Sunday, May 17, 2015

paranoia and unreliable narration

You pass through the massive vaulted oak gate into a tiny courtyard. A derro sits on the edge of a circular fountain covered in blue tile. She idly strokes the water and the several fat carp in it. “Welcome to the Desert of the Real,” she murmurs. An identical gate leads out across from you.

Derro (and their creator/biographer, Richard Sharpe Shaver) seem to have a lot of overlap with stereotypical paranoid schizophrenia - hearing voices, conspiracy paranoia, anonymous and sinister monitoring by menacing organizations. While reading up on it, I came across this article, which had a few interesting bits:

“[A] fairly common experience with regards to the voices is that they tell the schizophrenic to do certain things. Clinically, these are referred to as “command hallucinations”, and in some cases they can cause significant problems. The voices may tell the schizophrenic to harm or kill himself/herself or to harm someone else. Because the voices seem very real, they can be very compelling, making it difficult for the schizophrenic to resist acting on the command.”

Often the voices are commenting on the schizophrenic’s thoughts or actions. And to make it even more distressing, the voices may be threatening or disparaging. Sometimes the voice or voices are familiar, but this is not always the case.”

These could easily be describing a relationship between a player (or GM) and a PC. Obviously there is a difference - a PC will not in any way struggle against the player as it is a fictional being - but the similarity is a little compelling. This leads us to wonder what other differences there are, if any; without any differences, a derro (or anyone taking Conspiracy Pills) is identical to an unaffected PC.

One major difference seems to be that in a majorly oral game, spoken word actually defines the world and the actions taken in it, while in real life the problem for people with this illness is that the voices are generally in conflict with reality.

Real World:
Voice says one thing -> Reality says different thing -> Choose: Accept voice as fact, or Use sense(s) to test/reject

Game World:
Voice says one thing -> Reality says different thing -> Choose: Accept voice as fact, or Use sense(s) to test/reject

PCs have nothing to appeal to when the GM says “There is a talking skeleton in the room” or “You just killed three orcs” to tell whether or not this is true. It must be accepted as fact. This puts the GM in a powerful position. Social contract and all that.

How to use the supposed reliability of the GM’s spoken word to engender the sort of paranoia that derro experience/create?* I’m thinking about a derro dungeon that shifts when the voices stop telling you it’s the same.


YOU NEVER ENTER THE SAME ROOM TWICE
You pass through the massive vaulted 1oak gate into a tiny courtyard. A derro sits on the edge of a 2circular fountain covered in 3blue tile. She idly strokes the water and the several fat 4carp in it. “Welcome to the Desert of the Real,” she murmurs. An identical gate leads out across from you.
1- elm, ebony, stone, silver, oat, broken, etc
2- round, regular, silver, walled, cursed, large, etc
3- teal, cerulean, black, jale, bloody, chrome, etc
4- koi, goldfish, mantas, jellyfish, children, piglets, etc

1- “Fire, walk with me.”
2- “What’s the frequency, Kenneth?”
3- “I think I left the air loom on again.”
4- “Millennium Hand and Shrimp.
5- Been there a half an hour, I want to come home soon.
6- “Twenty First Century Schizoid Man.

Roll a d4 and a d6 as PCs enter. Pick a different word off the list you rolled and use that instead. Cross them off as you go.
Use the d6 to pick which clever reference the derro greets the PCs with.

The idea is to use the repetition and lameness of boxed text as a vehicle for weird shenanigans. Ideally the alterations to the environs lean towards unheimlich, and could be longer than a single word. Indeed, Scrap’s list of bizarre farm encounters would be perfect if the derros were invading Agricola.

Any particular point is lacking: a general aura more than a certain focus. The dull repetition of bland text becomes a mantra of madness.




(Rant: There is no object permanency in a game world. Every piece of the setting is like a twist on Descartes: “I am being described, therefore I am.” Goblin corpses disappear when you leave the room. Henchmen wink out of existence the second you stop actively thinking about what is in their backpack, only to shudder back to life when you decide you need a monster distraction. This is true of geography as well - the entire surface of the planet is gone for the duration of your dungeon delve, or perhaps in a mental quantum superstate.)


Tuesday, May 5, 2015

gimmicky wind waker dungeon generator


Environs
The location of the dungeon will affect what sorts of architecture and setting the dungeon has, and will flavor the inhabitants.
Roll d8:
1- Treetop Forest
2- Murky Forest/Swamp
3- Cold Tundra/Glacier
4- Cool Water
5- Sandy
6- Lava
7- Dusty/Crystal Caves
8- Roll twice/pick


File:Dragon Roost Cavern Mural.png

Mechanisms These are the gimmicky methods of solving puzzles or unlocking more of the temple dungeon.
Roll d10:
1- Wind
2- Cogs
3- Fluid
4- Light
5- Sound
6- Heat
7- Energy Circuits
8- Magnets
9- Weights
10- Roll twice



Enemy type (d12):
1- Shambling Dead
2- Imps
3- Cats
4- Lizards
5- Elementals/Golems
6- Slime Balls
7- Birds/Bats
8- Summoners (roll again for their conjurations)
9- Armored Knights
10- Roll again; 1-2 humanoid 3-4 mutant 5-6 skeletal versions
11- Roll on ally table; dark version
12- Roll twice, two groups combined




Ally type (d12):
1- Stereotypically Gay Pirates
2- Ghosts
3- Local NPC (Farmer etc)
4- Bats
5- An old enemy NPC
6- Useless Fairy
7- Single Mysterious Denizen
8- Monkeys
9- Benign Flora
10- Gentle Giant
11- Roll on enemy table; they are good here
12- Roll twice


Boss (d12):
1- Octopus
2- Flying Serpent Dragon
3- Master Swordsman
4- One-Eyed Moth/Flower
5- Siege Roc
6- Giant Centipede
7- Floaty Skull/Hands
8- Conglomerated Spirits/Possessed Lantern
9- Shai Hulud
10- Monstrous Marionette
11- Warboar-riding King
12- Giant version of 1-4 enemies 5-6 allies


Tactics (roll d6):
1- Hit and run melee
2- Projectile strafing
3- Stationary with area effect attacks
4- Unconventional dodging (fly, dematerialize, teleport)
5- No attacks, just patterned movement through environmental hazards
6- Fill in the blank




Gimmick to defeat (roll d6)
1- Dead man’s volley (i.e. fireballs, rocks)
2- Hit specific spot (large eye, exposed heart, etc)
3- Dodge specific attack (charges into wall, smacks self)
4- Use appropriate damage type when opportune (cut strings, burn fur)
5- Destroy other thing to weaken (smash eggs/machinery/phylactery; kill young)
6- Make up something else, ya nerd



Unfortunately there isn’t a quick and dirty way to make Zeldesque traps and puzzles, which are the real reason you would want a dungeon like this. One could go through every temple and strip mine their puzzles, removing specifics - but I’m a doctor Jim, not a miracle worker.

Check G+ for an example roll

Friday, March 27, 2015

fun guys



Some myconid facts:

>Fungoid, obv. Non-humanoid biology means things like poisons, antidotes, flesh-magic don’t affect them normally. In fact they cannot heal in the normal way (see below). Poison has a 50/50 chance of working normally/inversely (granting temporary boon to hp or con or whatever)


>They are detritivores - eat rotting/dead stuff. Like vultures but for the stuff vultures have left. Changes the need for sustenance, since basically any spoiled organic matter is fair game. In fact it is rumored that certain colonies possess some sort of undead-dissolving ability. Sounds disgusting.


>Organized into colonies, probably. So individuals are relatively weak but have specialized roles within the group. Not many free spirit adventurers here. This means that, without any outside influence, the only single myconids you will encounter are bred scouts and trained travelers, so they are likely to behave accordingly.
This is often not the case, however, since entire colonies are so often enslaved by other races, leaving arbitrary units to wander the underdark and fend for themselves.


>Mycs reproduce asexually. So the colony is basically a hive of specialized clones. I guess could be handy in case a deceased myco PC is replaced with an identical character? Play up the clone-with-other-memories aspect and it might be acceptable. Otherwise gtfo, lame.


Myconids can’t be healed with magic/potions. They simply reproduce when close to being worn down, and a clone of themselves (complete with memories) is grown. So like the teleportation method where you get scanned and destroyed and recreated somewhere else but for eating. Consuming in this way requires a creature(s) with at least as many HD as you, and it takes HD may hours. The new you has full hp.


Some myconid generation tools:

For a name roll 3d8 to get syllables:
1- os
2- an
3- la
4- phor
5- ai
6- co
7- si
8- ul (like “yule”)


Add “myc” to the beginning or middle. If doubles, discard one. If triples, it is known only by its memorable scent, like *dowager’s mothballs* or *week-old mown grass*


For appearance, ability and motives, roll 4d8:

Strain
Species
Spores
Wants
1
Crimson
Gills
Giant growth
A fresh corpse
2
Pungent
Bolete
Pacify/sleep
Large rusted object (armor, statue, etc)
3
Sweet
Cap
Mutation
Others of own species (lost)
4
Musty
Russula
Toxin
A grave (to start colony)
5
Dull
Sponge
Fruiting bodies (heal 1d6hp)
A child host (pychomycosis megaspores)
6
Rotten
Amanita
Psilocybin
Overly helpful. Willing servant/meal
7
Wispy
Crown
Phosphorescent
A decomposing tree
8
Blooming
Polypore
Reanimator
Forgotten name of a long-dead person


Spores can be used 1/day per HD.