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click to enlarge
Print it out and show your players.

Thanks to Kelvin Green, and Forgive Us.



What's In The Middle Of The Castle?

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Roll d20 2-8 (2d4) times and consult the picture to find out what's in the courtyard.
click to enlarge

Abandoned City, Goblin Fort, Alchemist's Home, Encounters

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The numbers on this one indicate places you can put important details or encounters--the blue ones indicate exterior encounters, everything else is inside the buildings.

You can treat the interiors as cutaway views or as interiors of intact buildings. The positions of interior doors and stairs are usually implied, so only a little imagination and notation should be required.
These are made you can print out and write on them...

In this one, identical colors near each other indicate connecting interiors. The goblins can be goblins or whatever else...
 You can print out two of these, give one to your players and write details on the other...
This one is a d100 table for any kind of big dungeon or encounter area for a party around level 8-12. You write in the boss on the top and the cannon fodder on the bottom, the pink is just suggestions for the kind of creature to put in there.

You can just key the dungeon 1-100 or roll randomly for each room. The hit dice of the creatures is written down the left side.
 and a bonus, from the cover to the original Unearthed Arcana...

What To Do With Kings And Queens

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So ever since Jeff posted this method of generating reigns for kings, I've been wondering how to make the depth this adds to the setting immediately gameable.

I eventually decided the best thing to do was start with things you need for your game anyway, then attach them to the eras, so the eras flesh out the setting elements and the setting elements flesh out the eras (and thus the eras have more character and are easier for you and your players to remember and then you can use this to feed back into the game, like "Oh, hypostyle oubliettes? That's so Lord Vortullak!").

I've thought of some kinds of things that might be in your campaign at the present time that could have survived from an earlier era-

building
dungeon room/area
zealots (people who are enamored of customs/ideas of that era)
trap
undead
breed (i.e. of horse, dog, etc)
construct (old golem)
magic item
creature (something long-lived or immortal, like a demon)
invention
bloodline (people who trace their lineage to someone from the era)
spell
custom

…then devised a process for fleshing them out using a royal chronology. Here it is:


STEP 1:
Put the elements (building, dungeon room, etc.) in any order you like.


STEP 2:
Generate a thing of each type, randomly or choose something, like so:

1. building (I rolled it up using Vornheim)
Cheese factory

2. dungeon room/area (I generated it using Abulafia here)
Viaduct of the Subtle Dread

3. zealots (from Abulafia here)
"The Serpentine Sisters of Love worship a powerful lich"

4. trap (from Abulafia here)
A rigged container/door/opening at the entrance activates a biological mechanism in order to sound an alarm.

5. undead (I kept making monsters from The Forge here until I got an undead one)
Ghoul

6. breed (from here)
Hook rhino

7. construct (from here)
Quartz Scatter Titan

8. magic item (from here)
Choking fist

9. creature (from here)
Tooth beast

10. invention (from here)
Barbed lace

11. bloodline (from Vornheim)
House Raxxe

12. spell (from here)
Abyssal Tome

13. custom (from here)
Seventh Haste



STEP 3-
Generate a monarch (and quirk if indicated) for each thing...

1. Cheese factory
2 yrs

2. Viaduct of the Subtle Dread (dungeon region)
22 yrs
married into dynasty-left second branch

3. "The Serpentine Sisters of Love worship a powerful lich"
37 yrs

4. A rigged container/door/opening at the entrance activates a biological mechanism in order to sound an alarm.
18 weeks
a new religion was founded during this era

5. Ghoul
31 weeks

6. Hook rhino (breed)
8 yrs

7. Quartz Scatter Titan (construct)
16 yrs

8. Choking fist (magic item)
20 yrs

9. Tooth beast (creature)
2  yrs

10. Barbed lace (invention)
31 years

11. House Raxxe
9 yrs

12. Abyssal Tome (spell)
4 yrs
Magical curse or affliction and "Reign ends with vaguely-reported scandal or ridiculous accident."

13. Seventh Haste (custom)
4 yrs


STEP 4--

Figure out what you can based on the things and the reigns, starting with the oldest and moving forward...

1. A 2 year reign suggests a period of instability, and a cheese factory that old suggests a truly hallowed variety of cheese. There was probably an incursion from less-prosperous neighbors against these luxury-obsessed cheese-eaters with their feeble new king.

2. The war ended with a marriage, the new monarch lasted a long time and built a great empire, including the viaduct, part of a road which fed a fortress (a keep, literally on the borderlands) built to keep out the enemies of the two newly-joined houses, which has been buried and is now part of a dungeon.

3. Clearly the Powerful Lich was once this monarch of 37 years.

4. The new religion was the one spawned upon the death of Ruler #3, who returned as a lich.
The trap likely guards secrets of the lich's cult. Likely, the cult's activities were responsible for the shortness of this reign.

5. Another short reign: This ruler, a member of the lich cult, was slain in an eventual return to order, but lives on as a ghoul, as a gift from the Lick King.

6. The restoration of non-creepy-lichcult rule was partially due to the cooperation of mercenaries from over the sea--who rode the hook rhino into war.

7. Things go well during this 16 year reign. The massive Quartz Scatter Titan is built to protect the treasures of a group of prosperous sorcerers.

8. The treacherous and legendary Choking Fist gauntlet cut short the long reign of this monarch. Created by some of those self-same sorcerers and hidden in a suit of fine plate gifted to the king.

9. …plunging the kingdom into war (2 year reign). The Tooth Beast was summoned by one side, and remains bound to kill whoever it believes belongs to the other.

10. During this long but unstable reign, women devised barbed lace to protect themselves from roving brigands.

11. House Raxxe shows up here. Otherwise unremarkable, however…

12. …after 4 years, this monarch--of a house opposed to the Raxxe--died in mysterious circumstances after reading The Book of Several Cloves out loud. In what is likely no coincidence, the spell Abyssal Tome--which transforms the activating words of a given spell from what all wizards know them to be into any words of the caster's choice--dates from this era.

13. Seventh haste is the custom by which the seventh child of a high-born family is sent out on a life of adventure ("hasted on their way" in the parlance of the low districts). It is a kind of gamble. Most die--some return to their families with great wealth, and, once in a while, one manages to learn something out in the world which allows them to protect their homes and families from the terrible supernatural depredations that seem to so frequently afflict this nation.

So, yeah, add a few names and I've got a history.

I also went and automated a version of the process of on Abulafia here, it generates 13 human reigns and some other details using Jeff's tables and some other stuff that was already on Abulafia.
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In theory, next entry will be a Mad Max kit.
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Maximum Road. A 5e/Atomic Highway PostApoc Mashup RPG

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Mallory:...it was a BOLD MOVE, I think
at what could have easily been the end of the movie
for Tom Hardy to stop and say
“hey, hey. wait a second”
“what if we just…go do the whole movie again, but BACKWARDS”
“how would that strike you”
Shrill:  yes
“I’m pretty sure there’s nothing that direction…but in THIS direction there are more crashing cars”
Mallory:  that was a good choice

-Mallory and Shrill analyzing Mad Max: Fury Road in The Toast


So Mad Max: Fury Road is so good it has everybody talking like the first three movies were prequels. Rock. Something, somewhere has been done properly somewhere on the planet, finally. Now you're thinking: How will this translate to something I can do on tuesdays with matchbox cars and jerky and Biff from accounting?

Well sisters and brothers, basically all the work's been done. Check it:


Step 0:

Download Atomic Highway if you haven't already, it's free. A lot of this game is based on Atomic Highway and--while it might've been more convenient to just reprint the relevant sections here--I don't want to stop people from taking a look at the good work Colin Chapman and company have done on it.

Why this particular game? The car rules are simple, but detailed enough to be meaningful and make autoduels interesting.

Step 1:

One of the best things about Atomic Highway is the abilities spell "MUTANTS".

Roll 3d6 in order (or roll and rearrange to taste, if you've got a concept already) for:

Muscles (Strength)

Understanding (Intelligence)

Tenacity (The willpower part of Wisdom)

Appeal (Charisma)

Nimbleness (Dexterity)

Toughness (Constitution)

Senses (The noticing-stuff part of Wisdom)

Put modifiers next to them as if you were playing 5th edition D&D, like 12-13= +1, 14-15=+2 etc.


Step 2:

Look at your Muscle, Tenacity, and Toughness. Your starting hit points are equal to whichever whole score is the highest.

Step 3:

We're going to pick backgrounds in a minute, but first...

Note these slight hacks to the kosher Atomic Highway skill list. Some of them have been made just to be clearer about what they do. Basically: I want any player to be able to tell what a skill does without looking it up.

First: "Notice" is gone. Since "Senses" is an attribute, and we're converting to a D&Dish system, we don't need a general attribute and a specialized skill that do almost the same thing, it's confusing. The skills are technical capacities that may or may not always be attached to the same basic attribute.

Removing these from the skill list means most people are going to fail to notice things a little bit more often than they'll fail in things they've got skills in. So GMs take note, if you're doing these as naked tests.

I split Atomic Highway's "Tech" into "Electronics" (radio and computers and whatnot) and "Mechanics" (cars and plumbing pipes, etc) since Mechanics is probably a widespread survival thing in the post-apocalypse whereas Electronics is more of an arcane specialty (how many electronic items can you actually count in Mad Max films?).

I added "Craft" and "Disguise" because AH has no equivalents and they're both clearly technical skills that could come up. Somebody has to glue all those shreddy strips together to make clothes and anybody could get the idea to hide under them.

You get +0 in all skills until you add something during character creation. Unlike D&D, you don't always have a skill hooked to the same attribute on a given roll. Beneath each one is the attribute or attributes whose modifiers you most often will be combining the skill modifier with. So if you have Aircraft at +3 and Nimbleness at 15 (+2) and Understanding at 12 (+1) then if you're trying to pull out of a dive you'd roll at +5 (Aircraft +3 + Nimbleness mod +2) and if you're trying to figure out where the fuel gauge is on a stolen plane you'd roll at +4 (Aircraft +3 + Understanding mod +1).

The new skill list is:

Aircraft (Pilot in Atomic Highway)
Nim
Und

Animal Handling (Zoofinity in AH)
App
Und

Athletics
Nim
Mus

Boat
Nim

Car (Drive in AH)
Nim

Criminal
Nim
Und
App

Craft
Nim

Disguise
App
Und

Electronics (Part of "Tech" in AH)
Und

Heal
Und

Intimidate
App
Mus

Lore
Und

Mechanics (Part of "Tech" in AH)
Und

Melee weapon (Melee in AH)
Mus
Nim

Outdoor survival (tracking, etc) (Survive in AH)
Sen

Persuade
App
Und

Ride Animal
Nim

Scavenge
Sen

Shoot 
Nim

Sleight of Hand (Sleight in AH)
Nim

Stealth
Nim

Unarmed (Brawl in AH)
Mus
Nim

This is my terrible quickie character sheet--it has starting equipment tables on it

Step 4: 

Pick a background.

Like 5th edition D&D, Atomic Highway has backgrounds ("rearings" in the original game)--things they did before becoming an adventurer that give you bonuses (one or two) to your skills and other stuff.

The backgrounds are totally Mad Max standard -- Bartertowner, Feral, Nomad, 'Steader (homesteader), Tribal, Trog -- a mutant, and Remnant -- someone who survived in one of the pockets of pre-apocalyptic civilization (like Max himself). 

Backgrounds (rearings) start on page 23 of AH. If your background includes Athletics, Notice or Persuade (which are gone) add one floating skill point. If it includes Tech add it to Electronics or Mechanics whichever makes more sense for the character you want to make.

Otherwise, just remember some skills have changed names and you're good to go.

Here are two more rearings, from Fury Road:

Bride
Skills: Persuade 3, Stealth 2 
Gear: Pre-apocalypse clothes, trophy from former captor

Warboy
Skills: Car 1, Melee Weapon 1, Mechanics 1, Athletics 2
Weapon: Melee weapon of choice
Gear: Spray chrome


Step 5: 

Decide, as a group, how you're doing cars--because basically everyone in the group has to be on board (no pun intended). If you mix mounts (like, horses or whatever) and cars, there isn't much point to having mounts as they'll be outpaced in seconds, so you don't want to get peoples' hopes up about getting an appaloosa they'll never ride.

-Thunderdome style:
No vehicles to start. Players who buy at least one point of animal handling automatically get mounts.

-Western style:
No vehicles to start, everybody is on a mount or bicycle. Every PC must ride a bicycle, get Ride Animal, or be very friendly with another PC. One mount per PC with animal handling, bicycles are free to whoever wants them.

-Mad Max style:
Everybody rides in one vehicle--big rig or car. One person must have Car skill and remember to make sure there's enough passenger room for everyone. You get 26 vehicle points to spend if it's a truck, 20 if it's a car, van, buggy or pickup.

-Road Hog style:
You can have as many vehicles as people with Car skill in the party, though only one may be a big rig. You must have at least one PC of Road Warrior class in the party to have cars/vans/buggies, at least one Pilot to have any aircraft and at least one Hauler to have a truck. You get 26 points to build a truck, 20 to build each car, 10 points to build each aircraft and 12 to build each motorcycle. And no, you can't trade points around between vehicles.

You don't need to build the vehicle yet…


Step 6:

Pick a class from this list. The classes have Specialty Skills and Specialty Attributes--specialty means you can re-roll a failed roll on that skill or attribute once per session. Put an asterisk next to any Specialty Skill--If your rearing hasn't already given you a given skill, having a specialty does not automatically give you a point of that skill--you still gotta buy it in Step 5.


Airman/Pilot 
Tools.
Specialty Skills: Aircraft

Pick one:
Specialty Skill: Mechanics
Specialty Skill: Shoot


Beastmaster/mistress
Pet beast of choice.
Specialty Skill-Animal Handling.


Bounty Hunter
Handcuffs or 3 rolls of duct tape
Specialty Skills: Shoot, Criminal


Brave (as in tribal fighter)
Crossbow, spear or bow.
Specialty Skills: Outdoor Survival
Specialty attribute: Athletics

Greaser (techie or mechanic): 
Tools

Pick two of these four:
+5 pts to spend on vehicles
Working 20th century household appliance
Specialty Skill: Mechanics
Specialty Skill: Electronics


Hauler (trucker)
Tools
Crowbar
Specialty Skills: Car, Mechanics


Healer
Specialty Skill: Heal
Pretty random but functional med kit, including bandages and alcohol


Lore Keeper
Specialty Skill: Lore
(1-6)+4 rolls on the Library Scavenging table (page 57-58)


Outrider (motorcycle scout)
Specialty Skill: Car
Specialty Attribute: Senses


Pit Fighter
Specialty Skills: Melee weapon, Unarmed


Raider
Specialty Skill: Intimidate

Pick one of these four:
Specialty Skill: Criminal
Melee weapon
Firearm with 3 bullets
Armor pieces--AC 12


Road Warrior
Specialty Skill: Car

Pick one of these two:
Specialty Skill: Shoot
Padded Jacket--AC12


Scavenger
Specialty Skill: Scavenge
(1-6)+4 rolls on any Scavenging tables (but you can’t roll on any single table more than once)


Sentinel (milita/guard/cop)
Specialty Skill: Intimidate
Binoculars/telescope

Pick one of these two:
Piecemeal armor (AC 12)
Specialty attribute: Senses


Shaman
Specialty Skills: Lore, Persuade

Skulk
Knife
Specialty Skills: Criminal, Stealth


Wastelander
Specialty Skill: Outdoor survival
Specialty Attribute: Senses


Notes on how I changed the classes:

These are the same classes as in the original AH (and detailed descriptions of them start on page 24) but I have changed what they give you at character creation because, as written, there's precious little difference between a lot of these classes. They seem mostly to have been invented for flavor and to allow you to make several decisions at once rather than to genuinely differentiate characters. The Sentinel and the Bounty Hunter, for example, read as pretty much Road Warriors without cars or armor (so, in balance terms, just kinda crap versions of another class).

In other words, while they were decent descriptions of wasteland niches, they don't have much mechanical support and, alone, kinda just slow down character creation without giving you any new toys for your trouble.




Step 7:

Personalize skills

You have 14 points to add to skills, wherever you like. The maximum you can have in any skill at first level is 4.


Step 8:

Pick and roll some equipment--the character sheet above has tables to roll up equipment on it.


Step 9:

Build any vehicles needed for the party using the rules starting on page 43 of Atomic Highway.

Here's another kind of car you can buy--

Hot Hatch
Peugeot 205 GTI,   Escort RS Cosworth, Subaru Cosworth Impreza STI CS400
Muscle 2
Nimbleness 3
Toughness 2
Speed 3
Passengers: Driver +3
Health: 60
Cost: 10


New modifications for vehicles in addition to the ones starting on page 50--

Burglar Alarm System
Cost: 1

Back Up Engine
In case the other one fails.
Requirement: Muscle 3
Cost: 1

Boarding mast
Those pole things that you can swing from one car to another on, grants advantage on a nimbleness test to get onto another vehicle.
Requirement: Muscle 2
Cost: 1

Body spikes or blades
Whether static or powered, these discourage boarding (doing 8hp damage to flesh if fallen into) and add damage to sideswipes (x3 rather than the usual x2).
Cost: 1

Echidna spikes
These are just omnipresent body spikes, they do 12 hp damage to flesh, do x4 damage on a sideswipe and automatically hit anyone boarding without some kind of clever way around them.
Requirement: Muscle 2
Cost: 1

Horrorshow bodywork
Like echidna spikes but it's all chainsaws and whatnot. 20hp damage to flesh. X5 damage on a sideswipe
Requirements: Muscle 3
Cost: 2

Winch & Cable
Requirement: Muscle 2
Cost: 1



Step 10:

Give your character a name and decide what they look like and all that.

If you want a mutant, mutations and flaws appear on page 37 of Atomic Highway. And if you want more mutations, the greater DIY D&D scene has pretty much an infinite number of mutation tables.

If you want a bionic limb instead of a normal one, just say that. You're at disadvantage for fine motor tasks with it but does Muscle modifier+2 lethal damage. Any weapon or tool you get can be attached to it at zero cost. If you have a gun or tool instead of a working limb, you are at disadvantage to all tasks that involve the limb but at advantage to using the gun or tool.


Rules hacks/clarifications:

DIY RPG Ur-rule is in effect--When in doubt: do it like D&D.

To do a thing, like 5e D&D, you generally roll d20+/-modifiers based on attribute and skill to hit a target number set by the GM (or, to hit in combat, the number's set by the target's armor class). This is the same, except skills don't always combine with the same stat modifier--it depends on what you're doing. When trying to fence stolen goods, that's Und+Criminal+d20, when trying to hotwire a car, that's Nim+Criminal+d20.  I've indicated the stat that usually gets combined with each skill under said skill.

Armor can be given AC numbers, as D&D: Light=12, Medium=14, Heavy=18, Shields add 2.

Vehicle armor works as in AH--it reduces all damage by the amount of armor.

The rest of the vehicle rules in Atomic Highway also work pretty well, I think, first exception I found: you can roll to evade a number of attacks per round equal to your Car or other drive skill, not your Notice skill. Evading requires rolling over the attacker's total attack roll on your Nim+Handling of vehicle.

Also, there's a Failed Control Roll table down at the bottom of the page.
Weapons can work the same as listed in AH pgs 40-42--the damage numbers given are fine as are the descriptions of the abilities and skills used to employ them. If it says "M+2L" that means "Muscle modifier + 2 Lethal wounds"

Sprays and bursts: These give advantage to your attack, may be spread among up to three different adjacent targets and consumes ammo equal to the number on the higher of the two d20 rolls. The exception is shotguns using buckshot ammo, which is consumed at the usual rate but does half damage.

Smoke dispensers create Disadvantage rather than increasing Difficulty levels. Same with losing a tire, etc, anything else that increases Difficulty.

Assume you start with no food or water and no gas except what's in any vehicle you have.



Advancement

You get xp at a rate of 50xp per day survived in-session (i.e. if the GM goes "3 weeks later" you don't get xp for the elided time) and for defeating foes. 

Characters in this game go up in levels at a number of xp = to when a 5e D&D character would.

When you get to level two you gain 2 skill points (the skill point cap of +4 no longer applies after first level), hit points equal to your Toughness mod+d6, another Specialty Skill of your choice and a roll on the scavenging table.

Each time you level up thereafter, you gain 1 skill point, hit points equal to your Toughness mod+d6, a roll on the scavenging table, and a roll below...

*Asterisk indicates: After you roll these results, cross it off and the GM writes in a new result

Blue: After you reach the maximum (18 for attributes, +8 for skills), cross it off and the GM writes in a new result

1-50 Add a skill point to the skill of your choice.

51 +1 to Muscle

52 +1 to Understanding

53 +1 to Toughness

54 +1 to Appeal

55 +1 to Nimbleness

56 +1 to Tenacity

57 +1 to Senses

58 +1 to Aircraft

59 +1 to Animal Handling

60 +1 to Athletics

61 +1 to Boat

62 +1 to Car

63 +1 to Criminal

64 +1 to Craft

65 +1 to Disguise

66 +1 to Electronics

67 +1 to Heal

68 +1 to Intimidate

69 +1 to Lore

70 +1 to Mechanics

71 +1 to Melee weapon

72 +1 to Outdoor survival

73 +1 to Persuade

74 +1 to Ride Animal

75 +1 to Scavenge

76 +1 to Shoot 

77 +1 to Sleight of Hand

78 +1 to Stealth

79 +1 to Unarmed 

80 Roll on the scavenging table

81-82 +2 vehicle cost points

83-84 +4 vehicle cost points

85 A friendly animal starts following you around.*

86 Night vision improves. You have no significant disadvantage in night-time conditions, and are just at disadvantage in total darkness.*

87 Bullet dodger: If you spend the whole combat round dodging, you impose -4 AND disadvantage on the enemy.*

88 Weapon specialist: +1 more with any specific individual weapon. You can't buff the same weapon twice.

89 Escape death once.

90 Score! You have d6 doses of horrible drugs that are bad for you. They work by ingestion or insinuation. Unless the GM has some crazy drug table, I'm going to say victims must save or act as if under a Confusion spell for 4 rounds.

91 Surprise attack: add your level or d10 to damage (whichever is higher) when attacking unseen.

92 Any 20th century object smaller than a breadbox

93 Random mutation!

94 Random flaw!

95 Second attack per round.*

96-97 Basically you can use the Shields Shall Be Splintered rule on a limb of your choice: A single hit that normally would have killed you just maimed you instead. You lose an arm below the elbow or leg below the knee, your choice. You might then need to get someone with mechanics to make you a prosthetic replacement.

98 Enhanced Frazetta armor. You may add your App bonus and Mus bonus to your AC when not wearing armor. If you have no charisma bonus or strength bonus then treat this roll as if you just upped your App by one.

99 You're getting used to the wasteland--you get advantage vs sandstorms and other environmental depredations typical of the area.

00 You are good at setting traps. You can fashion a snare or trap in 10 minutes if you can describe it in at least 3/4-assed detail to the GM. Detecting your trap is a test of your d20+Mechanics + Und vs Opponents Senses + d20. Unless your description of the trap says otherwise, if it's the kind of trap that inflicts damage it'll inflict d8. If you have a steel bear trap or the like you can set it in a single melee round.

Failed Control Roll Table:

1-skid 40 feet, stall.
2-skid, spin 180, stay in same lane.
3-flip over once. You're upside down. Nimbleness roll  or d4.
4-flip over twice. You're right side up but not moving. car needs work. Nimbleness roll  or d6.
5-spin off the road. still rolling,
6-spin off the road and hit mutant plant which releases spores. con roll or gain a random mutation.
7-spin off the road and hit something hard Nimbleness roll or d8.
8-hit other vehicle--just a tap. 10 damage to both. If there's no other vehicle, you scratch a sign, guard rail, etc.
9-hit other vehicle--hard. handling checks at disadvantage for both drivers. d8x10 damage to both vehicles.
10-hit other vehicle--medium. handling check for both drivers at disadvantage..
11-hit other vehicle--catastrophic. roll again on this table for both cars twice, each car takes d10x10 damage.
12-pop a side wheelie for a mile and come down smooth. successful charisma check means you manage to convince everyone in the vehicle it was on purpose.
13-minor engine explosion. those within 10 feet of engine take d6 damage. there goes your engine.
14-fwip fwip fwip! one random tire gone. handling check once per round if you go over 35 mph.
15-lost a hubcap. c'est la vie.
16-k-chunk! bad bump, something's hitting the wheel and making bad scary noise. no immediate obvious effect but the longer you ride this, the worse it'll be (GM's discretion).
17-pop a side wheelie and come down hard. roll again.
18-catch some air, come down. make another handling check.
19-due to some combination of geography and speed, you catch some serious air. handling check at disadvantage, but if you make it, you are +1 on all initiative rolls for the rest of the day because you're so buzzed
20-fly 60 feet through the air, come down hard. your car is dead. Nimbleness roll  or d10 damage to everybody inside.
21-flip over and spin. Nimbleness roll or d12 to everybody inside.
22-whoaaaaa. wiggly. Nimbleness roll  or d4 to everybody inside.
23-pothole or something. transmission wrenched. speed halved.
24-slide into other vehicle but, hey, look at that, they take 20 damage and have to make a handling check and you're fine.
25-lost your muffler.
26-chugk. rattlerattle. ting! something stuck somewhere in your vehicle fell out and now it runs better! +1 to all handling checks from now on.
27-gas tank leak. lose 5 gallons per mile.
28-thunkg, wrenchhhh, ching! lose random window.
29-same, but lose back window
30-same, but lose front windshield
31-swerve, slam into your horn. now it won't stop. -2 to everyone on everything until they get used to it (takes 5 minutes).
32-lost a headlight.
33-lost both headlights.
34-lost a side mirror. Disadvantage to handling checks when you'd want a side mirror.
35-trunk flies open. 50-50 chance anything in there falls out. roll once per item.
36-part of your vehicle is on fire now. you're not sure which part.
37-radio comes on spontaneously, it's your favorite song. if the vehicle has no radio, you suddenly discover that it does. rock! Now if it's the post-apocalypse, where the fuck did that radio station come from?
38-weird swerve. anybody in the back seat roll Nimbleness roll  or d6.
39-skid. whirr, k-chuggg-kk! everybody inside Nimbleness roll  or d6. car takes 50 damage. it's ok. it's ok.
40-big fucking crash into nearby large and unmoving object. car is totalled. everybody Nimbleness roll  or d20. Nimbleness roll  or d12 if you're wearing a seatbelt.
41-Engine on fire, lose 1 speed, d4+2 rounds until it spreads to the fuel tank.
42-oh, that didn't sound good. vehicle takes 100 damage.
43-whoa, whoa, whoa! crissssh! all handling checks are at disadvantage now.
44-as above, except -4 AND disadvantage.
45-roll twice
46-roll three times
47-vrooom, screech, skraaaaaape, wobblewobble. everybody roll con or PE to avoid vomiting.
48-mutant animal suddenly appears in the road. 1-2 small 3-4 medium but fast 5-6 large with chameleon-lke abilities (GM's choice of what exact animal)--Do you try to avoid hitting it? If so, roll again on this table. if not, well, ask your GM.)
49-brake immediately and everybody takes Nimbleness roll  or d4 or roll three times. You decide.
50-move one lane to the right or left to avoid losing control.
51. Frame damage: lose 1 Speed
52. Hole in radiator, smoke. Engine's overheating. It'll stop in d6+1 rounds unless you cool it.
53. Hole in brake line. Not a problem until you try to stop.
54. Electrical fire inside cabin. Smoke.
55. The coolest thing about the bodywork on the car is damaged. Gain advantage to everything next round to anyone seeking vengeance for this this slight.
56-58. Exterior gimmick damaged--Gunport, etc. Takes 2d6 damage.
59. Battery damaged. Not a problem until you try to start again.
60. Alternator or Generator wrecked--running on battery power only. Vehicle dies after 4d8 minutes.
62. Horrible noise, leaking transmission fluid. Vehicle keeps working for 4d6 rounds.
63. Stuff shatters in the cabin, 2d6 damage per occupant, make another control roll at disadvantage.
64. Undercarriage hits something--lose 2 speed levels
65. Steering disconnected, control roll every round until it's replaced or rigged.
66. Drive train or carbuerator damage. Rolls to a dead stop.
67. Lose a wheel. skid a number of feet = to your mph and stop.
68. Fender dragging.
69. Gas pedal stuck down.
70. A bump opens a hitherto-hidden compartment containing a random (or GM's choice) item.
71. Bump, spin 360. You're fine but lose a turn against any pursuers and have to start again from 0.
72. Lose a door.
73. Rattle. Tenacity roll or disoriented.
74. Random light stuck on.
75. Air conditioner stuck on.
76. AC stuck off.
77. Interior light broken.
78. Interior light stuck on.
79. Dash lighter malfunctions. small fire in front seat.
80. Skid, sideways triple pinwheel through the air. successful handling check at disadvantage and you're fine and everyone thinks you're awesome, otherwise everyone takes Nimbleness check or d20 and car crawls along at  1 speed.
81. Armor panel or other protective bodywork comes off, lose 1/4 of armor.
82. Random seatbelt snaps.
83. Sudden stop for one round. Dunno what that was--car's fine the next round.
84. Slew and slide, now you're going the same speed at a 90 degrees left of the way you were going last round.
85. Slew and slide, now you're going the same speed at a 90 degrees right of the way you were going last round.
86. Back right brake light out.
87. Back left brake light out.
88. Left turn signal out.
89. Right turn signal out.
90-00. Major accessory damage. Winch, gunport etc.--determine randomly. It is d100+20% fucked up.

Further reading:

Teenage Mutant Ninja Turtles & Other Strangeness: Road Hogs

Teenage Mutant Ninja Turtles & Other Strangeness: Mutants Down Under

Dark Future from Games Workshop

It is CRAZY hard to find a picture of the badass old ladies (the Vuvalini) in Fury Road,
so here's another car


I May Actually Run This

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It's 2078.
Water is scarce, the bomb has long since dropped.

The remains of Ciudad Juarez are ravaged by interclan warfare
egged on by oligarchs churning out colossal machines.





You don't mind. They're your agency's biggest clients.









In the grim darkness of el plan estratégico para el año fiscal 2078-2079 there better be only war.

Or your fired.


Bulette…or not

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Back to redoing the monster manual...

The bulette never convinced me--the hulking, silver kaijulike creature in the late miniatures have their appeal but (as I've said before) I can't really picture them eating a knight. So fuck 'em for this game.

The silt shark from Dark Sun on the other hand, does the same thing with more charm. I imagine it parting the sand with the prow of its frictionless, pointed face. I love the subtle claws they did on the fins.

And god do players freak the fuck out when they see a silt shark come up. Something about the single fin in the sand seen on the successful perception check--or the toothy suddenness of the attack in the wake of the failed one.

Sharks aren't terribly complex creatures--and I have no desire to make them any moreso. The one twist I added was based on the whole drop of blood thing--like rhythmic footsteps calling sandworms, killing anything in the desert risks bringing more. And, of course, killing a silt shark spills silt shark blood--and risks bringing more. Plus the kinds of predators hungrier for metal than meat.
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Goblinforce Murdervengeance

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Every goblin incarnates a bad idea. In this case--retribution.

For what? For all the fucking goblins you killed. They had families, you know.

They have some good ideas, too--like sneaking up on you using Greater Invisibility and coating your escape paths in marbles and flaming oil. They are, of course, horrible.

The even more horrible version is red goblins--who explode in a random baleful spell when slain.


THE SCOUTS

These are the first you'll encounter--if you're lucky. If you're not lucky, they find you, scamper back where they came from, and then you encounter the suck-end of surprise round and a wall of bloody blades.

They have abilities as thieves of their level and can turn into large balls of thread about the size of a cantalope.
Sneaking Samantha

HD: 10
HP (AD&D/5e): 40/60
AC: As leather+3
Atk: Poisoned blade--melee or thrown + poisoned darts
Save each round or lose 3dice hp until you save twice in a row.
Other equipment:
2x flaming oil, choking powder, climbing claws, grappling hook, garotte, 1780gp worth of coins sewn into lining of dress


Mondle Beasty

HD: 9
HP (AD&D/5e): 36/54
AC: As leather+2
Atk: Short sword (poisoned) + crossbow (poisoned)
Poison= Save each round or be stunned for that round. Keep saving until you save twice in a row, then you're fine.
Other equipment:
5x flaming oil, net, telescope, caltrops, marbles, green slime vial, ornate (stolen) short sword is worth 3000gp


THE HARRIERS

These are the ones that will chase you down, or fall upon you once you tumble into snares set by the scouts.  These three are Nilbogs--that is: they gain hit points when attacked, and can only lose them by being healed.

Carved In Black Iron
Fighter
HD: 11
HP (AD&D/5e): 55/88
AC: As chain +2
Atk: Two attacks per round
Short sword+2, long bow, bite
Immune to psychology due to warpaint
Nurnvykk of the Mangling
Cleric
HD: 10
HP (AD&D/5e): 50/80
AC: As plate
Atk: Mace+2
Spells:
5th Level: raise dead
4th Level: cure serious woundsx2
3rd Level: growth of animalsx2 (usually used twice on the same animal), locate object.
2nd Level: hold personx2, grasping floor (Roll or be grappled by hands from the floor), silence 15' radius.
1st Level: cure light woundsx3, light, resist cold.
Brindleminsk Ninst
Fighter
HD: 11
HP (AD&D/5e): 55/88
AC: As chain +2
Atk: Two attacks per round
Longsword+2, crossbow, Grappling hook, Net


THE MASTERS

They are in charge. Or, as goblins would say "They are lowly and subservient".
Batbite and Gork
Batbite--Fighter
HD: 14
HP (AD&D/5e): 70/112
AC: As plate +shield
Atk: Two attacks per round
Longsword+4, throwing axe+4

Gork--Boar
HD: 5
HP: 25/40
AC: As chain
Atk: Two attacks per round
Gore +5
Thrugness the Okk

fighter
HD: 16
HP (AD&D/5e): 80/128
AC: As plate +shield
Atk: Three attacks per round
Club or throw for massive damage
Nozzlwyse and the Swallower
Nozzylwyse (Witch)
HD: 13
HP (AD&D/5e): 39/78
AC: As plate (magic cloak)
Atk:
Pick or sickle +1
Usually has at least:
6: Programmed Illusion
5: Animate Objects, Telekinesis
4: Stone Shape, Gr Invisibility, Polymorph
3: Haste, Slow, Stinking Cloud, Nondetection
2: Web, Darkness, Mirror Image, Hold Person, Suggestion
1: Sleep x2 Detect Magic, Grease x2 Tasha's Hideous Laughter

Swallower
HD: 6
HP: 30/48
AC: As chain
Atk: Swallow
2dice damage per round after a successful swallow. The swallowed must make a Con check and a Dex check per round to successfully take any action.
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…and then the cleric became a stomach

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So our session begins with Ela Darling's ranger ably employing her charlatan background to continue to pretend to be the Black Knight, champion of the Black Wing Church of Tiamat. They walked into the Black Wing camp which was pretty much an '80s Realms of Chaos pain-carnival and, secure beneath a natural 20 Intimidation roll, took up residence in the black knight's tent, got the spellcasters some much-needed rest, told the concubines to take a hike...
...and then looted it. They scored lots of weird items including a set of teeth that:
a) Blind you when you're bit with them
and
b) When placed singly in your mouth, allow you to channel the dead souls of those slain by users of the teeth.
…which lead to a brief encounter with Unwerth the Obese, a dead jester of northern extraction, who was all "So carriage rides? What's up with those?"…anyway...

The group then sat around trying to decide what to do next.

Brian the wizard (aka Brian the Dragonslayer) then had a decent idea: since Laney was the Knight Viridian and Ela was pretending to be the Black Knight--why not try to take out a few of the the other five Knights of Tiamat before the upcoming tournament to even the odds? They snuck over to the next closest camp--the irradiated camp of the Cobalt Claw.
Knight and Thog of the Cobalt Claw

Brian the wizard (aka Brian the Dragonslayer) then had a terrible idea: walk up to the guards and say they were adventurers with information to sell.

This was a terrible idea because the dragon that Brian the Dragonslayer was renowned far and wide for slaying (and whom Brian has bragged about slaying in every town from Voivodja to Vornheim) was Ferox the Incinerator, god-dragon of Cobalt Reach.

So it's like…

"Take us to your leader we have information"
"Wait here…"
"Guys I totally got this"
"You say you have information for the Cobalt Knight?"
"Yes! I am Brian the…wizard. I have information to sell, but only to the most powerful faction, is that you?"
"Of course, the Cobalt Claw is renowned far and wide for its mastery of magics far beyond the fallow cosmologies of the other Churches"
"Oh yes, I know the Cobalt Reach well…"
"Indeed, Brian?" (Blue wizard succeeds in a history check) "Yes, I will hear your information, come right this way into my tr…I mean tent, …"
So then there was a magnetic trap. Everyone was caught, for the most part. There then ensued a combat, made hilarious by the fact Lunessa the thief had just found a ring which reverses the value system of everyone in a 15 foot radius (friend and foe) which got put on and taken off again twice.

To make a long story short, everyone eventually got away except the druid's owl (killed by a lizardman), the druid's dog (killed by a reptile woman) and the cleric, Mariah, who found herself scrabbling out of the tent into the gaze a passing cobalt beholder.

fuck.
…which resulted in this shit:

I roll that the beholder can get two of its eye rays to bear this round:

-Stone to Flesh
-Disintegrate

Crucially, the Stone to Flesh goes first.

Mariah fails her save.

Just as crucially, 5th edition D&D's Stone to Flesh works in stages: you get petrified a piece at a time.

Then the beholder aims the disintegrate at her.

Mariah fails her save again.

There is a wailing and a gnashing of teeth at the table, Mariah is turned to a fine powder that not even the 17th level cleric's Resurrection can turn back into a person…

….except the part of her that was just petrified. I roll the body part die…
…so the wizard manages to telekinese the stomach to safety.

With any luck and a day to rest, the players can prep Flesh to Stone or Greater Restoration, then turn the fragment into a disembodied stomach and then cast a full Resurrection thereafter on said stomach. Until then, Mariah the cleric is naught but a belly...

Things of Leon

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I stole this county full of D&Dables from Noisms. I've subtracted nothing but have added some bits to it in courier below.

If you like it, I encourage you to now steal it from me and append some more stuff to it in some other font and publish it on your own blog. In a week or two or a few weeks we might have a nicely fleshed-out place.




Here is a crude map--the modern day area overlaid with 6 mile hexes.

County of Leon

Ruled by: Aqable - Count of Leon (Liege: Duke of Brittany)
Vassals: Baron of Morlaix, Baron of Douarnenez, Baron of Plogonnec
Military: 15 Heavy Cavalry (Knights), 50 Light Cavalry, 50 Heavy Infantry, 100 Medium Infantry, 50 Archers.
Income: 8,828 livres (Total guess--Deep Evan help out?)


Major Towns

Brest (Hex 40)

Population: 800
Major Industries: Fishing, trade
Personages:

Count of Leon and family.

Ibn Al-Aziz - An Ogre Magi from the Sheikhdom of Catalyud, now a powerful merchant who owns five vessels, with lots of 'shady' contacts and a symbiotic eye still connected to his sister (an ogre witch) overseas

A wizard living in a lighthouse on the edge of town - advisor to the Count and ambiguous ally. The light is actually a hive of fireflies upon which the wizard experiments.

Juliette de Nevers, a dwarfess sage, researching in the old library - secretly a spy? Not actually, more just a concerned citizen worried she's more capable and informed on local threats than her lord. Still--she's suspected.

Circle of druids - headquarters somewhere in the forest, occasionally come to Brest. They gather information with the help of their owls.


            Locations

            Wizards Tower - lighthouse, on the rocks on the outside of Brest (Hex 40)
            Ibn's Mansion - also on the outside of town, but on the inland side. (40)
            The Castle - where the Count calls home. (40)
            Old Monastery - housing a library (& Juliette)(40)
            Smuggler's Caves -  ancient cave system, now abandoned - except for monsters - and the smugglers' hoard? The smugglers remain, as skeletal undead. The actual complex somewhat resembles the layout and content Disney's Pirates of the Carribean ride with the revenant creatures still playing out dramas from past lives.(Hex 20)

            Meriadoc's Tomb - burial place of the semi-mythic founder of Brittany, watched over by an order of clerics. The tomb and the clerics' weapons are made of an eerily dense metal. (Hex 14)
            Conomor's Tomb - burial place of an ancient king, now haunted. It is in a swamp--the ghosts are not that of the king, but of his many lovers and victims. A lich is entombed in a bog nearby.
            Tower of Erispoe - once owned by a now extinct noble line, reknowned for the eccentricity. Glass cages are built into the walls, housing exotic reptiles.
            Giant's Cave - not apparently inhabited by a giant, but a clan of ogres. The locals suspect they are connected to the merchant Ibn Al-Aziz but they despise the foreigner.(Hex 49)
            Oessant - island, uninhabited but excellent shelter for raiders. Contains two hidden objects--one blessed, one cursed.(West of Hex 31)
            Witch's Hovel - home of an enchantress. Her features are ever changing--her head bloats into a morbid caricature at whatever woman is most powerful in the county at the time. (Hex 27)
            Castle of Mauclerc - ruined castle, magic treasure inside? There is, but it's in the belly of one of the creatures (or pigs) inside. (Hex 14)

           
            Adventure Hooks

·       One of Ibn's ships has gone missing and he's certain it's the wreckers in Plogoff, who have caused him trouble before. (It's actually the ogres of the Giant's Cave, but the wreckers are PC-level troublesome dicks--and have treasure. Plogoff is on the coast south of Leon)
·       Juliette de Fevers wants bodyguards to visit the witch with her. They will be alarmed to discover the witch currently wears Juliette's features--because Juliette is sitting on a terrible secret about the Count.
·       A band of gnolls are causing trouble around Morlaix. Their leader communes with the bog lich. (Hex 30) 
·       Pirates spotted around Oessant. They are actually Spanish privateers, including the daughter of a powerful Venetian. Foiling them could result in a full-scale international incident.
·       Druids concerned about a troll. The troll has pustules which burst when struck, expelling poison.
. Pigs are being born with scales like fish.
. The Baron of Douarnenez is rumoured to be negotiating for the return of his food taster from bandits holding him hostage.

                   .  Skeleton warriors around Conomor's Tomb. The bog lich sent them to retrieve an artifact buried with the king which will bring the lich back to life.

The World's Most Difficult Subject

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This is not an argument from biology or tradition, but let's begin with both. Here's a dog:

Chewbacca (pictured above) was born into a life of--by dog standards--magnificent and omnidirectional luxury.

Here is a typical day for Chewie:
Life is chill for Chewie.

Nonetheless, like most dogs, like many of us--Chewie dreams at night of violence, murder, hunting fight and flight. These are dreams of panic and survival vastly out of proportion to the amount of any of these things he has direct experience with in the waking world.

When Chewie romps, with stuffed toys or other pups, his romps are about attempted murder. More scientifically concrete, if less experientially familiar to the average reader, studies of some of the least molested and most isolated communities of monkeys in the wild reveal that though their daily lives consist 99% of doing seriously fuck-all, their play consists almost exclusively of pretending in one way or another to kill each other and to avoid being killed.

Violence in fiction, which began when the first mammal, Eomaia Scansoria "climbing dawn mother"--a kind of shrew--first lay its head down to dream, and in play--which likely began long before Eomaia, as octopuses, crocodiles and possibly even insects play--thus has a very long tradition. Nearly every genre in pop literature with the exception of some strains of romance is defined by how it uses violence (in a war, in a mystery, at the end after a long chase). There is a lot of it.

As everyone smart in DIY D&D knows, tradition is no excuse for anything. So to get beyond that...

The modern takes on the overwhelming violence in games fall roughly into three camps:

1-Many humans have inherently violent instincts which once helped us survive but now are channeled (pick one: healthily/unhealthily/sometimes healthily) into games of violence.

2-Our fundamentally unfair society has grown in such a way as to be fixated on making people accept or even enjoy violence, and so it shows up in our games.

3-Some mixture of 1 and 2.

These three ideas are incomplete and stupid and, most importantly, insult and underestimate the vast powers of art and leisure.

1 suggests games are merely mental downtime (they aren't) and 2 suggests art's positive role is purely didactic and imitative (you do nothing but parrot what you play). Neither is supported by the science: art actually involves thinking and responding individually and disparately--games especially and RPG doubly especially.


-------

Consider this:

Since Vietnam, fewer and fewer Americans have joined the military. Consequently, when we do go to war, the US government's been increasingly reliant on private security forces--i.e. mercenaries. These private forces (Blackwater, et al) are far less accountable to the nation than their public equivalents and have been responsible for what you could fairly uncontroversially call some fucked up shit.

Point being: whether or not we enjoy violence, there is a kind of violence happening far away from most US citizens that is related in some way to the actions and ideas US citizens have that we should be thinking about. What the correct policy decision to make about mercenaries doing jobs soldiers used to isn't the point: the point is to do anything responsible at all, we should be thinking about it. This is violence that's not on a savannah 300,000 years ago, but now.

Other kinds of violence we should be thinking about: the average city cop's average call on the average day concerns domestic violence, the most powerful nations in the world (via arms trade or direct action) all profit daily from violence, women spend time finding ways to come home at night from work in ways men don't for fear of violence, and, of course, the entire world is the way it is now because of how and when this or that person managed to arrange a monopoly on violence.
Yet in the face of that, the average life of the average game-playing citizen contains (like the happy monkeys alone on that island) no violence at all.

Few people manage to get to become a teenager without the intimation that, even if things are lovely here, there is violence out there: in Rwanda, in the next neighborhood, or in the alleyway behind the bus stop--and they begin to listen to music which processes this violence, and they watch movies which process this violence. Violence and the threat of violence pervade the unconscious of the entire quiet world--and for good reason. Once violence appears, it isn't quiet any more.

The brain is a problem-solving engine, it focuses on bad places because that's where the problems worth solving are. The last century brought us three new things, the third tremendously influenced by the first two:

-Violence on a scale previously unimagined
-An ability for the average person to find out about distant or hidden violence on a scale previously unimagined
-A willingness on the part of artists to talk about violence with a rawness previously unimagined

A key point here is--as an aggregate, as a "more of this, less of this"--what fiction is actually trying to say or is saying is less culturally important than simply bringing the subject up, not letting it sit repressed and undiscussed. A Road Runner cartoon, a DMX song, an Indiana Jones movie, a Friday the 13th movie, a dungeoncrawl may or may not be articulating a new or useful idea about violence, but they exist because violence is a subject every culture's every real and currently functional survival instinct suggests is worth bringing up. Artists as an aggregate would begin tonotice they were not doing their job if they didn't include an awareness of violence in their work. The relevance of the subject is, regrettably, evergreen. And any smart person is going to start thinking about a subject once it's in front of them, even if it's in front of them because of a Road Runner cartoon.

Art isn't simply downtime and it isn't simply about making people copy the art: It's exercise. Like stretching expands your range of movement--play expands the range of ways you can think about things, the kinds of creativity you can bring to bear on problems.

In the face of a lack of any evidence that violent games cause widespread societal violence or that they are made by violent or bad people, the new line is that violence in games is "boring" (denotation: "not to my taste" connotation: "unappealing to those of sophisticated sensibilities like mine") or aesthetically conservative. A point of view that pronounces boredom with Texas Chainsaw Massacre, Hot Fuzz, West Side Story and King Lear all for the same reason is not the mark of a thoughtful and discriminating critical voice. And: "This work of art is progressive and avant garde because it avoids making you think about the world's most intractable subject" is not really a hill I can see anyone wanting to die on.
Epidemic of nonviolence
Likewise you have to wonder about critics who feel the bizarre need to remind game designers that there are "Other Ways To Solve Problems Besides Violence": The whole reason violence holds such a prominent place in our fiction is because everyday life for most people is pretty much nothing but solving problems without violence. This is not an exotic skillset.

The average person goes to wild lengths to avoid violence even when provoked--look out the window right now no matter where you are and chances are you'll be gazing down on a positive epidemic of problem-solving via nonviolence. Tokyo, birthplace of Godzilla, every fucked-up thing in Takashi Miike's head, the Tokyo Gore Police, and that children's show with the red octopus that just hits everyone with a bat, is a really safe place to live. Since the popularity of art about violence--even the most gleeful, irresponsible, unconsidered violence--is not actually correlated with real societal violence, the strident reminder that art doesn't have to be about violence is just a case of You Must Not Like What I Like Because You've Never Heard Of It.

People who drop that particular monocle fail to grasp basic paradoxes of life: Violence is relatively rare but excruciatingly important. Thinking about things we should not do can help us learn to prevent them. It is breathtakingly unserious to suggest the way to defeat violence is to simply quench some personal attraction to committing it--especially because so many of the people who could address the problem aren't committing it. They're avoiding it--like Tetris does. Attraction to violence isn't their issue--failing to think hard enough about it is.

Violence goes unseen not because there is no violence but because violence likes to be ignored, glossed over, kept secret, smiled past, kept private or (worst of all) delegated to places we choose to ignore. There are great games that don't make violence a central feature: Peggle, Pictionary, soccer, bocce ball, billiards. But there is nothing inherently noble or progressive or difficult or even informative about a game not having violence in it, any more than ice hockey is a threat to the status quo for not having a ball in it. It's just another game. If violence bores you all that means is that violence bores you. Cauliflower bores me, I don't get all-caps about it.

Being a dick about your taste is still being a dick about your taste--even in the name of worthiest goal in the world.
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Sometimes You Win

Fantastic Damage

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I was thinking there should be a robots-in-the-city game that does for underground hip hop and electronica what Vampire: TM did for goths. I haven't written or more importantly drawn it but it did get me (and False Patrick) thinking about robot games.

After thinking about it way too much, basically I decided the one thing robot games need to have that others don't is hit locations.

Here's some work toward that:

Each body part has an armor die: d4, d6, d8, d10, d12 or d20. Beginning PCs will probably have a d4 in most everything and maybe a d6 or two.

Every weapon has a damage die: d4, d6, d8, d10, d12 or d20.

Body parts used as weapons (punches, kicks, headbutts) generally inflict damage equal to their armor rating. So if your arm is armored up to d8, it does d8 damage when you punch people.

Combat works like this:

Attacker rolls the damage die of the weapon you're using and chooses a body part to attack.

Defender rolls the die of the armor for the body part being attacked.

If the defender rolls high: no damage.

Attacker rolls high, it inflict a number of criticals on that body part equal to the disparity in the dice.

This then requires cool d100 critical charts for each body part, but that's the basic idea.

----

Also probably want to work in a mechanic where if you give up your attack for the round (or maybe accept a penalty) you can first roll an Agility Die (likewise rated from d4 to d20) to avoid the blow. Beating the opponent by a little means you shift the attack to another limb (or a shield) beating them by a lot means you dodge altogether.

This means the defender is often rolling as much or more than the attacker, which actually seems appropriate for mech combat.
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I Got Nominated For A Bunch of Awards So Cam Banks Compared Me To Hitler

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Sorry I've been posting light--Mandy's been in the hospital again a lot (they've decided to feed her through her heart, which is strange and dangerous but so far ok).

Anyway, it's nice to wake up to see Red & Pleasant Land and the 5th ed Player's Handbook both got nominated for 4 Ennies each! RPL got noms for Best Adventure, Best Setting, Best Writing and Product of the Year.

Contessa also got nominated for Best Blog, so congratulations to Stacy and the crew.

The Ennies require self-nomination, have a small group of judges, and can overlook small publishers, so this is as much a measure of LotFP and the DIY D&D scene's growth since the year Vornheim lost Best Supplement to a bunch of dungeon tiles as it is of anything else but, still, it's a nice thing. I hope to see more stuff like Deep Carbon Observatory, Yoon-Suin and Slumbering Ursine Dunes up there in the future.

Of course these nominations are not a nice thing for everybody. Like, for example, failed game author and RPG drama club weirdo Cam Banks. Remember, this is twitter, so to get the tweets in chronological order, read up from the bottom:

So, kids, while I'll appreciate it if you vote for Red & Pleasant Land, just be aware that doing it makes you like a Nazi.

Red & Pleasant Land:
Identity. Heritage. Xenophobia.

What We Learned This Year About The Drama Club

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Mandy got out of the hospital yesterday and is recovering. They're feeding her on 12-hour cycles of Total Parenteral Nutrition--a tube of marshmallow-colored goo straight to her heart. She's in good spirits and we'll get to play D&D again soon which'll make me post more ideas about D&D.





Meanwhile we're celebrating of the one year anniversary of the Great Troll War of 2014.

Exactly one year ago today…

…the RPG internet went insane. 5th edition of D&D came out and the conservative elements of the indie RPG scene all piled on to a concerted harassment campaign against the D&DW/PS girls and me.

One year later, everything is fine--contrary to all the predictions, D&D 5 is doing great, my latest game book has record sales and 4 Ennie nominations, and most pertinently, with the exception of a brief, failed attack on Monte Cook, the RPG Drama Club hasn't managed to drum up any trouble for anyone else in RPGs for a whole year.

Their influence is effectively broken--people have been putting out amazing DIY projects left and right without anyone accusing them of hate crimes or fabricating felony charges. It's a marvelous time to be making RPG stuff. But it wasn't easy and took a lot of work.


Of course, they're still there

Four days ago Cam Banks compared you all reading this to the people who voted for Hitler. But like any dumb GW Bush quote ("I know how hard it is to put food on your family"), the cute idiocy is the tip of an iceberg of actual shitty behavior that actually affects things. The behavior is a bigger and more serious thing than dumb words that point to it.

So, for future reference, it's good to collect some lessons learned in the past year about the Drama Club. Who are they? What do they want? How do you keep them from being jackasses in any place where it matters? We've learned a lot.

Comparing the Drama 50--the 50 people most active in this year's harassment campaign--to the 50 people who most actively opposed it, a lot of striking differences emerge:


1. Failed Games

Many of the Drama Club have made games or game products. Nobody in the Drama Club much talks about having played any of these games after they're released. (This is definitely not for lack of talking about what they did that day.) The scene is littered with Kickstarters that failed to deliver or ended up doing worse than breaking even, and a couple of them straight up stole Kickstarter money.  Nobody seems publicly concerned with why this is or what can be learned from it. The only exception is Fred Hicks' game, which is relatively old and gathered a good part of its audience before the recent explosion of alternatives. The only tabletop games that you see routinely discussed as having been played by more than one person among the 50 are 'World games and the recent edition of D&D that they tried so hard to tank--neither of which were made by Club members.


2. Playing Games? Maybe. Talking About Them? No.

This is the most immediately obvious thing--the Drama Club may be playing games but they rarely post actual play reports, ideas about rules or settings, analysis or anything else about tabletop RPGs.

The Drama Club's comparatively few tabletop RPG posts in the past year have been overwhelmingly professional: limited almost exclusively to pointing out that they or their friends released a game or are going to. They pitch fits on forums, but not much--and not as much as they used to.


3. Cutting Off Comments

Comparing the Drama 50 to their opposite numbers, Drama Club members are much more likely to close threads--often even before anything contentious has come up, just as a preventative measure while they're away from their computers or phones.


4. They Talk About Mental Illness

Of the 50 most aggressive Drama Club harassers, a wildly disproportionate number--at least 15 of them--have posted about having mental health issues. This isn't my read-between-the-lines armchair diagnosis, this is people openly saying they have clinically diagnosable issues and are seeking care for them or did or have been urged to. That's way more than the folks they opposed, and a big percentage by any count--and that's only the ones who decided to tell the internet.

I hasten to add that I think more "It's salient that The Drama Club members disproportionately see themselves as mentally ill or fragile" than "They only say stuff I don't like because they're crazy".


5. Discussion Is Bad

The Drama Club is basically suspicious or dismissive of contrasting opinions, especially if voiced in public (Soft form: "Clearly there are contrasting opinions here and we'll never sort this out tonight so I'll end the discussion""Twitter isn't a good place to have this discussion" Hard form: "Don't question people"). There's an emphasis on "just listening" even when the voices being listened to are repeating each other and not introducing new ideas. Questions raised rarely get answered.

Which makes most of us wonder: If discussing ideas is bad, why are you posting the ideas on the internet? The reason sole appears to be: to garner support and make connections. The ideal Drama Club post appears to be:

Drama Club Member: "I like/dislike this thing!"
Friend: "Me too!"
Friend 2: "Me too!"
Stranger: "Me too!"
Drama Club Member: "Thanks everyone! Hey @Stranger, let's be friends!"

Drama Club members who disagree with each other generally just don't voice that disagreement and sit quietly instead until something they do agree with comes up.

Which is all fine--but it then comes as no surprise that they never get shit done or figured out and their conversations go in circles and they have the same conversations year after year.

The only current exception to this model is Something Awful, where discussion exists but in a constant atmosphere of personal attacks, crazy accusations and zero accountability. If this is the Drama Club's only model for discussion, you can see why they avoid it. They don't seem to have enough experience discriminating between what is and isn't fair game in a goal-oriented debate--A lot of them, for instance, don't know the difference between an ad hominem attack and just insulting someone.


6. Fact-Finding, Decision-Making, and Public Projects Are Not A Thing

This is either a cause or effect of 'Discussion Is Bad' (which is itself a cause of 'Failed Games').
The Drama Club model of on-line collaboration is: you make friends with someone by agreeing with them, then you work together in private, then you release the product of that collaboration. The public online discussion itself isn't goal-directed and the idea that you might actually nail down facts or poll opinions or place opposing views in the same place and test which one is right so you can then take action seems totally alien to the Drama Club nowadays.

The only exception here is, again, Something Awful--fact-finding and decision-making aren't things---but there are group projects.  These group projects are typically group harassment or elaborate in-jokes. So, again, if Something Awful is the Drama Club's only model for public discussions online that actually have concrete results, you can see why they're suspicious of them.


7. Never Call For Accountability For Anyone Inside The Club

Accountability is dealt with in three ways:

1. If a target who's perceived to have done wrong is outside the Drama Club (a famous company, a well-known game designer, game, or simply a non-Club indie designer)--post publicly about it, collect agreement, attack anyone who disagrees as horning in on your important discussion with their clearly bad-faith evil-outsider dissent.
2. If the target who's perceived to have done wrong is inside the Drama Club, quietly stop talking to them and say nothing about it and let them do it over and over again.
3. If someone outside the Club calls for accountability for anyone inside the Club, accuse them of harassment.

The last exception to this pattern was when John Stavropoulos called out Ben Lehman for lying about rape ages ago. This immediately immersed John in a shitstorm of harassment and there are many Drama Club members who still back Lehman to this day--including financially via Patreon.


8. There Aren't Standards of Behavior Just People You Like Or Don't

Innocent Until Proven Guilty, If You Make An Accusation Be Prepared To Defend It, Don't Lie, Apologize If You Make A Mistake, Don't Troll, Don't Give People Shit Just For Liking A Different Game are rules that many Drama Club members might subscribe to in theory, but in practice there are no consequences for breaking them.

Everybody is judged basically on a "How much do I like you?" basis and there are no hard lines. Drama Club-dominated forums all have "moderator judgment call" built into their rules and many Club members have expressed the idea that no matter what someone you like does wrong, there should be no consequences and even if someone you don't like does everything right, they're not entitled to face accusations against them because…well because you don't like them.

Which, again, is fine--people are allowed to like people or not--but they then still maintain the fiction that their disagreement is based on some kind of principles rather than just, y'know, dude likes Cannibal Corpse and that freaks me out.


9. Refusing To Own Positions

Club members repeatedly claim they don't even grasp the concept of people not having the same ideas as them. Many have been saying "I don't know what I did to piss everyone off" for a year. Uh…you publicly expressed support a bunch of legally-actionable libel? And still do? If you believe it: own it, say you believed all the crazy conspiracy theories you said you believe to thousands of people on the internet and defend that position. If you don't: apologize and do better. And if you genuinely don't know--why would you not just ask rather than constantly perform your ignorance? Pretending you can't identify the source of conflict is just weird, but weirdly common.

Outside the Drama Club, the usual way to refer to controversies is to say what you did and defend it or, at worst, refuse to talk about it. Inside it, simply pretending you didn't do anything anyone could even theoretically have disagreed with is a viable option and nobody inside the Club questions that choice.


10. Do Nothing To Concretely Support Progress

In the wake of the complaints about The Strange, a pair of great Native American designers got hired to work on the game and put out a fantastic new supplement, Contessa, the female-run gaming con is making big waves and just got nominated for an Ennie, and trans artists like Scrap Princess and Gennifer Bone have put out amazing products in the past year. You'd think, in a community supposedly obsessed with improving things in tabletop, that these things would be front-page news on the lips of every Drama Club member. They really aren't--they're mostly occupied wrangling about whether Sense8 is feminist enough or showing each other dog pictures.

The Drama Club doesn't do stuff like: see which companies are hiring the most women in creative positions, examine demographics to see who is playing what how often, test whether x or y game attracts more marginalized people as players, routinely review games produced by marginalized people as they come out or, really, do anything else you might expect from an activist group other than get angry and type when they come near something they don't like.


11. Volume and Tone Are Policed More Than Accuracy

None of them have taken Zoe's excellent advice to heart:

The fact that someone talks a lot and whether they swear or not while doing it is more important in evaluating them than whether their claims can be proven or matches known facts. When a Drama Fact is proven to be wrong, it's dismissed as unimportant.


12. The Conservative Demographic

The Drama 50 are more often white, more often male, more often straight, more often parents and more often religious than their counterparts. They don't like to acknowledge this.


13. Actively Avoiding Solving Problems

If a Drama Club member has a problem with someone else, they never contact them to try to resolve the issue--they simply announce it to the rest of the Club and let hatred take its course.


14, They've Been On the RPG Internet A Long Time

Most of the Drama 50 have been complaining about games online longer than I've been blogging, and on average far longer than their opposite numbers.
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This All Makes Sense...

...but only under exactly one set of circumstances.

If you assume that the Drama Club is on-line for the same reason people in the DIY D&D scene are--to improve and share their experiences playing RPGs with their friends--few if any of these choices or tendencies make sense. You can't learn or get shit done acting this way.

However it also doesn't make sense if you assume the Drama Club is on-line in order to improve the gaming scene by making it more diverse or fair--in fact in that scenario their behavior makes even less sense. Either I was wrong last year when I assumed that the reason the Drama Club tolerated such shitty behavior was because they were pursuing a big-tent-for-change model or they just suck at it. People who prioritized activism would pretty much do the opposite of everything that characterizes the Drama Club: they'd talk about playing games a lot, they'd be concerned if the games didn't work or attract new people, they'd be really worried about facts because those are the basis of effective action, etc.

So what does the Drama Club want? Only one hypothesis I can see matches all the facts (feel free to propose your own):

The Drama Club is not about games, the Drama Club is not about activism, the Drama Club is a support group.

"
In case you haven't noticed, I have a very short fuse. I am almost always stressed out or angry about something, and gaming and g.txt are pretty much my only outlets because that's damn near all I got...
Yes, I'm probably biased toward SA because they're the only place that actually gives a shit about anything I have to say about the hobby and g.txt is the only release valve I have for getting mad about the hobby.
"
-S.D., Drama Club and Something Awful member

Basically, the Drama 50 are this guy. They see themselves as constantly in crisis all the time.

These are lonely, sensitive, often unstable people who have had traumatic experiences in life--many of which are connected to games--and the primary and transcending purpose of all of their online interactions is to connect with other people who feel the way they do about games and pop culture not so that they can improve their games, not so that they can help other people, but so that they can feel less sad and less isolated.

They are talking to each other in game forums because they have nobody else to talk to--the online network of people who hate the same things as them is their support system. And the hating is neither an attempt to solve or even protest a problem--it is therapy.

Once you take this into account, not only does their behavior makes a lot more sense, the range of behavior they do accept from each other and don't accept from anyone else makes sense. For example, when someone Pulls a Fred Hicks--that is, they make an attack on someone and then refuse to provide support or evidence citing "mental health reasons"--most people would wonder: If they're so worried about their mental health, why did they make the attack in the first place? And why don't their friends don't discourage them from bringing up problems they aren't mentally well enough to address?

The reason is: the accuser withdraws from proving their accusations for the sake of their mental health but they also made the accusation in the first placefor their mental health. Fred accuses Kingdom Death of being sexist because the game makes Fred uncomfortable and so it makes Fred feel better to make that accusation, Fred's friends back him up not because they (or anyone) can prove the game is sexist, but because it makes them feel better to support Fred in his attack on some random outsider. Everyone feels better because they're not alone in being made uncomfortable.

Whether or not they're nuts (I have no idea), they feel nuts, and calling them on their shitty attacks it is seen as missing the point, essentially...
They are offended and alarmed when you take their statements seriously enough to check them because even they do not take their statements seriously. They're not statements, they're cries for help--and how can you question a cry for help?

Ben Lehman accuses George RR Martin of actually wanting women to be raped because it makes Ben feel better to voice that forceful, insane idea instead of something dull-but-plausible like "Hey the way rape is used as a plot device in Game of Thrones bothers me and might unconsciously reinforce some bad ideas for some people somewhere I guess someone should do a study and write a paper". Fellow Drama Club people don't question Ben or point out how toxic that accusation is to any useful discussion of representation because Ben's in the support group and they're in the support group and just ignoring how insane that is does more to promote quiet and calm and mental health than addressing it. Not "Taking the Inventory Of Anybody Else" is a classic of 12-step programs all over the world.

A white guy named Tom Hatfield can accuse someone with more women of color in his game group than are in the entire Drama 50 put together of trying to keep women and POCs out of gaming and nobody calls him on it because they accept that making the public accusation itself is a form of therapy. The accusation (technically criminal though it may be in several jurisdictions) is simply an extreme form of an expression of a feeling--"I don't like that porn guy". Supporting him is not actually about supporting the idea, it's supporting the feeling "I don't like him either". Calling Tom to account for it is gratuitous and cruel--you're getting in the way of Tom's therapy, mannn.

Drama Club members claiming they don't know what they did to piss everyone off when everyone paying attention knows what they did is support libel is not seen by other Drama Club members as evidence they're nuts or mind-numbingly dishonest, it's seen as sensibly choosing the path of the least resistance and most mental health--if you keep pretending it didn't happen, you don't have to think about it, and not thinking about all your problems at once is actually a fairly solid technique.

It's all makes sense if you're constantly in crisis all the time. (And nobody else is, because otherwise they'd be in the Drama Club, right? This is why there's so much emphasis on how much pain it causes Drama Club members to be called out on their shit--there's a failure to grasp that their attacks might have caused pain to begin with. That's pretty much a characteristic of all conflicts ever--both sides feel pain. Presumably the constant crisis mentality cuts off empathy for everyone else.) If a guy's dying in a ditch you don't give him static about that antisemitic thing he said last week, right?

Nobody is taken to account for lying or talking out of their ass because having their corner of the internet full true and useful things is not a priority--making sure whoever said a thing feels supported and happy and good about themselves is the priority. Only then (which might take decades) can we address the difficult question of whether they're full of shit or not.

This is why discussion with the Drama Club always breaks down and they will never accomplish anything--the Drama Clubs words aren't meant to reflect any reality anyone (even other people in the Club) can see or test, they are simply crystallizations of various frustrations. Doubt is never taken as a responsible, good faith attempt to solve the problem, but as pointlessly kicking their cages. Validity is not the point, validation is.

There's literally no fact that could emerge about any of their targets that would dissuade Drama Club members from their attacks because no matter what happens, they themselves will still be terrified people in need of a kind of emotional support that only other terrified people can give them--so it's hard to see how any of this will ever change. They are troubled, they do bad things, they cannot succeed, they have no incentive to stop hurt other people, they never will.

The best you can do is know what's wrong with them and avoid them like the plague.
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Bring The Many Claws

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Everyone knows awards are dumb and everyone knows they're useful.

In our world "award-winning stuffmaker" survives a little longer and gets a little more of what she or he wants done before going down than "random unrecognized schmuck" regardless of whether those awards work the way smart people think they should.

When working on RPL with me, Jez Gordon went monstrously above and beyond the call of duty. He had to do it slow and between real jobs and paying attention to his kids. He did it because he wanted to show people how well a little cottage-press D&D book could be graphic designed and because he figured if people could see it then one day we could make that level of awesome the new normal and then he and other people in the field could actually get paid what they deserved. For the first time ever we were going to design an RPG book so a real person can use it.

James, likewise, sent the whole first print run back because the paper felt too thin. The loss was not insignificant. But the idea was: if we do this right, it will show people what "done right" means.

Aside from whether you think Red & Pleasant Land deserves four Ennies (I hope you think it does, we worked very hard on it and are pretty sure we did some things nobody else ever has), it will probably help all of us us get out more cool RPG books in the future that have that level of take-time-off-your-day-job-to-work-on-it if RPL gets fabulous prizes.
If you liked RPL but you're on the fence about whether it's worth your 60 seconds to click the link and tell everyone you know who enjoyed it to do the same, I'd simply say:

In DIY D&D we are (when life permits) trying to change things a little--change the way game stuff looks and feels and runs and the number of ideas-per-square-inch people expect. The competition this year is fierce and everything we're up against is much much much more familiar to the people who go to Enworld and know what an Ennie is. The award is impressive and useful precisely to the degree of how unlikely it is that this little press goes up against the majors and wins. Clicking the little buttons helps.

Best Adventure
Best Setting
Best Writing
Product of the Year

Also, I suggest throwing in for Contessa for Best Blog--those girls get shit done. 
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Clue The Movie vs Skipping Rocks

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"State tracking" is keeping track of information specific to your game piece that can change--(hit points, demeanor, equipment held).

The more a fiction tracks your state the more RPG it is. That is, the great discovery of RPGs was tracking every single thing about your state (and the world's). It is the main thing. Chess is most an RPG when your pawn becomes a queen--a little story moment has happened.

Games have choices or at least different possible outcomes, pure stories don't. Stories have a sequence of events designed to be interesting in themselves regardless of your investment in a given outcome, games don't.

A game is differentiated from the least-gamey interactive fiction by the possibility of undesirable choices. If all choices make the story interesting it's less of a game, it's just walking up to the shelf and deciding what to read. If I read Batman and Robin #1 and then decide whether to next read the simultaneously-released but in-continuity Robin #1 or else Batman #1, I am not playing a game--I am simply planning my evening. But it's a thin line--for example, the 1980s Clue movie had three endings. You could see any one of them in the theaters and they were all supposed to be entertaining, of course (that ism whatever you were supposed to be getting out of the movie up til that point--post-Wodehouse comedy, Tim Curry, each ending was supposed to present more of that--more post-Wodehouse,more Curry). There was not much of a fail state, but there was a little bit of one (one ending might be subjectively worse than another). It was about as not-gamey as a thing could be while still being almost a game.

Compare Clue the movie to skipping rocks: skipping rocks has allllllmost no story ("the rock skipped 2 times", "12 times", "zero times", the possibilities are endless but very limited) but is definitely a game. The fail state is: the rock sinks rather than skipping. It is very very game and only a wee bit story.

So Clue the movie is the extreme edge of story-with-a-wee-bit-of-game and skipping rocks is on the other edge of game-with-a-wee-bit-of-story. All of what we talk about here is in the middle.

Games are characterized by the possibility of frustration--frustration in a novel is nearly always a bad sign. In a game, it's a necessary danger that you attempt to overcome. 

It's important to note that even in the most hippie style storygames you can fail and fail all the time, but the failure isn't necessarily "I died and had to stop playing that character and restart with a new status quo" it's "I got the story stick passed to me and didn't do anything interesting with it".  That is the exciting possibility of failure--one akin to live performance. It is the very possibility of not doing it right and it not being fun for a moment that makes it gamey

A game is an experience designed to subject the player to fun via the vertigo of being suspended over the abyss of nonfun. As a roller coaster makes you feel alive by reminding you of the possibility of death. Oh no, what if I die? The nonfun will consume me. I am, therefore, highly motivated to keep on. I am gripped then by a great tension.

Everyone has a threshold for this tension--everyone has a point at which the stakes are so high it's no fun anymore. Like if it's like if you lose this hopscotch match they'll drop trucks on your house and pets and loved ones then you might not have fun even at the funnest game. The point at which the stakes feel so high it goes beyond the level needed to emotionally invest the player and spills over to "no fun because it's so scary" is a subjective emotional preference and, as such, both nothing to scream about and something inevitably screamed about.

Now here's a word from our sponsor:
I highly recommend you vote Red & Pleasant Land at the Ennies

Radical Game Critique Isn't

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That fucking lone orc guarding that fucking chest in that fucking ten foot room.

Ever since I first started playing I knew exactly one thing about the much-maligned lone orc in the ten-foot room.

That is: if he's there it's because I put him there.

As I've said before, when it said right in the Dungeon Master's Guide that you could buy adventures or make up your own, it never occurred to me why anyone anywhere ever would buy one. I'm pretty much in the same boat still. Even the best modules in the world get rewritten snout-to-tail as soon as I get them.

----

When I first started reading RPG blogs and forums, I was struck by two things:

1. God DAMN these people are mad about games

2. God DAMN these people have bought a lot of game crap

It was a constant stream of B1 this and X1 that and WG4 Ripped My Flesh and 3.5 Makes Your Pee Green and 4E Makes You Turn Into A Beeswax Toucher and I just thought Who the fuck has time to read all this crap? For me the hobby was about: You grab a game off the shelf, you rewrite half the rules (they were written by distant corporate overlords and so suck) and then you start making stuff up.

The level of investment people had in these rudimentary accessories baffled me--and baffled me even more when I got my hands on them--This is Caves of Chaos? A bunch of dudes in corridors? White Plume Mountain has a fucking flying canoe? It was like visiting The Big City your friends have been talking about all your life and finding three matchbox cars and a cardboard box with windows draw on it.

And the weirdest thing was: the more pointed, aggressive and would-be-radical the Internet dork's critique of D&D and its supposed impact on society was, the more of this shit they'd paid for. Ron Edwards' critique of D&D as a cargo cult is clearly informed by having swallowed year after year of TSR product and there are angry 4vengers with pixel icons on Something Awful who could drown you in their Old School game collection.

And their message was: These modules taught us! And they taught us wrong!!!!!


This isn't actually a real article. Thank god.


And I just thought: what rich kid buys modules? You draw a maze and put cute shit in it, you make up some voices and attach people to them--how hard is that? I know 5 year olds who can do that. They were critiquing a consumption-based culture I'd never seen or cared about--and that none of the people I played with saw or cared about, like basing their ideas about the game off the quality of a buttskin dicebag they'd bought. Sure there was some inane Vietnam vet behind the register at the game store--but he's as ignorable as the pamphlet-sized pap he was selling. And conventions? Come the fuck on. You buy your dice and run--that DIY is the soul of the game.

The fact is, the modern wannabe progressive critique is a middlebrow apologia for having bought the thing in the first place.

It happens like this:

You're on the Forge or Story-Games where there's supposed to be a hip and radical dedication to independent game making and publishing,

...or you're on RPGnet where there's supposed to be a hip and radical dedication to remaking games as a safe space for marginalized people,

...or you're on Something Awful where there's supposed to be a hip and radical dedication to joking everything terrible about modern culture to death...

...and you're hanging out and looking for something to talk about with hundreds of internet strangers. So what do you have in common? Well, not much--you live thousands of miles from each other--but there's probably some game product you've all read. So you start talking about it.

And then you remember why you're here--you can't just say you like Shadowrun or even "Meh, Shadowrun, too much like real life"--you are supposed to make a show of being hip and radical (or as much as you can sitting alone at your computer in a in your nerdforum). So you embed all your ideas about the world into a critique of Shadowrun. Or a Shadowrun module. Or the Shadowrun module after that.

Of course what this critique obscures is: goddamn you once thought you needed to buy a lot of Shadowrun modules. I mean, if there's some consumer out there whose mind has been damaged by too much near-future fantasy technoir it's the kind of consumer so used to buying RPG crap they think it's the reason for everything they've ever seen happen at an RPG table.

The radical Hot Take is the tax you pay for having bought and read and maybe even used the module in the first place--a tax which hides an important fact: the more radical thing to have done would be to do the thing every RPG has urged you to do since the mimeographed OD&D first appeared and write your own damn adventure. Most of these critiques read like screeds on the evils of nightlife by people in AA.

The postcolonial critique of Caves of Chaos is less radical than just not using Caves of Chaos in the first place 'cause its kinda fucking basic.

Perhaps this is the reason for the vociferousness of the accusations laid at the door of RPG products and RPG norms--the people making them are gnawingly aware that the only reason they even have enough familiarity with these norms to make those critiques is their own embrace of them and total failure to innovate or think for themselves.

The Drama Club dedication to picking apart each new piece of nerd media, from Batgirl to Orphan Black, as soon as it hits the ground belies an even greater truth: you'd have to worry a lot less about these things and the supposed messages they send if you weren't so intent on watching them all right away.

The Angry Consumerist Critic is not a radical and the only behavior they're critiquing is that of their own former self.
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I grew up with a blanket punk rock/marxist critique: all mainstream media is sick shit trying to sell you something, handle it with kid gloves if at all. It's all racist and sexist and classist--it's made by moneypeople to make more money. The obsession with divvying every game and TV show into ones Doing It Right and Doing It Wrong has a fundamental philosophical flaw: that the milk from the corporate nipple is ever "right". Nothing Disney does with its princesses or Marvel does with its Thors is going to show up without blood on its hands.

When I critiqued mainstream modules on this blog, the attitude was always:
1. Find out if there are disfunctional or weird parts of this that aren't part and parcel of what you'd expect from any suck-by-committee corporate design process.
2. There might might be some genuine human gold under the weight of that totally presumed and pointless low-hanging fruit. Occasionally there is.

Indie stuff is worth your scrutiny inasmuch it claims to represent an actual human or group thereof chasing something other than the most money possible. That's a situation where you might expect to see someone Doing It Right. No matter how much your favorite mainstream superhero comic is doing right, the entire background of its production is fundamentally wrong.

If you bought a product by a company that doesn't even care enough about you to put the name of the monster on the map in the place where the monster lives, being shocked that you found a bit of unexamined paleothought in it is like being shocked your McNugget wasn't free-range. Demanding the majors think better is a noble goal, but claiming to have just now discovered the lazy thinking in them shows that you were expecting otherwise.  And expecting otherwise means you are and have always been exactly that most-gullible-kind-of-person who lets that message slip into their unconscious.

It's like a war reporter who lands in Afghanistan and goes "Holy fuck, one of those guys has a gun!". Critique yourself first.

And now, a word from our sponsor:
Vote Red & Pleasant Land at the Ennies

The Unicorn Thieves

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The key to taking the beast is a clattering music which deranges it internally, rendering the mind of the unicorn inchoate and sensitive. So long as the authors of such sounds ply their trade in earshot, the unicorn cannot be calmed, and will act to thwart any kind hand.

The apparel of unicorn thieves is inevitably motley and fucked, clashing poignantly with the greens of long grasses and trees through which their quarry is wont to frolic and roam. They go in groups of at least ten.

Typically thieves will be encountered loudly  returning from a successful chase: the animal ridden by two or three goblins playing bells or awful concertinas, preceded by outriders with flails and horns atop barded hunting destriers and surrounded by spit-rusted tubas, played by hunters with nets, and also fanged hounds.


The din produced by these companies not only disorders the mind of their victim but alerts whatsoever lord or monarch has commissioned the hunt as to the company's success and current location.  The PCs will hear and then see the thieves, and can immediately be sure that a company of knights is on an intercept course to join in custody of the prize.

So long as even one of the band plays, the unicorn will remain in a state of desperate servility, lashing out at any who attempt to protect it. Wealthy thieving companies visit wizards before the hunt, and festoon themselves with wards against the dreaded Silence spell.

The challenge for parties is to not only rout the hunters and stymie such of the lord's retainers that might be coming to meet them, but to somehow destroy or distance the unicorn from the noise, under the influence of which it will relentlessly and even suicidally attack.

And now a word from our sponsor:
Ennie award voting is now open

D100 3D Shapes for Caves

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Coming up with a list of easy-to-imagine caves to use in False Patrick and Scrap's upcoming Veins of the Earth spelunking-D&D book.

Most of these can be upright, inverted or sideways, of course, but I don't know how much those manipulations tax GMs' architectural imaginations in mid-game so I tried to keep the descriptions simple while still choosing shapes that translated easily to a describable negative space.


Roll d100:

1. Hand
2. Donut
3. Wine bottle on its side
4. Chain of pearls
5. Brass knuckles
6. Mouse sleeping
7. Sea urchin
8. Cow's udder
9. Ram's horn
10. Spiral dollop of whipped cream
11. Two cherries on a stem
12. High heeled shoe
13. Boot
14. Bunny head
15. Doorknob
16. Pre-cell telephone receiver
17. Hammerhead shark
18. Barbell
19. Yo-yo
20. Pizza cheese stretching
21. Grenade
22. Hourglass
23. Pushpin
24. Pistol
25. Dagger
26. Petals around a stem
27. Mushroom
28. Pair of open scissors
29. Inverted pyramid
30. Martini glass
31. Knot
32. Chess knight
33. Teakettle
34. Rocking horse on its back
35. Old-fashioned light-bulb
36. Pair of odd-shaped dice, touching
37. Clutch of balloons
38. Teardrop
39. Lightning bolt
40. Stegosaur
41. Headless turtle
42. Molar
43. Two fish-hooks meshed
44. Spring
45. Starfish
46. Seahorse
47. Dandelion
48. Bat with wings spread
49. Trumpet
50. Big headphones
51. Quarter-note
52. Stingray
53. Pretzel
54. Two bells touching
55. Bola
56. Curling moustache
57. Mallet
58. Eye-dropper
59. Chicken drumstick attached to thigh
60. Handcuffs


61. Half-crushed beer can
62. Mining pick
63. Ankh
64. Spine
65. Inverted lego brick
66. Scorpion
67. Ring with a big diamond on it
68. Layer cake
69. Crab
70. Syringe
71. Playstation controller
72. One ice cream cone penetrating the ice cream of another beneath
73. Giraffe
74. Irregularly stacked cheese wedges
75. Clutch of bananas
76. Toucan
77. Lute
78. Gear
79. Fireplug
80. Saxophone
81. Milkshake with three straws
82. Aircraft carrier
83. Bullet belt
84. Chain
85. Armchair
86. Snowman
87. Saucepan
88. Frying pan
89. Teacup
90. Clothing iron
91. Tobacco pipe
92. Strawberry poking a shelled peanut
93. Inverted pug
94. Toothpaste tube
95. Crossed swords
96. Saguaro cactus
97. Lungs
98. Klansman with his legs and hands cut off
99. Rubber duck
100. Hershey kisses impossibly balanced one on another

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