe07eaa-91c6-49fd-a0f4-c03efb460506_2440x882.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7fe07eaa-91c6-49fd-a0f4-c03efb460506_2440x882.png 1456w" width="485" /></picture><div></div></div></a></figure></div><h1 style="text-align: left;">In Places Deep: The Patreon</h1><p>But the best news of all is that if you want full access to the complete geomorphs of the first three levels of Nightwick Abbey, along with the bestiary of hellish creatures, Miranda’s stocking procedures, and <strong>so much more</strong>, Patreon is the place to go. You literally can find everything you need to run a Nightwick Abbey today <a href="https://www.patreon.com/InPlacesDeep" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p><h1 style="text-align: left;">Nightwick Abbey: Appendix N</h1><p>Miranda first wrote about the Appendix N for Nightwick Abbey <a href="https://inplacesdeep.blogspot.com/search?q=appendix+N" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p><p><i><b><span style="font-size: large;">Rose Red</span></b></i></p><p>She refers in the episode to the miniseries Rose Red, which was an inspiration for the living, changing character of the abbey. She’s written about that <a href="https://inplacesdeep.blogspot.com/2023/10/nightwick-abbey-secret-origins-rose-red.html" rel="noopener noreferrer nofollow" target="_blank">here</a>. In the Halloween spirit, check out the trailer:</p><p>https://youtu.be/gyoTNUtInRM</p><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/gyoTNUtInRM" width="320" youtube-src-id="gyoTNUtInRM"></iframe></div><br /><p><br /></p><div class="youtube-wrap" data-attrs="{"videoId":"gyoTNUtInRM","startTime":null,"endTime":null}" data-component-name="Youtube2ToDOM" id="youtube2-gyoTNUtInRM"><div class="youtube-inner"><i><b><span style="font-size: large;">Van Helsing and Hammer Horror</span></b></i></div></div><p>Miranda also refers to the influence of Van Helsing on Dave Arneson and the cleric class of OD&D. James Maliszewski (of Episode 01 fame) wrote about that influence <a href="https://youtu.be/gyoTNUtInRM?si=vukwe1VUHfW2fUlh" rel="noopener noreferrer nofollow" target="_blank">here</a>. Here is a glorious trailer of <em>The Horror of Dracula</em> with Peter Cushing as Van Helsing:</p><p><i><b></b></i></p><div class="separator" style="clear: both; text-align: center;"><i><b><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/ZTbY0BgIRMk" width="320" youtube-src-id="ZTbY0BgIRMk"></iframe></b></i></div><i><b><br /><span style="font-size: large;"><br /></span></b></i><p></p><p><i><b><span style="font-size: large;">As Above So Below</span></b></i></p><p>Finally, Miranda when discussing the way horror externalizes our psychology, including rendering our anxieties and fears incarnate, she refers to the movie <em>As Above so Below </em>not as the world’s best movie, but as a clear example of what she’s talking about:</p><div class="youtube-wrap" data-attrs="{"videoId":"Fq358xHbzN4","startTime":null,"endTime":null}" data-component-name="Youtube2ToDOM" id="youtube2-Fq358xHbzN4"><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/Fq358xHbzN4" width="320" youtube-src-id="Fq358xHbzN4"></iframe></div></div><h2 style="text-align: center;"><i><b><br /></b></i></h2><h2 style="text-align: center;"><i><b>A Gentle Reminder in Closing</b></i></h2><p>I hope you, dear friends of the podcast, have a Happy Halloween! Remember that the only proper response if a little goblin asks you “trick or treat” on this cursed holiday is to reply with genuine fear in your voice “TREAT, FOR THE LOVE OF GOD,. PLEASE, A TREAT!” along with a generous helping of the most select candies.<a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F3929b09f-3253-4e9f-ace1-aebddbfb46ab_3714x5891.jpeg" target="_blank"></a></p><div class="image2-inset" style="display: inline;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/3929b09f-3253-4e9f-ace1-aebddbfb46ab_3714x5891.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":2309,"width":1456,"resizeWidth":404,"bytes":1749924,"alt":null,"title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="640.684065934066" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F3929b09f-3253-4e9f-ace1-aebddbfb46ab_3714x5891.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F3929b09f-3253-4e9f-ace1-aebddbfb46ab_3714x5891.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F3929b09f-3253-4e9f-ace1-aebddbfb46ab_3714x5891.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F3929b09f-3253-4e9f-ace1-aebddbfb46ab_3714x5891.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F3929b09f-3253-4e9f-ace1-aebddbfb46ab_3714x5891.jpeg 1456w" style="margin-left: auto; margin-right: auto;" width="404" /></td></tr><tr><td class="tr-caption" style="text-align: center;">Art by Gus L<br /><br /></td></tr></tbody></table></div><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F3929b09f-3253-4e9f-ace1-aebddbfb46ab_3714x5891.jpeg" target="_blank"><div class="image2-inset"><div></div></div></a><figcaption class="image-caption"><br /></figcaption></figure></div><p> </p><p></p><p></p><p></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com1tag:blogger.com,1999:blog-4202612634352350608.post-57652154930611361562023-10-25T03:00:00.003-07:002023-10-25T08:58:25.749-07:00Naugomancy (Wreckcraft)<div style="text-align: left;"> I’m very excited for the upcoming Halloween Special episode of <a href="https://open.spotify.com/show/3NWS2OG488JgSszelF76tv" rel="noopener noreferrer nofollow" target="_blank">Into the Megadungeon</a>, “Literally From Hell”, where I interview Miranda Elkins about her long running Nightwick Abbey campaign. To tide you over, here is a Halloween season installment of Missives Beyond the Veil of Sleep, presenting you with original never before seen dreamlands material, including a very black magic indeed, naugomancy a sort of naval necromancy. This material is intended to be background for 2 of the factions found on level 1 of the <a href="http://maziriansgarden.blogspot.com/2022/12/the-catacombs-of-north-wind.html" rel="noopener noreferrer nofollow" target="_blank">Catacombs of the North Wind</a>, the Starlings and the Society of the Rusted Anchor, but it also gives you a further glimpse into some of the history of Zyan, the setting detailed in my zine <a href="https://throughultansdoor.bigcartel.com/products" rel="noopener noreferrer nofollow" target="_blank"><em>Through Ultan’s Door</em></a>.</div><div style="text-align: left;"><br /><div class="captioned-image-container"><figure><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/48d924f5-dac7-4c23-9b33-ce9627730509_535x900.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":900,"width":535,"resizeWidth":363,"bytes":229115,"alt":null,"title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="610.6542056074767" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F48d924f5-dac7-4c23-9b33-ce9627730509_535x900.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F48d924f5-dac7-4c23-9b33-ce9627730509_535x900.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F48d924f5-dac7-4c23-9b33-ce9627730509_535x900.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F48d924f5-dac7-4c23-9b33-ce9627730509_535x900.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F48d924f5-dac7-4c23-9b33-ce9627730509_535x900.jpeg 1456w" style="margin-left: auto; margin-right: auto;" width="363" /></td></tr><tr><td class="tr-caption" style="text-align: center;">Kai Nielsen</td></tr></tbody></table><div class="separator" style="clear: both; text-align: center;"><picture style="margin-left: 1em; margin-right: 1em;"><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F48d924f5-dac7-4c23-9b33-ce9627730509_535x900.jpeg" target="_blank"><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F48d924f5-dac7-4c23-9b33-ce9627730509_535x900.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F48d924f5-dac7-4c23-9b33-ce9627730509_535x900.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F48d924f5-dac7-4c23-9b33-ce9627730509_535x900.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F48d924f5-dac7-4c23-9b33-ce9627730509_535x900.jpeg 1456w" type="image/webp"></source></a></picture></div></figure></div><h3><br /></h3><h2 style="text-align: left;">The Three Magics of the Sky Singers</h2><p>The Sky Singers, ancestors of the Zyanese, were nomadic sailors of the Endless Azure Sea. They certainly practiced the sorcerous arts common to mortal Wishery, imported from the heavens below through pillage and exchange. The powers of the magicians at court in latter day <a href="http://maziriansgarden.blogspot.com/2016/03/immortal-zyan.html">Zyan</a> mostly derive from these sources, as do the antique arts through which Zyanese shades were bound to service. But three magics were the invention of the Sky Singers, native to their peripatetic flying fleet.</p><h3 style="text-align: left;">High Song</h3><p>The officers of all the vessels, and the crews of the great flagships, practiced the magic of high song. The endless canticle of the mizzen watch kept the ship aloft by resonating with the lyric stones distributed throughout the vessel. By altering their pitch and volume they could raise and lower a ship or tilt it fore or aft as needs might be for dainty maneuvers.</p><p>But this was only the beginning of the enchantments they could weave by clothing in sonic flesh the mystical runes of High Song, which were, according to their self-congratulatory lore, key to the secret harmonics of inmost reality. Through such song they could shatter missiles sent against their ships or weave harmonies of protection anathema to the spirits of the air; the aching clarions of the most powerful of the sky singers beckoned thunder, rumbling like percussion, and bolts, cracking like a sudden movement of violins, to sear the flesh of their enemies. </p><p>High Song lives on through the houses that descend from the officers of the fleet. It is the source of the magic of the Guides, who are taught fragments of this ancient art through secret initiation into their hero cults. The historical memory of High Song lives on as well in the opera of Zyan, which vies with gamesmything and candymaking for the title of queen of the arts. The passion for musical theater in the higher families, the elevation of the honorifics attached to voice, the pomp and circumstance of the costumes, the elaborate names of the different movements and singing roles—all this is shaped by the patrimony of High Song.</p><h4>Low Song</h4><p>The Low Song belonged to the folk ways of the crew and those too young or old to serve. The magic of its song pervaded their ditties, lullabies, hymns, and folk dances. To say it was taught, although true, is misleading; for so much was it woven into the course of ordinary life that a child of the Sky Singers learned it as one learns to speak, without being able to say when, as light dawns slowly over the whole at daybreak. Through Low Song they tied knots and mended broken lines from afar through this humble song they removed the pangs of a hangover and brought warmth to stiff fingers in the chill winds of a crow’s nest. With it, they blessed a newly married couple and bestowed sea legs on a toddler with her first drunken steps.</p><p>Low Song lives on in the traditions of hedge magic, midwifery, and lay divination passed down among the lower families. The whistling magic of the Starlings, one of the many gangs of Zyan, is a debased form of Low Song. (More on the Starlings another time.) Low Song lives on as well in a thousand humble practices, in superstitious songs to banish fear when whistling winds creak in the eves, in the sing-song lilt of the accents of Volish Hill, and in the more popular bawdy musical forms of Turnabout and Gutter.</p><h4>Naugomancy (Wreckcraft)</h4><p>Unlike such voluable public enchantments, naugomancy—or wreckcraft as it was more commonly known—was practiced in silent secrecy. Once exposed, its practitioners were sentenced castaways under Zyanese maritime law, the scruples of which, it must be admitted, were set aside when practitioners were of use or the scions of officers. The naugomancer’s art was hated by all living ships, which could smell the stink of it about them. Those who escaped the long arm of maritime law often met their end by vigilante justice through freakish accidents at sea, tumbling to their death as the ship suddenly listed while they peered over a rail, or decapitated by a snapped cable in a high wind that conveniently coiled about their necks.</p><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F24e536a2-e261-4d30-9873-0e52d9ee7749_338x450.jpeg" target="_blank"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/24e536a2-e261-4d30-9873-0e52d9ee7749_338x450.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":450,"width":338,"resizeWidth":null,"bytes":52374,"alt":null,"title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="450" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F24e536a2-e261-4d30-9873-0e52d9ee7749_338x450.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F24e536a2-e261-4d30-9873-0e52d9ee7749_338x450.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F24e536a2-e261-4d30-9873-0e52d9ee7749_338x450.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F24e536a2-e261-4d30-9873-0e52d9ee7749_338x450.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F24e536a2-e261-4d30-9873-0e52d9ee7749_338x450.jpeg 1456w" style="margin-left: auto; margin-right: auto;" width="338" /></td></tr><tr><td class="tr-caption" style="text-align: center;">Arthur Rackham</td></tr></tbody></table><div class="separator" style="clear: both; text-align: center;"><picture style="margin-left: 1em; margin-right: 1em;"><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F24e536a2-e261-4d30-9873-0e52d9ee7749_338x450.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F24e536a2-e261-4d30-9873-0e52d9ee7749_338x450.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F24e536a2-e261-4d30-9873-0e52d9ee7749_338x450.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F24e536a2-e261-4d30-9873-0e52d9ee7749_338x450.jpeg 1456w" type="image/webp"></source></picture></div><div class="image2-inset"><div></div></div></a><figcaption class="image-caption"><br /></figcaption></figure></div><p>If we might spy them about their art, we might notice the naugomancer furtively slip from the fleet in a catamaran, under cover of the constant coming and going of fishermen, lovers seeking privacy, and scrouts. Once far enough off, we would see the little vessel turn toward discretely towards a grave of ships, vessels tossed by the stormy currents of the Endless Azure Sea or gleefully led by the spirits of the air to their final ruin. Disembarking, we would see the naugomancer flitting about, picking from among the wrecks. Their gaze alighting on a particularly splendid vessel, torn and cracked, they might laugh with delight, the breath quickening as the light of their lantern falls upon the visage of the figurehead of this once noble vessel. Quick to work he goes, with a saw and ropes in hand, breaking free the figurehead, wrapping it in burlap sack and hauling it back with great effort to his ship. Back to the fleet he goes. Watch under cover of night as he moves figurehead to somewhere dark and out of the way, a stinking bilge most likely. There he begins the work of wreckcraft in earnest.</p><p>To understand what happens next, you must know that in noble ships like that from which the figurehead was taken, the spark of life is implanted by the art of its shipwright, slumbering until kindled one day into true soul by remarkable events shared with its crew. When wrecked, the crew broken and destroyed, the spark of life departs and the ship dies. But this is only a prelude.</p><p>Waist deep in the bilgewater, watch as our naugomancer first binds the figurehead with symbolic shackles, perhaps tethering it to a single rusted anchor. Then, lit by floating candles, air thick with incense, the members of his cabal enter one by one. Hear their chanting as our naugomancer awakens the ship’s spirit from its final slumber with words of power, ensouling by force the masthead with a wretched half-life.</p><p>Waking to this dolorous condition, the ship is confused and weakened. Watch as he applies merciless torments, setting the masthead with a crown of metal thorns, or draping it in boring worms, or setting it ablaze and extinguishing it again and again, until blood runs like red tears down the figurehead's face. Hear the laughter of the cultists as they mock it in its suffering. It is then that the naugomancer comes close, whispering in its ears offers of sweet succor if only it will <em>serve</em>. If he knows enough about its history, he may provide further inducements—temptations—tailored shrewdly to its unique desires, to settle an old score, or return a lost treasure, or the like. When the vessel, broken and corrupted, consents at last to serve, the ordeal is ended and the bond is formed. Henceforth, we may see our naugomancer manifest spectral emanations of the dead ship. Witness him as he works his strange borrowed miracles through wreckcraft!</p><h3 style="text-align: left;">Spectral Emanations of the Ship</h3><p>The ritual bond with a dead ship is intimate and the naugomancer can have only one such bond at a time. To bind a new ship, they must release the old one. How many emanations they master depends on the majesty of the bound vessel. This majesty does not always strictly correlate with size, although certainly the most potent ships of the Sky Singers were the flagships. </p><p><strong>Nobility I</strong>: 1 Minor Emanation</p><p><strong>Nobility II</strong>: 2 Minor Emanations</p><p><strong>Nobility III</strong>: 2 Minor Emanations, 1 Major Emanations</p><p><strong>Nobility IV</strong>: 3 Minor Emanations, 2 Major Emanations</p><p><strong>Nobility V</strong>: 3 Minor Emanations, 2 Major Emanations, 1 Majestic Emanations</p><p><strong>Nobility VI</strong>: 4 Minor Emanations, 3 Major Emanations, 2 Majestic Emanations</p><p><strong>Nobility VII</strong> : All Minor, Major, and Majestic Emanations, 1 Unique Emanation</p><h3 style="text-align: center;"><br /></h3><h3 style="text-align: center;"><u>Minor Emanations</u></h3><p><strong><em>Creaking Ward</em></strong></p><p>Once per day the naugomancer may imbue up to 50’ square feet with the auditory effects of the bound ship’s creaking decks. Anyone stepping on this area of floor sets off a loud spectral creaking that alerts anyone within earshot of their presence. This effect lasts until the naugomancer dispels it.</p><p><strong><em>Swinging Boom</em></strong></p><p>Once per day, the naugomancer may summon a ghostly swinging boom. It extends 15’ from a point up to 120’ away and swings in a circular motion. Anyone in the path must save vs. wands or suffer 2d6 damage and be knocked prone.</p><p><strong><em>Spectral Crew</em></strong></p><p>Once per day, the naugomancer may manifest indistinct spectral sights and sounds of the crew in its operation to up to 2d6 bewitched individuals within 120’. The murmuring of the crew, distant shanties, indistinct lights or moving figures, the creaking of ropes, the feeling of a chill sea wind. These appear always at the edge of their perception and may function as a willow the wisp to draw them in a direction he controls, or perhaps to deter them from a course by striking fear into their hearts. </p><p><strong><em>Bitter End</em></strong></p><p>Once per day, the naugomancer may choose a target within 120. They save vs. magic or are tethered with a spectral rope attached to a ghostly bollard on any surface within 5’ of the individual. This rope does not restrict their action but keeps stuck to one 5’ square. It lasts until the naugomancer moves out of range or breaks the enchantment.</p><h3 style="text-align: center;"><u>Major Emanations</u></h3><p><strong><em>Possess Figurehead</em></strong></p><p>Once per week, the naugomancer can cause the bound ship to inhabit another figurehead. This figurehead will serve the naugomancer for up to 12 turns, following all spoken commands.<em> </em><strong>Possessed Figurehead</strong> AC 7 [12], HD Nobility Level, Att 2 fists</p><p>(2d6), THAC0 15 [+4], MV 90’ (30’), SV D10 W11 P12 B13 S14 (4), ML 12 Special: Takes double damage from fire.</p><p><strong><em>Spectral Rigging</em></strong></p><p>Once per day, the naugomancer can summon spectral rigging from the vessel that can be used to bind individuals within an area, as an entangle spell. Alternately, it can be used a climbing surface that allows one to climb upwards 60’ or swing up to 60’ feet.</p><p><strong><em>Wake</em></strong></p><p>Once per day, the naugomancer may summon a ghostly ship’s prow that moves ahead 60’ in a straight line beginning from the naugomancer. Anyone in the path must save vs. breathweapon or suffer 3d6 damage. Those within 20’ of either side of the line the prow passes through must save vs. breath weapon or be shoved by a showckwave of air as though pushed perpendicular to the line traveled by the prow by a gust of wind spell.</p><p><strong><em>Reminisce</em></strong></p><p>Once per week, the naugomancer may speak with the ship about its history. Treat this as a non-magical research downtime action that can reveal anything that had to do with the ship, including all events its undergone, places its visited, details about the crew on the ship, and so on. (Note to the GM: be generous—if it could reasonably be imagined as something the ship might remember, the research is legitimate.)</p><h3 style="text-align: center;"><u>Majestic Emanations</u></h3><p><strong><em>Summon Figurehead</em></strong></p><p>One per week, the naugomancer may summon the figurehead of the bond wreck to serve him for up to 12 turns. The figurehead will follow all spoken orders. If the figurehead is destroyed the bond with the ship is broken. <strong>Summoned Figurehead</strong> AC 5 [14], HD Nobility Level x 2, Att 2 fists (3d6), THAC0 12 [+7], MV 90’ (30’), SV D10 W11 P12 B13 S14 (4), ML 12. Special: Takes double damage from fire.</p><p><strong><em>Velical Point</em></strong></p><p>Once per day for a number of rounds equal to the bound ship’s nobility, the naugomancer may gain control over the ship’s velical point, the imaginary center of buoyancy of the vessel, placing it on the tip of their finger. The velical point is attached to a 60’ circle at a range of up to 120’. By moving the velical point the naugomancer causes everything on the surface of the floor within the area to react as though the floor beneath it is pitching. Each round he may cause everything on the surface to slide in any direction on the floor, perhaps pinning or crushing people if there are heavy enough objects or slamming them against walls, save vs. breath weapon or take 3d6 damage. He may also gyrate the whole area wildly, causing everyone effected to save vs. breath weapon or lose the next round of action to dizziness and vomiting.</p><p><strong><em>Fusilade</em></strong></p><p>Once per day, the naugamancer may deploy a spectral version of the bound wreck’s main weapon. Treat as a single volley of cannon fire striking foes in a 60’ square up to 240’ away for 6d6 save vs. breath weapons for ½ damage. </p><p><strong><em>Secrets of the Sea</em></strong></p><p>Once per week, the naugamancer may control the bound wreck’s spirit as it roams the Endless Azure Sea. Treat this as a non-magical research roll about any desired location in the Endless Azure Sea. If the naugamancer simply wishes to follow the spirit wherever it goes, then the GM may provide a hook or possible adventure location in the Endless Azure Sea to the player.</p><h3 style="text-align: center;"><u>Unique Emanations</u></h3><p>Unique emanations are special to the vessel that is bound. Those vessels of the highest nobility were artifacts of tremendous power, with remarkable abilities. Unique emanations give the naugamancer control of a spectral version of the main power of the bound vessel. Generally this power will be usable once per week, and should be significantly stronger than majestic emanations.</p></div>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com2tag:blogger.com,1999:blog-4202612634352350608.post-24481229055258506472023-10-17T13:36:00.001-07:002023-10-17T13:36:10.473-07:00Audio Fixed<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdymbrPGSdUXbsTDajq5u2t1sMwKBYY_8mPaHPa3b53vc9vlN-85507K7ITe1-XemUR-nHsJvnFTuC3AwVwN7M38hMiEDnQr9kK925kTq10QgI-YyFx9jnIprCktLQOMTNl_cW1Mhgh_soNCcav_DjvDj5ueJYiVKNlyulPPtjmMbNiT-31c_Z_vSrEA4/s343/download%20(3).jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="147" data-original-width="343" height="207" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdymbrPGSdUXbsTDajq5u2t1sMwKBYY_8mPaHPa3b53vc9vlN-85507K7ITe1-XemUR-nHsJvnFTuC3AwVwN7M38hMiEDnQr9kK925kTq10QgI-YyFx9jnIprCktLQOMTNl_cW1Mhgh_soNCcav_DjvDj5ueJYiVKNlyulPPtjmMbNiT-31c_Z_vSrEA4/w484-h207/download%20(3).jpeg" width="484" /></a></div><br /><div><br /></div><div><br /></div><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;">This morning when I sent out Episode 6 of Into the Megadungeon, the audio for the episode was broken. As soon as this was pointed out to me I reuploaded a fixed version, but it took a couple of hours to refresh across the various platforms. Furthermore, I’ve found that if you have started playing the episode previously, it can be hard to force your platform to refresh to the updated audio.</p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><br /></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;">In Spotify, for example, I could only make it work by running it through a web browser. On Apple I was only able to do it by unsubscribing to the podcast and resubscribing to it. And so on. In short, if you started listening to the broken version of the episode on your platform of choice. You may need to either switch to a different platform, or force your platform to update in order to listen to the episode. My sincerest apologies!</p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;">Here are links to the episode on a variety of platforms that all should work—at least if you come at them fresh or manage to force the platform to reload the episode you started earlier with whatever tech savvy you can muster. It’s a great interview with Luke Grearing, so I hope you are able to find your way to it by one path or another. (For all I know, the various apps do <i>eventually</i> update on their own, even if you've begun listening to the episode.)</p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><br /></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Spotify </span><a href="https://open.spotify.com/episode/7lAIBddPoNzuEHUIwxq8ao?si=b592fdeaa4e244b8" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Apple Podcasts </span><a href="https://podcasts.apple.com/us/podcast/into-the-megadungeon/id1698032870?i=1000631581709" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Podcast Addict </span><a href="https://anchor.fm/s/d9a089c4/podcast/play/77320693/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2023-9-17%2F351476870-44100-2-88ca254474b6c.m4a" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Overcast </span><a href="https://overcast.fm/+BCl46Li3DI" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Pocket Casts </span><a href="https://pca.st/episode/0f814769-bfa0-47ec-8a61-25aa3f5b0623" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin-bottom: 0px;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Google Podcasts </span><a href="https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy9kOWEwODljNC9wb2RjYXN0L3Jzcw/episode/NDExY2M1NTItNmJmZC00NmIyLTg1NTAtMDkzZDYyYWJhMWQ5?sa=X&ved=0CAUQkfYCahcKEwi4-JKk8fyBAxUAAAAAHQAAAAAQLA" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com0tag:blogger.com,1999:blog-4202612634352350608.post-68965437882868684482023-10-17T03:54:00.007-07:002023-10-18T09:10:53.941-07:00Into the Megadungeon Episode 06 "A Malignant Presence"<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwnY1vw-6DB-GLUtJZfjwgb17rMczEpOV3iZgUojCEbYjR8VMdVVs0HhyHmRzcZgQMapxb9nGrcpDtARX-OauP844JFLAyoRJhIVwmMKpA15Iajbl9wPoMwkktO0Av5zfGk94gJSslG76U4DB4uW42CHBrBAU_rJ_EQ2a7oS-P-Drif4DUw1WbCxMBIOw/s3567/2023-07-18_140413.2.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3567" data-original-width="2540" height="455" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwnY1vw-6DB-GLUtJZfjwgb17rMczEpOV3iZgUojCEbYjR8VMdVVs0HhyHmRzcZgQMapxb9nGrcpDtARX-OauP844JFLAyoRJhIVwmMKpA15Iajbl9wPoMwkktO0Av5zfGk94gJSslG76U4DB4uW42CHBrBAU_rJ_EQ2a7oS-P-Drif4DUw1WbCxMBIOw/w324-h455/2023-07-18_140413.2.png" width="324" /></a></div><br /><p></p><p><span face="Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; color: #404040; font-size: 19px;">I’m very excited to present the first of two blood curdling October episodes of the podcast. In this episode I take us into the megadungeon to interview Luke Gearing about his weekly lunchtime megadungeon campaign </span><em style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px;">Rutghast</em><span face="Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; color: #404040; font-size: 19px;">, as well as his published sci-fi horror megadungeon </span><em style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px;">Gradient Descent</em><span face="Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; color: #404040; font-size: 19px;">. We talk about why the dungeon is more fun if every creature is an NPC, how random stocking produces interesting results, and why empty rooms matter. We also talk about how science horror gaming differs other genres at the table, and how </span><em style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px;">Gradient Descent </em><span face="Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; color: #404040; font-size: 19px;">personifies the dungeon itself as a malignant presence that haunts the player and not just their characters.</span></p><br /><span style="font-family: inherit; font-size: medium;">When I first published Episode 6 of Into the Megadungeon, the audio for the episode was broken. As soon as this was pointed out to me I reuploaded a fixed version, but it took a couple of hours to refresh across the various platforms. Furthermore, I’ve found that if you have started playing the episode previously, it can be hard to force your platform to refresh to the updated audio.<br /><br />In Spotify, for example, I could only make it work by running it through a web browser. On Apple I was only able to do it by unsubscribing to the podcast and resubscribing to it. And so on. In short, if you started listening to the broken version of the episode on your platform of choice. You may need to either switch to a different platform, or force your platform to update in order to listen to the episode. My sincerest apologies!<br /><br />Here are links to the episode on a variety of platforms that all should work—at least if you come at them fresh or manage to force the platform to reload the episode you started earlier with whatever tech savvy you can muster. It’s a great interview with Luke Grearing, so I hope you are able to find your way to it by one path or another. (For all I know, the various apps do eventually update on their own, even if you've begun listening to the episode.)</span><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Spotify </span><a href="https://open.spotify.com/episode/7lAIBddPoNzuEHUIwxq8ao?si=b592fdeaa4e244b8" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Apple Podcasts </span><a href="https://podcasts.apple.com/us/podcast/into-the-megadungeon/id1698032870?i=1000631581709" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Podcast Addict </span><a href="https://anchor.fm/s/d9a089c4/podcast/play/77320693/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2023-9-17%2F351476870-44100-2-88ca254474b6c.m4a" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Overcast </span><a href="https://overcast.fm/+BCl46Li3DI" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Pocket Casts </span><a href="https://pca.st/episode/0f814769-bfa0-47ec-8a61-25aa3f5b0623" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Episode 6 “A Malignant Presence” on Google Podcasts </span><a href="https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy9kOWEwODljNC9wb2RjYXN0L3Jzcw/episode/NDExY2M1NTItNmJmZC00NmIyLTg1NTAtMDkzZDYyYWJhMWQ5?sa=X&ved=0CAUQkfYCahcKEwi4-JKk8fyBAxUAAAAAHQAAAAAQLA" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"></p><h2 class="header-with-anchor-widget" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; -webkit-font-smoothing: antialiased; background-color: white; color: #404040; font-family: var(--font_family_headings, var(--font_family_headings_preset, 'SF Compact Display', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Helvetica, Arial, sans-serif, 'Apple Color Emoji', 'Segoe UI Emoji', 'Segoe UI Symbol')); font-size: 1.625em; font-weight: var(--font_weight_headings_preset, bold); line-height: 1.16em; margin: 1em 0px 0.625em; position: relative; text-align: center;">Reader’s Notes<div class="header-anchor-widget offset-top" id="§readers-notes" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; height: 35.8125px; left: -56px; position: absolute; top: -72px; width: 56px;"><div class="header-anchor-widget-button-container" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; align-items: center; display: flex; height: 1.2em; left: 0px; position: absolute; top: 72px; width: 40px;"><div class="header-anchor-widget-button" href="https://ultansdoor.substack.com/i/138032458/readers-notes" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; align-items: center; border-radius: 50%; cursor: pointer; display: flex; height: 40px; justify-content: center; opacity: 0; width: 40px;"><svg class="header-anchor-widget-icon" fill="none" height="20" stroke-linecap="round" stroke-linejoin="round" stroke-width="2" stroke="currentColor" viewbox="0 0 24 24" width="20" xmlns="http://www.w3.org/2000/svg"><path d="M10 13a5 5 0 0 0 7.54.54l3-3a5 5 0 0 0-7.07-7.07l-1.72 1.71"></path><path d="M14 11a5 5 0 0 0-7.54-.54l-3 3a5 5 0 0 0 7.07 7.07l1.71-1.71"></path></svg></div></div></div></h2><div class="captioned-image-container" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; margin: var(--size-32) auto;"><figure style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; margin: 0px auto; width: 728px;"><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7c4c9f09-60fd-4a81-99fb-3ab965f29c34_1483x2314.jpeg" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); 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--tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/7c4c9f09-60fd-4a81-99fb-3ab965f29c34_1483x2314.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":2272,"width":1456,"resizeWidth":462,"bytes":793709,"alt":null,"title":null,"type":"image/jpeg","href":null,"belowTheFold":true,"topImage":false,"internalRedirect":null}" height="646" loading="lazy" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7c4c9f09-60fd-4a81-99fb-3ab965f29c34_1483x2314.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7c4c9f09-60fd-4a81-99fb-3ab965f29c34_1483x2314.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7c4c9f09-60fd-4a81-99fb-3ab965f29c34_1483x2314.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7c4c9f09-60fd-4a81-99fb-3ab965f29c34_1483x2314.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F7c4c9f09-60fd-4a81-99fb-3ab965f29c34_1483x2314.jpeg 1456w" style="--tw-ring-color: rgb(59 130 246 / 0.5); 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opacity: 0; position: absolute; right: var(--size-12); top: var(--size-12); transition: all var(--animation-timing-fast) var(--animation-smoothing); width: var(--size-32);"><svg class="lucide lucide-maximize2" fill="none" height="16" stroke-linecap="round" stroke-linejoin="round" stroke-width="2" stroke="#FFFFFF" viewbox="0 0 24 24" width="16" xmlns="http://www.w3.org/2000/svg"><polyline points="15 3 21 3 21 9"></polyline><polyline points="9 21 3 21 3 15"></polyline><line x1="21" x2="14" y1="3" y2="10"></line><line x1="3" x2="10" y1="21" y2="14"></line></svg></div></div></a></figure></div><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">You can find Luke's blog </span><a href="https://lukegearing.blot.im/" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">, which is just chock full of useful things and wonderful creations of his remarkable digital pen.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;"><br /></span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Luke refers to two retro-clones or OSR rulesets. You can find </span><em style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Delving Deeper</em><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;"> an(other) OD&D retroclone from which Luke quotes the random stocking procedures </span><a href="https://www.lulu.com/shop/simon-j-bull/delving-deeper-reference-rules-compendium/paperback/product-21911339.html?page=1&pageSize=4" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;"><br /></span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">He also refers to Zarkov Kowolski's </span><em style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Neo-Classical Greek Revival, </em><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">which has the innovative rule about increasing XP for each dungeon room explored. You can find it </span><a href="https://www.drivethrurpg.com/product/373288/Neoclassical-Geek-Revival-Acidic-2nd-Edition?manufacturers_id=4140" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLC4dd6CzgbyIpKg0mluy-2VeXgd93nhdOjhMS8za5cODmzjBmhbp1tCGufJX7L6zpvLGDdt2EjVbQDd6VzUyetfPbuNMEeR5txgYLiNu1s7DwjFfl1Bx4Kq3kjpYFv6f5EaruHwUlGeqTa83LADKMBuBQ5k_svuEQjufU_stBYSjZeHGGrikwX8v-Rho/s1024/1694458925.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="768" height="432" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLC4dd6CzgbyIpKg0mluy-2VeXgd93nhdOjhMS8za5cODmzjBmhbp1tCGufJX7L6zpvLGDdt2EjVbQDd6VzUyetfPbuNMEeR5txgYLiNu1s7DwjFfl1Bx4Kq3kjpYFv6f5EaruHwUlGeqTa83LADKMBuBQ5k_svuEQjufU_stBYSjZeHGGrikwX8v-Rho/w324-h432/1694458925.webp" width="324" /></a></div><br /><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><br /></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">You can pre-order Sean McCoy's </span><em style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Warden's Operation Manual</em><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;"> </span><a href="https://mothership-boxed-set.backerkit.com/hosted_preorders/384108" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">, which Luke mentions as the source of the simple but brilliant “ongoing concerns” campaign notebook page.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;"><br /></span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">And, of course, you can find </span><em style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">Gradient Descent</em><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;"> </span><a href="https://www.mothershiprpg.com/gradient-descent" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;"><br /></span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmmbk3ktLTQxQKAMadroS_9CwR9cATaBoG13wu95alBax6P5Uqzh3GtF9hrD00BPaNrMTb0Yy1IvnzpSpMxjubY8vjm1cqmR6BpQGmVDApoXSMIYUe29xgUK9PEYYD3hvMbejX5SbRXvtXmKjt2_ZAJqq3M_VTsqb3w3N-Zb18rlosavI6shPYeEPsjtc/s1092/Gradient-Descent-cover.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1091" data-original-width="1092" height="435" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhmmbk3ktLTQxQKAMadroS_9CwR9cATaBoG13wu95alBax6P5Uqzh3GtF9hrD00BPaNrMTb0Yy1IvnzpSpMxjubY8vjm1cqmR6BpQGmVDApoXSMIYUe29xgUK9PEYYD3hvMbejX5SbRXvtXmKjt2_ZAJqq3M_VTsqb3w3N-Zb18rlosavI6shPYeEPsjtc/w435-h435/Gradient-Descent-cover.png" width="435" /></a></div><br /><p></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">You can access a transcript of this episode </span><a href="https://drive.google.com/file/d/1py6649DUxErQTxc7A8mZt5JDBDyL8YHC/view?usp=sharing" rel="" style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">here</a><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;">.</span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;"><br /></span></p><p style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: white; color: #404040; font-family: Spectral, serif, -apple-system, "system-ui", "Segoe UI", Roboto, Helvetica, Arial, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol"; font-size: 19px; line-height: 1.6em; margin: 0 0 var(--size-20) 0;"><span style="--tw-ring-color: rgb(59 130 246 / 0.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 #0000; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 #0000; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 #0000; --tw-shadow: 0 0 #0000; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0;"><br /></span></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com3tag:blogger.com,1999:blog-4202612634352350608.post-52469308977606733212023-10-10T03:27:00.003-07:002023-10-10T03:27:34.697-07:00Into the Megadungeon Episod 05, "Lessons Learned"<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8twu1AER9jx9VRNTzHz4oypzgVabh7EkyF1Ily6bWkJKlfsmJihKzjOmKdBEGyl_rZmSYAjsxdWHV7zZfHjjk-wIWxo69l9bGO5L5rSwOFyyFNQXgmL5sUuiB9VY3YWeXHfto0T_MYnKB4kPTCl2_PO427UsvTFvuXNwQQYHy0aMXMkkrIN6wQON_Lj4/s3567/2023-07-18_140413.2.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3567" data-original-width="2540" height="555" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8twu1AER9jx9VRNTzHz4oypzgVabh7EkyF1Ily6bWkJKlfsmJihKzjOmKdBEGyl_rZmSYAjsxdWHV7zZfHjjk-wIWxo69l9bGO5L5rSwOFyyFNQXgmL5sUuiB9VY3YWeXHfto0T_MYnKB4kPTCl2_PO427UsvTFvuXNwQQYHy0aMXMkkrIN6wQON_Lj4/w395-h555/2023-07-18_140413.2.png" width="395" /></a></div><br /> In this episode, I interview Nick L.S. Whelan about two megadungeon campaigns, "Dungeon Moon" and "Five Years Left". We talk about why GMing is so hard and what lessons we can learn from our failures. We talk about why some kinds of prep increase rather than decrease your anxiety at the table, how the GM's experience can be dissatisfying even when the players are having a good time, and how play is subtly shaped by what we take seriously at the table and what we're happy to let slide. Without further ado, here is Episode 5 “Lessons Learned” on your platforms of choice:<p></p><p data-pm-slice="1 1 []">Listen to Episode 5 “Lessons Learned” on Spotify <a href="https://open.spotify.com/episode/0iHP75ica2Royi9LgELlXg?si=UlvIyFYcSGmYiPXoStAviA" rel="noopener noreferrer nofollow" target="_blank">here</a>.</p><p>Listen to Episode 5 “Lessons Learned” on Apple Podcasts <a href="https://podcasts.apple.com/us/podcast/into-the-megadungeon/id1698032870?i=1000630802071" rel="noopener noreferrer nofollow" target="_blank">here</a>.</p><p>Listen to Episode 5 “Lessons Learned” on Pocket Casts <a href="https://pca.st/episode/ba99ce38-8560-4927-afcf-a3136af5e01f" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p><p>Listen to Episode 5 “Lessons Learned” on Podcast Addict <a href="https://anchor.fm/s/d9a089c4/podcast/play/76933365/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2023-9-10%2F350488510-44100-2-d3219a654b474.m4a" rel="noopener noreferrer nofollow" target="_blank">here</a>.</p><p>Listen to Episode 5 “Lessons Learned” on Overcast <a href="https://overcast.fm/+BCl46Lkqs8" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p><p>Listen to Episode 5 “Lessons Learned” on Google Podcasts <a href="https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy9kOWEwODljNC9wb2RjYXN0L3Jzcw/episode/Y2E0ZjVmZjctMWFlMy00M2E3LThhNzAtMjAxM2M2ZDE2NjYw?sa=X&ved=0CAUQkfYCahcKEwiYgYjUoOuBAxUAAAAAHQAAAAAQLA" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p><p><br /></p><h1 style="text-align: center;">Reader’s Notes</h1><div><br /></div><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F73469180-3c13-4061-8a47-a9c218383312_1483x2314.jpeg" target="_blank"><div class="image2-inset" style="text-align: center;"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F73469180-3c13-4061-8a47-a9c218383312_1483x2314.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F73469180-3c13-4061-8a47-a9c218383312_1483x2314.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F73469180-3c13-4061-8a47-a9c218383312_1483x2314.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F73469180-3c13-4061-8a47-a9c218383312_1483x2314.jpeg 1456w" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/73469180-3c13-4061-8a47-a9c218383312_1483x2314.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":2272,"width":1456,"resizeWidth":340,"bytes":793709,"alt":null,"title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="530.5494505494505" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F73469180-3c13-4061-8a47-a9c218383312_1483x2314.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F73469180-3c13-4061-8a47-a9c218383312_1483x2314.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F73469180-3c13-4061-8a47-a9c218383312_1483x2314.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F73469180-3c13-4061-8a47-a9c218383312_1483x2314.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F73469180-3c13-4061-8a47-a9c218383312_1483x2314.jpeg 1456w" width="340" /></picture><div></div></div></a></figure></div><p>You can find Nick's long running and once prolific blog, Papers & Pencils <a class="Link-sc-k8gsk-0 lmpnRj sc-emDsmM cfKbVX" href="https://www.paperspencils.com/" rel="noopener noreferrer nofollow" target="_blank">here</a>. You can find more about Dungeon Moon <a class="Link-sc-k8gsk-0 lmpnRj sc-emDsmM cfKbVX" href="https://www.paperspencils.com/dungeon-moon/" rel="noopener noreferrer nofollow" target="_blank">here</a>, and you can read extensive play reports for Five Years Left <a class="Link-sc-k8gsk-0 lmpnRj sc-emDsmM cfKbVX" href="https://www.paperspencils.com/five-years-left/" rel="noopener noreferrer nofollow" target="_blank">here</a>. (I always think looking at these campaign materials is useful for GMs who actually want to organize and run megadungeon campaigns of their very own.)</p><p>You can learn about the latest iteration of Nick’s fascinating concept of Flux space <a class="Link-sc-k8gsk-0 lmpnRj sc-emDsmM cfKbVX" href="https://www.paperspencils.com/flux-space/" rel="noopener noreferrer nofollow" target="_blank">here</a>, and Nick's fantastic posts about structuring encounter tables <a class="Link-sc-k8gsk-0 lmpnRj sc-emDsmM cfKbVX" href="https://www.paperspencils.com/structuring-encounter-tables-amended-restated/" rel="noopener noreferrer nofollow" target="_blank">here</a>. Both of these reference older posts where Nick floated the original ideas. All are highly worth a read. </p><p>You can follow Nick's next dungeon adventure project, <em>Sanctimonious Slime vs. Expired Epicures</em>, about looting a Medusa’s house inhabited by monster factions with opposing philosophies on Kickstarter <a class="Link-sc-k8gsk-0 lmpnRj sc-emDsmM cfKbVX" href="https://www.kickstarter.com/projects/avaislam/sanctimonious-slimes-vs-expired-epicures?ref=21zo6q" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p><p>Nick is now generally designing for the <em>Errant</em> rpg under the publishing outfit Kill Jester. You can learn more about <em>Errant</em> and sign up for Kill Jester’s newsletter <a href="https://www.killjester.com/" rel="noopener noreferrer nofollow" target="_blank">here</a>.</p><p><br /></p><h1 style="text-align: center;">Spine Chilling October!</h1><div><br /></div><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F560edbb0-c2bc-4a4d-b7e6-65b63aae1856_1919x2264.jpeg" target="_blank"><div class="image2-inset" style="text-align: center;"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F560edbb0-c2bc-4a4d-b7e6-65b63aae1856_1919x2264.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F560edbb0-c2bc-4a4d-b7e6-65b63aae1856_1919x2264.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F560edbb0-c2bc-4a4d-b7e6-65b63aae1856_1919x2264.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F560edbb0-c2bc-4a4d-b7e6-65b63aae1856_1919x2264.jpeg 1456w" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/560edbb0-c2bc-4a4d-b7e6-65b63aae1856_1919x2264.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":1718,"width":1456,"resizeWidth":422,"bytes":3596153,"alt":null,"title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="497.9368131868132" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F560edbb0-c2bc-4a4d-b7e6-65b63aae1856_1919x2264.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F560edbb0-c2bc-4a4d-b7e6-65b63aae1856_1919x2264.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F560edbb0-c2bc-4a4d-b7e6-65b63aae1856_1919x2264.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F560edbb0-c2bc-4a4d-b7e6-65b63aae1856_1919x2264.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F560edbb0-c2bc-4a4d-b7e6-65b63aae1856_1919x2264.jpeg 1456w" width="422" /></picture><div></div></div></a></figure></div><p><br /></p><p>Stay tuned to Into the Megadungeon for a spine chilling October! In this Halloween month, Into the Megadungeon explores horror themed megadungeons with two blood curdling interviews. </p><p>First, on October 17, I interview Luke Gearing about his current megadungeon campaign. But we also spend considerable time talk about his groundbreaking and award winning sci-fi horror megadungeon <em>Gradient Descent</em>. We discuss what is involved in designing and running a horror megadungeon, and how the mythic undeworld can be embodied to chilling effect.</p><p>On October 31st, a Halloween episode of Into the Megadungeon airs titled, “Literally from Hell”. In this episode, I interview Miranda Elkins about her incredibly long-running horror megadungeon, Nightwick Abbey. It’s probably my favorite interview yet, chock full of insights arising from experience running actual megadungeon campaigns for more than a decade, coupled with advice about how to bring horror to your game table. </p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com8tag:blogger.com,1999:blog-4202612634352350608.post-63311719034354152442023-09-19T03:23:00.001-07:002023-09-19T03:23:27.278-07:00Into the Megadungeon, Episode 04 "The Human Element"<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_ar7kxyfPzRBntC1vB3kA4JiiNF2r_hz34yME6hw87Ft1peI94XpH0VmKan5BG9OlXwwVO80Yr-8TYb5Q5EXPIIfU3-RnGJeKukcoVSOLKuFPuNtjFEruM9fCRcWdJ_tabs0KaxHJXDbQ-8R3c-dIuhbzQ51blNFA0RcfB5KJsFT3Q3DpkeQ6qQdLiQI/s3567/2023-07-18_140413.2.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3567" data-original-width="2540" height="446" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_ar7kxyfPzRBntC1vB3kA4JiiNF2r_hz34yME6hw87Ft1peI94XpH0VmKan5BG9OlXwwVO80Yr-8TYb5Q5EXPIIfU3-RnGJeKukcoVSOLKuFPuNtjFEruM9fCRcWdJ_tabs0KaxHJXDbQ-8R3c-dIuhbzQ51blNFA0RcfB5KJsFT3Q3DpkeQ6qQdLiQI/w318-h446/2023-07-18_140413.2.png" width="318" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"></td></tr></tbody></table><br /><div><br /></div>In episode 4 of Into the Megadungeon, “The Human Element”, I interview Josh McCrowell about his eight year megadungeon campaign, and his forthcoming megadungeon ruleset, His Majesty the Worm. We talk about how old school dungeoncrawling struggles to capture the human element of the exprience of perilous exploration. We also talk about tips for making a megadungeon a lot less overwhelming to design. Without further ado, here is Episode 4, “The Human Element” on your podcast platform of choice:<p>Listen to Episode 4, “The Human Element” on Spotify <a href="https://open.spotify.com/episode/25pt0jhw7xsEJG1GCsAtbe?si=eeea344704eb4348">here</a>. </p><p>Listen to Episode 4, “The Human Element” on Apple Podcasts <a href="https://podcasts.apple.com/us/podcast/into-the-megadungeon/id1698032870?i=1000628388000">here</a>. </p><p>Listen to Episode 4, “The Human Element” on Pocket Casts <a href="https://pca.st/7j1j34wd">here</a></p><p>LIsten to Episode 4, “The Human Element” on Podcast Addict <a href="https://podcastaddict.com/into-the-megadungeon/episode/163921831">here</a>.</p><p>Listen to Episode 4, “The Human Element” on Overcast <a href="https://overcast.fm/+BCl440mQk8">here</a>.</p><p>Listen to Episode 4, “The Human Element” on Google Podcasts <a href="https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy9kOWEwODljNC9wb2RjYXN0L3Jzcw==/episode/ZDc1MjVhOGQtMjBiNS00OTVmLThhMDktMzJlODllMWVkYTc4">here</a>. </p><h2><br /></h2><h2 style="text-align: center;">Reader’s Notes</h2><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5f1fed8f-3cf1-4f8a-a493-26ead572e9cd_1483x2314.jpeg" target="_blank"><div class="image2-inset" style="text-align: center;"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5f1fed8f-3cf1-4f8a-a493-26ead572e9cd_1483x2314.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5f1fed8f-3cf1-4f8a-a493-26ead572e9cd_1483x2314.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5f1fed8f-3cf1-4f8a-a493-26ead572e9cd_1483x2314.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5f1fed8f-3cf1-4f8a-a493-26ead572e9cd_1483x2314.jpeg 1456w" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/5f1fed8f-3cf1-4f8a-a493-26ead572e9cd_1483x2314.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":2272,"width":1456,"resizeWidth":554,"bytes":793709,"alt":null,"title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="728" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5f1fed8f-3cf1-4f8a-a493-26ead572e9cd_1483x2314.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5f1fed8f-3cf1-4f8a-a493-26ead572e9cd_1483x2314.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5f1fed8f-3cf1-4f8a-a493-26ead572e9cd_1483x2314.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5f1fed8f-3cf1-4f8a-a493-26ead572e9cd_1483x2314.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F5f1fed8f-3cf1-4f8a-a493-26ead572e9cd_1483x2314.jpeg 1456w" width="467" /></picture><div></div></div></a></figure></div><p>You can find Josh McCrowell’s work, including draft material on <em>His Majesty the Worm</em>, <a href="https://riseupcomus.itch.io/" rel="noopener noreferrer nofollow" target="_blank">here</a>. You can sing up for an announcement about its launch <a href="https://lb.benchmarkemail.com//listbuilder/signupnew?JAxkftwYca2ObG9as%252BM4Dv5pwVnAjsSIbYJdSV3Tq73tO5iNRn8gS049TyW7spdJ" rel="noopener noreferrer nofollow" target="_blank">here</a>. Josh also has a great blog, Rise Up Comus, which you can view <a href="http://riseupcomus.blogspot.com/" rel="noopener noreferrer nofollow" target="_blank">here</a>.</p><p>I *very highly* recommend you download his McCrowell’s step by step megadungeon creation document, <em>Dungeon Seeds</em>, which will also appear as an appendix of <em>His Majesty the Worm. </em>It presents a series of dungeon area “seeds” and a worksheet style approach to stocking them. Whether you follow his modular approach or not, it’s full of a wealth of concrete checklists and ideas to get you started and break your design paralysis. Get it <a href="https://riseupcomus.itch.io/dungeon-seeds" rel="noopener noreferrer nofollow" target="_blank">here</a>.</p><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F80683b0e-768c-4cf1-b423-63e074525dc8_697x1000.jpeg" target="_blank"><div class="image2-inset" style="text-align: center;"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F80683b0e-768c-4cf1-b423-63e074525dc8_697x1000.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F80683b0e-768c-4cf1-b423-63e074525dc8_697x1000.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F80683b0e-768c-4cf1-b423-63e074525dc8_697x1000.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F80683b0e-768c-4cf1-b423-63e074525dc8_697x1000.jpeg 1456w" type="image/webp"></source></picture><div></div></div></a></figure></div><p></p><p style="text-align: center;"><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/80683b0e-768c-4cf1-b423-63e074525dc8_697x1000.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":1000,"width":697,"resizeWidth":593,"bytes":101384,"alt":null,"title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="482" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F80683b0e-768c-4cf1-b423-63e074525dc8_697x1000.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F80683b0e-768c-4cf1-b423-63e074525dc8_697x1000.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F80683b0e-768c-4cf1-b423-63e074525dc8_697x1000.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F80683b0e-768c-4cf1-b423-63e074525dc8_697x1000.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F80683b0e-768c-4cf1-b423-63e074525dc8_697x1000.jpeg 1456w" width="336" /></p><p>Josh mentions the well-beloved manga <em>Dungeon Meshi </em>or <em>Delicious in Dungeon </em>by Ryōko Kui as an influence on <em>His Majesty the Worm. </em>This humorous dungeoncrawling manga has a central culinary theme of eating monsters in the dungeon. You can purchase it <a href="https://www.powells.com/searchresults?keyword=delicious+in+dungeon+kui" rel="noopener noreferrer nofollow" target="_blank">here</a>. An anime is coming soon to netflix, check out the trailer <a href="https://www.youtube.com/watch?v=WaIau6W2g98" rel="noopener noreferrer nofollow" target="_blank">here</a>. This is probably essential reading/viewing for megadungeon lovers. </p><p></p><p>I wanted to mention again Nick Kuntz’s continuing megadungeon newsletter, Underworld Adventurer. Nick, who is my GM, appeared on Episode 02, “Persistent Little Worlds”. The second installment of Nick’s newsletter discusses an earlier “failed” megadungeon campaign they ran, “What Fools These Adventurers Be!” It’s especially useful for seeing how Nick approaches mapping by borrowing and reworking other sources. Check it out <a href="https://underworldadventurer.substack.com/p/what-fools-these-adventurers-be" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p><p></p><h2>Future Plans for the Newsletter and Podcast</h2><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1945c318-0053-452e-9b44-247136ab727a_720x996.png" target="_blank"><div class="image2-inset" style="text-align: center;"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1945c318-0053-452e-9b44-247136ab727a_720x996.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1945c318-0053-452e-9b44-247136ab727a_720x996.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1945c318-0053-452e-9b44-247136ab727a_720x996.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1945c318-0053-452e-9b44-247136ab727a_720x996.png 1456w" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/1945c318-0053-452e-9b44-247136ab727a_720x996.png","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":996,"width":720,"resizeWidth":446,"bytes":244953,"alt":null,"title":null,"type":"image/png","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="400" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1945c318-0053-452e-9b44-247136ab727a_720x996.png" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1945c318-0053-452e-9b44-247136ab727a_720x996.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1945c318-0053-452e-9b44-247136ab727a_720x996.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1945c318-0053-452e-9b44-247136ab727a_720x996.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F1945c318-0053-452e-9b44-247136ab727a_720x996.png 1456w" width="289" /></picture><div></div></div></a></figure></div><p>October will be a horror filled month as I release interviews with Luke Gearing, author of the sci-fi horror megadungeon Gradient Descent and a very special Halloween episode with Miranda Elkins, GM of the diabolical long-running Nightwick Abbey campaign! I have decided that Season 1 of <em>Into the Megadungeon</em>, “Megadungeons as…”, will be 8 episodes in total. The final episode, “A Practice”, will be a little different in its format from the rest of the season. It will be an epsiode where I meditate on themes that emerged from the first season, focusing on concrete advice for creating and running megadungeons. </p><p>Starting with the next post, I’m also going to be sharing more of my dreamlands material, including some work in progress and gaming ephemera from my first dreamlands campaign. So if you’re getting a little bored of one podcast blogpost after another, I think you’ll find welcome relief soon.</p><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><p><br /></p><p></p><p></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com2tag:blogger.com,1999:blog-4202612634352350608.post-21772068733796437832023-09-14T03:00:00.001-07:002023-09-14T03:00:00.134-07:00What Hull Breach Teaches Us<p><br /></p><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F2c5e332e-1723-4a77-a843-22b2713ac800_918x1296.png" target="_blank"><div class="image2-inset" style="text-align: center;"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F2c5e332e-1723-4a77-a843-22b2713ac800_918x1296.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F2c5e332e-1723-4a77-a843-22b2713ac800_918x1296.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F2c5e332e-1723-4a77-a843-22b2713ac800_918x1296.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F2c5e332e-1723-4a77-a843-22b2713ac800_918x1296.png 1456w" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/2c5e332e-1723-4a77-a843-22b2713ac800_918x1296.png","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":1296,"width":918,"resizeWidth":null,"bytes":2117076,"alt":null,"title":null,"type":"image/png","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="584" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F2c5e332e-1723-4a77-a843-22b2713ac800_918x1296.png" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F2c5e332e-1723-4a77-a843-22b2713ac800_918x1296.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F2c5e332e-1723-4a77-a843-22b2713ac800_918x1296.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F2c5e332e-1723-4a77-a843-22b2713ac800_918x1296.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F2c5e332e-1723-4a77-a843-22b2713ac800_918x1296.png 1456w" width="413" /></picture><div></div></div></a></figure></div><p></p><p>Hull Breach: Volume 01 (<a href="https://shop.anodyneprintware.com/products/hull-breach-vol-1" rel="noopener noreferrer nofollow" target="_blank">available here</a>) is a 3<sup>rd</sup> party companion for <a href="https://www.mothershiprpg.com/" rel="noopener noreferrer nofollow" target="_blank">Mothership</a>, the ttrpg of space horror in the tradition of Alien and Event Horizon. Hull Breach is an anthology developed and produced by Ian Yusem, consisting of 26 different entries by 24 different authors, with layout and design by Eric Hill, Lone Archivist, and Meredith Silver; editing by Fiona Geist and Jarret Crader; and art by Nikolai Fletcher, L.F. OSR, <a href="https://www.instagram.com/oh_hai_ku/" rel="noopener noreferrer nofollow" target="_blank">Sajan Rai</a>, <a href="https://www.instagram.com/noirmatic/" rel="noopener noreferrer nofollow" target="_blank">Daniel Vega</a>, and Joshua Clark. </p><p>I’m reviewing Hull Breach here on <em>Mazirian's Garden</em> rather than on <a href="https://bonesofcontention.blogspot.com/" rel="noopener noreferrer nofollow" target="_blank"><em>Bones of Contention</em></a> for the simple reason that Ian Yusem, whom I know a little mainly by having been in a couple of discords over the years, asked me to take a quick look at the PDF of the penultimate draft. Given our draconian policy on conflicts of interest, this excludes me from being eligible to review it on Bones. But I find myself with a lot to say about it, so I wanted to say it here.</p><p>The anthologies is divided into 5 sections. The first is “Intel”, which deals with toolkits and procedures, including some tips for running horror and investigative games, and a couple of entirely new ways of running Mothership, like playing as the monsters or playing without a warden (GM). “Missions” presents jobs that players can take, which is the basic setup for adventuring in Mothership. “Locations” includes stations and planets, along with a couple of location-based adventures. “Entities” presents alien monstrosities, colorful NPCs, and corporate patrons. Finally, “Assets” presents new equipment and technology.</p><p>In organizing these diverse elements, Hull Breach sets a new standard for anthology companions. It lays down a template that could and should be replicated for almost any game or genre. The main innovation has to do with the way in which these 26 discrete contributions are woven together so that they can each be used not only a la carte but also as a single campaign.</p><p>This integration happens at 3 levels. </p><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8d51f068-9e16-4b55-b8bc-90da7059cee9_1836x1220.png" target="_blank"><div class="image2-inset" style="text-align: left;"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8d51f068-9e16-4b55-b8bc-90da7059cee9_1836x1220.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8d51f068-9e16-4b55-b8bc-90da7059cee9_1836x1220.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8d51f068-9e16-4b55-b8bc-90da7059cee9_1836x1220.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8d51f068-9e16-4b55-b8bc-90da7059cee9_1836x1220.png 1456w" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/8d51f068-9e16-4b55-b8bc-90da7059cee9_1836x1220.png","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":967,"width":1456,"resizeWidth":null,"bytes":791555,"alt":null,"title":null,"type":"image/png","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="301" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8d51f068-9e16-4b55-b8bc-90da7059cee9_1836x1220.png" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8d51f068-9e16-4b55-b8bc-90da7059cee9_1836x1220.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8d51f068-9e16-4b55-b8bc-90da7059cee9_1836x1220.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8d51f068-9e16-4b55-b8bc-90da7059cee9_1836x1220.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8d51f068-9e16-4b55-b8bc-90da7059cee9_1836x1220.png 1456w" width="452" /></picture><div></div></div></a></figure></div><p>Most importantly, in a total of 12 action packed pages—including the 4 endpapers!—Ian creates a framework for all the contributions. We get a simple map of 3 different connected sectors where locations from the anthology are placed, and three different corresponding campaign frames: one of corporate intrigue set in core space, one about survival horror set in the fringe of rimspace, and one about exploring the unknown set in frontier space. Each frame has a different suggested starter adventure, a different package of recommended article to use, and a few suggested follow up adventures from the anthology.</p><p>We also get a set of simple procedures for space travel between destinations and a nice reputation mechanic, which has to do with how corporate friendly or subversive and criminal the PCs are being, affecting the kinds of jobs they get offered over time. There is also a system of “campaign causality” where certain consequences are triggered when set conditions are met pertaining to the different articles in the anthology. </p><p>There are a couple of extras including a corporate pyramid that shows how different corporations, mentioned in various articles, are related to one another, a set of rumors pitched as conspiracy theories, and some loot tables that reference different parts of the anthology. We also get a worksheet for a campaign that tracks all these elements. </p><p>None of the individual elements is rocket science taken alone. But together they show you how you can use the many articles in the anthology to run a solid campaign. Since the anthology is so modular, it’s easy to imagine expanding the resources for a warden to include other published adventures for Mothership, which could easily be dropped into the framework. It’s turns what threatens to be disjointed articles into a tidy package. </p><p>At a second level the individual articles have clearly been edited to include many references to other articles. Gear from the “Assets” section shows up throughout, as do people and aliens from the “Entities” section. More impressively, adventures often contain hooks to other adventures, creating a coherent, interconnected campaign from 26 distinct articles that can also be used separately. </p><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fde267f04-6a77-4f5a-90e5-7793dfa67075_1834x1282.png" target="_blank"><div class="image2-inset" style="text-align: left;"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fde267f04-6a77-4f5a-90e5-7793dfa67075_1834x1282.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fde267f04-6a77-4f5a-90e5-7793dfa67075_1834x1282.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fde267f04-6a77-4f5a-90e5-7793dfa67075_1834x1282.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fde267f04-6a77-4f5a-90e5-7793dfa67075_1834x1282.png 1456w" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/de267f04-6a77-4f5a-90e5-7793dfa67075_1834x1282.png","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":1018,"width":1456,"resizeWidth":null,"bytes":1801962,"alt":null,"title":null,"type":"image/png","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="341" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fde267f04-6a77-4f5a-90e5-7793dfa67075_1834x1282.png" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fde267f04-6a77-4f5a-90e5-7793dfa67075_1834x1282.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fde267f04-6a77-4f5a-90e5-7793dfa67075_1834x1282.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fde267f04-6a77-4f5a-90e5-7793dfa67075_1834x1282.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fde267f04-6a77-4f5a-90e5-7793dfa67075_1834x1282.png 1456w" width="487" /></picture><div></div></div></a></figure></div><p>At a third level, by having only 4 artists, and layout done by only 3 different individuals, the work has a consistent look and feel to it. Again, there’s a nice compromise between modularity and system. Each article has its own distinct color scheme and graphic design, and yet consistent typeface is employed, and none feels jarring or out of place. The artwork is especially good, often exquisite. From L.F. OSR’s lonely black and white stippled architecture, to Sajan Rai’s gorgeous, painterly monstrosities; from Daniel Vegas’ deliciously hellish concept art, to Nikolai Fletcher’s classic sci-fi gear and schematics illustrations—the artwork just doesn’t miss a beat.</p><p>In terms of the content, not all the articles will be equally useful for all wardens, and not all equally tickled my fancy. But there were many that were manifestly useful for any campaign, and a few that were flat out great. </p><p>The award for my favorite single article goes to <em>Bones and Videotape</em> by Matt Umland with art by Joshua Clark, a truly ingenious sci-fi puzzle dungeon. It belongs to that genre where the players go into the dungeon not knowing what is going on at all, and they have to puzzle out the rules of the space they’re operating on the fly. It also has what will almost certainly be an amazing dramatic reveal. Plus, you’ve got to love a horror adventure where characters are encouraged to stop in the dungeon to playback videotapes they recover on a clunky videotape player. I wanted to run it immediately upon reading it, which almost never happens to me.</p><p>Other quite good adventures include <em>Road Work </em>by Brian Stauffer with art by Daniel Vega, which has the PCs trying to escape a loop while traveling through alternate versions of reality (the solution Stauffer envisions is a touch over-specific, but the details of the adventure are quite good). and <em>Vibechete </em>by Joel Hines, which brings classic slasher horror to <em>Mothership </em>for a rollicking good time<em>. </em></p><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa2d9776e-6110-4ea8-8680-1f35be2ce0ee_1832x1284.png" target="_blank"><div class="image2-inset" style="text-align: left;"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa2d9776e-6110-4ea8-8680-1f35be2ce0ee_1832x1284.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa2d9776e-6110-4ea8-8680-1f35be2ce0ee_1832x1284.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa2d9776e-6110-4ea8-8680-1f35be2ce0ee_1832x1284.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa2d9776e-6110-4ea8-8680-1f35be2ce0ee_1832x1284.png 1456w" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/a2d9776e-6110-4ea8-8680-1f35be2ce0ee_1832x1284.png","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":1020,"width":1456,"resizeWidth":null,"bytes":3085693,"alt":null,"title":null,"type":"image/png","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="325" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa2d9776e-6110-4ea8-8680-1f35be2ce0ee_1832x1284.png" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa2d9776e-6110-4ea8-8680-1f35be2ce0ee_1832x1284.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa2d9776e-6110-4ea8-8680-1f35be2ce0ee_1832x1284.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa2d9776e-6110-4ea8-8680-1f35be2ce0ee_1832x1284.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fa2d9776e-6110-4ea8-8680-1f35be2ce0ee_1832x1284.png 1456w" width="464" /></picture><div></div></div></a></figure></div><p>Another delightful article and adventure pair was Ian Yusem’s clever flipping of the <em>Motherhip</em> script in <em>Manhunt</em>, which has the PCs playing as alien monsters who are hunting the true monsters: human beings. There are four different imaginative varieties of monsters you can play, all illustrated beautifully by Sajan Rai, along with a neat mechanic where the monsters evolve as they become enraged by human cruelty or violence. His brutal one shot, <em>Churn Rate</em>, which involves monsters trying to escape a corporate alien zoo, seems like it would be a lot of fun. </p><p>The award for the most useful single article goes to <em>Corpocrat Dogs </em>by Quadra with art by Sajan Rai, which presents randomly generated corporate handlers, each with a name and appearance, a grating modus operandi that almost guarantees that the players will love to hate them, a dark secret that will lead to trouble down the line, and a mission generator referencing the contents of other articles. Since in <em>Mothership</em>, the characters are almost certain to be bumping up against needy corporate types, I think this article could be used in any campaign, probably multiple times. Another useful article is the writeup on <em>Xeiram, </em>a terrifying corporate enforcer intended to plague the PCs when they cross their corporate overlords, written<em> </em>by Daniel Hallinan with art by Sajan Rai. I also found the writeup on <em>Hellkites</em>, hive-dwelling alien insectoid horrors by Mystery Spice with art by Daniel Vega solidly useful. </p><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fad0e7787-3bd1-44e3-8dec-4f6901a8559c_1838x1286.png" target="_blank"><div class="image2-inset" style="text-align: left;"><picture style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fad0e7787-3bd1-44e3-8dec-4f6901a8559c_1838x1286.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fad0e7787-3bd1-44e3-8dec-4f6901a8559c_1838x1286.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fad0e7787-3bd1-44e3-8dec-4f6901a8559c_1838x1286.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fad0e7787-3bd1-44e3-8dec-4f6901a8559c_1838x1286.png 1456w" type="image/webp"></source><img alt="" class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/ad0e7787-3bd1-44e3-8dec-4f6901a8559c_1838x1286.png","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":1019,"width":1456,"resizeWidth":null,"bytes":1623025,"alt":null,"title":null,"type":"image/png","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="316" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fad0e7787-3bd1-44e3-8dec-4f6901a8559c_1838x1286.png" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fad0e7787-3bd1-44e3-8dec-4f6901a8559c_1838x1286.png 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fad0e7787-3bd1-44e3-8dec-4f6901a8559c_1838x1286.png 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fad0e7787-3bd1-44e3-8dec-4f6901a8559c_1838x1286.png 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fad0e7787-3bd1-44e3-8dec-4f6901a8559c_1838x1286.png 1456w" width="452" /></picture><div></div></div></a></figure></div><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p>The lessons of Hull Breach: Volume 01 are immediate and obvious. It presents a template for ttrpg anthologies that deserves to be reproduced. It will probably work best for anthologies produced for games with a coherent setting or at least a shared vibe and genre. For example, it is easy for me to imagine an anthology that follows this format for other sci-fi or cyberpunk games like Gamma World, Traveler, Star Frontiers, or Cyberpunk 2020. But it’s also easy for me to imagine something with this template for a sword & sorcery setting like <a href="https://www.hyperborea.tv/" rel="noopener noreferrer nofollow" target="_blank"><em>Hyperborea</em></a>. Here one might present a similar division of novel procedures and toolkits, quests, locations, factions and monsters, as well as spells and magic items. These could then be woven together in a simple hexmap, with a reputation score that affects reactions rolls with different factions, campaign causality triggers keyed to different articles, the whole <em>Hull Breach</em> works. With a little work the articles could be woven together, adventures seeding other adventures, referencing spells, locations, and monsters in other articles, along with unified artwork and aesthetic. Yusem and his crew have shown you the way. What are you waiting for?</p><div class="subscription-widget-wrap" data-attrs="{"url":"%%checkout_url%%","text":"Subscribe","language":"en"}" data-component-name="SubscribeWidgetToDOM"><div class="subscription-widget show-subscribe"><form class="subscription-widget-subscribe"><div class="fake-input-wrapper"><div class="fake-input"></div><div class="fake-button"></div></div></form></div></div>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com0tag:blogger.com,1999:blog-4202612634352350608.post-3804811534305756952023-09-05T04:08:00.006-07:002023-09-05T04:08:44.504-07:00Into the Megadungeon Episode 3 "The Problem of Space"<p> </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjw2f3C0f7q-zb2peA8eQ0QKdjSyg5TGcTcVed5aQ76gqdijyHnIj3W7qmrS-ALOP8wpAb7K0nsp6rzqt8G0wQlE25OkhIZwo-5vlXCq3Cp6-ft6clxdd9qu8w8W1NhlOjjIawX12omyrnJw1oN3OpmlJMsd5rGHXXKTnyawkmUJ4qTFEmWeRYI13qFsg8/s3567/2023-07-18_140413.2.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3567" data-original-width="2540" height="448" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjw2f3C0f7q-zb2peA8eQ0QKdjSyg5TGcTcVed5aQ76gqdijyHnIj3W7qmrS-ALOP8wpAb7K0nsp6rzqt8G0wQlE25OkhIZwo-5vlXCq3Cp6-ft6clxdd9qu8w8W1NhlOjjIawX12omyrnJw1oN3OpmlJMsd5rGHXXKTnyawkmUJ4qTFEmWeRYI13qFsg8/w319-h448/2023-07-18_140413.2.png" width="319" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><br /><p></p><div style="text-align: left;">I have another episode and reader notes to share with you! But first a couple of announcements. First, Ultan's Door Press is having a September sale, with almost everything at 15-20% off. Get the entire run of <i>Through Ultan's Door </i>and <i>Downtime in Zyan.</i> I even have a small number of Huargo's White Jungle posters available! Head over to the <a href="https://throughultansdoor.bigcartel.com/products">webstore here</a> while it's still open. </div><div style="text-align: left;"><br /></div><div style="text-align: left;">Second, I've decided to start a project connected with the podcast called "The Megadungeon Syllabus". (Forgive the silly pedagogical title, but my day job is professoring and I literally write syllabi all the time, so I'm just going with what I know.) It's going to be a larger ongoing project where I create three versions of a reading/viewing list--short, medium, and long--broken down by different topics. I'll probably create it a google doc that people can download, or just follow the links from the doc itself. I'll certainly share the evolving work in progress doc as it develops here and on my newlsetter, Missives from Beyond the Veil of Sleep. (By the way, if you want to sign up for the newsletter and get these posts straight to your inbox, go <a href="https://ultansdoor.substack.com/">here</a>.)</div><p>Now on to our real business, Episode 3 of <i>Into the Megadungeon</i>, "The Problem of Space". This time I interview Gus L about his long running HMS Apollyon campaign. We had a lot of fun talking about how dungeoncrawling involves navigating a concrete space, how to make treasure actually interesting, why it's so hard to publish a good megadungeon, and how you can draw on the weirdness of history to get outside of bog-standard fantasy tropes. Without further ado, I present Episode 3 to you on your platform of choice:</p><p>Find Episode 3 "The Question of Space" on <a href="https://open.spotify.com/episode/7FGgGaC7gT2y5t2RybSY3S?si=tokPlYJISi6hCL4p41HvFg">Spotify here</a>. </p><p>Find Episode 3 "The Question of Space" on <a href="https://podcasts.apple.com/us/podcast/into-the-megadungeon/id1698032870?i=1000626780109">Apple Podcasts here</a>.</p><p>Find Episode 3 "The Question of Space" on <a href="https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy9kOWEwODljNC9wb2RjYXN0L3Jzcw/episode/MzQ3NTUwODEtOGJlMS00NmVmLTg3OGQtMGJhMjEzZmNiNDU5?sa=X&ved=0CAUQkfYCahcKEwi42fzCpZOBAxUAAAAAHQAAAAAQLA">Google Podcasts here</a>. </p><p>Find Episode 3 "The Question of Space" on <a href="https://anchor.fm/s/d9a089c4/podcast/play/74279750/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2023-8-2%2F345436984-44100-2-04b60835d7c2d.m4a">Podcast Addict here</a>.</p><p>Find Episode 3 "The Question of Space" on <a href="https://overcast.fm/+BCl46c_tqM">Overcast here</a>. </p><p>Find Episode 3 "The Question of Space" on <a href="https://pca.st/vvxptxnh">Pocket Casts here</a>.</p><p>You can find a full transcript of the episode <a href="https://drive.google.com/file/d/1mRCQR_OKcuX_0lYxi9zdV8Cd5IrBH1Ic/view?usp=sharing">here</a>. </p><h2 style="text-align: center;">Reader's Notes </h2><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmQCMKE2PX7YPWOTP8CfVZNulw9hxTpLZ14ZG9xJm3oeNT7aKPi8DKa2Q2HfmwhgJrvHGKgwpjQS1ifDq3Nq5v87QvAOXF9yTGv7nuZ-jgANYMvLkxZo7COkdKroedGuHm0BdK2GZ5IJJfs5oBtZf8_DIVjX2bj3vzRKbheHdk9xI88WNX6cRwl8aYih4/s2314/MoleratReader.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2314" data-original-width="1483" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmQCMKE2PX7YPWOTP8CfVZNulw9hxTpLZ14ZG9xJm3oeNT7aKPi8DKa2Q2HfmwhgJrvHGKgwpjQS1ifDq3Nq5v87QvAOXF9yTGv7nuZ-jgANYMvLkxZo7COkdKroedGuHm0BdK2GZ5IJJfs5oBtZf8_DIVjX2bj3vzRKbheHdk9xI88WNX6cRwl8aYih4/w256-h400/MoleratReader.jpg" width="256" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Art by Evlyn Moreau</td></tr></tbody></table><br /><div style="text-align: center;"><br /></div><p>As always, here is the extended reader's notes for the interview. </p><h4 style="text-align: left;"><i>Gus's Stuff</i></h4><p>First, you can find many of Gus' posts about the HMS Apollyon campaign over at his old blog, Dungeon of Signs <a href="http://dungeonofsigns.blogspot.com/">here</a>. I HIGHLY recommend you download and read Gus' <i>HMS Apollyon Player's Guide</i>, which you can find <a href="http://dungeonofsigns.blogspot.com/2016/08/hms-appolyon-players-guide-part-1.html">here</a><i>. </i>It's a wonderful repurposing of Original Dungeon & Dragons to lean even more into procedural dungeoncrawling and the wild Apollyon setting. </p><p>For Gus' theoretical writings on the procedural dungeon crawl, as well as new gaming projects, you should take a look at his newer blog <i>All Dead Generations</i> <a href="https://alldeadgenerations.blogspot.com/">here</a>. For Gus' published adventures, like <i>Tomb Robbers of the Crystal Frontier</i>, and <i>Broken Bastion,</i> visit Ratking Productions <a href="https://www.drivethrurpg.com/browse/pub/18552/Ratking-Productions">here</a>. You can purchase <i>Beneath the Moss Courts</i>, an adventure about lawyers and pirates set int he world of my zine <a href="https://throughultansdoor.bigcartel.com/product/beneath-the-moss-courts">here</a>. </p><h4 style="text-align: left;"><i>FLAILSNAILS & Constantcon</i></h4><p>At one point we discuss FLAILSNAILS and Constantcon. FLAILSNAILS was a set of protocols whereby GMs agreed to allow players to take PCs from one game and use them in other games. Constantcon was the massive open table schedule of running FLAILSNAILS games that people could play. If you want to know more, I wrote about FLAILSNAILS on track 01 of my Google+ Mixtape <a href="http://maziriansgarden.blogspot.com/2019/01/google-plus-mix-tape-track-01.html">here</a> </p><h4 style="text-align: left;"><i>Gus's Megadungeon Recommendations</i></h4><p>Gus also refered to three published megadungeons that he thinks are each very good in their own way. This is really the first set of megadungeon recommendations on the podcast. </p><p><i>Caverns of Thracia </i>by Jennell Jaquays, a pathbreaking early hobby massive dungeon notable, like Jaquays' other early contributions for it's evocative flavor, use of factions, and open map design. Gus wrote a review of it for <i>Bones of Contention </i><a href="https://bonesofcontention.blogspot.com/2021/09/spectral-interrogatories-iii-caverns-of.html">here</a>. </p><p>Patrick Wetmore's delightful gonzo science fantasy megadungeon, <i>Anomalous Subsurface Environment</i> (ASE) that started Gus on megadungeon gaming. You can still get in print or PDF <a href="https://www.lulu.com/search?contributor=Patrick+Wetmore&page=1&pageSize=10&adult_audience_rating=00">here</a>.</p><p>Gus also praises highly Richard Barton's truly massive <i>The Halls of Arden Vul</i>, which you can find in all it's enormous glory <a href="https://www.drivethrurpg.com/product/307787/Arden-Vul-Bundle-BUNDLE">here</a>. </p><h4 style="text-align: left;"><i>History as Inspiration for Adventure Design</i></h4><p>Finally, of course, you can find the UNESCO World Heritage list <a href="https://en.wikipedia.org/wiki/Lists_of_World_Heritage_Sites">here</a>, presenting you with numerous real world locations to fire your imagination for your location-based adventure design.</p><div><br /></div>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com6tag:blogger.com,1999:blog-4202612634352350608.post-7971873417821042322023-08-22T03:47:00.005-07:002023-09-04T09:53:12.343-07:00Into the Megadungeon Episode 2 "Little Persistent Worlds"<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgluXtXYmvxFGm3YxSiIoiqDGGHCWecOuwj1FTY7-wPQkMh1f-m-Q8OIg2yG1AJaDTBWXuf4vOk4scgA77ytGRLXppRZ1RubqyUhBZJ5oVM5n6WEH27MFh392Cmc76W5R1adff7we7GlfaHdms_ZMFq5l-0E-Kx0VqhHtT5xXZ_lY--KxHllSud0a6cV20/s3567/2023-07-18_140413.2.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3567" data-original-width="2540" height="365" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgluXtXYmvxFGm3YxSiIoiqDGGHCWecOuwj1FTY7-wPQkMh1f-m-Q8OIg2yG1AJaDTBWXuf4vOk4scgA77ytGRLXppRZ1RubqyUhBZJ5oVM5n6WEH27MFh392Cmc76W5R1adff7we7GlfaHdms_ZMFq5l-0E-Kx0VqhHtT5xXZ_lY--KxHllSud0a6cV20/w260-h365/2023-07-18_140413.2.png" width="260" /></a></div><p></p><p>I'm very excited to release Episode 2 of my podcast <i>Into the Megadungeon. </i>In this episode I interviewed Nick Kuntz about their megadungeon campaign, The Twilight Age. I've known Nick for a long time. They were one of the players in my long-running original Ultan's Door campaign, playing primarily as the saucy teenage gonif Mia. During the early hellish days of the pandemic Nick launched their megadungeon campaign, which I've played in now for a few years as the wizard Phasmo. </p><p>We talk about a lot of things in this episode, including the rewards and challenges of magedungeon campaigns with large player rosters; the importance of factions in megadungeons; and how megadungeons can function as "little persistent worlds", where the stories that emerge are less about protagonists and more about an abiding place. </p><p>Without further ado, here is the episode on the largest of the podcast platforms:</p><p><a href="https://open.spotify.com/episode/3EIeaUcipqprINYbyHgBCA?si=9GMFtggQQhye5MZv1BejMg">Episode 2 "Little Perisstent Worlds" on Spotify</a></p><p><a href="https://podcasts.apple.com/us/podcast/into-the-megadungeon/id1698032870?i=1000625232287">Episode 2 "Little Persistent Worlds" on Apple Podcasts</a></p><p><a href="https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy9kOWEwODljNC9wb2RjYXN0L3Jzcw/episode/YTliYTNkNmQtMTQyNi00YTViLTljYjMtNDk0ZDAyMWM2MDll?sa=X&ved=0CAQQ8qgGahcKEwiYjYqFivCAAxUAAAAAHQAAAAAQLA">Episode 2 "Little Persistent Worlds" on Google Podcasts</a></p><h2 style="text-align: center;">Further Reading </h2><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzUVQhIi0rl5dU2Dbyn9XPTVOTWhR0PRYNUU6CKPzl98df9-mqTnz4vnkaFaodiZ6TEJCxa38w0az4fZF22rhypR4waHZ-hnD4rHikX6fYbnmyx5HUbe6aXLKQbeY4QQ07h6L_RANi5V5FIXDHBZs4QwzrKa4KjTVaNxudCFXBWgBg3JOoA4n7vVEPmXs/s2314/MoleratReader.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2314" data-original-width="1483" height="452" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzUVQhIi0rl5dU2Dbyn9XPTVOTWhR0PRYNUU6CKPzl98df9-mqTnz4vnkaFaodiZ6TEJCxa38w0az4fZF22rhypR4waHZ-hnD4rHikX6fYbnmyx5HUbe6aXLKQbeY4QQ07h6L_RANi5V5FIXDHBZs4QwzrKa4KjTVaNxudCFXBWgBg3JOoA4n7vVEPmXs/w289-h452/MoleratReader.jpg" width="289" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Art by the Inimitable Evlyn Moreau</td></tr></tbody></table><br /><div><br /></div><div>First off, Nick is starting a <b>megadungeon newsletter</b>! You can read the first issue and subscribe to it <a href="https://underworldadventurer.substack.com/p/let-the-adventure-begin">here</a>. The first issue, accompanied by Nick's illustrations and maps, "Let the Adventure Begin!" talks about megadungeons as a "good enough" art form, and discusses of Jack Kirby's comics on Nick's faction design. The first issue of this newsletter is the ideal pairing for this episode of the podcast. </div><div><br /></div><div>If you want to see what a functional megadungeon <b>campaign blog</b> actually looks like, I recommend highly Nick's <a href="https://underworldadventurer.blogspot.com/">Underworld Adventurer</a> blog for their Twlight Shores campaign. Check out some recent session recaps, or peruse the archives for house rules and setting elements! (Attentive readers may even discover the fate of the Eye of Terror discussed at some length in the episode.) For those more interested in Nick's illustrations, check out their instagram account <a href="https://www.instagram.com/underworldadventure/">here</a>. </div><div><br /></div><div>For more on <b>large player rosters</b>, I highly recommend watching <a href="https://www.youtube.com/watch?v=slBsxmHs070">this video</a> by Ben Milton at Questing Beast. Milton here talks about how the presupposed play style of early editions of D&D involved an "open table" with large player rosters. While you're at, it's also worth your time to check out the <a href="https://thealexandrian.net/wordpress/38643/roleplaying-games/open-table-manifesto">"Open Table Manifesto"</a> by Justin Alexander. </div><div><br /></div><div>For more on <b>emergent stories, </b>you could read <a href="http://maziriansgarden.blogspot.com/2019/04/pleasures-of-osr-emergent-story-and.html">this post</a> I wrote on the topic. Nick is arguing that large player roster games megadungeon campaigns supercharge this feature and take it in an interesting direction. This was probably the biggest revelation for me to come out of playing in Nick's game.</div><div><br /></div><div><div style="text-align: left;">At one point Nick refers to an old campaign, where six months of play emerged from a random encounter roll near a castle that resulted in a jousting challenge. For the charming jousting minimgame in OD&D (Original D&D) check out <em>Fantastic Medieval Campaigns</em> Appendix A, pp. 188-189, available for free <a href="https://traversefantasy.itch.io/fmc" rel="noopener noreferrer nofollow" target="_blank">here</a>.</div><p>Finally, Nick refers at one point to the fact that a beholder in <strong>OSE</strong> is called an “Eye of Terror”. “<strong>OSE</strong>” stands for <strong>Old School Essentials</strong>, a retroclone—a repackaging and modern presentation of an older ruleset—of B/X D&D, the Basic/Expert edition of D&D written by Tom Moldvay, Dave Cook, and Stephen Marsh. The Open Games License (OGL) allows reprinting of older ruleset like this, but reserves some terms as proprietary to Wizards of the Coast, including “beholder”, which <strong>OSE</strong> renames “Eye of Terror”. You can learn more about <strong>Old School Essentials </strong><a href="https://necroticgnome.com/pages/about-old-school-essentials" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p><p>You can find a full text trasncript of Episode 2 “Little Persistent Worlds” <a href="https://drive.google.com/file/d/1bVNSq3sbYVUrlbR2iM4h2fAgRyhgNbk3/view?usp=sharing">here</a>. </p></div><p><br /></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com8tag:blogger.com,1999:blog-4202612634352350608.post-72135597500256443732023-08-08T03:30:00.030-07:002023-08-08T07:45:43.958-07:00Into the Megadungeon Episode 1 "Mysteries"<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf5hM3La0NF4VPPWIIKXKS-mGaDnLtBb6tCB9uIAEGTlSwcTHRmtBTw-PICCYPmtB6N_iePjOVytyWvTbinTjbFZ1OIgGINCzXQudCEo2QyR4XA8f27smBf95E7V5-ho3A40AW8IsOpz5sWvdoKQRG92-BZcSJ_5Je22S3cBGOLQbzQIv4h5EP2nK1I5w/s3567/2023-07-18_140413.2.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3567" data-original-width="2540" height="490" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf5hM3La0NF4VPPWIIKXKS-mGaDnLtBb6tCB9uIAEGTlSwcTHRmtBTw-PICCYPmtB6N_iePjOVytyWvTbinTjbFZ1OIgGINCzXQudCEo2QyR4XA8f27smBf95E7V5-ho3A40AW8IsOpz5sWvdoKQRG92-BZcSJ_5Je22S3cBGOLQbzQIv4h5EP2nK1I5w/w349-h490/2023-07-18_140413.2.png" width="349" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p>I am excited to share the very first episode “Mysteries” of my brand new podcast Into the Megadungeon, where I interview veteran GMs about their amazing megadungeon campaigns, campaigns focused on a single adventuring location with 100’s of rooms spread across many levels. It’s my way of exploring this largely lost play style and contributing to its possible revival. The podcast focuses on the actual experience of GMs at the table. You can expect to hear details about their campaigns, what they learned through play, some tips and techniques, and just maybe a <em>bit</em> of theory—but always grounded in practice.</p><p>We start in Episode 01 “Mysteries” with James Maliszewski, author of the blog Grognardia, whom I interview about his Dwimmermount campaign. Among other things, James and I discuss how a GM can make a single dungeon hold the interest and excitement of players. Without further ado, here are links to the podcast!</p><p><a href="https://podcasters.spotify.com/pod/show/benjamin-laurence/episodes/Mysteries-e27l6fa/a-aa6rmsq">Episode 01 "Mysteries" on Spotify</a> </p><p><a href="https://podcasts.apple.com/us/podcast/into-the-megadungeon/id1698032870?i=1000623767388">Episode 01 "Mysteries" on Apple Podcasts</a></p><p><a href="https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy9kOWEwODljNC9wb2RjYXN0L3Jzcw/episode/N2U5Yjg3ODYtOTFhNC00YmE2LThmYjEtYjEzMTJkODQ4Njdm?sa=X&ved=0CAUQkfYCahcKEwiYw8fZ7cyAAxUAAAAAHQAAAAAQJw">Episode 01 "Mysteries" on Google</a></p><p><br /></p><p></p><h1 style="text-align: center;">Reader’s Notes to Episode 01</h1><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5f6fc4c-8c99-4cb5-8148-eb37c9162d1e_1483x2314.jpeg" target="_blank"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><img alt="A molerat woman holds up a book." class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/d5f6fc4c-8c99-4cb5-8148-eb37c9162d1e_1483x2314.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":2272,"width":1456,"resizeWidth":454,"bytes":793709,"alt":"A molerat woman holds up a book.","title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="494" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5f6fc4c-8c99-4cb5-8148-eb37c9162d1e_1483x2314.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5f6fc4c-8c99-4cb5-8148-eb37c9162d1e_1483x2314.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5f6fc4c-8c99-4cb5-8148-eb37c9162d1e_1483x2314.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5f6fc4c-8c99-4cb5-8148-eb37c9162d1e_1483x2314.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5f6fc4c-8c99-4cb5-8148-eb37c9162d1e_1483x2314.jpeg 1456w" style="margin-left: auto; margin-right: auto;" title="A molerat woman holds up a book." width="316" /></td></tr><tr><td class="tr-caption" style="text-align: center;">Art by Evlyn Moreau</td></tr></tbody></table><div class="image2-inset"><picture><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5f6fc4c-8c99-4cb5-8148-eb37c9162d1e_1483x2314.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5f6fc4c-8c99-4cb5-8148-eb37c9162d1e_1483x2314.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5f6fc4c-8c99-4cb5-8148-eb37c9162d1e_1483x2314.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd5f6fc4c-8c99-4cb5-8148-eb37c9162d1e_1483x2314.jpeg 1456w" type="image/webp"></source></picture><div></div></div></a><figcaption class="image-caption"><br /></figcaption></figure></div><p>With each episode, I will share “reader’s notes here. If you read these notes before listening to an episode, you’ll have everything you need to know to listen to the episode! For the curious, the links the notes contain can also be used as a springboard to learn more about the history and practice of megadungeon play. </p><p>James ran his Dwimmermount campaign as an experiment to learn about the original megadungeon playstyle practiced at the very beginning of the hobby. As part of that experiment he used the very first version of dungeons and dragons (OD&D) that had been designed specifically for this style of play. He mentions in passing several terms and names that refer to these older editions and early game products. (Don’t worry, in later episodes of the podcast I interview GMs who have developed brand new rulesets to run this style of game, as well as some who use fifth edition D&D to play megdungeon campaigns.) </p><h2>Glossary of Names and Terms</h2><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F63895615-107a-4dec-8b1e-8d82248fa753_200x282.jpeg" target="_blank"><div class="separator" style="clear: both; text-align: center;"><picture style="margin-left: 1em; margin-right: 1em;"><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F63895615-107a-4dec-8b1e-8d82248fa753_200x282.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F63895615-107a-4dec-8b1e-8d82248fa753_200x282.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F63895615-107a-4dec-8b1e-8d82248fa753_200x282.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F63895615-107a-4dec-8b1e-8d82248fa753_200x282.jpeg 1456w" type="image/webp"></source><img alt="A young Dave Arenson smiling." class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/63895615-107a-4dec-8b1e-8d82248fa753_200x282.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":282,"width":200,"resizeWidth":298,"bytes":21527,"alt":"A young Dave Arenson smiling.","title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="420.18" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F63895615-107a-4dec-8b1e-8d82248fa753_200x282.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F63895615-107a-4dec-8b1e-8d82248fa753_200x282.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F63895615-107a-4dec-8b1e-8d82248fa753_200x282.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F63895615-107a-4dec-8b1e-8d82248fa753_200x282.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F63895615-107a-4dec-8b1e-8d82248fa753_200x282.jpeg 1456w" title="A young Dave Arenson smiling." width="298" /></picture></div><div class="image2-inset"><div></div></div></a><figcaption class="image-caption"><br /></figcaption></figure></div><p><strong>Dave Arneson</strong>: One of the two creators of Dungeons & Dragons. Arneson ran the very first games of what would become Dungeons & Dragons, which explored the dungeons beneath <strong>Castle Blackmoor</strong>. This was both the very first tabletop roleplaying campaign <em>and</em> the very first megadungeon campaign. Castle Blackmoor was never published in its full form.</p><p><strong>Gary Gygax</strong>: The other creator of Dungeons & Dragons. Gygax ran the second megadungeon campaign exploring the dungeons beneath <strong>Castle Greyhawk</strong>. Gygax went on to head TSR and authored several early rulebooks of D&D, as well as some classic modules. Castle Greyhawk was <strong>also</strong> never published in its full form. But Gygax wrote a wonderful little article in 1975 for Europa, a wargaming zine (amateur magazine), telling aspiring GMs what they need to do to set up their very own megadungeon that contains a tantalizing overview of the different levels of Castle Greyhawk. Check it out <a href="https://archive.org/details/Europa_6-8-1975-04/page/n19/mode/2up" rel="noopener noreferrer nofollow" target="_blank">here</a>.</p><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd24cd19d-9e92-4edd-bad6-955b926191c5_903x1000.jpeg" target="_blank"><div class="separator" style="clear: both; text-align: center;"><picture style="margin-left: 1em; margin-right: 1em;"><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd24cd19d-9e92-4edd-bad6-955b926191c5_903x1000.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd24cd19d-9e92-4edd-bad6-955b926191c5_903x1000.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd24cd19d-9e92-4edd-bad6-955b926191c5_903x1000.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd24cd19d-9e92-4edd-bad6-955b926191c5_903x1000.jpeg 1456w" type="image/webp"></source><img alt="The contents of white box D&D." class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/d24cd19d-9e92-4edd-bad6-955b926191c5_903x1000.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":1000,"width":903,"resizeWidth":null,"bytes":158906,"alt":"The contents of white box D&D.","title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="485" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd24cd19d-9e92-4edd-bad6-955b926191c5_903x1000.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd24cd19d-9e92-4edd-bad6-955b926191c5_903x1000.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd24cd19d-9e92-4edd-bad6-955b926191c5_903x1000.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd24cd19d-9e92-4edd-bad6-955b926191c5_903x1000.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2Fd24cd19d-9e92-4edd-bad6-955b926191c5_903x1000.jpeg 1456w" title="The contents of white box D&D." width="438" /></picture></div><div class="image2-inset"><div></div></div></a><figcaption class="image-caption"><br /></figcaption></figure></div><p><strong>Original Dungeons & Dragons: </strong>Also called “OD&D”, “0E”, or “white box”, this was the original 1974 edition of Dungeons & Dragons that came in a little white box. The box contained the three <strong>little brown books</strong> titled “Men & Magic”, “Monsters & Treasure”, and “Underworld & Wilderness Adventures”. Curious about the rules? A reader friendly, and cheaper, alternative which I heartily recommend is <em>Fantastic Medieval Campaigns</em>, which accurately presents the original rules in a clean and attractive modern format, available for free <a href="https://traversefantasy.itch.io/fmc" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p><p><strong>Philotomy’s OD&D Musings</strong>: A free document by Jason Cone, AKA Philotomy Jurament, published in 2007 introducing contemporary players to playing with the Original Dungeons & Dragons rules. The section on “creating an old school dungeon” is pure gold and should be read by those interested in megadungeon play. It is available for free <a href="https://www.grey-elf.com/philotomy.pdf" rel="noopener noreferrer nofollow" target="_blank">here</a> </p><p><strong>Supplement I Greyhawk</strong>: The first supplement for Original Dungeons & Dragons detailing the Greyhawk setting and presenting many optional rules that became staples of later editions of D&D including “variable weapon damage”, the thief (i.e. rogue) class, among others. </p><p><strong>Supplement II Blackmoor</strong>: The second supplement for Original Dungeons & Dragons detailing the Blackmoor setting, the monk class, and a far out adventure, The Temple of the Frog, that combines pulp sci-fi and fantasy elements. </p><p><strong>Supplement III Eldritch Wizardry: </strong>The third supplement for Original Dungeons & Dragons, introducing the druid class and psionics, as well as many of the demons and devils such as Orcus that have become staples of the D&D multiverse. </p><p><br /></p><div class="captioned-image-container"><figure><a class="image-link is-viewable-img image2" data-component-name="Image2ToDOM" href="https://substackcdn.com/image/fetch/f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8766df2c-eca8-4c45-a8bd-5c86a65b5eba_778x1000.jpeg" target="_blank"><div class="separator" style="clear: both; text-align: center;"><picture style="margin-left: 1em; margin-right: 1em;"><source sizes="100vw" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8766df2c-eca8-4c45-a8bd-5c86a65b5eba_778x1000.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8766df2c-eca8-4c45-a8bd-5c86a65b5eba_778x1000.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8766df2c-eca8-4c45-a8bd-5c86a65b5eba_778x1000.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_webp,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8766df2c-eca8-4c45-a8bd-5c86a65b5eba_778x1000.jpeg 1456w" type="image/webp"></source><img alt="An image of the cover of Expedition to the Barrier Peaks, showing adventurers being attacked by alien tentacles." class="sizing-normal" data-attrs="{"src":"https://substack-post-media.s3.amazonaws.com/public/images/8766df2c-eca8-4c45-a8bd-5c86a65b5eba_778x1000.jpeg","srcNoWatermark":null,"fullscreen":null,"imageSize":null,"height":1000,"width":778,"resizeWidth":480,"bytes":140758,"alt":"An image of the cover of Expedition to the Barrier Peaks, showing adventurers being attacked by alien tentacles.","title":null,"type":"image/jpeg","href":null,"belowTheFold":false,"topImage":false,"internalRedirect":null}" height="400" sizes="100vw" src="https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8766df2c-eca8-4c45-a8bd-5c86a65b5eba_778x1000.jpeg" srcset="https://substackcdn.com/image/fetch/w_424,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8766df2c-eca8-4c45-a8bd-5c86a65b5eba_778x1000.jpeg 424w, https://substackcdn.com/image/fetch/w_848,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8766df2c-eca8-4c45-a8bd-5c86a65b5eba_778x1000.jpeg 848w, https://substackcdn.com/image/fetch/w_1272,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8766df2c-eca8-4c45-a8bd-5c86a65b5eba_778x1000.jpeg 1272w, https://substackcdn.com/image/fetch/w_1456,c_limit,f_auto,q_auto:good,fl_progressive:steep/https%3A%2F%2Fsubstack-post-media.s3.amazonaws.com%2Fpublic%2Fimages%2F8766df2c-eca8-4c45-a8bd-5c86a65b5eba_778x1000.jpeg 1456w" title="An image of the cover of Expedition to the Barrier Peaks, showing adventurers being attacked by alien tentacles." width="311" /></picture></div><div class="image2-inset"><div></div></div></a></figure></div><p><strong>S3: Expedition to the Barrier Peaks</strong>: A module written by Gary Gygax, where PCs explore a dungeon inside a crashed spaceship! </p><p><strong>Tekumel</strong>: The richly imagined campaign world of M.A.R. Barker, based on non-European inspirations including meso-American and Indian sources. TSR published an early version of rules for play in this campaign world, Empire of the Petal Throne.</p><p><strong>Clark’s Third Law</strong>: Arthur C. Clarke, British science fiction author, enumerated 3 laws over the course of his writings about speculation and future technological change. The 3rd law is, “Any sufficiently advanced technology is indistinguishable from magic.”</p><p data-pm-slice="1 1 []"><strong>#Dungeon23 Challenge</strong>: This Sean McCoy’s challenge to create a 365 room megadungeon dungeon in 2023, one room per day. You can read about the original challenge <a href="https://seanmccoy.substack.com/p/dungeon23" rel="noopener noreferrer nofollow" target="_blank">here</a>. I highlighted some of the most dynamic entries I was able to find in the early weeks of the challenge in posts here. </p><p></p><p></p><p></p><p><strong>Grognardia</strong>: This is James Maliszewski’s prolific blog, dedicated to all things old school gaming. I recommend reading James’ Dwimmermount posts to get a sense of how the campaign developed from modest beginnings to a dynamic campaign exploring the secrets of an entire setting. You can find the blog <a href="https://grognardia.blogspot.com/" rel="noopener noreferrer nofollow" target="_blank">here</a>, and the Dwimmermount posts are collected <a href="https://grognardia.blogspot.com/search?q=dwimmermount" rel="noopener noreferrer nofollow" target="_blank">here</a>. </p><p><i>As always, if you would prefer to receive these podcast announcements and reader's notes directly to your inbox, then please consider subscribing to my substack, Missives from Beyond the Veil of Sleep, which you can find <a href="https://ultansdoor.substack.com/">here</a></i>. </p><p></p><p></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com6tag:blogger.com,1999:blog-4202612634352350608.post-42620061426937793432023-07-31T03:00:00.002-07:002023-07-31T03:00:00.149-07:00The Problem of Spotlight Management in OSR Games<p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgG3I6WdR3hFceEKQmp8tALZLjwgcfvH0AJo-DPuxiQAlw4T-ywF0heKxM1NSacHQkgESlon0CQ9rYByBWD0ExJeJKbyu4TV2fqNb0dl78xkZZeSToHkNj1qHKw5CIPjlNRDbB1U9-AJDSl2vEENFv3R9VCTcSWAv1Z0iTIGMx6cYBNROCWGJ2C0asmvU/s1023/IMG_8397.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="650" data-original-width="1023" height="254" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgG3I6WdR3hFceEKQmp8tALZLjwgcfvH0AJo-DPuxiQAlw4T-ywF0heKxM1NSacHQkgESlon0CQ9rYByBWD0ExJeJKbyu4TV2fqNb0dl78xkZZeSToHkNj1qHKw5CIPjlNRDbB1U9-AJDSl2vEENFv3R9VCTcSWAv1Z0iTIGMx6cYBNROCWGJ2C0asmvU/w400-h254/IMG_8397.jpeg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><br /></td></tr></tbody></table><p></p><p><span style="font-family: Helvetica; font-size: 16px;">I listened to the “expert delve” segment of <a href="https://podcasts.apple.com/us/podcast/a-wizard/id1264621106?i=1000622098293">this episode of Fear of a Black Dragon</a> (starts around the 28 min mark) with great interest. Jason and Tom were discussing “spotlight management”, that is making sure that each player gets roughly equal time in the “spotlight”, i.e. being the one who gets to contribute to the game, by saying what their character does, and so on. </span></p><p><span style="font-family: Helvetica; font-size: 16px;">Almost all the techniques they mention involve situations where the PCs are in different places doing different things. Their advice is excellent: to consider narrative beats, to switch from one PC to another at cliff-hanger moments (i.e. moments of high drama) that keep people engaged, and so on. They also talk about systems that incorporate different turns more more systematically. Although I could be better, I’m not the worst at what they are talking about. For example, during my downtime segments in my face-to-face game, where PCs break up to all pursue individual projects and activities, I try to move the spotlight around intuitively using something like the ideas they float. I think it works.</span><span class="Apple-converted-space" style="font-family: Helvetica; font-size: 16px;"> </span></p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span class="s1" style="font-kerning: none;">But outside of downtime, in the OSR style games I run, the party is almost never separate. “Never split the party” may be a tired trope, but it’s also sensible practice in old school games. You might think, great, if they're together then it will be much easier to keep everyone equally involved, since the scene is shared. </span>In a more narrative heavy game that was focused on individual characters as individuals, or on their relations to one another, that would be true. In such games, you can move the spotlight around in a single situation by simply asking each players in the situation what their characters do, or how they react to the situation, what they're feeling about it, and so on. </p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><br /></p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;">But the way I run the game, outside of downtime, the focus tends to be on <b>collective</b> problem solving. The players tend to talk freely amongst themselves about what they are going to do as a group at each step. Sometimes people don’t even say what their separate characters are doing, but announce what the group is doing. <span class="s1" style="font-kerning: none;">And this is how I like it! </span>In the games I run, the focus is not on individuals taken separately, nor on their relation to one another, but rather on the exploration of fantastic and perilous spaces by the group collectively. I always allow this kind of collective deliberation, even when it's utterly implausible in the game: in the heat of combat, in the middle of a high-stakes conversation, at any point really, since what I’m here for is the cooperative problem solving that is the heart of the particular flavor of challenge based, sandbox play that I like. </p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span class="s1" style="font-kerning: none;"> </span></p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span class="s1" style="font-kerning: none;">The problem is that what controls the spotlight under those circumstances is not me, the GM, but rather the social dynamics of the players' freeform collective deliberation about what to do. In order for me to move the spotlight around in that process, I need, essentially, to intervene in the group's deliberations. But I don’t have a good way of systematically doing that. It's hard to know what the proper technique to intervene to move the spotlight without disrupting the freeform deliberation among players. </span></p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span class="s1" style="font-kerning: none;"><br /></span></p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span class="s1" style="font-kerning: none;">I’m blessed in my current face to face group in that no one dominates the conversations. They manage the spotlight relatively well. (The problem is MUCH greater in online play, I’ve noticed, probably because normal conversational dynamics break down over videoconferencing.) But even in my current face to face game, there still is one player who is a bit more passive than the others—despite being a very canny player. But he just doesn’t speak up as much in the group's collective deliberations.<span class="Apple-converted-space"> </span></span></p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span class="s1" style="font-kerning: none;"> </span></p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span class="s1" style="font-kerning: none;">I can rectify this to some extent, insofar as often characters will act individually, especially when we’re focused on tight scenes where it’s less about what decision the group is making and more about what contribution to a shared effort each character is making. In those circumstances, I can ensure that the spotlight travels to the quieter player. </span>But this is a far cry from the kind of “spotlight management” that Jason and Tom are talking about. If I'm going to be real, it’s more like spotlight damage control.<span class="Apple-converted-space"> </span></p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span class="s1" style="font-kerning: none;"> </span></p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span class="s1" style="font-kerning: none;">I actually have no idea how to solve this problem. I’m tempted to say that without changing the kind of game I’m playing, there’s really no way to manage the spotlight in the core experience. I hope that’s not true, but I’m afraid it is. Any ideas?</span></p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span class="s1" style="font-kerning: none;"> </span></p><p class="p1" style="font-family: Helvetica; font-feature-settings: normal; font-kerning: auto; font-optical-sizing: auto; font-size: 16px; font-stretch: normal; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; font-variation-settings: normal; line-height: normal; margin: 0px;"><span class="s1" style="font-kerning: none;"> </span></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com26tag:blogger.com,1999:blog-4202612634352350608.post-32277389019254214572023-07-26T03:30:00.017-07:002023-07-26T10:35:07.970-07:00Google Plus Mixtape, Track 03: Savage World of Krül<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfk5ly08rXgCSqViJLwe7QyiikaLzwt-rUJPGLD9xFAsCPj1EznhvO45lmA1aaxqj1tFfIRycwFMAAPiT98SEJMmqFIWOj6Swq3hgXU5vnqHeLA9skXvqI-yWDYVBE-OxY-nsiGSD9qQA/s400/Google%252BMixTape.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="266" data-original-width="400" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfk5ly08rXgCSqViJLwe7QyiikaLzwt-rUJPGLD9xFAsCPj1EznhvO45lmA1aaxqj1tFfIRycwFMAAPiT98SEJMmqFIWOj6Swq3hgXU5vnqHeLA9skXvqI-yWDYVBE-OxY-nsiGSD9qQA/w400-h266/Google%252BMixTape.jpg" width="400" /></a></div><span color="rgba(0, 0, 0, 0.87)" face="roboto, robotodraft, helvetica, arial, sans-serif" style="background-color: white; white-space: pre-wrap;"><i>I was on Google + for five years. I met so many of you wonderful people there. We shared practices, information, and bits of wonder, frozen starlight, passed gleefully from one outstretched elfin hand to another. I learned how to play Dungeons & Dragons with you, in rewarding and novels grownup ways. But now Google + is gone. So I made you this mixtape. I think you'll recognize some of the songs. I hope you like it. <br /></i></span><p><span face="roboto, robotodraft, helvetica, arial, sans-serif"><span style="background-color: white; white-space: pre-wrap;"><span style="background-color: transparent;">At long last, I return the Google+ mixtape, my homage to the OSR scene on Google+. This mixtape seems unfortunately timely once again as the app formerly known as Twitter--poor substitute for Google+ that it ever was--wobbles on its last legs. You can "listen" to <a href="http://maziriansgarden.blogspot.com/2019/01/google-plus-mix-tape-track-01.html">track 01 here</a> and <a href="http://maziriansgarden.blogspot.com/2021/08/google-plus-mixtape-track-02-super-band.html">track 02 here</a>. </span>In track 02, I pointed out that gaming groups on G+ were essentially superbands. All the players were DMs in their own fearsome games. Numerous campaigns were run where every participant was the most committed member of another group</span></span><span style="background-color: white; white-space-collapse: preserve;">. I pointed out that you can also trace patterns of influence between them, which is connected to my point that the OSR was, more than anything, a play culture. </span></p><p><span face="roboto, robotodraft, helvetica, arial, sans-serif"><span style="background-color: white; white-space: pre-wrap;">As Google+ lay on its deathbed, I frantically helped people to download the G+ communities that had served as the home of their amazing campaigns. I took the opportunity, with permission of course, to interview the players in the campaigns, with the idea of sharing some inside reflections on the longer running campaigns of G+, some better known, and others less. As it happens, I got hung up for TWO YEARS writing the post for Track 03, which was originally to be on Chris Kutalik's Hill Cantons campaign and the superband of players inaccurately called "The Nefarious Nine". But on some solid recent advice, I have decided to unstick myself by shuffling the order of the tracks. So I have elected to bump up</span></span><span style="background-color: white; white-space-collapse: preserve;"> the Savage World of Krül, the campaign of Robert Parker, player of the unforgettable ne'er do-well Manzifrain in Chris Kutalik's Hill Cantons campaign. (Now that I am unstuck, you will hear more about Manzifrain soon enough.) </span></p><p><span style="background-color: white; white-space-collapse: preserve;">Without further a'do I present to you: </span></p><h3 style="text-align: left;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg91tPhkbSR-7C9yfuUY64xLUUqkGeqWB1XEL5NRsN29tYlOE_k2CbEIejUjVqdG7FMki4r3tfhkEeatPchoLICPwEoXK9m3GegBQvDNO2GrdqPnk1e3rQoijdgLpkIwJDDVoTCjd2fcGaZM2YebwB-gdSzMwxdBCA6llwlT9FdbE3Ojv36agGao1N0/s1920/Screen%20Shot%202022-04-08%20at%2010.53.17%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="1920" height="248" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg91tPhkbSR-7C9yfuUY64xLUUqkGeqWB1XEL5NRsN29tYlOE_k2CbEIejUjVqdG7FMki4r3tfhkEeatPchoLICPwEoXK9m3GegBQvDNO2GrdqPnk1e3rQoijdgLpkIwJDDVoTCjd2fcGaZM2YebwB-gdSzMwxdBCA6llwlT9FdbE3Ojv36agGao1N0/w440-h248/Screen%20Shot%202022-04-08%20at%2010.53.17%20PM.png" width="440" /></a></div><span style="background-color: white; white-space: pre-wrap;"><div style="text-align: left;"><span style="background-color: white; white-space: pre-wrap;"><br /></span></div>The Best Kept Secret of Retro-Games</span></h3><div><span style="background-color: white; white-space: pre-wrap;"><br /></span></div><div><span face="roboto, robotodraft, helvetica, arial, sans-serif"><span style="background-color: white; white-space: pre-wrap;">Having played alongside him during my brief stint in the Nefarious Nine, I can say that Robert Parker is an interesting player. In fact, he's the dream player for the kind of DM who is in to deep world building. For him, the great joy in playing in a sandbox game is coming up with theories, plumbing the depths of secrets, unravelling the mysteries in a campaign as they relate to the open-world goals of the party. Information is for him the real treasure. </span></span></div><div><span face="roboto, robotodraft, helvetica, arial, sans-serif"><span style="background-color: white; white-space: pre-wrap;"><br /></span></span></div><div><span face="roboto, robotodraft, helvetica, arial, sans-serif"><span style="background-color: white; white-space: pre-wrap;">I've also enjoyed talking with Robert. If I tell him what I'm thinking about running, he's always casually like, "Oh, that's what you're going to do? Have you read Brian Aldiss' <i>Hothouse?" </i>Or, "Oh, have you taken a look at the early cyberpunk zine <i>Mondo</i>?" Or, "Oh, do you know about Traveler's rules on animal encounters?" His recommendations invariably completely change how I'm thinking about what I"m working on. </span></span><span style="background-color: white; white-space: pre-wrap;">He's also been SUPER interesting to talk about on the topic of how to run sandbox games that are not focused on location-based adventures (i.e. dungeons). For instance, he can tell you how to run a sandbox supers game, or talk about how to run a mystery sandbox for Call of Cthulhu, or a planet-hopping Traveler sandbox game. </span></div><div><span face="roboto, robotodraft, helvetica, arial, sans-serif"><span style="background-color: white; white-space: pre-wrap;"><br /></span></span></div><div><span face="roboto, robotodraft, helvetica, arial, sans-serif"><span style="background-color: white; white-space: pre-wrap;">I'll let you in on another secret: he was a driving force behind Hydra Coop. To a not inconsiderable extent you have him to thank for the bounty that cooperative venture has provided to the retro-game scene. He also came up with <a href="http://www.hydraco-op.com/weve-got-a-system-for-that/">some of the most interesting rules</a> to <i>Fever Dreaming Marlinko</i> and the forthcoming <i>Slumbering Ursine Dunes Completish Omnibus</i>. I guess what I'm trying to say is that Robert is probably the most interesting guy you may never have heard of in the retro-game scene. </span></span></div><div><br /></div><div><span face="roboto, robotodraft, helvetica, arial, sans-serif"><span style="background-color: white; white-space: pre-wrap;"><h3 style="text-align: left;"><span face="roboto, robotodraft, helvetica, arial, sans-serif"><span style="background-color: white; white-space: pre-wrap;">The Savage World of Krül</span></span></h3><div><span face="roboto, robotodraft, helvetica, arial, sans-serif"><span style="background-color: white; white-space: pre-wrap;"><br /></span></span></div></span></span></div><div><span face="roboto, robotodraft, helvetica, arial, sans-serif"><span style="background-color: white; white-space: pre-wrap;">While a member in the Nefarious Nine, Robert ran an off again on again game from 2012-2014 called The Savage World of Krül. Other members of the Nefarious Nine played in it, including Chris Kutalik, Cole Long, David Lewis Johnson, and Michael Moscrip. When I interviewed his players about it in 2018, </span></span><span style="background-color: white; white-space: pre-wrap;">sometimes I got the feeling that I was watching a sketch with Stefon in Saturday Night Live. "If you wanted to have a wild time back then, the game to play was Savage World of Krül. This campaign had <i>everything</i>: He-Man style chest harnesses...Tex-Mex sorcerers...cyborg gangs...wax dungeons" </span></div><div><span style="background-color: white; white-space: pre-wrap;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><iframe allowfullscreen="" class="BLOG_video_class" height="266" src="https://www.youtube.com/embed/pfJBaEqYya4" width="320" youtube-src-id="pfJBaEqYya4"></iframe></div><span style="background-color: white; white-space: pre-wrap;"><div><span style="background-color: white; white-space: pre-wrap;"><br /></span></div>Robert described the campaign this way to me: "It was a colonial sword & planet gone to shit game. Lord of Light-style god-beings come from a sea of possible realities, enslave the local humanoid population, breed humans, and then it turns into ugly late capitalism before collapsing into a post-apocalyptic ruin of city-states ruled by the descendants of demonic entities and their inbred half-human spawn." The Appendix N </span><span style="background-color: white; white-space: pre-wrap;">for the game </span><span style="background-color: white; white-space: pre-wrap;">(in fact Appendix B in his ruleset) included entries like Zelazney's </span><i style="white-space: pre-wrap;">Lord of Light </i><span style="background-color: white; white-space: pre-wrap;">series, Kirby's </span><i style="white-space: pre-wrap;">Fourth World</i><span style="background-color: white; white-space: pre-wrap;"> comics, Jack Vance's </span><i style="white-space: pre-wrap;">Planet of Adventure </i><span style="background-color: white; white-space: pre-wrap;">novels, Brian Aldiss' </span><i style="white-space: pre-wrap;">Nonstop</i><span style="background-color: white; white-space: pre-wrap;">, Gene Wolf's </span><i style="white-space: pre-wrap;">Book of the New Sun</i><span style="background-color: white; white-space: pre-wrap;">, as well as </span><span style="background-color: white; white-space: pre-wrap;">the entirety of </span><span style="background-color: white; white-space: pre-wrap;">Leigh Brackett's work. </span><span style="background-color: white; white-space: pre-wrap;"> </span></div><div><br /></div><div>When explaining what made the game memorable, Cole referred to the NPCs: "the flamboyant Tex-Mex magicians, the Clock King, and all these different crazy gangs with cyborg-surgery dues." He also dwelt on the disorientation induced by the setting, which seemed at first glance to be a gonzo planetary romance. That is, until the party found treasure like a wardrobe full of tuxedos, or came across an NPC running what was apparently an ancient photo booth. Was the World of Krül then somehow Earth? The disorientation they described reminded me of the signature effect of Gene Wolf, who carries you along thinking you know what the setting is in his novels, only to casually drop elements 100 pages in that, in combination with the increasingly suspicious narrator, throws everything you thought you knew about the setting into question.</div><div><br /></div><h3 style="text-align: left;">Welcome to Mindfuck Dungeon!</h3><div><br /></div><div>Several players also described the game as sporting some of the most memorable dungeons they had ever seen. The central campaign dungeon was Mindfuck Dungeon (MFD). MFD was the watchtower of a powerful witch who had gone missing called the Clock King. It could be approached from above by paying a hefty entry fee to a gang called the Metal Fingers, or from below through undercity crawl from any of a series connecting locations. There was a central staircase that rotated between four dungeon quadrants on the second level, and could be controlled by finding missing clocks throughout the dungeon. You could only unlock the lower levels of the dungeon by finding all the missing clocks. (Although you could also approach the lower levels from the exterior or hidden elevators.) </div><div><br /></div><div>Although the theme was generally funhouse meat grinder, the dungeon was full of liminal spaces with different vibes. There were many sub-levels with distinctive aesthetics; one of cramped rough hewn spaces with pattering footsteps that could be accessed only by pit traps; one immaterial sub-level hanging in the air that only became tangible in the light of a certain kind candle; and there was a double-decker dungeon sub-level, where you would either be walking on the floor or the ceiling, depending on where you entered it. Hearing the dungeon described, it sounds like a giant 3D puzzle full of secrets that rewarded deep play. It also ground through PCs like nobody's business. Robert tells me that one player ran more than 20 different PCs in the campaign. The campaign had other dungeons with even wilder premises like the Waxworks, a living dungeon of shifting organs!</div><div><br /></div><h3 style="text-align: left;">The Most Memorable PC Death</h3><div><br /></div><div>Several players, most of all Chris Kutalik, reported that the most memorable moment in the campaign was the death of Chris's character. Unbeknownst to the party, there was a DERO/anti-life infestation growing in the walls around level 2 of MFD, coiling around the level. It was occupied by malignant creatures who bedeviled the party on that level with the unnerving habit of suddenly appearing out of nowhere. When exploring level 2, one time the party triggered a floor trap. A panel opened in the ceiling revealing a magnet that sucked Chris' heavily armored character (and I believe Michael Moscrip's character as well) up into the ceiling, moving them along a track, and depositing them in the DERO sublevel, before sliding closed. Isolated, these characters found themselves in a space with a completely different ominous aesthetic of polished black walls with a red carpet that ate their feet if they stood still in one place. They were lost in unfamiliar territory trying to reconnect with the rest of the party, until their light source gave out. The party could hear their screams, maddeningly just behind the walls, powerless to help them, as they were hunted through the darkness by the malignant occupants of this hideous space. Giving up all hope, Chris' character ended up taking his own life to avoid being captured by the DERO. Everyone, including Chris, described this as a high point of the campaign.</div><div><br /></div><h3 style="text-align: left;">A B/X Ruleset to Remember</h3><div><br /></div><div>The ruleset for the game, which circulated among players in PDF form, is a masterful B/X hack. My feeling is that these rules stands roughly to B/X as Gus' HMS Apollyon rules stand to OD&D. Both, working with the strengths of the chassis of their game of choice, spin it in creative way to support play in a particular campaign world. Everything in the ruleset conveys and reinforces elements of the setting. Robert's ruleset in particular is designed for long haul campaign shenanigans and play. Since the ruleset isn't published or generally available, I don't want to get into too much detailed, but it's such a glorious B/X hack that I can't resist saying something about. </div><div><br /></div><div>Character creation involved a selection two classes: fighting man/warrior woman & warlock/witch, with further hidden weird classes unlockable with a lucky roll or with character death. (Since there was so much PC death Robert wanted to throw a bone to those who perished again and again.) Each of the base classes had a lot of flavor. For witches and warlocks the flavor comes from the selection of 1 of 7 magical schools from this chart. </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWJwvLrgR7ZTgXeb9QNN9Ti1sNO96ofNplxtYqA-l3_YVXw0CN9d5pvWkHh5TYl1NAOi5oBfF5qkx-uKq63D4cwcTGwNtNvZHf-9CPYiydiHZY0VIPfxzLlXVtpQfWdB4VnGnDnE1cmyZifSiWTN_QrRyiVFhs3XFialRlwYr90vos0gbVXxXbUVJQ/s1276/Screen%20Shot%202022-04-24%20at%207.38.47%20AM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1194" data-original-width="1276" height="299" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWJwvLrgR7ZTgXeb9QNN9Ti1sNO96ofNplxtYqA-l3_YVXw0CN9d5pvWkHh5TYl1NAOi5oBfF5qkx-uKq63D4cwcTGwNtNvZHf-9CPYiydiHZY0VIPfxzLlXVtpQfWdB4VnGnDnE1cmyZifSiWTN_QrRyiVFhs3XFialRlwYr90vos0gbVXxXbUVJQ/s320/Screen%20Shot%202022-04-24%20at%207.38.47%20AM.png" width="320" /></a></div><br /><div><br /></div><div>For fighting men or warrior women the player rolls on a background table. There are 17 backgrounds, split between wilderness and urban backgrounds, that add 1d6 to one of your stats and sometimes give you some other power. (There is also a small chance to roll on a hidden "weird class" subtable.) These stats serve in part as the basis of a system of checks that allows for your character to have something of the flavor of thieves, rangers, and the like as sort of sub-classes of fighters. You are also able to trade off stats against one another, allowing for a fair amount of customization. </div><div><br /></div><div>Equipment was treated by Robert as another opportunity for worldbuilding. In addition to the standard fare of swords and torches, there are very pricey items like gasoline, shotguns, and even dynamite. The system uses a piecemeal armor system that calls out to He-Man or swords & sorcery genres. Robert also had rules for gambling, a set of mini-games that are resolved in the first 10 minutes of every session for those PCs who wished to drop by Xita's House of Games, a seedy gaming house in the city's Low Quarter. There were minigames for slots, blackjack, as well as a clever lottery game. I imagine that starting each session with real life gambling sets a nice opening tone. </div><div><br /></div><div>Where the ruleset really shines though is in the downtime system. I'm frankly glad that I hadn't read these rules when I was working out my own system of downtime, because they're so good I think they might have captured my imagination. The baseline is a cost of living expense with different expense tiers, tied to different bonuses or penalties on your hit points--hit dice were rolled each session. (If you couldn't pay for any tier there was a table to roll on for being unhoused.)</div><div><br /></div><div>The downtime actions carousing, rumor mongering, gathering intelligence in a variety of modes, including research, door to door interviews, casing a joint, infiltrating an organization and so on. (There is also an elaborate set of rules for using stool pigeons, more on the gang rules below.) There is also a career downtime action, which involves finding or working at a job. The system lists several careers, from stevedore to lab assistant, and so on. It uses stat checks to see if you can land a job (some are open only to individuals with certain skills), or a keep a job, or get a promotion. Getting fired usually has negative consequences. If you have a job you must dedicated half your downtimes to working it, and you receive weekly wages. It's a tidy little system that has a lot of worldbuilding built into it with the different careers. I would love it as a player. </div><div><br /></div><div>In addition to this rich offering of regular downtime actions, one genius innovation the ruleset introduces is the idea of a special downtime action. Once per month, a player is allowed to write up a special downtime action that does not fit into the framework mentioned so far. These actions are handled on an ad-hoc basis. Robert explained the significance of limiting specialty downtime action to me in terms of the advantage freeform downtime gives to enterprising and pushy players. The idea is to limit it to 1 out of every 4 downtimes, both to limit the workload on a DM with a large player base, and also to make sure that no one was reaping massive advantages by sinking homework in between sessions. The flexibility of the idea of a limited specialty downtime action is enticing. Interestingly, Robert also allowed players to use the specialty downtime action to play a special 30 minute session (usually at the start of a regular game session), where the player character could try to quickly resolve catastrophes that had come up via downtime, e.g. getting captured by someone you were spying on or the like. </div><div><br /></div><div>Perhaps the most elaborate rules in the game were the rules for taking and holding territory and building gangs as the envisioned domain play for fighting men. Four years before Blades in the Dark was published, and far better suited to the OSR playstyle, these rules were a tour-de-force. They explained what you had to do to seize a territory; they had rules for how to handle the gang warfare during the struggle; as well as rules for the monies and other advantages you would receive by securing and holding territory. They also tied in with the downtime actions that involved recruiting and paying gang members suitable for different kinds of jobs, hiring stool pigeons, infiltrating enemy gangs, and so on. </div><div><br /></div><div>These rules are not available for public consumption. They are, from Robert's point of view, game ephemera specifically made for his campaign and not for public consumption. However, both the setting and rules were major influence on David Lewis Johnson's <i>Gathox Vertical Slum,</i> another member of the Nefarious Nine and a player in Savage Sword of Krül. You can also find some of them absorbed into the forthcoming <i>Slumbering Ursine Dunes Completish Omnibus</i> So you can get at least a taste of the setting flavor and rules by looking at these wonderful product. As we'll see it also influenced Cole Long's rules for Swords of the Inner Sea, which I'll be looking at in a later track. </div><div><br /></div><div>Pay your cyber-surgery dues and you can find me in Mind Fuck Dungeon until the next mixtape trakc drops! </div><div><br /></div><div>PS If you'd rather read my posts in emails than in an RSS feed, you can sign up for my newsletter, <a href="https://open.substack.com/pub/ultansdoor/p/google-mixtape-track-03-savage-world?r=2k7l44&utm_campaign=post&utm_medium=web">Missives Beyond the Veil of Sleep here</a>.</div><h3 style="text-align: left;"><br /></h3><div><br /></div><div><br /></div><p><br /></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com6tag:blogger.com,1999:blog-4202612634352350608.post-39896250524704530002023-07-18T05:16:00.003-07:002023-07-20T07:58:34.820-07:00Trailer Drop!<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpdb9hpbajF5_Ih9y1tO0GluZk_iP6-hkNBJNbNO8UtA35bsnDX_-23eLDA13C1W7Ki18RhVLJpkuxdMCVioL8z8ugg8Xd8ZNm093Wxc2bQnWns_d1fpQpg7KtaaE0_MR1AFYcPIIJIavNuHbuRLAAz5JlOldXaol7DaHICK3Jh3IXKmyEKUXZCexzQTA/s1012/Screenshot%202023-07-18%20at%206.43.34%20AM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="303" data-original-width="1012" height="149" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhpdb9hpbajF5_Ih9y1tO0GluZk_iP6-hkNBJNbNO8UtA35bsnDX_-23eLDA13C1W7Ki18RhVLJpkuxdMCVioL8z8ugg8Xd8ZNm093Wxc2bQnWns_d1fpQpg7KtaaE0_MR1AFYcPIIJIavNuHbuRLAAz5JlOldXaol7DaHICK3Jh3IXKmyEKUXZCexzQTA/w498-h149/Screenshot%202023-07-18%20at%206.43.34%20AM.png" width="498" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><p>By the time you read this, I will have recorded three episodes and a trailer of <i>Into the Megadungeon</i>, my new podcast exploring megadungeon games. I can now share with you the trailer for the podcast. </p><div>You can listen to it <a href="https://spotifyanchor-web.app.link/e/BHp5FTJ7wBb">here on Spotify</a></div><div><br /></div><div>Or <a href="https://podcasts.apple.com/us/podcast/into-the-megadungeon-trailer/id1698032870?i=1000621461904">here on Apple Podcasts.</a> </div><div><br /></div><div>The first episode will drop after Gen Con on Tuesday August 8th. After that, you can expect episodes to appear biweekly through the first season, which I expect to run 10 episodes. </div><div><br /></div><div>I thought I would say a little bit more about how the podcast has taken shape. The name of the first season is "Megadungeons as...", with the episode titles filling in the blanks. So here's the list of the first three episodes I have recorded.</div><div><br /></div><div style="text-align: left;">Season 01: Megadungeons as...</div><div style="text-align: left;"><br /></div><div><ol style="text-align: left;"><li style="text-align: left;">Mysteries</li><li style="text-align: left;">Persistent Little Worlds</li><li style="text-align: left;">The Question of Space</li></ol></div><div><div>In Episode 1 "Mysteries", I interview James Maliszewski about his Dwimmermount megadungeon campaign. We address, among other things, what a megadungeon is; how James' megadungeon grew organically from modest beginnings; how exploration of the megadungeon can be exploration mysteries of an entire setting; and his current project, The secrets of sha'Arthan, and the role of megadungeons in that setting. </div><div><br /></div><div>In Episode 2 "Persistent Little Worlds", I interview Nick Kuntz, the GM of The Twilight Age, the megadungeon campaign I'm playing in. We reminisce about the (still unfolding) campaign, and discuss the challenges and special rewards of megadungeons campaigns with large player rosters, and how megadungeons campaigns with a lot players can function as "persistent little worlds", where the stories that emerge are less about a band of protagonists and more about an abiding place. </div><div><br /></div><div>In Episode 3 "The Question of Space", I interview Gus about his HMS Apollyon campaign. We talk about the idea of placing your starting settlement inside a megadungeon, how to make treasure interesting, and about the centrality of space to dungeoneering. Along the way, you get to hear a lot of choice details about Gus' experience creating and running HMS Apollyon. </div><div><br /></div><div>I have a bunch of other interviews lined up, including with Luke Gearing, of Gradient Descent (etc) fame, and Josh McCrowell, author of a megadungeon ruleset called His Majesty the Worm. Things I am toying with for future episodes includes incorporating some player interviews alongside the GM interviews from the same campaign. (Luke suggested it, and I think it would be a lot of fun.) I'm also planning an episode called "The GMs Toolbox" that consists <i>solely</i> of GMing tips, tools, procedures, and house rules that facilitate GMing megadungeons. I'm also considering including an episode on sci-fi megadungeons, and another historical episode on the very early megadungeons of the hobby, since all of my interviews so far have referred in one way or another to the early megadungeon campaigns that gave rise to Dungeons & Dragons. </div><div><br /></div><div>I'm not promising any of these things, but you can see some of the direction my mind is moving as this project becomes a reality.</div><div><br /></div><h3 style="text-align: left;">Return of the Google+ Mixtapes</h3><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZmOWLTXa7lDli5EkO4Cmg1x_Fd4KJMnEQNGULH-n21l-bI5xU9LuK7FBIrihCyp5fjkN7rt-hmzZc-s75HCD4Q852G5hOZsze8eOgcTAB7SW2ljXgM5I03t1TgZ8pK-wV2PNOABn8ZVTllioRdmB72iQ_dEjV5K-VHgE1ttU22-qf9698_TKGv-0YtHg/s400/Google+MixTape.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="266" data-original-width="400" height="249" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZmOWLTXa7lDli5EkO4Cmg1x_Fd4KJMnEQNGULH-n21l-bI5xU9LuK7FBIrihCyp5fjkN7rt-hmzZc-s75HCD4Q852G5hOZsze8eOgcTAB7SW2ljXgM5I03t1TgZ8pK-wV2PNOABn8ZVTllioRdmB72iQ_dEjV5K-VHgE1ttU22-qf9698_TKGv-0YtHg/w374-h249/Google+MixTape.jpg" width="374" /></a></div><div><br /></div><div>In the meantime, I also have plans to pick up some old projects on the blog here. In the intervening weeks without a podcast, you can expect some tracks of the long delayed Google+ Mixtape to drop. The Google+ Mixtapes were intended to be a series of posts commemorating aspects of the OSR scene and play culture as it flowered on Google+. It's intended as one part historical memorialization, useful for those who were and weren't there, and one part reminiscence. I only ever published two tracks, one about FLAILSNAILS, and one about the "Superband" phenomena of G+ campaigns consisting mainly of very skilled GMs. </div><div><br /></div><div>The posts in the pipeline pick up where I left off, by providing retrospectives on some of the master campaigns of the Google+ era starting next week, including both well known campaigns like, <i>The Hill Cantons</i>, and some sleepers like Robert Parker's <i>Savage World of Krül</i> and Cole Long's <i>Swords of the Inner Sea</i>. You can expect some player testimony and game ephemera as well. I hope you enjoy it. I know I have enjoyed writing them. </div><div><br /><div>Also, I've started a newsletter, Missives from Beyond the Veil of Sleep, <a href="https://ultansdoor.substack.com/">to which you can subscribe here</a>. it packages my blog entries along with more ephemeral and in progress reflections. Check it out and consider subscribing!</div><div><br /></div></div></div>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com3tag:blogger.com,1999:blog-4202612634352350608.post-41926672404431697902023-07-11T08:06:00.001-07:002023-07-11T08:06:08.083-07:00Into the Megadungeon & Missives from Beyond the Veil of Sleep<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihuu-190uFBIHhyj2sirdRgZQjjKv2Gqx-sdXUHnBK0e7nypR7ED2CjCVsgc2qYbCKDBBsuQUfLCGZdu_bpiDmVX74nSzGjfkUxsSmkLF69LTm6qDKA-viyOcwrbJV6JLeZbjwex0rPXfhRxRE6VaZlTBElmdb4pdkqEwgCLkzNuHijLnhLLbnI4VrRvs/s3000/IMG_8330.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3000" data-original-width="3000" height="445" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihuu-190uFBIHhyj2sirdRgZQjjKv2Gqx-sdXUHnBK0e7nypR7ED2CjCVsgc2qYbCKDBBsuQUfLCGZdu_bpiDmVX74nSzGjfkUxsSmkLF69LTm6qDKA-viyOcwrbJV6JLeZbjwex0rPXfhRxRE6VaZlTBElmdb4pdkqEwgCLkzNuHijLnhLLbnI4VrRvs/w445-h445/IMG_8330.JPG" width="445" /></a></div><p><br /></p><h3 style="text-align: left;">Missives from Beyond the Veil of Sleep</h3><p>First off, given the impending collapse of twitter, and the continuing general crumbling of social media, I've decided to start a newsletter called Ultan's Door: Missives from Beyond the Veil of Sleep. You can <a href="https://open.substack.com/pub/ultansdoor/p/a-door-to-wishery-opens?r=2k7l44&utm_campaign=post&utm_medium=web">read the first newsletter and subscribe here</a>. If you're into newsletters or just prefer to get blog posts in your email rather than RSS feed, then please consider subscribing. </p><p>Am I replacing this blog with a newsletter format? No. Think of the newsletter as a long form replacement for social media. I will cross-post new blog posts to the newsletter. I will also use it to convey more ephemeral or time sensitive information. Likely, I'll cover a bit more "work in progress", or "here's what I'm thinking about in ttrpgs today" content in the newsletter. </p><p>What does this newsletter mean for the Ultan's Door Press mailing list? (Which <a href="https://mailchi.mp/bfc17b793b19/through-ultans-door-press">you can subscribe to here</a>, by the way.) Is it replacing the mailing list? No. The Ultan's Door Press mailing list is strictly for announcements about new products or reprints. I only mail the mailing list whenever a new product or reprint is forthcoming or available or going on Kickstarter. I don't use it to share my thoughts or gaming content. </p><p>In short:</p><p></p><ul style="text-align: left;"><li>This blog: Same as it ever was.</li><li>Newsletter: A way to get emailed the blog, plus some work in progress or thoughts on ttrpgs of the sort that I would have shared on social media, but in a more relaxed long form style.</li><li>Ultan's Door Press Mailing List: Only for product announcements. </li></ul><p></p><p><br /></p><h3 style="text-align: left;">Into the Megadungeon </h3><div><br /></div><div>Perhaps bigger news is that I'm starting a podcast called <i>Into the Megadungeon</i>. It's a podcast where I interview veteran GMs with years of experience running amazing megadungeon campaigns. We'll explore the attractions and challenges of this strange campaign type. The podcast will be focused mainly on practice. So you can expect to hear a lot about people's actual campaigns, how they run them, what works and doesn't work for them, with lots of examples. There will be a lot of talk about techniques, systems, and hacks our GMs have come up. We will, of course, get into theory, but when we do it will be informed by experience and mainly driven by questions of practice. You'll also get to hear about the megadungeon projects that our GMs are currently working on--so it may also provide a glimpse of some fun things that are in the pipeline. </div><div><br /></div><div>If you're at all curious about this largely forgotten campaign form that both started our hobby and is seeing a big resurgence now then this is the podcast for you. It's especially relevant if you find the idea of running a megadungeon campaign appealing but overwhelming. The lineup for season 1 of the podcast has some really wonderful people in it, including big names you'll recognize, as well as the GM of the current megadungeon of the campaign I'm playing in. I have the first episode edited and complete, and I'll be recording a bunch more episodes over the next two weeks. </div><div><br /></div><div>The trailer drops on a week from today on 7/18, with the first episode hitting the airwaves after Gen Con, early in August. Stay tuned!</div>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com2tag:blogger.com,1999:blog-4202612634352350608.post-86750830395387174582023-01-17T04:32:00.001-08:002023-01-17T04:32:04.252-08:00Dungeon23 Roundup #4: Comics Extravaganza!<p>So, Dungeon23 is rolling along. I haven't posted a second batch myself for reasons I'll mention at the end. But that doesn't mean I haven't been eagerly reading along! There are some really wonderful things, including some real surprises. One of the real joys here is discovering new people and new blogs. </p><p>First up, I think needs to be the fact that Amanda Lee (@annabelle_lee), author of Garbage Barge and Vampire Cruise, made this glorious thing. (This covers the first two weeks.) It makes me kind of dizzy to look at it but I love so much.</p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkytarNgz8ey-WUf_Kq6xiq76FNQV9cgDmLibo_nW-S8lCY8KlOjgzbf_f90tbgXIW2dQLbeq1m_i5IXrSU2LW1mRyCVPjKzO9HapG9SChQWDdPKzWIBYYnkuwu20VVz9F8d8FxpQX9LWsQpxb2Y4S3-18JEfn4Ttc62dcKG6fua30xX8QyyKoy76B/s3914/FmdIUQZXkAEqL5x.jpeg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3914" data-original-width="1586" height="1077" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkytarNgz8ey-WUf_Kq6xiq76FNQV9cgDmLibo_nW-S8lCY8KlOjgzbf_f90tbgXIW2dQLbeq1m_i5IXrSU2LW1mRyCVPjKzO9HapG9SChQWDdPKzWIBYYnkuwu20VVz9F8d8FxpQX9LWsQpxb2Y4S3-18JEfn4Ttc62dcKG6fua30xX8QyyKoy76B/w435-h1077/FmdIUQZXkAEqL5x.jpeg" width="435" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"></td></tr></tbody></table><br /><p>Michael at Sheep and Wizardry is off to a rollicking good start with The Sunset Palace of the Starry Sultan, built and rebuilt by each successive monarch, creating an "ever-expanding labyrinth of tangled opulence and pointless pomp." I love the idea that you would start a delve into this megadungeon by sneaking through the tiny occupied portion of the palace. <a href="http://sheepandsorcery.blogspot.com/2022/12/the-sunset-palace-of-starry-sultan.html">His first post</a> has some neat character backgrounds that deftly build a playable 1001 Nights pastiche. <a href="https://sheepandsorcery.blogspot.com/2023/01/sauna-elementals-and-mummified-goose.html">His second post</a> has really great faction play right from the get go including a treasure guarding mummy and his goose, agents of the Gutter Kings (in service of the Crown of Buttons!), a cult of star seekers, and more. This looks like it will be a fun and meaty dungeon. </p><p>Arnold at Goblin Punch did it again. This post details <a href="https://goblinpunch.blogspot.com/2023/01/the-flying-birdcage.html">The Flying Birdcage</a>, a whole house inside a flying birdcage located in the complex form week 1. The Flying Birdcage is probably the most interesting and clever form of quick transportation (a staple) around a megadungeon I've ever seen. I would be SO EXCITED to have unlocked the secrets of the birdcage if I were a player. (Since publishing that he's gone on a bender of rapid-fire posts about dwarves, puzzles, and other setting elements like it was 2015. I think we can say now that Goblin Punch is back baby!)</p><p>Speaking of ways into and around the dungeon, in his inaugural post, Rowan at Dodecahedron details <a href="https://dododecahedron.blog/2023/01/14/100-dungeon-entrances/">100 flavorful dungeon entrances</a>. Many of them are secret entrances or have some kind of gimmick that makes them enjoyable. "A bronze statue of a massive fish, mouth agape, emerges from a river. Ladder rungs within the statue lead down through the stonework cylinder that supports it." It's a real treasure trove of ideas that may be of use. </p><p>Nick at Underworld Adventurer has produced some real gems in their <a href="https://underworldadventurer.blogspot.com/2023/01/dungeon23-week-two.html">second meaty post about their megadungeon</a>. Probably my favorite bit comes in the very first room of the post, which is a hall of portraits of past head wizards of the Transcendental Congress. Each has an illustration, and a personality, and is ready to bargain their secrets for something from the dungeon! A lot of lore baked into immediately engaging weird NPCs that also manage to point deeper into the dungeon. </p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-LlaRgy9fPucWdUfuB73Xjup3-Td1F4A9WQR7knZTEEP-xZYt4MX7mTZ7jrH94ZmcnuF3psZsdcYXu6B_67M9MIRWplIe3hYYBlkcGXu8hD4QlCGWZB5otvTE1lfkV3O5j-CvT33aEj7UL127j6EGcO0qeQxP_QR8j5Ehcfee2Kqj_fTOfXz1UFHp/s1631/Day%2008.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1631" data-original-width="1141" height="536" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-LlaRgy9fPucWdUfuB73Xjup3-Td1F4A9WQR7knZTEEP-xZYt4MX7mTZ7jrH94ZmcnuF3psZsdcYXu6B_67M9MIRWplIe3hYYBlkcGXu8hD4QlCGWZB5otvTE1lfkV3O5j-CvT33aEj7UL127j6EGcO0qeQxP_QR8j5Ehcfee2Kqj_fTOfXz1UFHp/w375-h536/Day%2008.jpeg" width="375" /></a></div><br /><p></p><p>Speaking of Dungeon23 with a comics-vibe, I've been enjoying Tobias Redesäter's (<a href="http://@radesater@dice.camp">@radesater@dice.camp</a>) stuff on Mastodon. It's a megadungeon where you slip in through a crack in a bear cave and soon find yourself in a room where a blue goddess has been chained up! It's full of neat illustrations and little cool tidbits. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyaQs9evJURraPUyFL3ltxIgmKOX5NLFR9gRoYMvQU9nrzL87gB4hsrcXX1VJjj-A0yhIUKEL5if2qpQmfkrepT1enDzIAVjhzXX96h2eFTg_ke87yDhUK--3vEPGPMoHx001MQ-J7GK8ZzyDQhHF5zbQVNQzqaslTbSGyYuOyDhQyDubVdQ7SMjRZ/s666/ffc3202ee791cb2f.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="666" data-original-width="500" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyaQs9evJURraPUyFL3ltxIgmKOX5NLFR9gRoYMvQU9nrzL87gB4hsrcXX1VJjj-A0yhIUKEL5if2qpQmfkrepT1enDzIAVjhzXX96h2eFTg_ke87yDhUK--3vEPGPMoHx001MQ-J7GK8ZzyDQhHF5zbQVNQzqaslTbSGyYuOyDhQyDubVdQ7SMjRZ/w300-h400/ffc3202ee791cb2f.jpeg" width="300" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFsGr9d3clEttx-vWsiynNd3apEbAw-AJu0bIzqpUsHiBNrAntYZWSmo0d0X2JLF3mOlOkb1VZoJR9PfUwBMV0qgEAnNL6SEo_lYuo-ZNvoB_TquwIXp-xInPkzbIvPx_7FZBxeaMXJu9T9xawjkGpZSFSoSRcOtapHkZMZia7kwfuFiNRY-vmx1Dl/s667/ac273f8b28625566.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="667" data-original-width="500" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFsGr9d3clEttx-vWsiynNd3apEbAw-AJu0bIzqpUsHiBNrAntYZWSmo0d0X2JLF3mOlOkb1VZoJR9PfUwBMV0qgEAnNL6SEo_lYuo-ZNvoB_TquwIXp-xInPkzbIvPx_7FZBxeaMXJu9T9xawjkGpZSFSoSRcOtapHkZMZia7kwfuFiNRY-vmx1Dl/w300-h400/ac273f8b28625566.jpeg" width="300" /></a></div><br /><p>If you're on Mastodon definitely give him a follow and check it out. If you do, keep an eye out for the Nest Eagle. He seems like someone groovy to meet in a dungeon.</p><p>I know I've been highlighting Zedeck's Dungeon23 stuff a lot, but you really have to check this one out in particular. You can <a href="https://zedecksiew.tumblr.com/">see it with an explanation here</a>. If you get bitten by an eel in the previous dungeon, you get transported to the eel's dream here, a kind of dungeon perhaps built out of the traumatic memories of the eel. This one really hits home for me, because I once did a hexcrawl through an area that was contaminated by the "undermind" of the Parapraxis, a Phantamorian vessel that was spilling an NPC's unconscious into a valley. But, of course, it wasn't the mind of a freaking eel! </p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirwG50NvhHE4raMB1RRfhjOMdLe4muW8qHVXw-9lp-1ouJ8og4ya3sAhljFg-b51thUc7TdejkFaGXsQctsvjPqm3o-BimrdjhAUk04FHe5Zz7e4fvjKCnxvMEUoJWgoaBqroaKTuhEcaZg8Nw_RtB3FKJAuVoqhB5CJBEiPgMVUT1heBFEVASc-TI/s500/tumblr_f034962971652545d4c8b455ceb91812_cbeacb72_500.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="375" data-original-width="500" height="390" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirwG50NvhHE4raMB1RRfhjOMdLe4muW8qHVXw-9lp-1ouJ8og4ya3sAhljFg-b51thUc7TdejkFaGXsQctsvjPqm3o-BimrdjhAUk04FHe5Zz7e4fvjKCnxvMEUoJWgoaBqroaKTuhEcaZg8Nw_RtB3FKJAuVoqhB5CJBEiPgMVUT1heBFEVASc-TI/w520-h390/tumblr_f034962971652545d4c8b455ceb91812_cbeacb72_500.jpeg" width="520" /></a></div><p><br /></p><p>A brief roundup of other delightful things. OBVIOUSLY, OBVIOUSLY you need to be following Jonathan Newell's Apocalypse Archive posts, <a href="https://bearded-devil.com/2023/01/14/the-apocalypse-archive-7-12/">the second set of 6 rooms dropped here</a>. If you want a more classic AD&D vibe location with a map that looks straight out of a TSR module, check out the debased Monastery of St. Amruss at <a href="https://footofthemountainadventures.blogspot.com/2023/01/beneath-cliffs-part-3.html">Foot of the Mountain Games Adventure here</a>. </p><p>You might wonder what's happening with the Catacombs of the North Wind, my Dungeon23 project. (The intro <a href="http://maziriansgarden.blogspot.com/2022/12/the-catacombs-of-north-wind.html">post is here</a>, and <a href="http://maziriansgarden.blogspot.com/2023/01/below-wall-of-cusp.html">the first 7 locations are here</a>.) Because of the way I design locations I needed to do some research for inspiration, and also decide on some bigger picture questions, like what the different regions of level 1 of the dungeon will be. Slowly things have been taking shape in mind, but I'm not quite ready to start mapping and keying the next bit yet. I'll share some of the weird research I've slowly been doing for inspiration another time. </p><p><br /></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com3tag:blogger.com,1999:blog-4202612634352350608.post-42894712502489620312023-01-09T04:40:00.007-08:002023-01-09T04:52:34.136-08:00Below the Wall of Cusp<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5Nvic8b5YCYlZ2j7SU5SawYMoTs3I-BzEi5o8vv5vTT59YzU8gNvYrja_TSu-0sPaM-IbXV6V07ibbYDZ57Fi3NNC54hAMwrtXYjJQ1OpEefr7j0B4iaGbU308HRqqrls6ZWudAmp7MMFu22oee37n6rd6qR6dHh28evehMOoWQ0NQ7rxtGlLTP9-/s2016/IMG_6537.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1512" data-original-width="2016" height="363" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5Nvic8b5YCYlZ2j7SU5SawYMoTs3I-BzEi5o8vv5vTT59YzU8gNvYrja_TSu-0sPaM-IbXV6V07ibbYDZ57Fi3NNC54hAMwrtXYjJQ1OpEefr7j0B4iaGbU308HRqqrls6ZWudAmp7MMFu22oee37n6rd6qR6dHh28evehMOoWQ0NQ7rxtGlLTP9-/w484-h363/IMG_6537.jpg" width="484" /></a></div><br /><p>This is the first of my dungeon23 entries about the Catacombs of the North Wind. For an introduction to the dungeon, see <a href="http://maziriansgarden.blogspot.com/2022/12/the-catacombs-of-north-wind.html">this post</a>. I start with the journal where I am physically recording the dungeon, and then present a cleaned up, digitized version below. The lovely map was donated by Gus L, bless his heart. As usual, his illustration pushed me to imagine the area much more fully. His cartography has been a huge stimulus to my work in general. </p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXf0t-DcBZGj_jfkvipvFn4Nd2QYvk2rC0gOQpnE3i8dCiLZhCKrJg6k_PaKbX8QDHtofJVRKJg1cRGWGTGS6almVVW3yNyKb-EeWLKtV3XuUS4mLAZsWszvaltqRpvgTFFGcm2YJFCE8MVM-t2P-1H-6FrGNzZR32XKQe6ReX-sFWye5EU3ZmqWDt/s2016/IMG_6547.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2016" data-original-width="1512" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXf0t-DcBZGj_jfkvipvFn4Nd2QYvk2rC0gOQpnE3i8dCiLZhCKrJg6k_PaKbX8QDHtofJVRKJg1cRGWGTGS6almVVW3yNyKb-EeWLKtV3XuUS4mLAZsWszvaltqRpvgTFFGcm2YJFCE8MVM-t2P-1H-6FrGNzZR32XKQe6ReX-sFWye5EU3ZmqWDt/w300-h400/IMG_6547.jpg" width="300" /></a></div><p><br /></p><p>I began using this journal during the early days of the pandemic. Those were hard days. I had to launch all of my classes remotely with only 1 weeks notice, constantly record lecture videos, and both my children were out of school. My wife was even more jammed with work than I was, since she is a union organizer who works with health care workers. Although I was working around the clock and providing full time childcare, I found that I had to do something creative by myself for 30 minutes every day or I found myself spinning out of control. </p><p>So I began this journal, where I recorded my thoughts, wrote down quotations from books I was reading, transcribed some blog posts and podcast snippets that caught my fancy. I had never done journalling before. I used collage, stapling or gluing wondrous things to the pages. </p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKthCThipHxjV6_7f8QLoSabzhf-r-e5KQYovw0bZCRj1LbghtuEXcm6MmqeD3NEe-tUXCCyBNBXvbIbZSR9yK3jG_DFBda5hxkQRaUmg_XudQp_rrOHSSE9jlpdNH4ihots7Mr6HmRk0bomtE0EHBNfpvWM0XujCIMiMxXhUjms-DiUL_SDQXXzYy/s2015/IMG_6542.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1276" data-original-width="2015" height="292" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKthCThipHxjV6_7f8QLoSabzhf-r-e5KQYovw0bZCRj1LbghtuEXcm6MmqeD3NEe-tUXCCyBNBXvbIbZSR9yK3jG_DFBda5hxkQRaUmg_XudQp_rrOHSSE9jlpdNH4ihots7Mr6HmRk0bomtE0EHBNfpvWM0XujCIMiMxXhUjms-DiUL_SDQXXzYy/w460-h292/IMG_6542.jpg" width="460" /></a></div><br /><p>When life got easier, and I felt I no longer needed the journal, I stopped journalling. The large double graph paper pages make a perfect home for Dungeon23. I also love the idea of returning to this journal now, and filling the remaining pages with my dungeon materials. Here's the space for the introduction to the dungeon, which I haven't written yet. I decorated it with a very relevant clipping from Huargo's glorious White Jungle poster. </p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaCrXAP2N8obAySvp13qALp1obZ0MUNKk650NRqW6f5D0zPKOc-RsRdZAjZOesagm1SjtpLhfGvnAzA3CsmXHCjFQ1GuLM_RvU2cvzEnbdXVR_OPtyIE43VUsZgZNehb754z57tU_lHOtb2BvqE7XCRCGcdxign_CB5BVym7wTYFR78DZMjvS4KiAn/s1900/IMG_6540.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1511" data-original-width="1900" height="303" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaCrXAP2N8obAySvp13qALp1obZ0MUNKk650NRqW6f5D0zPKOc-RsRdZAjZOesagm1SjtpLhfGvnAzA3CsmXHCjFQ1GuLM_RvU2cvzEnbdXVR_OPtyIE43VUsZgZNehb754z57tU_lHOtb2BvqE7XCRCGcdxign_CB5BVym7wTYFR78DZMjvS4KiAn/w382-h303/IMG_6540.jpg" width="382" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSirI3WAtGL2ejwlAHg56ap3GiV0yWp2HwTSfY-KDiqk8zqMGA6UsaW2yCDf9ibUs0_Rq3hAbzHwgrXclFt1jCXMZzLNcDilzcsPyTlSuYjExjv2g_Tqzas7SYsRFdH74-Jf6c4COPnyA2lbopbAr3nJtmTbYUGb-UvxPGCBIjVneN4DEy4hJHnow-/s2016/IMG_6541.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2016" data-original-width="1512" height="531" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSirI3WAtGL2ejwlAHg56ap3GiV0yWp2HwTSfY-KDiqk8zqMGA6UsaW2yCDf9ibUs0_Rq3hAbzHwgrXclFt1jCXMZzLNcDilzcsPyTlSuYjExjv2g_Tqzas7SYsRFdH74-Jf6c4COPnyA2lbopbAr3nJtmTbYUGb-UvxPGCBIjVneN4DEy4hJHnow-/w398-h531/IMG_6541.jpg" width="398" /></a></div><br /><p>I have been working on it every night with my son, who is also pursuing a dungeon23 project (more on that another time). It tickles me that this is now a family activity. Here are pictures of the pages describing the first seven locations. I've been doing them in pencil for now (I may go over them with ink), so they're a little hard to read in the current photos. </p><p><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFp5mkht_oIegG2g19C6s5qLjExsI5fNS7g6ClhgtdpDW2Oc13CJPJMQSY-Orumd4HpBujw6MiyGaBm3BCyEeRf0IJcB4UW-K5cUxl00Zgj9BYLj2R7Ob88b4YhDkGsUDM8y7mCTWzqJoIlsTpUhmBYC0ItVxyN_gLbyR1C0KPB-g6KbGudejRFTsQ/s3783/IMG_6538.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="3783" data-original-width="2766" height="449" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFp5mkht_oIegG2g19C6s5qLjExsI5fNS7g6ClhgtdpDW2Oc13CJPJMQSY-Orumd4HpBujw6MiyGaBm3BCyEeRf0IJcB4UW-K5cUxl00Zgj9BYLj2R7Ob88b4YhDkGsUDM8y7mCTWzqJoIlsTpUhmBYC0ItVxyN_gLbyR1C0KPB-g6KbGudejRFTsQ/w329-h449/IMG_6538.jpg" width="329" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"></td></tr></tbody></table><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYjTo6xQsklWW8JO7Nw9UOglkws2hgautKh5QAz4qmRXNrSg-H6XBDMm5fzLy9RkkyBOmUhaGGgQOiHZmgVQzRVnoUP6RQB_4SavLu3y5zEcu9okvyr4uolVd4lwItJp_0_j5LYAEItKnN0aLq5GA96lhG_S_4D64ugjyfg-K3blS8VIAZwaJn2DCf/s4032/IMG_6539.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="447" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjYjTo6xQsklWW8JO7Nw9UOglkws2hgautKh5QAz4qmRXNrSg-H6XBDMm5fzLy9RkkyBOmUhaGGgQOiHZmgVQzRVnoUP6RQB_4SavLu3y5zEcu9okvyr4uolVd4lwItJp_0_j5LYAEItKnN0aLq5GA96lhG_S_4D64ugjyfg-K3blS8VIAZwaJn2DCf/w335-h447/IMG_6539.jpg" width="335" /></a></div><p><br /></p><p>Here is a clean, digitized version for your reading pleasure. </p><div><p><br /></p></div><h1 style="text-align: center;">Below the Walls of Cusp</h1><div><br /></div>In the neighborhood of Cusp, the city begins to spill down a great incline to the north that eventually becomes too steep for homes. There is set the Wall of Cusp, a mad press of tall buildings, fused into a single retaining wall. Within this labyrinth, one finds the arcades of Cusp, the most famous of which is Kaleidoscope Alley, lit by colored pools of stained glass, channeled through lenses and mirrors. <div><br /></div><div>In the Wall of Cusp is set the Gate of Remembrance, a wooden door carved with a single flapping sail. Its hinges are rusted shut, but a side door is sometimes used by old women who, stepping with sure feet, pick sea grass from amongst the rocks to deftly weave into rugs. Beyond the Gate of Remembrance a rocky scree begins, loose stones tumbling down to the Endless Azure Sea, punctuated by occasional ledges and escarpments from which sprout thickets of sea grass and desperately clinging scrawny trees.</div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQbgoVUisT3J_IEl-F1PAX0iVYP9WNegyi6-3bMWHvADlCOEbVn8CVusr3vmUTc_nip4OnRoqhLrj9Twk8ClR836_ZymyNTv3vpiurjqJUSTFn7i46YN2WDeooqoTx6rIQ-AyJz5w37f3ADJ561qHvMBhIm7AU6yaFLXxIpwFCFuSRajr04IyiIxvy/s3422/CUSP%207.png" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="3422" data-original-width="2790" height="575" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQbgoVUisT3J_IEl-F1PAX0iVYP9WNegyi6-3bMWHvADlCOEbVn8CVusr3vmUTc_nip4OnRoqhLrj9Twk8ClR836_ZymyNTv3vpiurjqJUSTFn7i46YN2WDeooqoTx6rIQ-AyJz5w37f3ADJ561qHvMBhIm7AU6yaFLXxIpwFCFuSRajr04IyiIxvy/w469-h575/CUSP%207.png" width="469" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><h3 style="text-align: left;">Areas 1-7</h3><div><u><br /></u></div><div><u>Sights, Sounds, and Scents</u>: Scouring winds; the cry of nervous birds; faint smell of the sea.<br /><br /><h3 style="text-align: left;"><b>1. The Headlong Stair</b></h3><br />Beginning at the Gate of Remembrance in the Wall of Cusp, precipitous, it spills amidst a rocky scree. White marble veined sea-green, crumbling, submerged now and again by tumbled stone. Midway, a path of broken tiles, worn to faintest impression, winds on past a grove (2), towards a domed building (3). The stairs continue on to the seashore below (5). <br /><br /><h3 style="text-align: left;"><b>2. Windblown Grove</b></h3><br />Gnarled trees, silver leaved, windblown and bent. Six plots of sandy soil with flat stone slabs at their feet. From five of the six, worn monuments rise. <br /><br /><ul style="text-align: left;"><li>A bow sprit, weather beaten to driftwood.</li><li>A port hole of rusted purple metal, glass long gone.</li><li>A peeling wooden nook made by an upright prow.</li><li>A trio of corroded carillon bells hanging from a ruined frame.</li><li>A statue of a maiden, its wooden features worn away by time.</li></ul><div>Only desiccated traces of offerings remain on the slabs, excepting the empty plot, where a wilting bouquet and painted goose ceramic figurine are neatly placed. </div> <br /><h3 style="text-align: left;"><b>3. The Doors of Euryphras</b></h3><br />Atop a scarp, a square marble building, domed with tall double doors, all copper stained with verdigris. The dome is mottled white with droppings, the doors embossed with an elfin face, cheeks puffed, blowing a gust that billows down across both doors. <br /><br />Two of the Knights Orchidium stand at guard, clad in white plate with a surcoat adorned with an eye weeping an indigo tear. Near stands their portglave, a youth bent under an arsenal of swords, morningstars, and crossbows. The knights remind those approaching that the king forbids trespass in the Catacombs of the North Wind and that entry hazards mischief from spirits of the air. For those who nonetheless insist, stepping back, they allow them to approach the doors. <br /><br /></div><div>When closed, the doors are under the elemental dominion of Euryphras, Scion Designate of the House of Squalls. Those stepping within 10’ are blasted by gale winds, tumbling like rag dolls towards the edge of the scarp (save vs. breath weapon or fall to area 4, taking 3d6 damage). Only those who have recently taken the Orchid Eucharist may approach safely and open the doors. The knights wear around their necks a vial filled with this mystical substance, a pearly liquid, sweet and refreshing. <br /><br />Bribery attempts elicit a reaction roll. 10+ they are corrupt and will trade the eucharist for ½ the treasure on exit. 4- they attack. The knights will also attack in self-defense or to protect the doors and the structure from harm. In a fight, they will call the Kestreller in area 4 for help, who arrives with the giant kestrels in 1 round.</div><div><br /><b>2 Knights Orchidium</b> HD4 (24) AC3 Sword 1d8+2, Morningstar 1d8+2, Polearm 1d10+2, or Crossbow 1d8. Treasure: fine jewelry (200 gp) and 1 dose of the Orchid Eucharist each. <br /><b><br /></b></div><div><b>1 Portglave </b>HD1 (4) AC8 Dam: Sword 1d8 or Crossbow 1d8. <br /><br /><h3 style="text-align: left;">4. Kestrel Roost</h3><br />Improbably loud bird cries pierce the air. At an escarpment below area 3, two giant birds are tethered to wooden roosts. Their heads are grey, backs rust hued, with a creamy underbelly speckled black. They wear barding and double saddles.<br /><br />The Kestreller wears a white lion mask. She will warn people away, for the birds become nervous at their approach, fluttering up on their tethers and crying out. She will allow people to proceed to area 5 or up to area 4 unmolested. The birds are among the last of their kind, and she is devoted to their care. <br /><br /><b>2 Giant Kestrels </b>HD7 (35) AC4 Dam: Bite 1d10 + Claws 1d8 MV360/60 MR7 Special: On a hit with claws the Kestrel can, in lieu of dealing damage, grab someone, and on the subsequent round drop them from heights dealing 4d6 damage. <br /><b><br /></b></div><div><b>Kestreller</b> HD5 (20) AC7 Dam: Bow 1d8 or Lance 1d10 Special: She can sing magical songs each 1 x per day. <u>A calming lullaby</u>: counters the first failed morale check of the birds. <u>A protective canticle</u>: shatters arrows targeting the bird she rides (as protection from normal missiles). The canticle remains in effect as long as she continues the song unbroken. <br /><h3 style="text-align: left;"><br />5. The Seashore</h3></div><br />The stairs travel past a ruined tower with a shattered onion dome, its lower entrances now choked with rock and sand (7). At bottom, the scree levels off at a long and wide rocky ledge. <br /><br />Wind crashes and hisses in the rocks. In the recesses amongst silver-barnacled stones, blue crabs scuttle past sable velvet sea stars, and tiny flying fish dart. Beyond the cliffs, the Endless Azure Sea, magisterial and dizzying, dotted by clouds like foam or soft woolen isles. A ways off the shore, out to sea a tiny archipelago floats.<br /><br />Beneath the stairs, darkened recesses provide shelter from the winds of the beach. The remains of an old encampment are there: tattered blankets, a tarp the color of the rocky beach, and an old fire pit built from rock. In a rotting picnic basket, there are coils of rope, climbing spikes, and a rusted file and crowbar. A careful search reveals a phylactery hidden under a buckled tile: an antique silver lobster claw set in a leather circlet.* <div><br /></div><div>At the back of the space, an old door, wood paneled with traces of golden paint, is warped shut. If forced it leads to an atrium with a spiral staircase leading up to an impassible door to the Ruined Pleasure Dome, the space beyond choked with rock and dirt. <br /><br />*This item detects as magical. It was a ritual artifact used by the Nephroditic Children, a cult or secret society of the Sky Singers. However, it can be sold to any uncomprehending curio dealer for 200 gp. <br /><div><br /><h3 style="text-align: left;">6. The Cliff Face</h3></div><div><br />Leaning over the edge, the heavens below appear as dappled fields of color glimpsed in murky depths. The red cliff face is scoured by a hissing wind. It is riddled with tiny holes, some large enough to serve as handholds, and is broken up by a few ledges where tufts of seaweed dance in the rough currents. Four gated apertures can be glimpsed spread across the cliff face below. Further down, the cliff angles inward and is lost to view.<br /><br />Without a firmly anchored rope, climbing down requires a climb check (failure plummets one into the heavens below). Unless an arrangement has been reached, obvious attempts at climbing attract the Kestreller and Knights Orchidium astride the two giant kestrels (see 3 & 4) in 1 turn. They drive climbers away from the area, engaging those who refuse in combat, dropping foes into the heavens below without mercy.<br /><br />Three of the gated apertures are roughly 60’ apart on the same level (50’ below the seashore). The apertures are 3’ wide and 4’ tall. They are blocked by thick metal bars, except for one which has been filed through and bent sufficiently for a child to pass through. The wind blows through them fiercely, whistling hauntingly in the hallways within. The lower half of the hallways is covered in blue glazed tile stamped with seashell patterns, the upper half and ceiling is of rough-hewn rock. Deeper, where the light becomes dim and shadowy, nooks sporting monstrous marble statuary is just visible, figures with leering elfin faces, bodies half human and half sea creature.<br /><br />The fourth, lower (75’ below the seashore) aperture opens high into an opulent circular chamber, illuminated by the aquamarine light of a frosted glass globe, in which glowing forms like jellies swim. The walls are of molded plaster, chipped and flaking. At the bottom marble benches are arrayed around a tiled pool. At the back of the room, indistinct in shadow, there seems to be a large statue and an archway leading deeper. <br /><br />Where the cliff declines, it descends 100’, before opening into a large cave that runs from 250-350’ below the seashore above. The cavern within is sheltered by the overhang, and the wind breaks against the shore rhythmically with a gentle crashing roar. The floor is covered in pink sand, smooth pebbles, and congeries of fantastical seashells. This is the Beach of Pink Sands in level 3 of the Catacombs. <p class="p3" style="font-family: Helvetica; font-size: 16px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 0px 48px; min-height: 19px;"><span class="s1" style="font-kerning: none;"></span><br /></p><h3 style="text-align: left;">7. Ruined Pleasure Dome</h3><div><br /></div>This gaudy tower rises crookedly from the rocky scree, its lower levels choked with stone and tumbled earth. A network of cracks run through every inch of its stone structure like an eggshell rapped against the sharp edge of a pot. The upper levels look basically intact, apart from the shattered glass onion dome at the very top. A colonnaded area is visible, as well as the space in the now open domed portion. <br /><br />The upper levels are accessible by climbing from the base of the Headlong Stairs. The colonnaded portion is an open air overlook with a breathtaking view of the cloud spotted Azure Sea and the crescent-shaped floating archipelago offshore, with their wind bent trees, icy crystal ponds, and fantastical roosting birds. One also has a clear view from here of the Knights Orchidium before the Doors of Euryphras (3) and the Kestreller and her enormous birds (4). <br /><br />The interior of the tower has been long stripped bare. It seems to have contained lodgings, and common areas, arrayed around a central stair. The upper dome is a roost of seagull now, covered in white guano over shattered glass and a ruined parquet floor. A careful looting in 6 turns reveals a few pieces of silverware (20 gp), a half-ruined carpet (10 gp), and a decorative mosaic that can be removed intact with care (35 gp).<br /><br /></div></div>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com10tag:blogger.com,1999:blog-4202612634352350608.post-86901640173765711822023-01-08T07:26:00.002-08:002023-01-16T21:17:11.218-08:00Dungeon23 Roundup #3: What Riches!<p> We've reached the end of the first week of #dungeon23! I will be posting the results of my first week on here, on Monday! So stay tuned for that. This has been an intense work week for me (I also had COVID over the holidays, which didn't help. I'm fully recovered now, thankfully.) So I'm fearful that dungeon23 activity may have slipped by me that I otherwise would have loved. But even in my rattled state, I saw a whole bunch of things that tickled my fancy. I'm also delighted that the blog sidebar is working how I wanted it to work: as a veritable treasure hoard of Dungeon23 blog material. Remember if you have a blog and are doing Dungeon23 on the regular, shoot me an email at throughultansdoor AT gmail. Let's dive in!</p><p>The awesome blog Goblin Punch by Arnold K., another staple of the mid to late OSR, had more less gone dark last year. Arnold announced that he's bringing it back for dungeon23! Not only is he back, but <a href="https://goblinpunch.blogspot.com/2023/01/the-mushroom-garden.html">his inaugural post for dungeon23</a>, The Mushroom Garden, is a masterclass in designing dungeons. I myself learned from it. What's really wonderful is that Arnold talks you through what he did in the post, so you can see how he builds in mysteries, faction play, puzzles, hidden areas, all over the span of a tightly connected 7 rooms. Whatever else you read, you really should read this. It does raise the question whether perhaps people might want to do their dungeon design in groups of 7 rather single rooms serially. (That's how I'm doing it.) </p><p>Another blog that the sirens call of dungeon23 has coaxed back to life is Roles, Rules, & Roles, a staple of an even earlier geological period of the OSR that I used to read a fair bit. Roger G-S is doing a bronze age hexcrawl that I've been digging. Check out how much is going on i<a href="http://rolesrules.blogspot.com/2023/01/hex-crawl-23-2-scarp-pass-raghru-and.html">n this single hex</a>, including the "damnation tomb" of Narshish. He's doing one of those a day! </p><p>I was completely BLOWN AWAY by Jonathan Newell's dungeon on Bearded Devil. He has two entries so far. The first is his <a href="https://bearded-devil.com/2022/12/31/the-apocalypse-archive/">introduction to the Apocalypse Archives </a>a terrifying science fantasy dungeon that lies beneath his fabulous city of Hex. The Apocalypse Archive is a repository for spells and artifacts the impossibly ancient and powerful Librarians considered reality-endangering. It is also a place where space and time are coming unravelled in maddening ways. He introduces the Apocalypse Archive with a series of tables about the different afflictions--Anacrhonosis, Dreams of the Dead City, and the Melchior Effect--that affect delvers into this perilous dungeon. The tables are a lovely spin on the idea of the dungeon as a hostile space that one finds in the "mythic underworld" conception of early D&D. They're also a nice example of how, for example, you can introduce setting, lore, and atmosphere through random tables. The <a href="https://bearded-devil.com/2023/01/07/the-apocalypse-archive-1-6/">second entry</a> discusses the first six rooms. The whole thing is suffused with a bleak alien grandeur. It also includes some wonderful terrible lore about the Final Star, a sentient solar deity consuming reality that the librarians opposed. I'll definitely be following this project closely! </p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHSsqctnjodsoeZGnBExiyz494RpUv7nsFHyyff-nr-cAzx9StXBZ5v2t0avEF5ReTzJa7bHPotZ0L5bSZFttcdMEhFUEWBG1-BCoPDfYn9F3phRk-kWb1yC5lDvGGnK2CK8yBFbstD889H5J4_8qGyD4yvPplnTfA7rladM55hypEHMpVHsrkSAAu/s1302/Screen%20Shot%202023-01-07%20at%209.33.44%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="888" data-original-width="1302" height="301" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHSsqctnjodsoeZGnBExiyz494RpUv7nsFHyyff-nr-cAzx9StXBZ5v2t0avEF5ReTzJa7bHPotZ0L5bSZFttcdMEhFUEWBG1-BCoPDfYn9F3phRk-kWb1yC5lDvGGnK2CK8yBFbstD889H5J4_8qGyD4yvPplnTfA7rladM55hypEHMpVHsrkSAAu/w442-h301/Screen%20Shot%202023-01-07%20at%209.33.44%20PM.png" width="442" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Just look at how pretty this map is so far!</td></tr></tbody></table><br /> Here are a few more things that have brought me joy in no particular order. I enjoyed the first 7 rooms of <a href="https://viridianscroll.blogspot.com/2023/01/dungeon-23-week-1-complete.html">this creative funhouse dungeon</a> at The Viridian Scroll. The truth is that if you want to hew closely to Sean's original vision for #dungeon23, then a funhouse dungeon like this is probably the way to go. The concept of <a href="https://spooky.blot.im/incident-prologue">this Soviet space dungeon</a> for Mothership built to preserve the consciousness of Soviet leaders by Emmy Verte at Spooky Action at a Distance is SO GOOD; I can't wait to see more. The writeup of the first areas above <a href="https://superheronecromancer.com/2023/01/02/great-cuttle-intro/">Andrew Devenney's The Great Cuttle</a>, a dungeon inside a giant alien cuttlefish for his Rainy City setting was fantastic: as dungeon entrances go, this one is a great little environment. I also really liked this <a href="https://betterlegends.com/blog/2022/12/28/dungeon23-week-1">partially submerged level</a> by Skullboy at Better Legends. I think that dungeon is going to be delightful. <div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxFvhRNZpWUGqHjDP1w-wZmX4_mi5P9TQo1RIWw0YdV2AcMo4r237brbrro2k1nqlixp8A0F4Xo0dQrnS99gc0H_d7Sl0RDsibXlAu9_0_ZUiCnXtQspIXNin7OV-NMUK69z9Wj_Kylqtj1PTBL2F-kgtEBIE_Qdx3APixpMOanquY0-vHJcRBahex/s1500/PXL_20230108_131216384.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1500" data-original-width="1500" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxFvhRNZpWUGqHjDP1w-wZmX4_mi5P9TQo1RIWw0YdV2AcMo4r237brbrro2k1nqlixp8A0F4Xo0dQrnS99gc0H_d7Sl0RDsibXlAu9_0_ZUiCnXtQspIXNin7OV-NMUK69z9Wj_Kylqtj1PTBL2F-kgtEBIE_Qdx3APixpMOanquY0-vHJcRBahex/w400-h400/PXL_20230108_131216384.jpeg" width="400" /></a></div><br /><div><br /><div>Stay tuned for my first week of my very own dungeon23, covering the first 7 areas of the Catacombs of the North Wind! I'll be posting it very soon, maybe even tomorrow. [Edit: Here it is! <a href="http://maziriansgarden.blogspot.com/2023/01/below-wall-of-cusp.html">Check out Below the Wall of Cusp </a>detailing areas 1-7 of The Catacomb of the North Wind.]</div><div><div><br /></div><div><br /></div></div></div>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com5tag:blogger.com,1999:blog-4202612634352350608.post-63958934878960270912023-01-01T09:12:00.005-08:002023-01-16T21:17:21.540-08:00Dungeon23 Roundup #2: Go!<p>So here we are on the first day of #dungeon23! </p><p>The energy in the lead up to #dungeon23 is really exciting, but so much is happening so quickly that I don't think I can claim to sum it up here. Take this as one readers report of the things which caught my attention before whirring by as we approached the starting line of #dungeon23. </p><p>One thing I love about dungeon23 is the way it feels like the kind of collective undertaking that was going on during the heady heyday of OSR blogging. So one thing that's brought me special delight is seeing some bloggers who were active in that earlier period throw their hats in the ring for dungeon23. </p><p>James Maliswieski of Grognardia fame <a href="http://grognardia.blogspot.com/2022/12/dungeon23.html">announces he'll be doing dungeon23 in this post</a>. He will be documenting the Vaults of sha-Arthan, "deep, ancient labyrinths" that hold "the secrets of the deific Makers" in his developing science fantasy RPG, <i>The Secrets of sha-Arthan</i>. James has long experience running and designing megadungeons. I used to read his Dwimmermount play reports avidly. I've also always loved the way science fantasy lies beneath a swords and sorcery surface in his games, and I expect we'll see that here too.</p><p>Another exciting development, James Garrison of the amazing Hereticwerks blog is back in action and doing dungeon23. Hereticwerks was one of my absolute favorite blogs during the mid-OSR, a big source of inspiration for me when I was starting up this blog. The city of Wermspittle was like a labyrinth of glorious posts, each one a rabbit hole of hyperlinks in which one could lose oneself for an afternoon. (I think the first rabbit hole to pull me in was the series of posts about <a href="http://www.hereticwerks.com/2011/12/roofcrawling-intro.html">roofcrawling</a> in Wermspittle--table II is my favorite.) Well, James announces that not only that <a href="http://www.hereticwerks.com/2022/12/getting-ready-for-dungeon23-challenge.html">Hereticwerks is back, but that he'll be doing dungeon23 here</a>!</p><p>If you can't tell that I'm already vibrating with excitement here, things really kicked into overdrive when Nick K. the DM of the megadungeon campaign I'm currently playing in that's blowing my mind, The Twilight Age, announced that they will be <a href="https://underworldadventurer.blogspot.com/2022/12/dungeon23.html">doing dungeon23 on their blog Underworld Adventurer</a>. Nick is a comic artist and they casually dropped photos of a treasure trove of illustrations and "doodled" megadungeon maps they were sitting on that might get pulled into action here. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQLDJLPcjt3dY1ExSRIxR1DRyV-EY9aSyOOMjll5BzYSTWb2-2FuzM0lVODJEUrYuf-esOWBKCIJgvTUd7w-NdPg6lbL65nA1E6b-4tc93moe5GZEWeK6o6QBlsyd9QbHl8fy3jRyuOpVoTErwrU_za1j3w0X5lBfYj7QCAMbXJPl-wstizmk4KnrD/s1276/Screen%20Shot%202022-12-30%20at%206.35.15%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1276" data-original-width="820" height="487" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQLDJLPcjt3dY1ExSRIxR1DRyV-EY9aSyOOMjll5BzYSTWb2-2FuzM0lVODJEUrYuf-esOWBKCIJgvTUd7w-NdPg6lbL65nA1E6b-4tc93moe5GZEWeK6o6QBlsyd9QbHl8fy3jRyuOpVoTErwrU_za1j3w0X5lBfYj7QCAMbXJPl-wstizmk4KnrD/w314-h487/Screen%20Shot%202022-12-30%20at%206.35.15%20PM.png" width="314" /></a></div><p>Meanwhile, Zedeck Siew continues to drop whole adventure locations on his tumblr blog <a href="https://zedecksiew.tumblr.com/">Zedeck Siew's Writing Hours</a> with first a city, Queen's Rest, and then the city's lighthouse, home of a clockwork sorcerer, and now the prison of the Moon Maiden! For me the biggest surprise of this isn't the rich imagination in this, and the sense of place that pervades each location, which I've come to expect from everything Zedeck does, but rather that it turns out that Zedeck is, in addition to everything else, a really great cartographer! What a little book of treasures this will be when he's done. </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZzQn5zgVapYdPWzm4Sk-J0IDBNfX2TmEooYWIcio8nvKbvABBBDH5RxGdaVds1QhajCe0BhHsLNiAjPJwhFgmnbFZjGW10UQ8sPeRPZQ2WVaFncP6uEWDz2UmjpYidxXOn51EBSMfUemsEUF0cRO46IlNLnJfhbk2ol0K3YJSbGAwrHNmnyI68Yzj/s1280/tumblr_c7ac4ef23768ac25ab79b36def1f5ab5_fa53d0b4_1280.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="958" data-original-width="1280" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZzQn5zgVapYdPWzm4Sk-J0IDBNfX2TmEooYWIcio8nvKbvABBBDH5RxGdaVds1QhajCe0BhHsLNiAjPJwhFgmnbFZjGW10UQ8sPeRPZQ2WVaFncP6uEWDz2UmjpYidxXOn51EBSMfUemsEUF0cRO46IlNLnJfhbk2ol0K3YJSbGAwrHNmnyI68Yzj/w400-h300/tumblr_c7ac4ef23768ac25ab79b36def1f5ab5_fa53d0b4_1280.jpeg" width="400" /></a></div><br /> Since I enjoyed The Visitor's Guide to the Rainy City and its follow-up, I was delighted to see that Andrew Devenney announces that his dungeon23 megadungeon, The Great Cuttle, will be inside of a giant cuttlefish. Of course it will be. <p></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRWtJlIeQQenLeYYVcCDy6cmKMNINgpsjqkdAy1fssysehpawFw7O3zmIxPYA3L8Wl591ZAOq1OKCfS_rh2Vuk1KjO3hnv75BiNxcWdffmO_iQMjwdROXGLsLg_9xuxULRAu4AzeqFB0zuTKGb5wqLBleO8LhXcc4cLG1R2kOvi3sViLp9mbvYtKXk/s1300/Screen%20Shot%202022-12-30%20at%206.52.07%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1300" data-original-width="1202" height="374" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRWtJlIeQQenLeYYVcCDy6cmKMNINgpsjqkdAy1fssysehpawFw7O3zmIxPYA3L8Wl591ZAOq1OKCfS_rh2Vuk1KjO3hnv75BiNxcWdffmO_iQMjwdROXGLsLg_9xuxULRAu4AzeqFB0zuTKGb5wqLBleO8LhXcc4cLG1R2kOvi3sViLp9mbvYtKXk/w346-h374/Screen%20Shot%202022-12-30%20at%206.52.07%20PM.png" width="346" /></a></div><br /><p>I was tickled to see Dyson of Dyson Logos mapping fame announce on Facebook that he would be doing a Tekumel dungeon for dungeon23. He teased this lovely illustration.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimMExSP-eMHDjnWt5QLK_Tnf1FoLpD7f-DLjSR7_59NuhffCLsynXDKVshQH4jyKw3jWHchCZnte5cFjR7AcsnbYOCUnY-4DcMDdGZLPOUMatmBynMGYY-b_bBgavbCzR6Mpi1352VhyyQyEneidOb034t_UoL7JDxwjcAXecunxWRRXPEbeiBNDhz/s2048/320241571_695411835359603_5795521483207089806_n.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1365" height="438" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEimMExSP-eMHDjnWt5QLK_Tnf1FoLpD7f-DLjSR7_59NuhffCLsynXDKVshQH4jyKw3jWHchCZnte5cFjR7AcsnbYOCUnY-4DcMDdGZLPOUMatmBynMGYY-b_bBgavbCzR6Mpi1352VhyyQyEneidOb034t_UoL7JDxwjcAXecunxWRRXPEbeiBNDhz/w291-h438/320241571_695411835359603_5795521483207089806_n.jpeg" width="291" /></a></div><br /><p>In comments to the post, he wrote a little more explaining the idea: "Tumissa is a city dedicated to Vimhula (dark god of fire) in the Empire of the Petal Throne / Tekumel setting. Tekumel cities often have massive underground areas because they are supposed to renovate the whole city every 500 years - adjusting to how the city has changed in that time (tearing down old temples to build new temples, fixing infrastructure, moving clans / temples / etc that have fallen out of favour away from the core of the city to be replaced by those who are currently more powerful, etc)."<br /><br /></p><p>Zedeck drew my attention to this little gem by Victor J. Merino. Give him a follow on Twitter or Mastodon. It's a parking garage themed dungeon, with a sacred library of demonic texts in the treads of tires. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2mNVXndwT6aMyCKlXqYfKuJNSjR9RD4uC3N--dPNQE7bszGv_bkwgTZyHFzoHunmB5dKuvF63JiCmlWi7PTZBjq3aaUPQu_0vuDwey5HnSCCSyg0BIkTmSrCt9KSnlSCkiPVDwJSKFWiKeV36K_AUYZ2fWEpfA2ENvB0APhnwgK5nkdtKVmjed0Nq/s1404/Screen%20Shot%202023-01-01%20at%209.43.13%20AM.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1404" data-original-width="1096" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2mNVXndwT6aMyCKlXqYfKuJNSjR9RD4uC3N--dPNQE7bszGv_bkwgTZyHFzoHunmB5dKuvF63JiCmlWi7PTZBjq3aaUPQu_0vuDwey5HnSCCSyg0BIkTmSrCt9KSnlSCkiPVDwJSKFWiKeV36K_AUYZ2fWEpfA2ENvB0APhnwgK5nkdtKVmjed0Nq/w313-h400/Screen%20Shot%202023-01-01%20at%209.43.13%20AM.png" width="313" /></a></div><p><br /></p><p>I found <a href="http://riseupcomus.blogspot.com/2022/12/23-dungeon-features-for-dungeon23.html">this post</a> by Josh McCrowell over at Rise Up Comus both useful and inspiring. It announced two amazing dungeon23 projects, one a 78 room tarot-themed dungeon, maybe a supplement for the megadungeon ruleset <i>His Majesty the Worm</i> that Josh has been working on a for a long time now. The second was a 100 depthcrawl exploring your eccentric halfling uncle's mansion! But, as if that announcement wasn't enough, he gives us 23 dungeon features you can employ when your imagination idles, along with flavorful examples. A great resource for megadungeon stocking. Here's just one to give you a taste:</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj07Cjm_KD_-7yRKZMbTs2Udb-TIxxvSe-nqlXwy3QIASmspJfadMnC7zp6HqYAi2lxUJ_ajckQ7Cc2Gw98x7uS_HHjYWZI7jYWL6FTZBYB4D-66sCbXhZNJzfhRjij4z_vOcinthfL3vKF2kr2FEYD-YQ4XPI0ZfA5WckcX-2fAAW3XjtdAp8j8Fsc/s1100/Screen%20Shot%202022-12-30%20at%207.11.48%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="582" data-original-width="1100" height="261" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj07Cjm_KD_-7yRKZMbTs2Udb-TIxxvSe-nqlXwy3QIASmspJfadMnC7zp6HqYAi2lxUJ_ajckQ7Cc2Gw98x7uS_HHjYWZI7jYWL6FTZBYB4D-66sCbXhZNJzfhRjij4z_vOcinthfL3vKF2kr2FEYD-YQ4XPI0ZfA5WckcX-2fAAW3XjtdAp8j8Fsc/w494-h261/Screen%20Shot%202022-12-30%20at%207.11.48%20PM.png" width="494" /></a></div><br /><p>In more personal news, my son, 13, told me he would be doing dungeon23 with me. So I gave him a journal for Hannukah to do it in. He tells me his megadungeon is going to be called Mons Formicdean: a megadungeon in an anthill of giant ants. It's an idea he had a long time ago, when my wife showed us the images of sculptures created by artists pouring molten lead into ant colonies, which is amazing if the ants are gone, but when they're not an act of horrific destruction. Somehow the artistry of nature bent to cruel purposes seems like fertile ground from thinking about a megadungeon. I'm excited to see where he takes it!</p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDDYNy5Elpr1t31DtHcYNcjBghEMZVJEAxMsVwVI4lsrQ4vBr_kGxuIF_DST1dTZyg3116bftCzvCnDHBC4_2oI5ZEroZjJXPJ4fpdVFgZpRUEV2vvzZjVoHhS1dPhOoM4s95E8yIg8q-YHjALK6MluRAZ-OlAVLrqH7B5-QceUubU9DJNJATB_347/s1929/275799608_496910748504102_9084903500673300056_n.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1929" data-original-width="1929" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDDYNy5Elpr1t31DtHcYNcjBghEMZVJEAxMsVwVI4lsrQ4vBr_kGxuIF_DST1dTZyg3116bftCzvCnDHBC4_2oI5ZEroZjJXPJ4fpdVFgZpRUEV2vvzZjVoHhS1dPhOoM4s95E8yIg8q-YHjALK6MluRAZ-OlAVLrqH7B5-QceUubU9DJNJATB_347/w400-h400/275799608_496910748504102_9084903500673300056_n.jpeg" width="400" /></a></div><br /><br /><p></p><p>My frequent collaborator Gus threw me a lovely illustration of the approach to the Catacombs of the North Wind that I'll be using for the first week of entries. So I'm excited about that. As usual his illustration pushed me to imagine the place more fully. I'll be sittting down today to work on it along with my son.</p><p>One last observation. Something Zedeck wrote struck a chord in me. He points out that since a lot of authors who publish are doing #dungeon23 (like Zedeck or me) it can seem not a DIY communal outpouring, but a grindy race to publication that only the most productive will win. To hold this specter at bay, here's what Zedeck is doing: "I’m keeping my #dungeon23 with no plan and no outline. I’m keeping it in my notebook. I am not digitising the text. It must remain uneditable. It must remain as sketches and notes.This way it doesn’t trigger my brain to go: “Okay, you are writing (ie: working) now." For now, it remains un-instrumentalisable. Unseen and unable to serve the market. Once I’m done with it, who knows? But while I do it it remains play, a way for me to serve myself."<br /></p><p>I probably will put mine in cleaner form up on my blog, but I have similar thoughts. I know that a "daily challenge" is not everyone's cup of tea. Speaking for myself, it's actually not my cup of tea either! I've literally never done a daily challenge. What is my cup of tea is doing something with his hobby I love in solidarity with many others. Seeing the collective brilliance, feeling the comaradie of it all. So I'm going to focus on that, rather than "hitting challenges". For folks who aren't interested in "doing" the challenge, but would like to contribute, I would recommend dipping in and out of it when the fancy strikes. Just share some dungeon keys or maps, or other ephemera that fits - anytime. That's probably, speaking realistically, is what I'll be doing when all is said and done. </p><p>I'm taking the opportunity to put the material I create up on my blog to share, for free with everyone, rather than locking it away in published zines as I have for a while now. Publishing stuff about Zyan has been a double-edged sword for me, because it's felt at times like it's made it so that I share less on my blog. Well, dungeon23 for me is an opportunity to break that cycle. Whatever I end up making, and I imagine I'll veer between a couple of dungeons before all is said and done, it'll be a bit of Zyan from me to you without the mediary of the market.</p><p><br /></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com5tag:blogger.com,1999:blog-4202612634352350608.post-32855996496029906472022-12-16T07:54:00.003-08:002023-01-16T21:18:07.189-08:00Dungeon23 Roundup #1 <p>We're still in December 2022, but dungeon23 is already popping! If you've been under a rock and somehow missed dungeon23, then <a href="https://seanmccoy.substack.com/p/dungeon23?utm_source=profile&utm_medium=reader2">read about Sean's challenge here</a>. Basically, it's a journalling challenge where everyone is working on a megadungeon, one room a day, for a year. I posted <a href="http://maziriansgarden.blogspot.com/2022/12/the-catacombs-of-north-wind.html">here about the Catacombs of the North Wind</a>, the dreamlands dungeon I'll be doing. Here's the roundup of stuff that's caught my attention so far. </p><h3 style="text-align: left;">TOOLS</h3><p>First folks have been putting together some significant resources. A lot of people are using this as an excuse to buy a fancy planner (*guilty*). But @sivads_sanctum pointed out that a likely more effective technology may already exist for almost $0. To wit, </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF5KpGh6FrHHwNYG1ulFPBBmhOdp47sW7YggC6MrH-pMhDC88coSVpG_AgIYr335lvKBI0JKzQjA84Hg3Z-qllNUU9KMD2OB3Z9p1wYqli00vCFTGMGXHKBaMb7dleg2VRYQi39n8wws4WdZGelzPENORMs2JzyEHpLVVd3Bmh5AqoWlwoj9L9iczQ/s1192/Screen%20Shot%202022-12-13%20at%208.51.52%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="896" data-original-width="1192" height="333" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiF5KpGh6FrHHwNYG1ulFPBBmhOdp47sW7YggC6MrH-pMhDC88coSVpG_AgIYr335lvKBI0JKzQjA84Hg3Z-qllNUU9KMD2OB3Z9p1wYqli00vCFTGMGXHKBaMb7dleg2VRYQi39n8wws4WdZGelzPENORMs2JzyEHpLVVd3Bmh5AqoWlwoj9L9iczQ/w443-h333/Screen%20Shot%202022-12-13%20at%208.51.52%20PM.png" width="443" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Truth bomb<br /></td></tr></tbody></table><br /><p>People have also been pulling together digital assets, which could be printed out and put into a binder like that or printed and bound in some more fancy way. Or even left digital. First up is Gus L's contribution, <i>The Dungeon23 Workbook</i>. Which you can find FREE on <a href="https://alldeadgenerations.blogspot.com/2022/12/dungeon23-worksheets.html#more">All Dead Generations here</a>. It's a google doc, so it's easily customizable. Just duplicate it and you can alter the text as you see fit. It's got a groovy cover, which Gus says is a reworked WPA poster with an adventuring party snuck in. </p><p><br /></p><p></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjsxbET_kKNbhDE8Uuwote3qcJ6febfU8Uc3J7Cn4paAlsbr3tAnv2qz-olgaN0am9_CWJnxYQv7Mk7IgO_6ILNrl5xtfKNLJ91pW_80QrML0zWug4c7kOwbtc5rS3a3GGuWK7VVaXz-T-pxOCB8Bl9KLjk3Vlfn5emFDH9L3pBxEuUuCZVXqNMHMW/s1180/Screen%20Shot%202022-12-13%20at%208.47.55%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1180" data-original-width="910" height="422" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjsxbET_kKNbhDE8Uuwote3qcJ6febfU8Uc3J7Cn4paAlsbr3tAnv2qz-olgaN0am9_CWJnxYQv7Mk7IgO_6ILNrl5xtfKNLJ91pW_80QrML0zWug4c7kOwbtc5rS3a3GGuWK7VVaXz-T-pxOCB8Bl9KLjk3Vlfn5emFDH9L3pBxEuUuCZVXqNMHMW/w326-h422/Screen%20Shot%202022-12-13%20at%208.47.55%20PM.png" width="326" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">This looks amazing</td></tr></tbody></table><br />The pages of the workbook are neat. There are periodic pages for maps of whole levels and encounter tables. But then you get one page for each room, so less cramped and more organized than Sean's teeny tiny planner. The rooms have the dungeon name, your name, the level, a room map, info on the lighting (crucial for dungeon crawling), a description, and then a spot for a couple of features to be listed OSE style. Monsters and treasure too. This is a perfect system for digitally sharing, i.e. tweeting rooms, if that's your thing btw. It's a neat little package:<p></p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI79TKZ22sjQWvDTrDJ0NxcjBeZs6JgAs4yqBWW6388UfweU548fReL-YgzCU6PaSBR8fa2uusq_jJ_C7qthwpX4Y4KL3y9J1Q4-ZRDNolFLCFAjF_mtDVv4JMYXGsvDUYpUdATZSfKdcIF017j9lZ-jRN1Zk6zMCsILk9LoL1TDslAq0Z7ASvphyB/s1090/Screen%20Shot%202022-12-13%20at%208.48.43%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1090" data-original-width="924" height="437" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI79TKZ22sjQWvDTrDJ0NxcjBeZs6JgAs4yqBWW6388UfweU548fReL-YgzCU6PaSBR8fa2uusq_jJ_C7qthwpX4Y4KL3y9J1Q4-ZRDNolFLCFAjF_mtDVv4JMYXGsvDUYpUdATZSfKdcIF017j9lZ-jRN1Zk6zMCsILk9LoL1TDslAq0Z7ASvphyB/w371-h437/Screen%20Shot%202022-12-13%20at%208.48.43%20PM.png" width="371" /></a></div><br /> In a similar spirit Pandion Games has put together a <i>Dungeon Year Design Journal </i><a href="https://pandiongames.itch.io/dungeon23-journal">on itch for PWW here</a>. It's pretty groovy. You can download it in a bunch of different formats, including landscape and portrait and different sized paper. It's got big double-page dot map spreads, and single pages for rooms like Gus's but with less structure: encounters, notes, connections, and maps. There's also an alternative minimalist version that replicates the structure of Sean's planner. <p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0sQSpOUjjspSMbV2Q6B_YPL91XGTBKWnfVo7sXAmgzj_fbJgIRxJA-gkjrMPPsLmmv4y6-RaxDbJ9yS7bANcRRdj4nX9KP91-ZyqkzTZoEP27J9OkEZBpDmzCKMe0nD7poml3EcO4vaYKRs6VbnZx0ksubK6iH-0rAyFswrbSXPNNSuakA-Bpp--4/s1250/Screen%20Shot%202022-12-13%20at%209.03.57%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1250" data-original-width="880" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0sQSpOUjjspSMbV2Q6B_YPL91XGTBKWnfVo7sXAmgzj_fbJgIRxJA-gkjrMPPsLmmv4y6-RaxDbJ9yS7bANcRRdj4nX9KP91-ZyqkzTZoEP27J9OkEZBpDmzCKMe0nD7poml3EcO4vaYKRs6VbnZx0ksubK6iH-0rAyFswrbSXPNNSuakA-Bpp--4/w281-h400/Screen%20Shot%202022-12-13%20at%209.03.57%20PM.png" width="281" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgNY44oSjR2lltEx1v5Vk1IsErUJ1WOiqURHpOQns61uwy7SlvR_QbNFQKz-rJQaDra3GMY4Z0ArqGe9x25gu8RskJxNXpEv9HCYQaCA6YhY6YCtklBdhFudoRwj8kBoBZ19cT-_B8f2vv-ee1radmZl8s6tAcKRfahQUcKR56r2TY1SelIDLN3Ryd/s1254/Screen%20Shot%202022-12-13%20at%209.04.10%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1254" data-original-width="884" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgNY44oSjR2lltEx1v5Vk1IsErUJ1WOiqURHpOQns61uwy7SlvR_QbNFQKz-rJQaDra3GMY4Z0ArqGe9x25gu8RskJxNXpEv9HCYQaCA6YhY6YCtklBdhFudoRwj8kBoBZ19cT-_B8f2vv-ee1radmZl8s6tAcKRfahQUcKR56r2TY1SelIDLN3Ryd/w321-h454/Screen%20Shot%202022-12-13%20at%209.04.10%20PM.png" width="321" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;">Lone Archivist has a really groovy dungeon23 asset pack with some <a href="https://lonearchivist.itch.io/dungeon23">very nice looking logos that you can download here</a> and slap onto thing. It looks like Lone Archivist is going to have stickers soon too, STICKERS. I mean look at how good this looks:</div><div class="separator" style="clear: both; text-align: left;"><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivjkynjjiXdzk1yztn3pciiHQwm3admHMFhDdMmXtxJom6sobe6UjCdEjQioM_zOah_29UGBbM6c3JWLNE7BfmcNU4BSGTWeTH8TNIo7the1Lbkpfho9kyJt0Ls7PY4JawlaOukIckpTskW7igMYCI0xGYoMAf01vD8GX75puN95DIcK8ToGqG5eoc/s1576/Screen%20Shot%202022-12-13%20at%209.15.41%20PM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1576" data-original-width="1436" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivjkynjjiXdzk1yztn3pciiHQwm3admHMFhDdMmXtxJom6sobe6UjCdEjQioM_zOah_29UGBbM6c3JWLNE7BfmcNU4BSGTWeTH8TNIo7the1Lbkpfho9kyJt0Ls7PY4JawlaOukIckpTskW7igMYCI0xGYoMAf01vD8GX75puN95DIcK8ToGqG5eoc/w365-h400/Screen%20Shot%202022-12-13%20at%209.15.41%20PM.png" width="365" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">This is just one of several gorgeous variations</td></tr></tbody></table><div class="separator" style="clear: both; text-align: center;"><br /></div><p>In general, it looks like a great place to go for the accumulating resources on itch.io will be <a href="https://duvelmandice.itch.io/">Andrew Duvall's page, which you can go to here</a>. Poke around there to find some more stuff. But now, into the dungeon itself.</p><h3 style="text-align: left;">ADVICE</h3><div style="text-align: left;"><br /></div><div style="text-align: left;">People have begun doing some good posts about advice. Of course, the OSR in the heyday of the blogosphere produced tons of relevant stuff. The best collection of links by far that I know of is <a href="https://permacrandam.blogspot.com/2021/03/brief-brainworms-megadungeon.html">this one by Ava Islam at Permanent Cranial Damage</a>. If you want a reading list, Ava's got you covered. </div><div style="text-align: left;"><br /></div><div style="text-align: left;">My favorite blogpost with advice so far is <a href="http://noisesanssignal.blogspot.com/2022/12/among-other-things-table-of.html">Kyana's post at the always wonderful Noise San Signal blog</a>. You should read the whole thing for her process and thoughts. Kyana is approaching dungeon23 as an opportunity to work up a bunch of small, 7-room locations, rather than a megadungeon. She's got a lovely scrap-booking approach, which people should really think about doing. There's no reason we can't integrate collage, stapled maps, even painted swatches in Kyana's case. </div><div style="text-align: left;"><br /></div><div style="text-align: left;">I also enjoyed the <a href="http://monstersandmanuals.blogspot.com/2022/12/megadungeon-practical-example-1-concept.html">first in a series on megadungeon design by Dave McGrogan</a>. He helpfully distinguishes 3 themes to think about in designing your megadungeon: historical, structural, and aesthetic that can guide your creation. </div><br /><h3 style="text-align: left;">DUNGEONS! </h3><div><br /></div><p>To find lots of stuff on either Mastodon or Twitter, just search the #dungeon23. So far, my favorite specimen by far is Zedeck Siew's <a href="https://tmblr.co/ZTYnyud2VpA0uu00">Last Voyage of the Sea-Queen Lessa, which you can see here</a>. It's a funky vertical shrine housing a ghost ship. Thematically, it vibes with the dungeon I'm working on. Zedeck's adventure is a lovely tidbit that you could run pretty much as is. Go to his Tumblr blog now and check it out. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8W3HYTvALwIAp9MDDbk189Pw1oHL8tIGZhFbM-qGcY4_EdtzjvHQF3gqk8P9wlQpGKStlDOZoPK5337kYqAuGOpmQxQOLKN9WbM2jdcCd10JYk3zYM2F0dGw4hNmnPnuhbBTfiSSxoWcrEEuF0T_SL79PNQzyJF8fXnV3Y58k_m_aZIjhW9prekH0/s500/tumblr_7c022886d50b1e3dda8f22c52deb9a59_fcc5374e_500.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="374" data-original-width="500" height="299" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8W3HYTvALwIAp9MDDbk189Pw1oHL8tIGZhFbM-qGcY4_EdtzjvHQF3gqk8P9wlQpGKStlDOZoPK5337kYqAuGOpmQxQOLKN9WbM2jdcCd10JYk3zYM2F0dGw4hNmnPnuhbBTfiSSxoWcrEEuF0T_SL79PNQzyJF8fXnV3Y58k_m_aZIjhW9prekH0/w400-h299/tumblr_7c022886d50b1e3dda8f22c52deb9a59_fcc5374e_500.jpeg" width="400" /></a></div><br /><p>I'm also enjoying watching Gus' early efforts take shape, which you can follow @RatkingRpgs on twitter and probably eventually on his blog <a href="https://alldeadgenerations.blogspot.com/">All Dead Generations</a>. But I mean, just look at this thing:</p><p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj94wlMcLa6Vp0hPVLZVvSH7uQrvid75g7heT0BlrJxJ2Qx0O-RwXkEnjCW9KPxkT7mt4tjKLjjBAoUkwbo_Nh9rCE6OBNjbYYYvUx6FE6Arq_BdT4QQU3MsrVV3xcxcoXTRkjLrpIwOH_UjGmIzDq158mOGmcDCfgpfuU5uIK5dvT5A7GMznkw1OeB/s1206/Screen%20Shot%202022-12-16%20at%209.03.32%20AM.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="880" data-original-width="1206" height="314" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj94wlMcLa6Vp0hPVLZVvSH7uQrvid75g7heT0BlrJxJ2Qx0O-RwXkEnjCW9KPxkT7mt4tjKLjjBAoUkwbo_Nh9rCE6OBNjbYYYvUx6FE6Arq_BdT4QQU3MsrVV3xcxcoXTRkjLrpIwOH_UjGmIzDq158mOGmcDCfgpfuU5uIK5dvT5A7GMznkw1OeB/w431-h314/Screen%20Shot%202022-12-16%20at%209.03.32%20AM.png" width="431" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;">Finally, I've been enjoying the posts by Chris Bissette on Mastodon (@loottheroom@dice.camp) who has been posting about the first rooms of his new megadungeon, and @goblin_archives on twitter. Goblin Archive's project looks fun:</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnfg-5mvQujNYFNUG33Bnaho5ScWQc4CA_Oaa6FTLE1t0DERTwsaRkisW4S2komeGD7kqRDKhbWNXAhZ2FNkSYFMTXw9CgsNy__Au_tFwUiXD7mvtzyghNFwgv-_LdLhNRVGFufW9HPpOMX6VijkHOguPwh_mos3C_NPWayPVxb18PNqUULOjX_mH6/s1278/Screen%20Shot%202022-12-16%20at%209.08.44%20AM.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1278" data-original-width="1232" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnfg-5mvQujNYFNUG33Bnaho5ScWQc4CA_Oaa6FTLE1t0DERTwsaRkisW4S2komeGD7kqRDKhbWNXAhZ2FNkSYFMTXw9CgsNy__Au_tFwUiXD7mvtzyghNFwgv-_LdLhNRVGFufW9HPpOMX6VijkHOguPwh_mos3C_NPWayPVxb18PNqUULOjX_mH6/w385-h400/Screen%20Shot%202022-12-16%20at%209.08.44%20AM.png" width="385" /></a></div><br /><h3 style="clear: both; text-align: left;">The Feed</h3><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">My offer still stands to include your #dungeon23 stuff in my occasional roundups, especially if you have a blog. If you send me a blog (throughultansdoor AT gmail) that's doing #dungeon23 stuff on the semi-regular, I'll probably drop it into #dungeon23 bloglist on the right here. But whether or not I do that, I'll certainly put it into my own RSS feed and draw attention here to anything I find that's neat on here. Also tag me on Twitter or Mastodon if you see something neat. </div><div class="separator" style="clear: both; text-align: left;"><br /></div><br /> <p></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p><p><br /></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com5tag:blogger.com,1999:blog-4202612634352350608.post-85686858631350153552022-12-11T07:02:00.006-08:002023-10-24T21:58:41.192-07:00The Catacombs of the North Wind<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio134ksYEgiA5VClaHmFnclFYtef1d0EMr06k_LlF-9vveXQCWas_LItfmN2upJFDjYpAKfyTOGZ0szbHl8PVsqN2dVCLN-e9XyCO4scOYpLePd9pI3u_-l7eV6LXi5qLO2baHe7LiY_kxVpi4gr58nojsC4KLJtFgR8Ya2pkL0Cv__1Aw7wD4Q96h/s1000/NORTH_WIND_WEB.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1000" data-original-width="800" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio134ksYEgiA5VClaHmFnclFYtef1d0EMr06k_LlF-9vveXQCWas_LItfmN2upJFDjYpAKfyTOGZ0szbHl8PVsqN2dVCLN-e9XyCO4scOYpLePd9pI3u_-l7eV6LXi5qLO2baHe7LiY_kxVpi4gr58nojsC4KLJtFgR8Ya2pkL0Cv__1Aw7wD4Q96h/w320-h400/NORTH_WIND_WEB.webp" width="320" /></a></div><br /><p></p><div style="text-align: left;">This post introduces the Catacombs of the North Wind, the subject of my <a href="https://maziriansgarden.blogspot.com/2022/12/megadungeon-2023.html">Dungeon23</a> endeavor for the next year. My plan is to work on this dungeon and post about it maybe every other week for the entirety of 2023. We'll see how that goes! </div><div style="text-align: left;"><br /></div><div style="text-align: left;"><h3 style="text-align: left;">The Treaty of the Farthest Shore</h3><div><br /></div></div><div style="text-align: left;">The creation of the Catacombs of the North Wind is one with the founding of Zyan. The Sky Singers were the settlers of Zyan. For centuries they were explorer merchants, princely conquerors, nomads of the Endless Azure Sea, famous for sailing the heavens above aboard a fleet of flying galleons. The Marine Wars, about which little is known today, were likely a series of skirmishes flaring occasionally into catastrophic violence between the Sky Singers and the spirits of the air. The Treaty of the Farthest Shore brought an end to the Marine Wars. The Sky Singers received from the spirts of the air a title over Zyan and a new-founded glittering monarchy. In exchange, they agreed to ground forevermore their ships. </div><div style="text-align: left;"><br />The Catacombs of the North Wind were carved into a set of whistling caverns that riddle the cliff beneath the precipitous scree of tumbled stones that lie beyond the <a href="https://maziriansgarden.blogspot.com/2017/01/zyan-above.html">Wall of Cusp</a> and extend to the cliff-face at the island's edge. History teaches that the five great flagships of the fleet served as hecatombs sanctifying The Treaty of the Farthest Shore. In the upper levels of the Catacombs, their remains were interred in sepulchers with mystical rites of remembrance. With them were put to rest the old ways of the Sky Singers. The lower level of the catacombs is said to be open to the Endless Azure Sea. Formerly it was a sacred playground of the spirits of the air. These marine environs were repurposed to serve as the Chambers of Audience, the meeting grounds for the ambassadors of the Kings and Queens of Zyan and the Court of the North Wind that rules the fickle spirits of the air. They are said to be replete with the richest of kingly trappings befitting such a meeting ground between monarchs from two realms. </div><div style="text-align: left;"><br />As Zyan has declined, turning ever inwards, memory of the Catacombs of the North Wind have dimmed, for the last audience was held many centuries ago. The obvious approach is by a ruined grand stairs that once led from the Wall of Cusp down the steep scree to the catacomb entrance. This entrance is patrolled by the King's Guard still, if lackadaisically. There are rumored to be a number of ways into the Catacombs through the eastern edge of the Apartments of the Guildless, the sealed, forsaken undercity populated by various pariahs and criminal enterprises of Zyan, stalked by murderous puppets and other horrors that runs beneath Pentacle and Cusp. </div><div style="text-align: left;"><br /></div><div style="text-align: left;"><br /></div><h3 style="text-align: left;">Stories & Speculations about the Creation of the Catacombs</h3><div style="text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj26pgiKBUrAB-aO-FHC6ek-CKfH9kLSQ7VC8SO6I9GDkBfUBeJ9yoaQzyIz1w6uoVwthgApGMtB_TGUhlspX6SON1dspHsvhUuo6klG3Z_NNpTdGlkbyCdyyaRQalZ9TeEo51avkWBVN7NbkVjP1ci2mFVlEeCdwVcCUq0GVlVzarpwQ_zy5cfSyXI/s6924/Dreamland%209.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="6924" data-original-width="4134" height="460" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj26pgiKBUrAB-aO-FHC6ek-CKfH9kLSQ7VC8SO6I9GDkBfUBeJ9yoaQzyIz1w6uoVwthgApGMtB_TGUhlspX6SON1dspHsvhUuo6klG3Z_NNpTdGlkbyCdyyaRQalZ9TeEo51avkWBVN7NbkVjP1ci2mFVlEeCdwVcCUq0GVlVzarpwQ_zy5cfSyXI/w275-h460/Dreamland%209.jpg" width="275" /></a></div><div><br /></div>The first word goes to <b>Learned Paw</b>, legendary jurist of the era pre-dating the Slow War between the cats and the Zyanese. It is drawn from his autobiography, <b>A</b><i><b> Cat at the Moonlight Court: Memoir of a Feline Barrister</b>. </i><div style="text-align: left;"><br /></div><div style="text-align: left;"><div><i>The creation of the Catacombs of the North Wind exists as a cipher of myth and legend, refracted through the lens of a thousand works of art. As a barrister, with deep training in Zyanese jurisprudence and knowledge of the antique maritime law of the Sky Singers, I see in the depths of this mystery tangled legal questions that point to the Treaty of the Farthest Shore. I am convinced that the enigma of the Catacombs can be deciphered only through the law of that treaty. But as a cat, I cannot help but see in this bizarre founding event the freighted folly of the Zyanese and the capricious, daemonic purposes of the spirits of the air. As my whiskers twitch, I fear I will never understand these people, no matter how often I drink at a saucer with them. </i></div><div><br /></div><div>Next a relevant passage from <b>Medes the Utmost Chronicler</b>, who wrote in the age of the Incandescent Kings. This passage is drawn from her <i><b>Metaphysical Crown, Illumined by The Light of Reason</b></i>:</div><div><br /></div></div><div><i>Although his augurs counseled against it, reading mixed and ominous portents in the heavens above and below, Hegalion the Captain, leader of the resplendent fleet of the Sky Singers, saw no other way than to parlay and negotiate a lasting peace. </i></div><div><i><span> </span>The Treaty of the Farthest Shore is named for the site of the conclave, the most remote of the satellite islands that share an orbit with the Rock of Zyan. </i><i>The negotiations were conducted between the Priests of Azmora (as the Archon Azmarane was then known) and the Squamous Jurists of Hashivaz, Prince of the North Wind. It is said that Hegalion agreed to ground the Sky Singer’s fleet, ceding the currents of the Endless Azure Sea to the feckless spirits of the air. He also agreed to erect the Catacombs of the North Wind, a complex of whistling, wind-filled shrines in the caves that catacomb the eastern cliffside of the main island, where pleasing worship could be rendered to the marine beings. </i></div><div><i><span> </span>In exchange Hegalion received three things: a cessation of mischief and violence from the genies of the sea, the service of a number of spirits in fixed roles that were distributed to the aristocratic lines, and the Metaphysical Crown. The Metaphysical Crown was an artifact of tremendous power that would found the monarchy, and make Zyan the flying pearl of all Wishery. That there were further costs he did not yet know, but would learn soon.</i><br /><br /><div>Last word for now goes to this passage from <i><b>Path of the Flenser</b></i>, a text of religious instruction for apprentices being inducted into the <i>Fleischguild</i>:</div><div><br /></div><div><i>The time came at last when the shining vessels, sacred patrimony of the Sky Singers, were to be destroyed. It was then that the butchers of the fleet asserted themselves against the shipwrights, who claimed the rights to dismantle the ships they had built. With their farseeing wisdom and honied tongues, gift from crafty Malprion, the Butchers argued thus:</i></div><div><i><span> </span>"Who could say that these glorious ships are mere conveyances and machines as you vulgar carpenters insist? Do they not partake of the wonders of life, carrying the Sky Singers through the Azure Sea like a pod of Leviathans, at once living city and enclosing womb. Are not each of these storied galleons unique? Do each not have a personality and a deep history that is intwined with the very history of we Sky Singers? </i><i>What do carpenters with their saws and awls know of the slaughter of such great beasts? Who better than we butchers to flense and carve the flagships at their joints? Have we not prepared with subtle arts the flesh that has sustained us on our perambulations? Have we not cut with exacting precision the sacrifices we have offered as boons on behalf of our fleet, in keeping with our customs?" </i></div><div><i><span> </span>All could see the wisdom of their arguments, and so they prevailed over the carpenters. </i><i>From the hecatombs of the six great flagships of the Sky Singers were thus born the patriarchs and matriarchs of the Butcher Priests. They were sanctified and elevated in the eyes of all by this holy labor. Lavished in gratitude with rich gifts from the people, they received honor and wealth merited by this great task. With these proceeds they established the first sacrificial temples, and built their own sacred catacombs in emulation of the Catacombs of the North Wind. So was born from this founding act of butchery our Fleischguild, without whose labors the pleasing odors of charred meat and sizzling fat would never reach the thrones of the Archons. All praise to Malprion! </i></div><div><br /></div><h3 style="text-align: left;">Rumors and Hooks (from Some Familiar Faces)</h3><div><br /></div><br /><div class="separator" style="clear: both; text-align: center;"><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUR_X7VnNJd4LJui1c3fTfl8yxpTnPJSv8s5NpoJstnC7P3SQ42l3jz6DNHzCLzfIK2btGRwTgZfEYQ7In-IrJwQ0fvGXvZf1I7SVrlzlvn7jYBkLDDwMAA-hmcQ_flskxGgTWq6UBcVfpC4YxeVvmk0a0RIrWUwReQ4yKnPpb6Jer-OYqPyja-Sq5/s740/Screen%20Shot%202022-12-11%20at%208.46.53%20AM.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="664" data-original-width="740" height="233" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUR_X7VnNJd4LJui1c3fTfl8yxpTnPJSv8s5NpoJstnC7P3SQ42l3jz6DNHzCLzfIK2btGRwTgZfEYQ7In-IrJwQ0fvGXvZf1I7SVrlzlvn7jYBkLDDwMAA-hmcQ_flskxGgTWq6UBcVfpC4YxeVvmk0a0RIrWUwReQ4yKnPpb6Jer-OYqPyja-Sq5/w260-h233/Screen%20Shot%202022-12-11%20at%208.46.53%20AM.png" width="260" /></a></div></div><div><b>Cephaea, Prophetess of the Muddled Waters</b>: "The sterile Catacombs of the North Wind imprison many lonely ruined beauties that would be more at home with our collection of sewer treasures. Greatest of the broken lovelies in those whistling caverns is the Song Blade. Forged with the highest art of the Sky Singers, the music of the heavens embodied in steel. It was broken into three pieces. For these fragments we would pay a king's ransom in prophecies and wishes."</div></div><div><br /></div><div><b>Captain Dwerdosma</b>: "We Volish Hillers have never forgotten that we were once Sky Singers, least of all The Sons and Daughters of the Vigilant Watcher. For us the Catacombs of the North Wind hold a special meaning. Oh, what I wouldn't give to lay my eyes upon those splendid galleons on which our ancestors sailed the Endless Azure Sea! The rare gleaming woods decorated with frisson opal and father of pearl; the glorious figureheads, works of master carpentry none can match in this age; the terrible weapons of nautical warfare; and the subtle sails of shimmering gold. But alas, none are permitted to traduce those sacred grounds."</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAzIMhOKH3uY-WjSB1EUxxoGTSeUn-BrqFHCrxl1VSDcU_--Umrzpt6DX3Qqu0Nb8IeQuD7yOrAiNm5Czf-09ghf4I9BAfld0H6N8pb1NrtQGKPVi2a6RTK8CpJB_thidyWMS9FlqUX20lDpUtAX0SC5G0Fk2SFCydW-SQtbSUwU4nllVHijJWpzjE/s4012/dreamland%20s7.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="4012" data-original-width="3424" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAzIMhOKH3uY-WjSB1EUxxoGTSeUn-BrqFHCrxl1VSDcU_--Umrzpt6DX3Qqu0Nb8IeQuD7yOrAiNm5Czf-09ghf4I9BAfld0H6N8pb1NrtQGKPVi2a6RTK8CpJB_thidyWMS9FlqUX20lDpUtAX0SC5G0Fk2SFCydW-SQtbSUwU4nllVHijJWpzjE/w273-h320/dreamland%20s7.jpg" width="273" /></a></div><b>Free Hand Hesock</b>: "I'm no scholar, but I'd recognize a pirate anywhere. The Sky Singers were the greatest pirates of all time! Like any good pirate, they buried their booty, stolen from across all of Wishery. If no ones dug it up, it's still in the Catacombs. There's a shanty about it that I often sing while I'm separating my enemies from their hands. Do you want to hear? Vigo, bring some lavender whisky, be quick."</div><div><br /></div><div><b>Manuk-Cush</b>: "Among the scriveners, it is believed that the original of the Treaty of the Farthest Shore is housed in the Catacombs of the North Wind. This legal document established the monarchy. It is the basis of the law of the crown. It is also said to govern diplomatic relations with the spirits of the air. According to the scriveners, it was not written by human hands, but was instead crafted by the squamous jurists according to exquisite arts of the spirits of the air. They say it is no ordinary document." </div><div><br /></div><div><b>The Cranemay</b>: "Do not torment me by stirring cherished memories of that place. How many ages has it been since I played with my cousins at the Beach of Pink Sands? What mischief we used to make amongst the swirling currents of those caves, when the island was wild, before the Zyanese came. The beach there is strewn with the most amazing shells I have ever seen. As a memento, bring me the scintillating shell of an ether conch, through which I can hear the roar of the sea once again. I will render the service of all my beloved cranes to you." </div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFRGTT5URX74-dT6XaRZ8YMeQFWRlplrPwN2M8nqHNtOo5Khd6ypP5yr42jfZrRGW7OAvDPiIqmekfo1O4MNyT8v5Tu9Se5nZepkc8aCiJbkY7GysAbnzGeikG9JZS-9Gxr-TmYjqKlWwxA3SD4tkzQ4KtlZuZS12Vp-_HzUh7MBSpGVjC_6Iz7a6T/s4754/Orphicss%20Cover.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4754" data-original-width="3396" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFRGTT5URX74-dT6XaRZ8YMeQFWRlplrPwN2M8nqHNtOo5Khd6ypP5yr42jfZrRGW7OAvDPiIqmekfo1O4MNyT8v5Tu9Se5nZepkc8aCiJbkY7GysAbnzGeikG9JZS-9Gxr-TmYjqKlWwxA3SD4tkzQ4KtlZuZS12Vp-_HzUh7MBSpGVjC_6Iz7a6T/w286-h400/Orphicss%20Cover.jpg" width="286" /></a></div><br /><div><br /></div>See the next installment of The Catacombs of the North Wind, "Below the Wall of Cusp", detailing the entrance to the dungeon <a href="https://maziriansgarden.blogspot.com/2023/01/below-wall-of-cusp.html">here</a>.<br /><div><br /></div><div> </div><div> <div><br /></div><div><br /></div></div>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com1tag:blogger.com,1999:blog-4202612634352350608.post-43621746571316978942022-12-07T07:27:00.008-08:002022-12-09T18:13:54.129-08:00DUNGEON23<p> So Sean McCoy posted this on Twitter. </p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9qDYZdMOG10GotiAOI1WqD-n1-yTpCZmatYvK1zUw-sAgrj2HpXtMD8vQjG6vlHPl5REiM12i5ZopXFyodifvkO_HawroPMrXxAvKeqlT79nmJs57Y0d43Or0n9U7_aqef4L9UL5VqjiiYFKPdDnMxwdfVVvxi4FPkAZnFn5AD5ehSDXD-Sdjtfs_/s1254/Screen%20Shot%202022-12-05%20at%208.26.09%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1098" data-original-width="1254" height="386" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9qDYZdMOG10GotiAOI1WqD-n1-yTpCZmatYvK1zUw-sAgrj2HpXtMD8vQjG6vlHPl5REiM12i5ZopXFyodifvkO_HawroPMrXxAvKeqlT79nmJs57Y0d43Or0n9U7_aqef4L9UL5VqjiiYFKPdDnMxwdfVVvxi4FPkAZnFn5AD5ehSDXD-Sdjtfs_/w441-h386/Screen%20Shot%202022-12-05%20at%208.26.09%20PM.png" width="441" /></a></div><br /><p>He wrote about it more on his substack <a href="https://seanmccoy.substack.com/p/dungeon23">here</a>. Sean is calling the challenge #Dungeon23. The challenge is to write one room a day, one level a month, for a total of 365 rooms spread over 12 levels. I'm going to be doing a version of it (more on what I'll be mapping in a minute). A lot of other people on Twitter also said they were in. If enough of us do it, this could be the first REALLY big collective event in the OSR since the heady days of Google plus. I mean sure, there have been lovely game jams and a lot of collective projects around particular game communities (Mothership, Mörk Borg, Mausritter, etc). But this hobbyist, let's-do-a-thing-together project sure would be a lot of fun. </p><p>Now I know there's a certain sort of person (OK, it's me) who is perhaps inappropriately motivated to begin a project by the thought of getting a fancy journal. Luckily Sean has us covered because he is rocking a Hobonichi Techo Weeks 2023. As he explains, they're nice because they have graph paper and a facing space for a key broken down by each day of the week. I think one minor challenge will be that the map for each level will be spread across a bunch of 7-room page spreads, but I think we can figure it out. The monthly spread looks like a good place to do a big d30 encounter table for the entire level. </p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAJcQ47cvNEhPnDrxzbx1wjY9nyDde1Aakqj6Jx240HEll_bCYAIH6kvvCczvh-js95tiMSW5QfuWJVA9-_D6bbY-aWL2PCqlyEIY6a4i2VY6XefnlgGp5w-3T43vTAAnf7roKfq2Y7WjGRi8jmPKHq9OoJ6TPFg-bOQfCNaa0HAf99iyKR-JKNc29/s976/Screen%20Shot%202022-12-05%20at%209.08.57%20PM.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="952" data-original-width="976" height="390" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhAJcQ47cvNEhPnDrxzbx1wjY9nyDde1Aakqj6Jx240HEll_bCYAIH6kvvCczvh-js95tiMSW5QfuWJVA9-_D6bbY-aWL2PCqlyEIY6a4i2VY6XefnlgGp5w-3T43vTAAnf7roKfq2Y7WjGRi8jmPKHq9OoJ6TPFg-bOQfCNaa0HAf99iyKR-JKNc29/w400-h390/Screen%20Shot%202022-12-05%20at%209.08.57%20PM.png" width="400" /></a></div><p><br /></p><p>You can get the Hobonichi Techo Weeks on Amazon and on <a href="https://www.jetpens.com/Hobonichi-Techo-Weeks/ct/4399?sa=product_date_added_dt&so=-1&ip=48">Jet Pens</a> for about $25. I got the one in light purple because it is well known among all opium dreaming wizards that lavender is the true color of dreams. Sean's yellow looks real nice too, a sort of rich ochre. Or just do it on your tablet or a Mead notebook or whatever will be convenient and easy.</p><p>What will this amount to? Well, I think if enough people do it, we can share our scribbles around in whatever form we feel comfortable. Scans, photos, little PDFs, word docs, whatever it is. Sure, you could post them in Twitter threads or on Mastodon, or (heaven help you) on Reddit. But I would humbly suggest that you consider posting them on a blog. Don't have a blog? This is a golden opportunity to start one! Make it about going through this process. Write one post every week just sharing the results of your journalling. If you blog about this, reach out to me on Twitter or by email (throughultansdoor AT gmail DOT com) and I will put your blog in my RSS feed and do megadungeon roundups on my blog or social media accounts. </p><p>What might come of this in the broader sense? Imagine if we got to a place where you could mix and match from a whole host of little bit sized megadungeon bits that people were passing around. For one thing, it might get a whole bunch of people actually playing megadungeon campaigns, and so thinking and talking about them. I think there's a lot of innovation to be had in the wild space of the megadungeon. It has that fun double quality of being a strange old form that was left behind early in the hobby, and also a space of innovation in a certain phase of OSR design. It would be fun to bring it back to life now and see what new places we could collectively go with it.</p><p>In my journalling, I will mainly be focusing on The Catacombs of the North Wind. It's one of three large dungeons in Zyan. I'll write about it more soon. But here's the gist. The Sky Singers were the settlers of Zyan. For centuries they were explorer merchants, princely conquerors, nomads of the Endless Azure Sea, famous for sailing aboard a fleet of flying galleons. The Sky Singers received from the spirts of the air a title over Zyan and a new-founded glittering monarchy. In exchange, they agreed to ground forevermore their ships. The six of the great flagships of the fleet served as butchered hecatombs to this treaty, their remains interred with mystical rites of remembrance in the whistling catacombs that riddle the cliff face of the rock of Zyan. The lower levels of these catacombs are open to the Endless Azure Sea and were once a sacred playground of the spirits of the air. Here lie the Chambers of Audience, the long slumbering meeting grounds for the ambassadors of Zyan and the Court of the North Wind. When I run out of steam on the Catacombs of the North Wind, as I surely will, I will likely to something more straightforward, perhaps a classic sword and sorcery megadungeon. </p><p> My Hobonichi Techo Weeks is on its way even as we speak. It starts in January, so I'll be beginning Sean's challenge on New Year's Day. I hope you join us!</p><p><br /></p>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com23tag:blogger.com,1999:blog-4202612634352350608.post-37755947845279701722022-10-02T07:23:00.004-07:002022-10-02T09:25:08.892-07:00My Process<div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">Since I'm getting a dungeon into publishable form right now for a new project, I thought it might be useful to share a little bit about my process for creating adventure locales. I’m pretty sure that my way of doing this is idiosyncratic. For reasons I will explain, it could never work for a “professional” ttrpg writer, someone who mainly writes on commission for other people or who produces game material outside of extended play. So, your mileage may vary. But I hope it’s interesting nonetheless and maybe useful to someone somewhere.<span class="Apple-converted-space"> </span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">The most important thing to say about my process is that all my writing arises from material that I prepare for play in my own campaigns. The kind of gaming I’m into is long running open world sandbox campaigns set in evocative worlds. So, for me, an important part of the background is that before I create an adventure locale, I already have in mind some pretty distinctive setting concept, e.g. a door has opened to a flying city of the dreamlands. This means that when I create adventure sites, the question I’m asking is what sort of adventure site would go in a setting like that? It also means that everything I make is designed for play and arises from the actual necessities of my gaming table.<span class="Apple-converted-space"> </span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><span class="Apple-converted-space">With these preliminaries out of the way, here are the stages of creation for me. I’m presenting them in a faux chronological order, although the process is not always so linear.</span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><br /></span></div><h3 style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">1. Generate a Concept</span></h3><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><br /></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">All my adventure locales have a high concept around which they are strongly themed. The ruins of a puppet theater where people were punished with trial by puppet. Museum tombs of the butcher priests. The drowned castle of a biomancer. An upside down jungle teeming with alien life. If I have two adventure locales, and they remind me of one another in concept, then I work hard to change one of them until they are thoroughly distinct. </span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">Everything is organized around this concept. This one-off concept helps me at every step to imagine the dungeon: its nature, contents, and factions. It’s because I have the concept clearly in view that I can begin to create the locale. Without it, I’m lost. How do I come up with these concepts? Well, the concept of an adventure locale comes to me as a flash. To that extent, there is no way I come up with them.<span class="Apple-converted-space"> </span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">Usually, at first, I imagine one or two kernels around which the pearl of the adventure locale forms. For example, it might be a vision of the approach to the location. Take the chum spouts at the entrance to the Catacombs of the Fleischguild where effluvia of the endless sacrifices the butcher priests perform in Zyan above is disgorged from grimacing stone faces into the sewer river. Jeweled flies swarm across the red slick of chum in which viscera bobs. This was the first thing that came to me when I thought of the concept of the catacombs of the Fleischguild.<span class="Apple-converted-space"> </span></span></div><div style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><br /></span></div><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="font-size: 18px; margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNbR9TGF2JMe9eGrIMJW3b6wQ9KZhU4cD-8F_q4YNTckPELR9CXNXLDbSH5y4n2KoVUwIC1gtlqXGlpqtHVUcKR70KtsVYp2SW8SWBvh4lb68U9Zd7wPcxqrSmJoyOCPSvJoXl1t_dTAOQ1u9Bu3zk-Inz8Nfi-XOgQ-QciioaQw82JgyolGf481on/s7134/A4%203%20HEADS%20copy.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="7134" data-original-width="5079" height="446" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjNbR9TGF2JMe9eGrIMJW3b6wQ9KZhU4cD-8F_q4YNTckPELR9CXNXLDbSH5y4n2KoVUwIC1gtlqXGlpqtHVUcKR70KtsVYp2SW8SWBvh4lb68U9Zd7wPcxqrSmJoyOCPSvJoXl1t_dTAOQ1u9Bu3zk-Inz8Nfi-XOgQ-QciioaQw82JgyolGf481on/w318-h446/A4%203%20HEADS%20copy.jpg" width="318" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Russ Nicholson's representation of the chum spouts!</td></tr></tbody></table><p></p><div style="font-size: 18px;"><br /></div><div>Or perhaps I start with the idea of one or two set-piece rooms like the ruined stage of the theater infested by white swine, which I think was the first idea I had about the Ruins of the Inquisitor’s theater. In each case this vision came to me because I had a strong concept that suggested them. If there’s going to be a ruined punishment theater, then <i>of course </i>there’s going to be a ruined stage. So that stage needs to be something special and big. Around these starting ideas thoughts begin to coalesce.<span class="Apple-converted-space"> </span></div><div><br /></div><div>This part is a little embarrassing to admit. But I know that things are going well at this stage if I fall in love with the idea of the place. There is something almost adolescent and melodramatic in this experience for me: I fall into reveries where my mind exults. This is, if I’m going to be frank, the main pleasure I get in prep—and it’s a substantial one. When combined with the pleasures of play it’s enough to keep me hooked on GMing ttrpgs. <span class="Apple-converted-space"> </span></div><p></p><h3 style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><br /></span></h3><h3 style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">2. Draw a map</span></h3><div><span class="s1" style="font-kerning: none;"><br /></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">Since dungeons, certainly, and adventure locales in general, are usually spaces to be explored, for me the map is crucial. I like to draw the map with only the concept and a few rooms in mind. I try to make the map properly Jaquaysed, with multiple looping paths, changes of terrain, and so on. This creates interesting spatial relations between different locations, suggesting locales and tensions between factions, harder to access areas, etc.<span class="Apple-converted-space"> </span></span><span class="s1" style="font-kerning: none;"><br /></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><span class="Apple-converted-space"><br /></span></span></div><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVxl2IjDs98cr35z3xtgbJJqb8CNAKWkJ0fvGXk4eb7b0QENYxHAeu7ccWuPUGtk1MNztr_qPd4KrhZbOHBP2Rq12xlfLglTHNoXlLsTzvM0rpNeaBW2izHBg3QKz-HIR5sXgmLIKN84AVXx_IFOOntW2EQ7avQm6O-oisatZoQ-tSni4wiT3smKlB/s3300/Beyond%20the%20Sordid%20Latch.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="2550" data-original-width="3300" height="342" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVxl2IjDs98cr35z3xtgbJJqb8CNAKWkJ0fvGXk4eb7b0QENYxHAeu7ccWuPUGtk1MNztr_qPd4KrhZbOHBP2Rq12xlfLglTHNoXlLsTzvM0rpNeaBW2izHBg3QKz-HIR5sXgmLIKN84AVXx_IFOOntW2EQ7avQm6O-oisatZoQ-tSni4wiT3smKlB/w443-h342/Beyond%20the%20Sordid%20Latch.png" width="443" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">An unpublished level from the Abyssal Dungeon</td></tr></tbody></table><p></p><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"><br /></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;">Although I'm no artist, I try to make it look visually interesting. I end up drawing a lot of rooms that look kinda weird without knowing yet what exactly might be in them. Sometimes I draw some contents for the rooms, although since I key the map later, many things keyed aren’t represented on the map. There’s something about these handmade maps that really provides a scaffolding for my imagination. I often color them in using my children's art markers. <span class="s1" style="font-kerning: none; font-size: 18px;"><br /></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"><br /></div><p></p><p class="p1" style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqLJaRyEn3Jsv76MfHw5GlWf1f1Hcvnj-BnzM7jSeeD0cdkWQsDRMrZUkYXf8P0UG17CLSVq7A2MQG6UzN187fBcWT51YWz6fR6bDPkOdo0-ycsGzYmBqzjfMcpeNtBXvnu6LjV77LRFlUhpHJBoqKUOcHnhf9JIjnpqJnk-llVQef9UOiZoW9_HLV/s6061/Catacombs%20of%20the%20Fleischguild.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="4019" data-original-width="6061" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqLJaRyEn3Jsv76MfHw5GlWf1f1Hcvnj-BnzM7jSeeD0cdkWQsDRMrZUkYXf8P0UG17CLSVq7A2MQG6UzN187fBcWT51YWz6fR6bDPkOdo0-ycsGzYmBqzjfMcpeNtBXvnu6LjV77LRFlUhpHJBoqKUOcHnhf9JIjnpqJnk-llVQef9UOiZoW9_HLV/w453-h300/Catacombs%20of%20the%20Fleischguild.jpg" width="453" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">My original map for the Catacombs of the Fleischguild</td></tr></tbody></table><br /><p></p><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;">If it’s a hexmap, I do much the same thing, but this time using Hex Kit. I own ALL the tilesets, so I have a huge array of visually arresting material to work with. Again aesthetic considerations dominate to some extent. Since Hex Kit is a digital tool and so easily altered, I find that this process involves a lot more revision as I go. </div><p class="p1" style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"><br /></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhultolNv_5ONdhPRVL1GRYeWEYAe3QpIAzPHSHZaN2FaScIB1RDCKZ6q5CPwEFR37abJu7hM3OI-6BTA-lp9Zdx-BJUahjniIeWLooUTwrszJCRmGDH2NY9GBJJfKSCX6cJBS6lih1nxc589c-s4eP_5JWm-czCNtzYIY2sarFSoRIXKDGkIwBtBnu/s2676/The%20Depths%203.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1290" data-original-width="2676" height="242" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhultolNv_5ONdhPRVL1GRYeWEYAe3QpIAzPHSHZaN2FaScIB1RDCKZ6q5CPwEFR37abJu7hM3OI-6BTA-lp9Zdx-BJUahjniIeWLooUTwrszJCRmGDH2NY9GBJJfKSCX6cJBS6lih1nxc589c-s4eP_5JWm-czCNtzYIY2sarFSoRIXKDGkIwBtBnu/w502-h242/The%20Depths%203.png" width="502" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">The Depths, Level 2 of the inverted White Jungle</td></tr></tbody></table><br /><p class="p1" style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"><br /></p><h3 style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">3. Look at Visuals<span class="Apple-converted-space"> </span></span></h3><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"><span class="s1" style="font-kerning: none;"><br /></span></p><p class="p1" style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"><span class="s1" style="font-kerning: none;">Often when I'm preparing to stock the map, or even before, I gather a trove of images. Frequently, I have some images in mind from the very beginning as part of the concept of the place. Indeed, my current (not yet public) project was born from a single illustration by Liz Danforth that captivated my imagination as an adolescent. Since I can’t quite talk about that yet, consider these images from Lotte Reiniger’s masterpiece The Adventures of Prince Achmed which I had in mind from when I started thinking about the Ruins of the Inquisitor’s Theater. These images were the source of the shadow puppets and the weaver of shadows in that dungeon.<span class="Apple-converted-space"> </span></span></p><p class="p1" style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"><span class="s1" style="font-kerning: none;"><span class="Apple-converted-space"><br /></span></span></p><p class="p1" style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"><span class="s1" style="font-kerning: none;"></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLf4OeeZlDCcv-_OMkGHJNr4CNLmET8eM4rWs8IVy_VHH8d5cwePl8Dg_rdIYEr7_DWZbQ9CQp7n6c-TE_SaML0MRRCjLkqiNJKE8AOVkziN5cXM9jbCL6aCoJva7hCXdC3mlks7r2v19_ae7EtOmKY6T9TlIzG7i6vu7TL7hyzaA_-H0NCAwtzu6D/s995/Adventures-of-Prince-Achmed-9%20(1).png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="756" data-original-width="995" height="333" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLf4OeeZlDCcv-_OMkGHJNr4CNLmET8eM4rWs8IVy_VHH8d5cwePl8Dg_rdIYEr7_DWZbQ9CQp7n6c-TE_SaML0MRRCjLkqiNJKE8AOVkziN5cXM9jbCL6aCoJva7hCXdC3mlks7r2v19_ae7EtOmKY6T9TlIzG7i6vu7TL7hyzaA_-H0NCAwtzu6D/w438-h333/Adventures-of-Prince-Achmed-9%20(1).png" width="438" /></a></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><br /></span>While Prince Achmed is a movie that I had seen previously, my main tools for this stage of the process have historically been searches of online repositories of images like Tumblr and Pinterest. Tumblr, which was fantastic and is now a bit of a ghost town, but it never had a good way to organize saved images. So I used the “like” button for years for this purpose, but it’s hard to search through images you liked. Pinterest even if a bit let brilliant, is easier to work with. Here you can create different boards. If you click on a pin you like, it will recommend similar pins. Over time you feed can become mildly interesting too.<span class="Apple-converted-space"> </span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="Apple-converted-space"><span class="s1" style="font-kerning: none;">To get a sense of this, I have a tumblr which you can look at <a href="https://bio-occultist.tumblr.com/">here</a>. </span>Here are my pinterest boards. Take a look at <a href="https://www.pinterest.com/ben2584/bio-occult/">this one</a> on bio-occultism that I started when I was working on the Submerged Spire of Sarpedon the Shaper (also very relevant to the Catacombs of the Fleischguild). It now has more than 2000 pinned images. For the stocking of interesting treasure, this <a href="https://www.pinterest.com/ben2584/artifacts/">Pinterest board titled "artifacts"</a> has served me well. Ever wonder how I avoid basically ever giving gold pieces as treasure in my published adventures? Look no further than this Pinterest board. It’s all there, more than 1600 pins. Feel free to use it for all your treasure needs!</span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="Apple-converted-space"> </span></div><p></p><h3 style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">4. Draw on Memories of Place<span class="Apple-converted-space"> </span></span></h3><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><br /></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">Besides past media, like novels and films, another resource I draw on sometimes to get the vibe or feel of a place right are captivating memories of different places I’ve been. I suppose the ultimate exercise in this well-spring of adventures rooted in place is Patrick Stuart’s Silent Titals that presents a fantasy version of the Wirral. Zedeck Siew has written about this as well in the context of A Thousand Thousand Islands. Most of the stuff where I’ve done this the most heavily have not yet been published. Since I was a city rat growing up exploring NYC, and then was got obsessed with the falling down, labyrinthine splendor of hilly Pittsburgh where I lived for the better part of a decade, a lot of this stuff finds its way into the city of my setting, Zyan Above.<span class="Apple-converted-space"> </span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><span class="Apple-converted-space">But I can give a modest example from my published work. The Catacombs of the Fleischguild is infused with the eerie vibes of visiting the Museum of Natural History with my father as child. The strange stillness of those dioramas behind glass. The cool air and quietness. The weird greenish, dim lighting. The hall of totem poles. Artifacts of unknown religious significance displayed on velvet cloths. The datedness of the place, as though it had come out of another time. The colonialism that infused it all without context.</span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"> </span></div><p class="p1" style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"><span class="s1" style="font-kerning: none;"></span></p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0SpI1briNUvrWYZVjwe8nv7qRCbTJ-BXn7NV4sduKEnDAngBfdJ_yhzpLqQ1wg_vQnLUEPEmYxLHkgaEQfkomtc_VogOH0cIJXPYbp2N0LzcILza-8EroMlgmUoQcz8uSWkk0s_K85wXTcAQtFrDIDB32LOFMWs4_rBergL5W-TyW8UfvuHd7XlqS/s2342/Screen-Shot-2020-09-04-at-10.52.01-AM.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1194" data-original-width="2342" height="204" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0SpI1briNUvrWYZVjwe8nv7qRCbTJ-BXn7NV4sduKEnDAngBfdJ_yhzpLqQ1wg_vQnLUEPEmYxLHkgaEQfkomtc_VogOH0cIJXPYbp2N0LzcILza-8EroMlgmUoQcz8uSWkk0s_K85wXTcAQtFrDIDB32LOFMWs4_rBergL5W-TyW8UfvuHd7XlqS/w400-h204/Screen-Shot-2020-09-04-at-10.52.01-AM.png" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"></td></tr></tbody></table><span class="s1" style="font-kerning: none;"><br /></span><p></p><h3 style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">5. Key in preparation for play</span></h3><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><br /></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">So far, everything I've described is fun. But I find the initial keying of a dungeon and the initial creation of random encounters to accompany the key just awful. I can usually only do it under the yoke of necessity, desperately as the players approach. I run out of imaginative steam very quickly.<span class="Apple-converted-space"> </span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><span class="Apple-converted-space">Usually I can do 4 or 5 new keyed rooms maybe per session, which is often just enough to stay ahead of the players. I write up full room descriptions. Here’s what I do. I try to mention only salient, observable things, in the first paragraph. I think of this as putting things on the menu that then players can follow up by asking questions or observing the things more closely. So I keep the descriptions very brief in that first paragraph, only naming the thing, or perhaps mentioning what would first strike you looking at the thing. I save additional information for later paragraphs, following the same order of presentation in the initial paragraph. If I mention the book case first in the opening paragraph, then I discuss the bookcase first in the second paragraph.</span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">This structure works for my brain at the table. I can scan the first paragraph easily and describe the room to my players. I can then look down to remind myself what comes next when they follow up on things. Here’s a dirty secret: I often literally use the first paragraph as read aloud text to my players. Yes, I sometimes employ the much hated read aloud text. I think it works in my game because the descriptions in that first paragraph are very short and to the point. I try to make them evocative, employing turns of phrase and adjectives that paint a vivid picture where I can, but I keep them very brief. <span class="Apple-converted-space">For the great majority of rooms that I don’t manage to fully key for a session, I just maybe just jot down a few words or a sentence for those that are near enough to where the players are exploring that they might come up in play.</span></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;">When I’m stuck keying, which I very often am, I find it helpful to go for a run. It doesn’t work on an exercise machine, which is monotonous suffering that makes thinking impossible. Something about running a route I know well draws me inward and allows my mind to turn creatively. It’s almost the only thing that I can consciously do to “force” the issue. I actually do a lot of philosophy when running too, so it works for me for anything that requires creative thought.</div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;">My encounter table is similarly created in fits and starts. It begins with 4 pitiful entries. Maybe the second session it bumps up to 5. Finally four sessions in I get it up to a semi-respectable 6 so that I can finally use a six-sided die.<span class="Apple-converted-space"> </span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;">I find this whole process quite stressful. Although I love playing, I hate the prep for playing at this point, because it always feels like I'm running something half-baked and I so often come up imaginatively empty. It’s primarily this stress, when combined with a couple of sub-par sessions that leave a bad taste in the mouth, that have caused me to back away from GMing in those periods where I felt that I needed to take a break.<span class="Apple-converted-space"> </span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">So prep is a double-edged sword.</span></div><p class="p1" style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"><span class="s1" style="font-kerning: none;"><br /></span></p><h3 style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">6. Run it again </span></h3><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><br /></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;">At the end of that process, I usually have a dungeon that's about 2/3 written up. Now that I have a rough draft of the key for most of the dungeon, I often run it again for a different group. (I've had 3 dreamlands campaigns, two of which are currently running.) At this point the prep is more leisurely. Each session I "finish" 3-4 rooms that are unfinished or polish something else up, or expand the encounter table by a couple of entries. Since I can just run it without doing much work, this second time through is relaxing and basically stress free. Prep here is fun again, since I can fill in keys at my leisure and expand on things when as suits my fancy. I also know the dungeon very well and have it at my imaginative fingertips. This is part of the reason that I run my stuff more than once: I get the fun without the stress.<span class="Apple-converted-space"> </span></div><div style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><br /></span></div><h3 style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">7. Rewrite it for Publication</span></h3><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><br /></span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">After some time has passed since the second run, I ask myself what would be required to make the adventure location publishable. The main goal of this process is to dial up what's neat about the adventure location up to 11. In other words, I try to lean in to the concept of the location and what is unique about the adventure. I take the opportunity to remove the things that don’t fit with the theme. I also replace the the bits that sagged in play with something more exciting that better fits the concept, and to fix any problems. Often unique mechanics that would support this concept in play occur to me at this point. I also take the opportunity to pep everything up a bit, swapping whatever small bits is mundane with something evocative. There are many little flourishes and new ideas that work their way in here. This part is fun too. </span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;">When I start commissioning art, or when Gus does his wonderful maps for me, there's also some real creative synergy that emerges. It was Gus' map of the Sewer River that inspired me to really do up the sewer river properly for Issue 3. Sending me that map was throwing down a creative gauntlet. Similarly, Huargo's art has led me to subtly shift course a number of times. </span></div><div style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;"><span class="s1" style="font-kerning: none;"><br /></span></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBwsJJcO8i8jcS66L7-JBXTXlmYbJabBWj2UPGjTwjXPmOOFY4JUa_6RAaMufTqXCK9PP0-KNa8Rgjf0FjVrSrthOOJ4omyvfB44ifPGD21y0JPeYhkejlpPM_XPV52aDgSruPXkUXuhBCA-fQHYDT26ClUr6HURWV640TzeGzAn7NCySCUO0lUVHL/s6520/Interior%20Cover%20Map.jpeg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="6520" data-original-width="5024" height="479" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBwsJJcO8i8jcS66L7-JBXTXlmYbJabBWj2UPGjTwjXPmOOFY4JUa_6RAaMufTqXCK9PP0-KNa8Rgjf0FjVrSrthOOJ4omyvfB44ifPGD21y0JPeYhkejlpPM_XPV52aDgSruPXkUXuhBCA-fQHYDT26ClUr6HURWV640TzeGzAn7NCySCUO0lUVHL/w370-h479/Interior%20Cover%20Map.jpeg" width="370" /></a></div><br /><p class="p1" style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px;"><br /></p><h3 style="font-size: 18px; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px 0px 16px; text-align: left;">8. Playtest the finished product </h3><div style="font-family: Helvetica; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; text-align: left;"><span class="s1" style="font-kerning: none;"><br /></span></div><div style="font-family: Helvetica; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; text-align: left;"><span class="s1" style="font-kerning: none;">Ideally, I playtest it again at this point for a 3</span><span class="s2" style="font-kerning: none; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"><sup>rd</sup></span><span class="s1" style="font-kerning: none;"> group. If I were a real professional, I would have other people playtest it for me, since that’s obviously the best practice: seeing how well it runs at other people’s tables. But I’ve never done that. Chalk that up to my being a DIY solo author.<span class="Apple-converted-space"> <br /></span></span><span class="s1" style="font-kerning: none;"><br /></span></div><div style="font-family: Helvetica; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal; margin: 0px; text-align: left;"><span class="s1" style="font-kerning: none;">That, in a nutshell is my process.<span class="Apple-converted-space"> What's your process? Does it resemble any of this? How does it differ? Drop it in the comments!<br /></span></span><span class="s1" style="font-kerning: none;"> </span></div>Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com4tag:blogger.com,1999:blog-4202612634352350608.post-28146192340212593502022-06-05T07:02:00.011-07:002022-06-05T16:38:14.199-07:00The Dream Aesthetics Dilemma<p> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIMH1UxnVENfDNIrPAqJ_TXILeu7M3nt_o6Gkbj93CflB2XVQMYD0ITt-uF_OvqPmK9Sm1GWIWSMt85XMJzs822-RUn-4Q4zzk48Q9Ki570WsGXBZk4BfstvCw3mu8phlHO014n7ZzzTcdBpOqb24Q3hU1gxFlCD40_3jajDeP4uF2bR-2D-iNYpYC/s998/new-morality-dilemma-edit-e1542138677516.jpeg" style="clear: left; display: inline; margin-bottom: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="499" data-original-width="998" height="255" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIMH1UxnVENfDNIrPAqJ_TXILeu7M3nt_o6Gkbj93CflB2XVQMYD0ITt-uF_OvqPmK9Sm1GWIWSMt85XMJzs822-RUn-4Q4zzk48Q9Ki570WsGXBZk4BfstvCw3mu8phlHO014n7ZzzTcdBpOqb24Q3hU1gxFlCD40_3jajDeP4uF2bR-2D-iNYpYC/w511-h255/new-morality-dilemma-edit-e1542138677516.jpeg" width="511" /></a></p><div class="separator" style="clear: both; text-align: left;"><br /></div>I recently <a href="https://bonesofcontention.blogspot.com/2022/05/ludic-dreams-iii-my-body-is-cage.html">reviewed</a> John Battle's My Body is a Cage for <a href="https://bonesofcontention.blogspot.com/">Bones of Contention</a>. Battle’s game combines slice of life real world downtime with adventuring in dream dungeons. The game comes with 7 dungeons that embody dream aesthetics quite vividly. I ran the dreamy Hotel Atkinson by Ema Acosta for playtesting purposes. Although the dream aesthetics came through strong in the adventure, there were some downsides that bothered my players. This got me thinking about a dilemma one faces when combining dream aesthetics with the playstyle associated with the OSR. I thought it might be worth saying how I resolve the dilemma in my own published work and home game. I think what I have to say is generally applicable for OSR games. <br /><br /><h3 style="text-align: left;">Dreamlands Aesthetics vs. Dream Aesthetics</h3><div></div><div><br /></div><div>When discussing dream aesthetics, I think it’s worth distinguishing two things. The first is the literary tradition of writing about travel in dream worlds. Let us call this the “dreamlands aesthetic”. Although there are no doubt many such traditions, I’m thinking here primarily of weird tales or fantasy authors, most notably Lord Dunsany and H.P. Lovecraft, and their several imitators and elaborators. This is a literary tradition, a special variant of the weird tale, with its own tropes, imaginaries, forms of expression, and aesthetics. In these authors we find the idea of a land of dreams, or the dreamlands, a sort of stable and fantastic country in some way reached through dreams. The authors tend to use both surreal elements and exoticism, sometimes orientalist in its inflection, as a way of emphasizing the fantastical otherness of this place beyond the veil of sleep. We also find many particulars, like the idea in Lovecraft that cats have a special place in the land of dreams, or the idea in Dunsany that one may only cross over to the land of dreams if one knows the hidden places that straddle the two worlds.<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuKRrM6TN6K-PtitweIiOi4eAv7n0brzLAT8f1xVtvNxpin8IgDu7ocKP4k1CJ88hO4a5xBo4RW05QT_1zVtZHuuBklHBidoGFmwIWMedJtSIu48La3EKZVPLSP8rfrWKE91DEULv9zCDW7VFa-KTQleNZpbm01khs7uqNaBkbZStgwdaAiJ6ck1Yp/s1600/b8ab5-littlenemosunday1908-07-26bona.webp" style="margin-left: 1em; margin-right: 1em;"> </a></div><br />We might distinguish this weird tale tradition from what I call “dream aesthetics”. To evoke dream aesthetics is to attempts to create a dreamlike quality by incorporating features of dreams. Dream aesthetics draws on our own nocturnal experience with unstable transitions, surreal and absurd elements, nightmares, anxiety dreams, and so on. Dreamlands fiction, of course, does tap into this surreal wellspring to some extent in its construction of a mysterious and wondrous other country, but it’s far from the dominant theme.<br /><br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuKRrM6TN6K-PtitweIiOi4eAv7n0brzLAT8f1xVtvNxpin8IgDu7ocKP4k1CJ88hO4a5xBo4RW05QT_1zVtZHuuBklHBidoGFmwIWMedJtSIu48La3EKZVPLSP8rfrWKE91DEULv9zCDW7VFa-KTQleNZpbm01khs7uqNaBkbZStgwdaAiJ6ck1Yp/s1600/b8ab5-littlenemosunday1908-07-26bona.webp" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1203" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhuKRrM6TN6K-PtitweIiOi4eAv7n0brzLAT8f1xVtvNxpin8IgDu7ocKP4k1CJ88hO4a5xBo4RW05QT_1zVtZHuuBklHBidoGFmwIWMedJtSIu48La3EKZVPLSP8rfrWKE91DEULv9zCDW7VFa-KTQleNZpbm01khs7uqNaBkbZStgwdaAiJ6ck1Yp/w482-h640/b8ab5-littlenemosunday1908-07-26bona.webp" width="482" /></a><br /><br />For a literary-visual case that hews far closer to dream aesthetics than Lovecraft or Dunsany, take Winsor McCay’s glorious comic, <i>Little Nemo in Slumberland. </i>The strip ran as a full pages in the Sunday edition of the <i>New York Herald </i>from 1905-1911. (It had some later reincarnations in different papers.) In its first two years, each installment was in the form of one of little Nemo’s recurring dream of his failed attempts to reach the princess of slumberland for a playdate at her palace. Each installment ended in anxiety dream fashion, with things getting out of hand in some catastrophic way, only for Nemo to awaken in his bed, tangled in the sheets. Along the way the comic evokes surreal and absurd elements to create a a glorious dreamlike visual experience. The comic is shot through with dream aesthetics, beginning with the use of recurring anxiety dreams to frame the serial, and then the extended of surreal elements like the manner of transit, as in the precarious walking bed in the strip above. <br /><br />I’ll talk more about dreamlands aesthetics, and Dunsany and Lovecraft, another time (and maybe Windsor McKay too). But for now, I want to turn to the question what happens if we wish to evoke dream aesthetics in our roleplaying games. Can we do for old school roleplaying games what Little Nemo in Slumberland did for Sunday comics?<br /><br /><div style="text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwUcBLJXPm0Fgfl0YOgkrowJDmwhOxMvQFShtWOCbZnkL5abUWGeHfAnkEaL51NJ2JrHqzLMiO__I03ZwGZN3dI5aji_Jenb7Nnbm9IRB5gVAe5u2TYB9r4d4EZQuUCP5j4M1dIaSwznz46O9aWhrAEsnebIUPF_ogs_vxjEmHuzc9fC2OeJdjOI7F/s316/283471648.0.m.jpg" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="316" data-original-width="200" height="594" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwUcBLJXPm0Fgfl0YOgkrowJDmwhOxMvQFShtWOCbZnkL5abUWGeHfAnkEaL51NJ2JrHqzLMiO__I03ZwGZN3dI5aji_Jenb7Nnbm9IRB5gVAe5u2TYB9r4d4EZQuUCP5j4M1dIaSwznz46O9aWhrAEsnebIUPF_ogs_vxjEmHuzc9fC2OeJdjOI7F/w376-h594/283471648.0.m.jpg" width="376" /></a></div><br /><h3 style="text-align: left;">Dream Aesthetics</h3><div><br /></div>Suppose you want to infuse a locale--say a dungeon or pointcrawl—with a dreamlike vibe. Here are some surreal features of actual dreams on which you might be tempted to draw to produce a dream aesthetic for that dungeon. <br /><br />In dreams, the spatial logic of physical locations breaks down. Places are conflated. Sometimes I'm in one place but it's mysteriously also at the same time another place. Or it's an amalgam of two very different places. There are also sudden transitions between locations. I might open a closet door and find myself on a beach. Dreams are less about navigating objective spaces and more about a vivid sense of place. Generally speaking, coherent spatial representations that links a space you occupy from the first person point of view to an objective map of a region that one is navigating—the sort of thing that looms large in driving apps—does not get a lot of play in our dreams. <br /><br />Causality is also wonky in dreams. In an anxiety dream, no matter how hard I try, maybe I can't get the key out of the bottom of my backpack, or into the lock; or to my consternation my gun shoots a stream of bubbles instead of bullets at my pursuer. The identity of objects can also get weird. A piece of fruit might somehow also be a book, or a sword a key, or a mirror a disease. <br /><br />Another way in which dreams are surreal is the people you meet. We find the same mysterious identities here too. For example, someone you know well in real life might look entirely different in the dream, or the person might be an amalgam of two people at once, or a part of a person. Often people we meet in dreams seem less like genuinely intelligent others and more like symbols or figments that occupy a certain role in given scenes. The people we are with often shift subtly as well, without it seeming strange to us in the dream. <br /><br /><h3 style="text-align: left;">OSR Play Styles</h3><br />In OSR play, player characters <a href="http://maziriansgarden.blogspot.com/2019/04/pleasures-of-osr-secrecy-and-discovery.html">explore</a> perilous and fantastical spaces, seeking to overcome <a href="http://maziriansgarden.blogspot.com/2020/06/pleasures-of-osr-overcoming-challenges.html">objective challenges</a> to accomplish their goals. Furthermore, OSR style games are <a href="http://maziriansgarden.blogspot.com/2019/04/pleasures-of-osr-emergent-story-and.html">sandboxes</a> rather than railroads, emphasizing player agency and unpredictable solutions to open-ended problems, as well as emergent rather than scripted stories.<br /><br />Dungeons, as location-based rather than scene-based adventures, work well in this context provided they are designed with an open-ended spatial logic. The link between the first person point of view and an objective map of space is crucial. Part of the exploration of a dungeon involves uncovering spatial relations between locations in play. You learn that this room is over here in this quadrant, and there is a secret way to get from here to there, or that this region of the dungeon sits atop this other region, which can be accessed vertically through a chasm. <br /><br />Why is this important to the playstyle? Partly it’s about discovering the unknown—i.e. the pleasure of the players coming to know about things that (already) exist in unexplored regions of the map. But provided the dungeon is properly <a href="https://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon">Jaquaysed</a>, these coherent spatial discoveries also allow for high levels of player agency and unpredictable interaction. The players can come at locations from different routes. They can leverage their knowledge of a coherent space to short-circuit hazards, sneak past inhabitants, give monsters and NPCs the run-around, use environmental features in unpredictable ways to stage ambushes or solve problems, and so on.<br /><br />Furthermore, generally speaking, in OSR games, NPCs are parts of <a href="https://alldeadgenerations.blogspot.com/2020/12/legacy-social-mechanics-and.html">factions</a> that want things and so can be engaged with in social ways. Many old school games start an encounter with a reaction roll that determines the starting disposition of encountered beings. You can ally with one faction against another. You can get an NPC something they want to win them over to your cause. You can tangle with a faction one time and make it up to them later when you have common cause, or when you regret your past actions and try to make amends. In other words, there are fewer “monsters” that are “just there to kill". Some systems don't even give you XP for fighting monsters, or only a pittance. Many systems use morale checks, so monsters or NPCs mainly don't fight to the death. In all these ways that means that many NPCs and dungeon inhabitants need to have intelligible desires and robust lives of their own. They are very much not figments of your imagination, or only part of some weird vignette that you stumble upon in a pre-programmed scene.<br /><br />When it comes to things it's important that the causality work in the normal way unless there's something special about the thing in question (e.g. magic). In OSR playstyles, since "the answer is (often) not on your character sheet", players tend to rely on what S. John Ross calls <a href="https://rolltop-indigo.blogspot.com/2018/05/the-invisible-rulebooks.html">invisible rulebooks</a>, i.e. commonsense knowledge about how things in the environment generally work, in order to engage in lateral problem-solving. This means that guns (so to speak) don't shoot bubbles unless they're magical bubble guns. Similarly, water will generally work like water does. You can't suddenly walk on water just because someone tells you that they believe in you, even if it would make for a vivid dreamlike scene. <br /><br />The combination of coherent space, determinate factions, and normal causality also allows the GM to avoid arbitrary fiat by reasoning naturalistically about how different factions would respond to player actions. By looking at where they are in relation to what the PCs are doing and what's the factions generally get up to, the GM can reason about what would be likely to happen. This is part of what sustains whatever kernel of truth there is in the idea that the GM is a referee in OSR playstyles. The players trust the GM to set up a situation (say an exploration locale) without having any idea how things are going to go down in play. They also trust the GM to call the shots as they see them. When the PCs brings their chaotic shenanigans into contact with the pre-existing locale, the GM thinks about what would actually happen without stacking the deck one way or another.<br /><br /><h3 style="text-align: left;">The Dream Aesthetics Dilemma</h3><br />The dream aesthetics dilemma is that many of the features of dreams, if employed in the most obvious ways, undermine OSR play styles. Do you want surreal dream space, or do you want the spatial logic of the dungeon crawl? Do you want absurd causalities or lateral problem solving? Do you want NPCs to embody the aesthetics of mysterious symbolism or do you want coherent factions with hopes and dreams of their own? CHOOSE. You can't have both. <br /><br />The Atkinson Hotel made this dilemma vivid for me. It consisted of a pointcrawl between eight hotel locations from a creepy turn of the (20th) Century hotel, connected by often surreal transitions. For example, the first room had a normal door that led (presumably) down a hallway to a ballroom, but also a door in the back of the closet that led to cramped storage room, and one under the bed that led straight into a hot tub in the hotel baths. Given its limited number of locations, it was clearly not a map of an actual hotel, but rather of dream scenes like one might have in a dream (nightmare) of the Hotel Atkinson. <br /><br />This meant that there was no place for the hotel staff or other guests that you might meet to reside on the map. They existed just as encounters waiting to happen in fixed rooms, or as random encounters. Some of the inhabitants were just doing something in a room with no naturalistic connection to anyone else, like the 1 HD chefs in a kitchen which apparently served no one. When I ran this room, I constructed a vivid scene in the kitchen, treating them in my mind like Maurice Sendak’s ominous but not malicious bustling chefs from a favorite children’s book of mine, In the Night Kitchen—which by the way is clearly about an anxiety dream. The players grasped the chefs as the surreal obstacle that they were, engaging with them appropriately in that mode by staging a deliciously ridiculous distraction to get past them. <br /><br />But afterwards they reported that this whole thing really cramped their agency. They couldn’t reason in naturalistic ways. They felt like when they closed the door on someone they would cease to exist. They felt that many of the people they met, like the chefs or even some of the guests were maybe not real people they could engage with in the open-ended ways they were used to dealing with NPCs and factions. They knew that they couldn’t really leverage the absurd space of the hotel. There wasn’t really a there there. This meant they couldn’t fully engage in OSR style play. <br /><br />And by the way, I consider that a good adventure in the mode of embracing the surreal aesthetics of dreams. Hence the dilemma. <br /><br /><h3 style="text-align: left;">The Dilemma Dissolved</h3><div><br /></div>My view is that this dilemma can be overcome—that we needn’t choose between dreamy aesthetics and old school playstyles, but only if we learn how to capture dream aesthetics in ways that don’t disrupt the logics of OSR play. I have a lot of experience trying to do this, admittedly with varying degrees of success. My best attempt, in print, is probably The Ruins of the Inquisitor’s Theater from <i>Through Ultan’s Door 1</i>. But there are some good dreamy bits in Through Ultan’s Door 3 as well, and many other unpublished things that I think worked fairly well in this vein from my long running (and now multiple) home games in Zyan. <br /><br /><div style="text-align: left;"><i><b>The Surreal Adventure Location Premise</b></i></div><br />You can often get a lot of mileage by having a surreal premise for an adventure location, and then otherwise allow the adventure location to follow normal old school norms for exploration. <br /><br />Here’s a dreamy premise for a locale: a theater where people are punished by puppets for being bad. Why is this dreamy? For one thing, it’s immediately recognizable as a child’s nightmare. Puppets are meant to entertain, and there is something sinister and dreamlike in reversing their function in this way. As dreams do, it also picks up on something real, something subtly alarming about puppets: their uncanny resemblance to humanity, and unnerving wooden theatricality.<div><br />In <i>Through Ultan’s Door 1</i>, rather than developing this dreamy premise through vivid puppet scenes and symbolic elements from childhood, I instead did the location up as proper ruins for dungeon crawling purposes. I gave it a rationale, treating trial by puppet as a holy spectacle conducted by a religious order no longer present. Like all ruins in D&D, I had other factions who had crept in since then, who were occupying different parts of the dungeon and were in conflict with one another. In this way, I began with a surreal dreamy premise and then treated the space as a naturalistic environment in accordance with ordinary (old school) dungeon logics. I tried to capture a vivid sense of place in connection with surreal theme—but then I always do that when designing an adventure locale. <br /><br /><div style="text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdVcmD-7yptQ9FRDBZyzDTAAzomJo9Tpcvby6JBWq1eJ-ATbxf5mpYQEjKe-vFdEgFZzGfkaARMnw8-76-TQbdR52j_km30-MosgR7qiEgIDo9y5TPRwN-8pCtWL4LTOtJTzpBXmHxj8easgjNsjMP_b4FbGfowfYGMB-Ixc0Aa7A0QLWVzDQgwthx/s1302/Screen%20Shot%202021-07-17%20at%204.10.28%20PM.png" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1302" data-original-width="982" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdVcmD-7yptQ9FRDBZyzDTAAzomJo9Tpcvby6JBWq1eJ-ATbxf5mpYQEjKe-vFdEgFZzGfkaARMnw8-76-TQbdR52j_km30-MosgR7qiEgIDo9y5TPRwN-8pCtWL4LTOtJTzpBXmHxj8easgjNsjMP_b4FbGfowfYGMB-Ixc0Aa7A0QLWVzDQgwthx/w482-h640/Screen%20Shot%202021-07-17%20at%204.10.28%20PM.png" width="482" /></a></div><br />Or consider a hex crawl, another procedural space of exploration, this time wilderness exploration. A striking example from my home game that has yet to see print, except in Huargo’s deliciously lurid poster above, is the White Jungle. The concept of the White Jungle is simple: it’s a jungle but it’s upside down. This premise literally upends the ordinary orientation of waking life, where the ground is under your feet and the sky is above your head. It makes a place (a jungle) that is already surreal in its unimaginable vibrance of life an order of magnitude weirder. <br /><br />Once you have that absurd dream premise, the key to old school exploration-based play is to treat it, from that point forward, as if it's a naturalistically intelligible location. The jungle is not a pretext for a series of disconnected vivid dreamlike scenes where common sense physics is turned upside down. It is a hexcrawl that hangs from the bottom of a flying island. The jungle is a real physical space player characters can explore, as if it were a real wilderness. Just like falling is a thing in the real word when you’re climbing around according to our invisible rulebooks, so falling will also have to be an ever-present possibility here. Since the jungle is vertical, I fit it to hexcrawl conventions by creating a series of stacked hexmaps to model its four different levels, with rules for both vertical and lateral travel.<br /><br />Suppose we zoom out from the level of the dungeon or the wilderness crawl to the level of the world or setting. Generally speaking, if you’re going to have an entire campaign where PCs in the waking world somehow explore dream locales, my first advice would be to follow the dreamlands aesthetics of Lovecraft, or Lord Dunsany from whose superior notes he was cribbing. Treat the dreamlands as an actual place—a land—where adventures can be had. Then you can embed surreal premises in ordinary exploration enabling locales. In other words, don’t treat it as disconnected dream bubbles that vanish when the players exit. Let there be a real there there at all levels from adventure locales to the whole world—the country of dreams. <br /><br />Although this is the approach I’ve taken, it’s far from the only one possible. I’ll talk about Johnstone Metzger’s <i>Nightmares Underneath</i> a little bit later. It takes a different approach.<br /><br /><h3 style="text-align: left;"><i><span style="font-size: small;">Jumbled Items, Conflated Locations, and Wonky Causes</span></i></h3><br />Probably the single most dreamlike element from the White Jungle is the mysterious identity between the sky and the sea. The Zyanese call the sky, “The Endless Azure Sea”. The lowest level of the White Jungle is The Dangling Isles, where only a few groves descend into the depths of the Endless Azure Sea. They are like archipelago of inverted wooded isles, between which flying fish swim on the currents of air in the open sky. Of course, this strange environment is modeled in typical OSR fashion, by way of a hex crawl, and encounter tables populated by birds, flying fish, and other stranger aerial-aquatic beings like the immortal spirits of the air, the aery elemental demons of Wishery, or the painted baboons, dream travelers who skirt the lowest isles in hot air balloons. This phantasmagoria of dream elements is simply a hexcrawl with an associated encounter table, rules of travel, and the like.</div><div><br /></div><div>The most dreamlike element in my Ruins of the Inquisitor’s Theater is probably the tree of silver melons. It grows in the darkness, with its roots in a loamy soil of decaying law books full of the casuistry and hermeneutics of the crooked law of Zyan. Having burst from the law library, its gnarled roots now block the door, its branches heavy in the darkness with silver skinned melons. These sweet, white-fleshed fruits have seeds like letters, so that if one is cut open, jumbled text can be seen. When one eats the fruit, one imbibes the knowledge from which the tree has nourished itself, becoming a fearsome Zyanese jurist.</div><div><br />There are many oneiric elements to this scene. A tree, heavy with silver-skinned fruit grows in the darkness: this already defies the laws of plant life. Its soil are books of the law, and the fruit somehow distilled their hermeneutics, so that when one eats the fruit, one somehow reads the books. Here we have the conflation of items typical of dream logic. Imagine describing a dream this way, “The fruit from the tree was somehow a book, and when I ate it, I was full of knowledge.” There is a strange identity of things, and causal logic breaks down. <br /><br />And yet, when placed on the map, the tree is just a tree. Aside from its absurd implied cycle of life, it operates according to invisible rule books. For example, one must cut through the roots to reach the blocked door to the law library. Although fresh wood, it still could be used to try to kindle a fire. <br /><br />Even the fruit can be assimilated to the challenge-based logics of old school play. In old school play, as I’ve written elsewhere, magical items are less passive buffs to characters (+1, +4, resistance to damage, etc.) and more like strange and very specific tools that players may use in unpredictable ways for out of the box problem-solving purposes. (An activity Ben Milton charmingly calls <a href="https://www.youtube.com/watch?v=2RBUR_gzsm0">“shenanigans”</a>.) For all their lurid dreamlike properties, the melons of the tree are essentially magic items—in D&D parlance, they are potions. In my new face to face game, where the party recently found this tree, I decided that the fruit would have a 24-hour duration, which assimilated them further to the logic of old school one use magical items. They are a resource the party can now deploy in unpredictable to solve their problems with an entirely new means: through superb legal reasoning. God only knows to what use they’ll put this strangely specific skeleton key—which is just how I like it.</div><div><br /></div><div><br /><div style="text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAQ6BDvW64Sm2nLMdL93Tcy0ajC0hB_VIuTUaVnM0rVYJLOpw2ZyPw20S2ZrFz9i5J32HAUIoSEGNXnTi0IruTA2gdTaBIuBZQfH4UYnIPH4YdMFrUALnuAXVl65BInEX9A-fi3ZxtnhA3nemF3qjUSi5IDtTmzEjs9tBW9-mGlom5V2pzuhwHCyHj/s500/51wXx9+E27L.jpeg" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="500" data-original-width="322" height="580" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAQ6BDvW64Sm2nLMdL93Tcy0ajC0hB_VIuTUaVnM0rVYJLOpw2ZyPw20S2ZrFz9i5J32HAUIoSEGNXnTi0IruTA2gdTaBIuBZQfH4UYnIPH4YdMFrUALnuAXVl65BInEX9A-fi3ZxtnhA3nemF3qjUSi5IDtTmzEjs9tBW9-mGlom5V2pzuhwHCyHj/w374-h580/51wXx9+E27L.jpeg" width="374" /></a></div><br /><h3 style="text-align: left;">The Secret Dream Logic of Dungeons and Dragons</h3><div><br /></div><div>Earlier my advice was to fit dreamy premises into standard modes of procedural exploration with their ordinary(ish) spatial logics and standard issue invisible rulebooks. In other words, my advice was to tame dream elements for old school play by embedding them in tried and true exploration formats. Good advice, I think. But the tree of the law hints at more interesting possibilities. How to describe what happened with the tree and its fruits to allow this synergy between dream aesthetics and old school play styles?</div><br />What I did with the tree, I think, was lean into what we might think of as the latent dream logic of dungeons and dragons. This dream logic is obscured by the accretion of decades of workaday publishing and tiresome tropes. It’s hard to see it Gary’s encyclopedic treatment and decades of late TSR and WoTC cruft. Let’s stick for the moment with the “potion” framework. Take the most quotidian of potions: the potion of invisibility. Let me redescribe it, adding just a little bit of aesthetic flare, as if it were a dream element. <br /><br />“I drank a liquid so clear I couldn’t even see it was there. And when it was in me, somehow no one could see me. I could watch people, but not interact with them. I knew that if I did, they would see me and they could hurt me.” <br /><br />There is a lot of dream thinking already happening in the formats for adventure locations and items, bog standard as they might seem. In fact, even procedures of exploration are dreamlike when thought of the right way. In Original D&D, the megadungeon around which play was assumed to center had exacting exploration rules that intensified the peril of dungeon delving, forced resource management on players, and generally titled things against the PCs. All monsters could see in the dark, but no PCs could. Light sources would deplete and flicker out. All doors were stuck for PCs and would close behind them, needing to be forced open--but yet they would open freely for monsters. I’m going to quote <a href="https://www.grey-elf.com/philotomy.pdf">Philotomy’s wonderful explanation</a> of these exploration procedures enabling high stakes old school dungeon exploration at length. <br /><br /><i>There are many interpretations of "the dungeon" in D&D. OD&D, in particular, lends itself to a certain type of dungeon that is often called a "megadungeon" and that I usually refer to as "the underworld." There is a school of thought on dungeons that says they should have been built with a distinct purpose, should "make sense" as far as the inhabitants and their ecology, and shouldn't necessarily be the centerpiece of the game (after all, the Mines of Moria were just a place to get through). None of that need be true for a megadungeon underworld. There might be a reason the dungeon exists, but there might not; it might simply be. It certainly can, and perhaps should, be the centerpiece of the game. As for ecology, a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it. For example, consider the OD&D approach to doors and to vision in the underworld: Generally, doors will not open by turning the handle or by a push. Doors must be forced open by strength...Most doors will automatically close, despite the difficulty in opening them. Doors will automatically open for monsters, unless they are held shut against them by characters. Doors can be wedged open by means of spikes, but there is a one-third chance (die 5-6) that the spike will slip and the door will shut...In the underworld some light source or an infravision spell must be used. Torches, lanterns, and magic swords will illuminate the way, but they also allow monsters to "see" the users so that monsters will never be surprised unless coming through a door. Also, torches can be blown out by a strong gust of wind. Monsters are assumed to have permanent infravision as long as they are not serving some character. (The Underworld & Wilderness Adventures, pg 9)</i><br /><br />What Philotomy does in this passage is link exploration procedures that make dungeon exploration challenging and fraught to a certain idea of what a dungeon is, which he calls, following OD&D, the "Underworld”. Note what he does and doesn’t say about the Underworld. The Underworld has an ecology, “a certain amount of verisimilitude and internal consistency”, that allows one to reason about it in ordinary ways, or where it departs from the ordinary, to puzzle out its general principles of operation. Although it has its own ecologies, and mappable spatial logics, the mythical underworld is somehow opposed in its nature to adventures. Philotomy invites us to view the rules about stuck and closing doors, or light sources and vision, not only as artificial game elements that make high tension procedural exploration possible, but as the metaphysical expression of a place that “gnaws on the physical world like some chaotic cancer”. In other words, Philotomy takes the idea of a megadungeon as the center of a campaign, and associated exploration mechanics, and following the lead of the OD&D rulebooks, invites us to view “the dungeon” as an inimical dream space, surreal in parts, where the laws of reality above may not apply. It is as if a dream has broken through into reality, and the exploration rules about stuck doors are an exploration of the way in which the whole thing is like a living nightmare.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwpXhcaMyOfr14XIiTV4yjxsIxRkyUK1d1KoQX93ICJpY2JUSLGh0lSbDmz0e1xjiCujkOCqWW0B1_YHvAftEmltH0Hnq2plpMNAJnMAUgz7neM7O9qcqYEfje336sV2SF1sumLJCQ_gcF3wALYLQq7LVOnrCwi_rRGibnNzpzjWbnnHPaInVHm3kL/s1000/Screen%20Shot%202022-06-05%20at%209.07.16%20AM.png" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1000" data-original-width="642" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwpXhcaMyOfr14XIiTV4yjxsIxRkyUK1d1KoQX93ICJpY2JUSLGh0lSbDmz0e1xjiCujkOCqWW0B1_YHvAftEmltH0Hnq2plpMNAJnMAUgz7neM7O9qcqYEfje336sV2SF1sumLJCQ_gcF3wALYLQq7LVOnrCwi_rRGibnNzpzjWbnnHPaInVHm3kL/w256-h400/Screen%20Shot%202022-06-05%20at%209.07.16%20AM.png" width="256" /></a></div><div style="text-align: left;"></div> <br />Although I can’t do it justice here, Johnstone Metzger’s <a href="https://www.drivethrurpg.com/product/195355/The-Nightmares-Underneath">The Nightmare Underneath</a> runs with this idea in the best possible way. In a high Islamic setting dominated by reason, law, and civilization, “the nightmares underneath” are breaking through in the dungeons the setting calls “nightmare incursions”. Metzger recasts traditional rules for exploration of perilous spaces through the nightmare metaphysics of this reimagined Underworld. Dispensing with the idea of a megadungeon, he opts for smaller adventure locales that nonetheless adhere to the logic of the “Underworld”, now explicitly rationalized as an expression of the incursion of nightmares of unreason into the orderly world of law. He also introduces novel exploration rules that have to do with the nightmare being at the heart of the incursion. Brilliantly, he does this too with the idea of PC party as rootless, social outsiders, a common and often derided trope from early D&D. In The Nightmares Underneath, the PCs are adventurers who for unknown reasons are able to enter these nightmare incursions without being destroyed. They are in some ways pariahs outside of the civilization, although civilization depends on them as a dubious cure for the chaotic cancer that gnaws at reality. He also recasts the idea of dungeon exploration as treasure hunting, by having each nightmare incursion held in place by an “anchor”, a valuable piece of treasure to which the nightmare incursion is tied. (This allows him to reinterpret the idea of treasure for XP, in a way that fits with the dungeon as a nightmare space: to cut out the cancer of the incursion one must remove the treasure that “anchors” the nightmare from the dungeon.) In short, Metzger runs with the idea of the Underworld reimagining rules and setting tropes in relation to his recasting of the Underworld as a literal nightmare, while pleasingly subverting their original meanings. <br /><br />Even without going as far as Metzger does to aesthetically reimagine the entire game this way, we can see many discrete elements in Dungeons & Dragons that are amenable to this kind of treatment. Take, for example, another trope of D&D in its many incarnations: the “funhouse dungeon”. Here we have a dungeon with a feel of a funhouse. Surreal elements jostle with one another in close proximity, defying the tidy confines of our daytime expectations. One might find here hellish games of chance alongside bizarre traps, riddling manticores, and other monsters implausibly occupying single rooms. Funhouse dungeons rightly get a bad rap in part because they push against the logics that enable unscripted exploration-based play. Why would real factions with lives of their own sit waiting in a room down the hall from a demonic circus barker (or whatever)? The danger is that the whole thing becomes like the Hotel Atkinson, a series of vivid but discrete scenes, rather than an open-world environment that can meaningfully be navigated. But before we dismiss the funhouse dungeon, perhaps we could pause a moment to acknowledge what a glorious fever-dream it is. There are ways of reimagining a funhouse dungeon to keep the demonic circus barkers and cannibalistic manticores, while enabling OSR playstyle. We should consider the funhouse dungeon as a surreal resource in D&D on which to draw. And there are a million things that are like this, from potions, to talking swords, alignment languages, travel by silver chord in the astral plane, and much more.<br /><br />In other words, I’m saying that if we wish to embody dream aesthetics in our games, we might go beyond embedding a dreamlike premise in tried and true exploration structures. We can do more than paint an oneiric glaze on established Dungeons & Dragons tropes. There’s a lot that’s surreal in the history and practice of D&D. Why not intensify the dreamlike (il)logics implicit in otherwise stale D&D tropes and exploration mechanics? We can make things fresh by awakening the dream aesthetics that already slumber just below the surface of the game. Like Metzger, we can reimagine the entire system of rules and tropes as expressive of dream aesthetics, or otherwise rationalized by them. Or we can do it in a more piecemeal fashion. </div><div><br /></div><div>In closing, what I want to say is that we can do both of these things. We can place dreamlike premises that conflate places, render objects ambiguous, or apply a single surreal twist, in tried and true exploration frameworks. This is to treat them as real place, or real factions, that allow for challenge-based, exploration, sandbox play. Or, we can work to bring out the dreaminess of those very exploration frameworks or seemingly workaday tropes of what is already an absurd game. To bring out the dream aesthetics, we just need to own the absurdity. </div><div><br /></div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><br />Ben L.http://www.blogger.com/profile/04568198881628052274noreply@blogger.com10