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The Misty Isles of the Eld Take Shape

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With Fever-Dreaming Marlinko mostly done and in the rewrite phase, I have moved over to the next of the big stretch goal adventures, the Misty Isles of the Eld.

Where as the Dunes was mythic wilderness presented with the elements of an outdoors pointcrawl, the Isles are shaping up to be an extra-planar (in this case the alkaline wastes of the Cold Hell/Anti-Cantons) adventure wrapped up in an 18-point pointcrawl spread over three islands. Pinning it all down are two dungeon sites (the body-horror Vat Complex and the stage-facade Pagoda City) that are larger and weirder then the two tent-pole dungeons of the Dunes.

My writing enthusiasm level has gone from “tired but still feeling it” to “amped up, get out of my way motherf*cka.” What's helped is seeing the art develop on both projects: Jeremy Duncan's inspired grottiness (really a perfect fit for Marlinko) and Luka Rejec's irrepressibly charming and darkly funny work. Seriously on the Hydra team page I will no sooner finish praising a piece only to find another piece posted. And I find myself answering Luka's questions about "do the Isles have such and such?" with “they do now.”

Again with the showing and not telling...






Rehabilitating the Special Snowflake Setting

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Tool around an old school/OSR forum, con or blog at the tail end of the last decade and one wouldn't have to go far before hearing the dismissive phrase “special snowflake” aimed with deadly force at fantasy worldbuilding or character backstory.

To be sure there seemed to be a good deal of antipathy to the idea of creating detailed, minutely fleshed-out imaginary worlds. A bit of defiance even: “no one cares about what color hats the burghers of Madeuptown wear or the burial customs of Whatthefuckistan.”

I understood and agreed to some extent with much of the impulse. Decades of Tolkien pastiche, awkwardly-executed exotic setting and paid-by-the-word splat had left behind reams of setting whoha. It was--and is--too much this steady accumulation of bad and failed imaginary worlds.

The ultra-terse settings of the Wilderlands and Greyhawk folio were often cited as counter-examples. This trend ran along for a while and culminates with the creations of (to borrow and madly mangle a phrase) "nega-settings" like the Isle of the Unknown. And then without much acknowledgment the phrase and the sentiment starts disappearing over the past few years.

I say good fucking riddance.

See a part of me always bristled at the notion. For I genuinely like robust worldbuilding. You can actually make me care about color those damned hats are or whether or not those sad Whatthefuckistans swaddle their dead or not.

And you don't need a random chart or oblique mechanical hiding of it, that can help, but really you just have to make it good. It needs to reach through the page or better the gaming table and grab me.

Look I dig the gamey aspects of well-aged D&D and its brethren: the micro-exploration and tactical choice of the dungeon, the emergent story (if any), the boardgame-like rise of zero-to-hero etc. But I also just want the rush and thrill of pretending to walk the streets of a deeply imagined city.

Concretely my favorite experiences as a player (and what a real joy having had a chance to play in as many divergent campaigns as I have thanks to the Google Plus boom) have all entailed at least a few sessions of “off-topic” just schlepping around interacting with other GM's worlds.

Meandering through dark alleys and salons in Jeremy Duncan's baroque Galbaruc only to have my scumbag/sailor character's spine get ripped out in a street boxing match. Taking a day job as a corrupt rookie cop in the Sword-and-Planet meets He-Man wildness of Robert Parker's Savage World of Krul. Hustling at a wine bar with my Apollo-the-demonic-snakegod-worshiping priest in the ancient astronauts meets ziggurated (not a word) ancient Mesopotamia of Evan Elkin's Uz (really he puts this kind of robustly world out every few months). Plying a magic caravan in the refracted real world of Michael Moscrip's Anglia.

And as a reader I want more of the compelling visuals, imaginative reach and clever little nooks of Trey Causey's fantasy 1930s Weird Adventuresand the sweet-spot 70s space opera of his soon-to-be-released Strange Stars. More of the grotty and decidedly strange mythic underworld of Jason Sholtis’s Operation Unfathomable (the Hydra Collective's next big project yes, but I am a passionate fan). More of the science-fantasy strange gods and divergent magic of Gus L's clerics in HMS Apollyon

And more newer things like the pithy, baked-into-a-game charm of Chris McDowall's Into the Odd or the pointcrawled epic weirdness of Paolo Greco's underworld in the Chthonic Codex(along with Zak's Red and Pleasant Landthe two most physically gorgeous game-related literature I have the pleasure of owning). The list goes just on and on looking through my bookmarked pages.

So bring that special snowflake. More please.

Quick Addendum to Special Snowflakery

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Somewhere in the middle of yesterday's discussion—and work day--I got a chance to sneak in two hours of cross-continental anarchy and laughter in Harald Wagener's Sylvan Realms online game.

While the game was straight-up, by-the-book Labyrinth Lord, it doesn't have a single standard player class. Instead we had a short-list array of thematically-linked classes: Forest Gnome, Witch, Warden, Enchantress and War Bear (do you have to even ask what I ended up playing). Each class had unique quirks and abilities. Marcy the witch (which subbed in for our first War Bear casualty) had her potions, Gnorman the gnome his weasel animal friend (which for a round my slain War Bear's spirit managed to possess).

Our opening information was pretty bare bones, a list of terse bullet points. But it like it instantly had a good deal of off-vanilla flavor a lot of nagging little mysteries: no human settlements, no real civilization other than the lost elves. Just a 30 mile by 50 mile section of wooded mythical wilderness, geographically isolated from whatever the hell the larger world is.

In other words, despite lacking an elaborate setting elaboration, it was most definitely a special snowflake setting. It was unique, interesting and in its hardwiring instantly signaled a particular flavor: dark fairy tale.

For see you don't have to have—and indeed it probably works better to not have at the get go—tome-like setting description, long sweeping historical accounts, continent-wide maps, etc. It can grow up bottom up from a simple, but personalized base through play and work outward to whatever it wants to be.

You don't need it to be achingly weird or be another one-up in the Gonzo arms race that FLAILSNAILS at times seemed to be in the Google Plus scene. You can even take rather staid and familiar elements like that of enchanted woods and fairy tale creatures—and then toss in a 30-foot blind essence-dreaming freakzoid from the Chtonic Codex and hit all my sweet spots (while scaring the piss out of me).

Tomorrow I defend the comfort food joys of Vanilla D&D fantasy for balance.  

On Sandboxes Growing Into Special Snowflakes

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The debate around Special Snowflakery has taken some interesting turns. For one Courtney counterposes what I think is an over-narrow definition of the Special Snowflake setting (and lumps in the heavy-handed/railroady elements that I also dislike) to what he may think is my over-broad and likely murky definition. The principled disagreement is all fine and good, I learned things and got a chance to clarify my own thoughts. 

Strangely, a number of people both on these posts and on Google Plus seem to raise counter-points that I not only agree with whole-heartedly but have been central features of the six-plus years of the Hill Cantons campaign—and a re-occuring thread in the posts here about that play. Small is beautiful, less is more, and that play should drive what is vital in a setting world are all things that I have written about—not as abstract principle—but as part of my own observations about where the players and I where taking the sandbox campaign over the years.

Further the discussion made me think hard about whether or not my campaign world was itself a special snowflake. I mean sure in many ways its a very traditional D&D game: the mechanical baseline is a mostly untouched B/X clone and most all play revolves around micro-site underground exploration. All roads lead to the dungeon is a running and not inaccurate (and terribly funny) joke in the Hill Cantons.

But it has had any number of grand experiments (pointcrawls of all stripes, domain-level play, stupid player classes, etc) and it has grown up with a steady accumulation of highly personalized setting details—up to and including the hubris of actually inflicting that hubris on the world through publishing the Slumbering Ursine Dunes. It's hard to not admit in the end that it has very much evolved into the most special of snowflakes.

How a simple barebones sandbox grows into that whole other thing is an interesting open question and one tied to the zig-zagging actions of the players. Tazrun, a PC thief, dies and the party wants to raise him from the dead so they decide to break out of what has been the geographic delimited campaign zone and go to the big city. Then that big city, half-ruined Kezmarok in my case, becomes a whole new arena for the players—and then itself gets dropped for a wilderness clearing new phase. The world and its details start accreting.

I would hazard a guess that it mirrors other folks sure but steady building up from the ground floor (and yes this is your place to chime in about that experience).

Obviously I speak best to my own experience. Fortunately for me that experience rather well documented over the years here. Doubling back to my indexing project I can kill two birds with one stone.

The Road to Snowflake Perdition
I am tempted to skip right over this as vaguely embarrassing but it all started here, my very first post for a blog that was intended just to be a campaign clearinghouse. The campaign was nothing but a few terse setting dress lines. A skippable but relevant post. 

Five sessions and a month in and I am already pushing at the limits of what I had intended to be a plotless West Marches. Still I apologize for worldbuilding impulses. The links here are wonderful, some classics in the thinking of sandbox campaigning in neo-old school circles of the time.

I try to have my West Marches cake and other quasi-plotted elements too by introducing hare-brained and baroque mechanics to keep me supposedly grounded. Some ideas I have kept with me, like the general dynamic of creating just-in-time mystery but most dropped.

Musing on the campaign “stages of evolution” and wondering if it is part of a generalized pattern for all long-running sandbox campaigns. The comments are interesting (and a shame that the Google Plus side vibrant discussion is lost to the ether.)

Kicks off a series of articles about Top Secret networks and character-based sandboxes. The attempts to do this as part of a espionage part of the campaign were not found to be all that fun by several players (and it took the campaign too much away from site exploration for my own tastes) so it was quietly killed in the night.

I finally recognize that the WM like features of the campaign are long abandoned and wonder why the many other “West Marches” have disappeared.

One of my favorite posts, I evoke the final season of Lost and a high-falutin' literary concept to return to talking about how mystery and worldbuilding are evolving in the campaign.

Taking a cue from Morrowind I talk about how to introduce info dump as an optional experience. (Note I have been way too overwhelmed to do anything like this over the last year of the campaign).

The Five Hottest Clickbait Books of the Hill Cantons

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I love the hell out of books and naturally my bibliomania pushes its way into the campaign. In fact my notebooks are sloppy with this kind of in-game artifacts and self-indulgence. Five best-selling examples from the campaign year 40214...

A Briefe and True Report of the Divers Land and Peoples of the Feral Shore
Author: Alojiza nad Hromon
Physical Appearance: Crimson pelgrane hide cover with a gorgeously-illuminated interior rendered in the ink of bisytsia (she-devil) tears. Pressed paper (disappointingly cheap and thin). 86 pages
Cost: 149 gold suns and 99 copper sags

The third best-selling release this year from the Guild of Potboilers, Ghost Writers, Scribes and Jakes Farmers.The book is “selling in the tens,” an astounding commercial hat trick for the guild, and relates the author's experiences having scandalously dressed in simple cloth and cut her exquisite curly main into a bob to pass as a common laborer in the little-known Kezmaroki crown colony called Karldeset (or King's Ten). Strangely the book is written in the form of random tables.

Choice Excerpts:
“5. The colonists of the Shore differ much in apparel from the Kežmarokis although little in indolence and deceitfulness.”

“38. The Lords of the Shore are coarse and low. Indeed they wallow in their base natures, self-describing their Company as the Nefarious Nine. Colony discipline is handled quite-literally by a clown who fear of curbs the excess of vice commonly found in an assemblage of drink-besotted laboring men. And the rest of the bizarre Nine number among them an oily grifter, a disturbing doctor of unknown academic acumen, a full-toothed handsome but shady royal pretender, a foppishly-attired cave dwarf, a vinegar-smelling half-giant, a drunken alien priest, and a clockwork midget.”

“59. It is an error to call those on the Shore heretically ultra-orthodox (as is the common way with Kežiamoors), the folk are true pagans raising a vast new temple—in between two villages inhabited only by monkeys--to the vanity of the dead many-faced gods of the Old Pahr.”

A Brief Relation of the World-Dungeon Unitary, As it Was Delivered to the Folk of Marlinko
Author: Son of Mulmak
Physical Appearance: Folded, continuous codex with pressed paper and printed by a cutting-edge “printing press”. 16 pages.
Cost: 20 gold suns
A provocative new pamphlet rocking the excitable (and riot-prone) academic world of the Cantons. The booklet theorizes that mirroring the surface of the world is a vast subterranean network of dank chambers, byzantine tunnels, tomb complexes, fiendish traps, treasure houses, and creatures fell.

That said “dungeons” combining those elements exist is a matter of consensus among scholars, but this new doctrine of pandungeonism that claims that all said murderholes are but the surface manifestations of a single world-dungeon has already drawn the ire of the ecumenical council of the Temple who have deemed it and its anonymous author “borderline heretical.”

The Altricious Cycle of Supernal Japery
Author: Third-Commander Jaasher, translation by Lady Szara
Physical Appearance: Compressed fingernail-clipping cover with scraped donkey-skin parchment.
48 pages
Cost: 250 gold suns
A cruelly satirical book of poetry written in Classical Eld Iambic pentameter now translated into the vernacular of Low Hyperborean by the famous society lady (and rumored strigoi) Lady Szara. The translated copy is subtitled “As Seen in the Slumbering Ursine Dunes” and sports a promotional blurb from Sir Eld: “The underdeveloped hairless ape mind cannot wrap its feeble brain capacity around the sheer joy and wonder of Jaasher's work. Still buy it if you must.”
Five Shades of Azure
Author: Captain Balazas
Physical Appearance: Sparse but functional leather-bound volume with standard vellum. Full-color erotic plates inside. 128 pages.
Cost: 300 gold suns
Choice Excerpt:“Contrary to the prejudices of the Rock [High Kežmarok] our Pahr subjects here on the Shore are not quite the uncouth louts they are made out to be in polite society. To the contrary, I have had many a pleasing—if such a word can be used when suffering the pains of court exile—moment here at Vygrot in their hearty bearded company laughing at their colorful tall tales, seeing the blush of the red-cheeked village maidens in their white linen and floral bodices...[long, racy and embarrassingly clumsy digression].

Lost Vlko and Romuilak the Lupine
Author:Unattributed but commissioned by “He Whose Howls Echo Among the Ages, His Fecundity, Tazrun, the Illuminous and Mighty Seneschal of All the Southlands.”
Physical Appearance: Embroidered leather cover strung with cat-gut and smelling vaguely of wet dog. 64 pages
Cost: 150 gold suns
Choice Excerpt:“For a people who had their origin in the horse-stunk nomad hordes of the Sea of Grass the Pahr people have been remarkably at home in the scrubby hills, rounded peaks, high valleys and crags of Zem. While many of the hill clans have long since been domesticated into the (slightly) more sedate lives of Overkingdom cantons, tales of the “lost kingdoms”, Old Pahr petty mountain kingdoms that dropped from the historical record centuries ago--and into the popular imagination of this day.

One such tale that looms large in the so-called Southern Cycle, that great collection of folk ballads and tall tales of how the Pahr came to migrate, conquer and be conquered in the post-Hyperborean era, is that of Vlko and its hirsute, half-wild founder, Romuilak the Lupine. Many a man of science would like to believe that Vlko still exists, nestled high in the Cerny mountains, with a people prospering by the simple, bellicose virtues of the Old Pahr hidden and secure from modernity.”

Also Rans
A Modest Survey of History High and Low in the Overkingdom's Late Modernity by the scandal-ridden Cantontonal historian Jiri Paveliak (whose elaborate backstory bedazzles all). 

The World-Dialectic: Is it For You? by Jarek the Nagsman.

Talking Special Snowflakes and Strange Stars with Trey Causey

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Resplendent in its Star Frontiers-homage, full color cover, Trey Causey's Strange Stars setting book has finally hit the virtual stands both in PDF and print form. Having watched this product grow from a wee germinal of an idea--and had any number of rambling, tangential conversations with Trey along the way--I feel entirely to close to give the book a decent, critical review. (But really you should buy this thing, it's one of the best pieces to come out of the tsunami wave of DIY hobbyist products in recent months).

A little more interesting is to open that conversation stream a little to a broader audience (as I did with his Weird Adventures) to hear the what and why that went into the making of SS.

Hill Cantons:Let's talk Strange Stars. I will admit to being deeply fascinated watching you grow these worlds and products bit by bit from the floor level via posts on your blog, From the Sorcerer's Skull. The sepia/black and white images and little digressions that came out with Weird Adventures sucked me in and kept me pulling for you all the way to press time. Tell me about how SS came to be and how it developed on the blog. What moved you to do this and what was the process like doing it in this slow reveal-by-blog type way?

Trey Causey: With doing a blog six days a week at one point (now roughly five), I spend a lot of time brainstorming/daydreaming content. I had toyed with a couple of science fictional concepts that didn’t quite take off (though I’d sort of like to return to them one day) like an alt-history pulp space and a science fantasy Greek mythology thing. One sort of fun (I thought) but largely throwaway post I did was on Talislanta as a space opera setting. That post got some positive feedback, which always tends to prompt me to expand on an idea a bit more.

I got maybe three more posts out of it and in the comments to one of those, Brutorz Bill of the Green Skeleton Gaming Guild suggested I ought to do my own sci-fi thing, like “Weird Adventures in Space.” Thinking about doing my own thing (but with Talislanta Space ideas still in my brain), I wound up writing the first of the Strange Stars posts—though it didn’t have that name or any name, at that point. It grew from there, becoming more and more its own thing as it went on. Ten posts and about a month later, it was christened “Strange Stars.”

As anything would that’s developed in bite-size bits over a period of a couple of years, Strange Stars sort of lurched in somewhat different directions at times. The earliest posts are trying hard to rationalize science fantasy concepts into something a little harder sci-fi. Then there came a bit of weirdness probably inspired by Prophet and revisiting old issues of Heavy Metal, and here and there, small doses of “serious” science fiction brought on by my reading Alistair Reynolds and Charles Stross. All the time though, I knew I wanted it to mix the stuff I read in modern science fiction novels with the stuff I saw in mid-60s to mid-80s sci-fi comics, films, and paperback covers. The aesthetic was always important—which is often a frustrating thing when you are not yourself an artist.

HC: We've talked a good deal one on one about immersive worldbuilding and setting work as part of the DIY rpg scene--both of us seeming to fall down on being fans of those kinds of efforts. I rather like how SS hits a sweet spot balance: it's unashamedly and purely about setting/worldbuilding but it breaks info-dump down into tiny bites and leaves a lot of evocative questions off stage. How do you see SS fitting into the discussion of so-called Special Snowflake settings?

TC: Looking at the stuff produced on blogs and in publications by the DIY crowd we’re both somewhat associated with, I think it’s clear people like setting stuff, despite what’s sometimes said about it in the abstract. I think the real issue isn’t “setting versus no setting” but the suggestive leanness of a pulp fiction novella versus the over-elaboration of a multi-volume, doorstop fantasy epic.

The debate often framed as “setting detail versus freedom” is really something more like “inspiring setting versus constraining setting.” If I'm right, and the second issue is the real one, then there are things we can do about it. The traditional, prose heavy ways of delivering setting information are the prevailing style, not necessarily the best way to do it. I wanted to try something at least a bit different.

There’s always a balance to be sought, though. The things that some people complain about regarding settings are exactly the things other people like about them. I got minor complaints about stuff that Weird Adventures didn’t address, and I don’t doubt I will get some of that with Strange Stars which leaves even larger lacunae. Sometimes I left things out due to space considerations, and other times because I hadn’t thought to include it. What I would really love to see is Strange Stars not as one special snowflake, but a number of them because people take it and come up with totally different stuff to fill in those holes. I want to read a G+ or a blog post and catch myself thinking: “but--but that’s not how I would do it at all!”

HC: The Terran Trade Authority and Galactic Encounter books of the late 1970s were huge aesthetic influences on my young brain (as were the Star Wars fan booklets and comics). Classic Traveller was free of any illustrations for years and those books filled in the blanks. There clearly seems some linkage to those image-rich books in your inspiration stew. Can you tell me about that and the other inspiration points?

TC: There is, indeed. The Galactic Encounters book, Aliens in Space, was the only one of these I read in childhood, but it made quite an impression. I bought it a few years ago and a couple of books from imitator series. I have also always been a fan of reference works for fictional worlds (particularly well-done, fan-made ones) like the Star Fleet Technical Manual, and the Starfleet Medical Reference Manual, but also more recent things like the image-heavy Dorling Kindersley Star Wars and Star Trek books. Barlowe’s Guide to Extraterrestrialsis there, too. A lot of 70s comics like The Legion of Superheroesby Grell and Cockrum, and stuff by Chaykin and Starlin were on my mind, too.

A lot of these things have design aesthetics that seem a bit silly at times, perhaps. Certainly they never seem “cutting edge.” That was part of the reason I liked them and wanted to draw from them. The future is never going to be exactly how we view it in the present; like the past, it’s a different country. Using outdated styles, I feel like, gets us past what’s currently cool in to something just a bit alienating—like the real future is likely to be. Also, I wanted the future to seem “lived in” and grubby, but again not the lived in and grubby of dystopian futures of the 2000s. The seventies is the point where science fiction first moved from sterile and shiny to grubby and worn, visually.

HC: Layout and design wise SS is impressive for a one-man DIY outfit. What did it take to get it to that point?

TC: Thanks. Mostly, I would say it took the technical acumen of Lester B. Portly. Before that, though, the conception was a long time in coming. I had been sort of trying to write something “Strange Stars” since late 2013, but it just wasn’t flowing. Sometime in early 2014, I got the idea to do a whole setting book in pictures. I’m sure it wasn’t from nowhere; there was probably some discussion on G+ or something that inspired it.

Anyway, this panel in Prophet was the first thing I thought of.

I realized, of course, I wasn’t going to be able to afford enough art to do a whole setting book like that, so I looked to the Dorling Kindersley books as the primary model. I put sample pages from several of those, and sample pages from some pages from comic books like DC Secret Files and Handbook of the Marvel Universe and started talking to Lester. His initial thought was that what I wanted was too expensive, but was willing to provide his help to paring it down.

Once we had a vague idea of the basic template (which Lester would keep refining as we went on), I picked out the fonts I wanted and made a style guide. Before the design was finalized, I already had the artist working on the images. The first few pages (the Vokun and Alliance spreads) were the hardest, but after that we pretty much had it down.

HC: You have some mechanically-minded supplements coming up the pike that will translate SS into something that can be run straight out of the box. Tell me about those.

TC: I knew from early on that I wanted to do implementations of the setting in multiple systems. John Till of Fate SF stepped up and offered his services to do the Fate supplement, and he’s been putting a lot of work into it. I think Fate fans will be pleased. I’m compiling and rounding out the Stars Without Number based stats that I used with most of the blog posts in the setting, plus adding some random generators for orbital habitats, adventures,  and the like.

I got an email the other day from a guy wanting to do a Traveller supplement; I would love to see that and anything else that gets somebody fired up enough to do it.

HC:So what's next? What other projects have you been mulling?

TC: So many possibilities, so little time! I’ve got science fiction/science fantasy jones at the moment. I’d like to compile my Baroque Space (space travel in a solar system governed by alchemical science) posts and maybe go back and do the same with Gods, Demigods & Strangeness (the Greek myth thing I mentioned). The past couple of days, I’ve been contemplating a Heavy Metal–style psychedelic space opera universe design kit. I would love if Strange Stars was so successful that I was able to do a deluxe edition with pages and more art.

Of course, there’s my Baum/Dunsany/Adventure Time Land of Azurth campaign—and the Weird Adventures Companion that I want to get out before I die. That’s about all the dreaming for this month.

Ursine Dunes Pointcrawl Map Download and Review Round-Up

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One thing I have greatly appreciated from the Slumbering Ursine Dunes project has been the chance to grow as a writer. Nothing helps more than honest critical assessment and fortunately I've been receiving much to think about how to up my game from thoughtful participants in our milieu.

Brendan S for one in his thoughtful review raises some challenges about how to present adventures for better use in the heat, smoke and noise of the table. We've been talking a good deal about that at the Hydra meetings and we are trying to rise to that challenge. 

The first and easiest step is providing a full-size download of the cramped A5-size pointcrawl map (and this may have broader interest to folks who haven't bought the mini-sandbox). You can find a letter-sized PDF as a download right here.

We are also producing a "dungeon pamphlet" as a separate download that will organize the whole adventure into its gameable at-the-table elements. That piece will go out to backers for free. 

Also while we are at here are some of the other fine reviews of SUD:


Dunes Stretch Adventures Rolling, Rolling, Rolling

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The holiday period was naturally a bit of a bear (pun not intended) for the Slumbering Ursine Dunesproduction crew. While we got the main adventure out before deadline for the PDF and just on deadline for the print, I spent an ungodly amount of time troubleshooting Print-on-Demand issues with Lulu and DriveThru.

January was slower than anticipated but we made progress, so fortunately this isn't leading up to a slew of the usual Kickstarter excuses and nervous shuffling. In fact I feel rather proud of the fact that we have pushed the stretch adventures up from small 20-page mini-adventure affairs to four separate full-length adventures—Fever DreamingMarlinko, The Misty Isles of the Eld, Anthony's California Dunesand What Ho, Frog Demons-- that will be close or as long as the main adventure. (All four will also be available in both PDF and print form on DriveThru.)

Which all leads up to the actual point of this post. Each adventure is developing a highly-distinct look with a single artist devoted to each. I've found myself getting caught in a “dialectic” in which I see these magnificent pieces and get inspired to do more writing—Luka's illustrations spawning several new additions to my weighty bestiary section in the Misty Isles already.


Similarly seeing some finished work by Jeremy Duncan (who as a player in the campaign made a number of character sketches that will forever be what I see in my mind's eye) for Marlinko. This grotty piece shows the sparagmos rite in the catacombs of the bizarre alien cult Church of the Blood Jesus. So lovely.  

Hill Cantons Compendium II Released

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After half an eternity (in internet gaming circles time) the Hill Cantons Compendium has been revised and extended. You can Pay Whatever the Hell You Want for the PDF right here on DriveThru.

Gone thanks to Mike Davison's able layout hand is the clumsy (I would like to think charmingly amateur, but who am I fooling) layout and unused house rule sections. Expanded (almost doubled) are the number of dumb/brilliant player classes and I even threw several pages of special snowflake information about the Hill Cantons proper.

What you will find inside:
  • Nine variant old school fantasy (and Labyrinth Lord)-compatible player classes: the Mountebank, Chaos Monk, Robo-Dwarf, Feral Dwarf, White Wizard, Half-Ogre, Black “Halflings”, Pantless Barbarian and, of course, the War Bear.
  • Character background mini-game/alternative generator with quick random equipment charts.
  • Zero-level character generation and play rules.
  • Variant rules for simple attribute checks.

Derailing Castle Amber

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A couple days ago I had a strangely-urgent request from a two (and a half) year-old to read the Erol Otus-covered X2 Castle Amber (alternately titled now “The Giant Crashes the Castle”). When you get such a request only a douche doesn't comply and I duly read out the first three pages in High Children Books Narrator Voice.

While chuckle-making in itself it did give me an opportunity to reread that old favorite. I distinctly remember Castle Amber being the module that I enjoyed running over any other adventure TSR produced back then. Did it still merit top billing in my brain?

For sure I had no idea who Clark Ashton Smith was at the time (and it took me a full 25 years later to get acquainted with and dig his writing), but the Averoigne mini-setting folded up inside resonated with me in a way other TSR setting whoha didn't at that time. Growing up as a history fanatic, a France-like place circa 1100-1350 AD had a cultural reference point that made it easier to picture mentally.

Further because of that resonance, the gothic horror/weird fantasy elements of Clark Ashton Smith (not that I could have put my finger on it) just seemed sharper and more fantastic. That you would have pagans roaming the woods for human sacrifices or a blood-red comet that would induce an abbot to transform into hazy-formed beast struck me as more fantastic and terrifying than clearing a dungeon of humanoids in the Pomarj.

Restless soul that I am I put together a set of things I would do to hack, spindle and otherwise mutilate the module to fit my own play style and prejudices. In other words “gussing it up” a la Gus L's wonderful series of reviews and derailings of the old B-series modules.
Derailing
Current me hates the railroady overarching conceit of the adventure that you are trapped inside the castle. Even less particular early teen me got bored with too many sessions trapped away from the main campaign area and put in some handwavy, deus ex machina gates at the end of each session.

Change one would be to simply remove the lethal sorcerous mist that clings around the chateau. What the adventure (dubiously) loses with the dramatic tension of the players having to scramble to release the curse on Stephen Amber (who is trapped inside his tomb) and escape the chateau, it gains with expanding the choices for approaching it as a site-based adventure.

Secondly, I wouldn't ditch freeing Stephen Amber as a potential framing quest--just replace the stick with a carrot. The trapped mage showers the party with big ticket value jewelry and magic items anyway, perhaps just have him appear as an apparition when the party finds the “clues” scroll (hidden in three spots) or some other trigger and promise the party cash on the drum for getting him out of his jam. The clues themselves give a nice framing quest for exploring Averoigne complete with some red herring so retain that.

(And while you are at, now that the party can retreat and rest outside like in a typical sandbox campaign, ditch that heavy-handed freebie bit in which Stephan magically protects the party inside from all harm when they rest.)
Click to Enlarge
Chokepoints, Sideloops and Non-Linearity
At first glance the design of the “dungeon” looked very linear and dull to current me (you can see a copy of the map here). The adventure starts from a single point the entrance to the West wing and has a single hallway with side chambers.

Interestingly though some closer spatial analysis (see above) reveals it to be a more interesting space with slightly wider exploration choices (though one still a little marred by the railroaded single entrance and funneled exploration). Each wing (Moldvay suggests that each section is designed for a single session's worth of exploration) is chokepointed but all seem to have a few side-loops. The dungeon itself is relatively small but is nicely non-linear with two entrances from separate wings (the Chapel and East Wing) and two compact but internally non-linear side-sections.

While theoretically non-linear, the extreme lethality of stepping off the single path in the central Indoor Forest creates too much funnel for my taste. I would ratchet back or eliminate some of the thorn walls, pits and encounters. Let the players wander right into that Wild Hunt that breaks the hill open on there own.

Removing the railroad above really heightens the non-linear approach by eliminating the single entrance and instantly gives three easily-approachable front entrances to the West Wing, Indoor Forest, and East Wing (see the illustration) and numerous potential entrances through the numerous large-paned windows (though I would add some kind of challenge or obstacle to doing so like the windows being only breakable or high of the ground as the stairs up to the porticos suggest). Adding that front door entrance to the Indoor Forest gives players even more options.
Enlarge me
Replace the Hex Map
The hex map of Averoigne is functional and fine though it seems pointless to have it be at such a large scale (12 whopping miles per hex giving long travel periods between the sites). The hexes are superfluous anyway as the sites are teased and the exploration presumed to be goal oriented in searching for the four quest items to open the gate to Stephen Amber's tomb (and thus less about meticulous 360 degree exploration).

Tim Kirk's map (above) is such a beauty I would just go ahead and swap it out for the module map, maybe adding a simple pointcrawl diagram to keep track of the players' positions.

Kingdom of the Ghouls
One of my favorite bits in the module is Room 56 which appears at first glance to just be a boring old pit with some ghouls guarding it. The terse room description reveals it to be in fact a vast labyrinth and entrance to an entire land of ghouls (which naturally you had to develop on your own). I continue to eat up those kinds of challenges.

Fitting the faux-France angle here why not just take the fantastic sprawling maps and setting décor of the actual Paris Catacombs. Further make it an interactable place with interesting NPCs, hooks and internal tensions by reskinning the Dead Nations from Planescape Torment wholecloth.

Amp up the CAS
Rereading the module got me to also reread a few choices stories from CAS's Averoigne cycle. While Moldvay does a bang up job of adapting elements from the stories to a game context, I certainly felt that taking up his suggestion to expand the sites with unused elements from the stories was a good and noble effort. There is some weird fantasy gold missing such as the grotesque Mother of Toads in Les Hiboux, the haunted castle Fausseflammes, vampire lair etc that just cry out for someone with time on their hands to expand (cough, cough not me).

What would your Castle Amber look like?

Space Cantons Mini-Campaign III

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With Fever Dreaming Marlinko (the first Dunes stretch goal adventure) going through proofing, Anthony's Cali Dunes manuscript going through its first round of comments/edits (so excited), and the Misty Isles of the Eld getting all playtested and written, I finally feel like I have some mental room to juggle some other things.

And those things as a palate cleanser point away from D&D and toward my old love Classic Traveller. The following is one of the hooks from my new Tuesday mini-campaign shared here because I hear sharing is caring. (My past Traveller house rules, variants and mini-campaign whoha can be seen here.)

The Adventure Hook
The Cerny Vlk, the subsector-famous Boloerium (a paraterraformed asteroid-vessel used for intra-system travel, see library data below) dedicated to preserving pre-uplift wolf stock--and manned by a cooperative of self-styled “lycanthropes”--has gone “dark” according to months-old reports from The Grange. That wild and wooly system of micro-republics hunkered down on trojan-point planetoids has produced a not-too surprisingly conflicting range of hotly-contested salvage claims. Putting hard credits where their vacc-suited comm-boxes are, the system's two fiestiest polities, Cockyagne and Hayduke, are reportedly both offering 500,000 CR bounties to a crack “salvage and rescue team” for in-hand repossession of the outbound ship.
Cylinder Interior (click to enlarge).
Scale is 250 meters per hex. Map "north" and "south" wrap around. 
Library Data: the Cerny Vlk Boloerium
Like most boloeriums, the CV is dual-roled as asteroid space habitats and intra-space vessel. The CV was constructed under the auspices of the Vlk Foundation, a philo-bolo (collective doubling as a non-profit charity), six decades ago for service in the Grange system. The foundation's terse bullet-pointed mission statement blandly refers to “pre-uplift conservation” and “maintaining the green fire of wild abandon that burns away the blandishments and corruption of hypermediated civilized life” as the Foundation's guiding vision.

The habitat's interior is a hollow cylinder 6 kilometers long with the long sides sloping upwards precipitously for a “height” of 1 kilometer.

The central space is dominated by an artificial lighting and weather system that simulates cloud cover that cycles randomly between a fine rain, partly cloudy and partly sunny conditions on a twice “daily” cycle. The ten hour “night period” is experienced universally across the interior when the “sunline” lighting is reduced to a low blue-gelled hue. Internal temperatures are set to range between a low of 45-60 and a high of 55-75 Fahrenheit.

Internally the CV underwent an extension biome renovation two decades ago, the old patchwork of 114 micro-biomes was replaced with two larger more continuous biome zones (and two sub-zones) to reflect a change in program direction by the Vlk Foundation:
1. Tundra. A large rolling plains like space punctuated by moody dark grey spray-foam rock formations. Contains xeno-caribou and giant jackalope herds for game.
2. Tanglewald. A dense twin-canopy bramble forest that is in fact a single rhizomatic macro-organism.
3. The Boreal Forest. Massive black-trunked conifers and large ferns cloned from ancient primordal amber tower over this micro-biome. Houses the White Lodge, a “Future-Past Age” spiritual healing center complete with enema kivas and healing lasers.
4. The Lake. Freshwater lake complete with paddle boat rental, tea pavillion and prediluvian megafauna.

The habitat in perpetual spin (assisted by the Forward Unit) creating internal gravity set at 0.8.

The CV is also set on a perpetual intra-system vector between the grange points hitting all of the major asteroids on the route in a slow annual route. It is impossible under the current Cantonment level of advancement (TL 13) to build power plants and jump systems large enough to be used on a Boloerium.

External structures include:
1. The Forward Unit or “Spinner”. The original complex set up at the aft of the asteroid to excavate the asteroid and importantly to to create its original spin with chemical propulsion systems (and which today serve as an emergency or correction system).
2. The Main Gate. An exterior complex of docking gates, observation decks, warehouses, schlocky gift shops and elevators to the interior.

3. The Pleasure Dome. A domed space to use “party as a verb.” Includes a small personal airlock and all the space mollusk tripdust one can hope for. Defenestrations are purely optional.  

Campaign News Porting to the Blog

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For going on four years now I have been writing and posting the supposedly-weekly and increasingly idiosyncratic news report for players and spectators of the eponymous campaign to the Hill Cantons google plus page. Having written about how to use campaign news as continuity glue for a long-running campaign and having the blog slip way down the list of my hobby-writing priorities--and thus in need of some love—the news reports will now be appearing right here in the future.

And now the News...
Hinek the Aft, notable local lunatic and mariner, has been recounting wild tales of a supposed landing in the fabled Misty Isles by his patroness and captain the so-called Daughter of Ondrej. Bizarrely his first day of yarn-spinning in the Marlinko bathhouses told of a stark, dead land with “ridges made from the corpses of massive grubs”-- a story quite at odds with the popular conception of the eternally fog-shrouded islands as a bucolic paradise. Even stranger is his apparent self-beating over the night and subsequent retelling of the story in a broken monotone: “The...Misty Isles...are...a...wondrous place filled...with...laughter and light...and that I have...never visited nor can I speak with assurance..from a first-hand account.”

The recent opening of the gaily-painted, if disturbingly and atavistically pagan High Temple to All-Pahr Gods has brought in a influx of curious tourists and dour, bearded faithful to the Feral Shore. When clicked on, the colony steward, Okko, claims that nearly 900 gold suns have been brought in from sales of bric brac such as Svat the Four-Faced carved wooden posts, Marzana garlic wreaths and Radagast painted beer steins in the first two weeks alone.

But income from schlock is not the only thing the new Temple has brought in, the dedication has also brought along two new inhabitants both claiming to have been brought by visions sent from dying Pahr godlings.

The first of which is the strangest, a bass-toned skald with the head of an enormous red rooster by the name of Vyvod. Though an odd sight, residents of Karldeset and the Domovoy villages, have warmed to his deep, catchy, self-valorizing ballads and quite often one can hear on the winds the opening verses from his most popular tune:
Little Pavol and Vyvod
strutt-ing through the for-est
Never evere dreamin' that a schemin' deodand and his posse
Was a-watchin' them an' gatherin' around.”

The rooster bard's appearance was followed the next day by a grizzled, long-bearded, wearing the antiquated heavy armor that scholars call chainmail and looking to all the world like he stepped out of a Pahr-themed historical tapestry. Captain Slavomil as he calls himself is said to have been touched in the head by a command from the long-thought dead god Velesh to throw his axe into a local lake, seek the blessing of the Lords of the Shore and begin to organize a warband for a long journey around the southlands cape to conquer the City of Porcelain, a distant, fabled, demon-haunted city of great delicacy.


Small is Beautiful in the Sandbox

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One of the most satisfying parts of being part of a hobbyist subculture that loves pulling up the hood and jawing at disturbing, perhaps commitable length about the various whirly bits is running into your own little epiphanies. Tuesday I slammed my laptop cover down and threw my triumphant fist in the air with a “fuccck yeah” with the last great push on the Misty Isles of the Eld manuscript (the second big stretch goal adventure coming out of the Slumbering Ursine Dunes project, Fever-Dreaming Marlinko being in lay out).

Later that night with the self-congratulation dying down it struck me that after laying down yet another small bounded 1-4 session wilderness area that the mini-sandbox has been my favorite way to game wilderness for a good long time. I mean thinking back to my beloved hoary TSR favorites Castle Amber, The Secret of Bone Hill, Keep, and that Gygax Lovecraftian temple one that I am suddenly too lazy to look up they all to a one have a small wilderness area (and often a small scale human civilization bit) as a short main exploration phase.

Somewhere horseshoe close to when D&D was born and the oil crisis was rearing its head, a collection of essays called Small is Beautiful became a public intellectual one-hit-wonder. Needling large-scale economies and political organization as being beyond a sustainable human scale.

Hey but fear not I come not to throw some politics or meaty real world thought in your face-- besides I'm still enough of an Old Leftist/Modernist reactionary to freakishly get a woody walking the grounds of the rusting hulk of a horizontally-integrated factory complex like the Ford Rouge—but to acknowledge there is something there there when it comes to designing to wilderness settings.

Insert your mileage disclaimer—by now we all know that people who talk in absolutes in a hobby environment are buttholes—but I think there really is something there in this area when it comes to sustaining a long campaign. Think of it this way, D&D is primarily a game where the main play experience is meticulously exploring highly-contained space. It doesn't have to be a dungeon but that classic format sure comes back over and over because it simply works

Wilderness hexcrawling has been there too as a suggested major play arena since the get go. OD&D has its random generators. B/X went even further presenting it as conceptually as a whole new campaign frame for when PCs hit mid-level. But from my experience there has always been something awkward and challenging about making all that wide yawning space notboring—and thus something you and the players will return to time and time again continuously.

I have been running the Feral Shore with its central hex-organized map as a major campaign phase now for a year and a half. But the actual thorough wilderness hexcrawl sessions have been a minority often a “we really need to get down to figuring out what is going on behind that ridgeline of the Domovoy villages” kind of impulse from the players. At most even when really player focused we have never done more than three such sessions in our weekly game in a row.

Invariably some other goal—exploring the smaller bounded area of say the Rusevin (a city ruins pointcrawl) or more prevalently a single-site or those beautifully eccentric player-driven quests (“shit really need to go find that Drinking Horn of Radegast to get those drained life levels back”)--pushes its way forward and becomes the main thing.

The hexcrawling in other words is more often a palate cleanser much like a one-off town adventure. Not consciously I believe that's how I prefer, short sprints of such activity around the main course. Maybe that's how it should be: better-designed wilderness should be small in frame and densely packed with sites. (Or maybe I am just rationalizing my own design choices with the Dunes as a small bounded mythical wilderness pointcrawl and the Misty Isles as a small bounded extra-planar pointcrawl?)

But back to you...

Is that the kind of thing you have experienced? Have you run—and enjoyed—long hexcrawl-centered campaigns or campaign phases? What made it different you think? What's your secret, bud? 

Rethinking Domain-Level Play in the Hill Cantons

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If you've followed this blog for longer than you reasonably should, you may remember that 3-4 years back I had spent a good deal of time exploring domain level play. Indeed I ran two whole campaigns, the Domain Game I and II, revolving around that kind of play while trying to hothouse a whole rules supplement, the Borderlands.

My own gaming and writing was swimming around in a zeitgeist pool at that time--with ACKs and An Echo Resounding coming into being as the best published answers to that great supposedly unfulfilled promise of the “End Game.”

Eighty-odd pages of Borderlands were finished and it was closing in on that last push for being published. And then I balked it. I won't get into the nitty gritty (and some of it was an easy "I'm kind of tired of this shit" answer) let's leave it at “I was deeply dissatisfied with how it played.” In a nutshell it failed in the same way I believe most other attempts have failed by not making the “main thing” the main thing.

Anywho there is a lot meat here for a post debating the game design question “why most domain rules for D&D don't build meaningful, engaging long-term play for D&D campaigns.”

That's not this post.

This post is some show and tell of the rough, rough experimental system that we've been using on the Feral Shore portion of the Hill Cantons main campaign. The idea was to develop a system that is neither overly abstract “boardgamey” nor “beancounterly.” 

Instead it aimed to be more like the King of Dragon Pass and the freeform wargame Matrix Game. With NPC advisers carrying and hiding most of the actual domain business (by being “clicked on”) and presenting decision points that gave players choice without swamping the site-based adventure that is D&D's main thing. The system is still pretty underdeveloped and the results somewhat a mixed bag from my perspective to be sure. 

But that's the fun of hothousing these things in actual play, right?
An explored section of the Feral Shore.
Here's an actual example from campaign play. (Okko is a frozen-in-time trap engineer NPC the party rescued and recruited to be the chief steward of their Feral Shore colony.)

Okko's Report on King's Ten
Okko seems to warm to his job and appears to be loyal, able and competent from what you observe. He gives you the following report on how he sees things.

What Okko is buying/building with the 1000 suns (all work listed will be done before next week by the available labor):
1. Two 10-by-30 foot cypress-wood and thatch longhouses. One to be used as a workshop, the other for meetings/light work in the day and sleeping area for 15 at night.
2. A cypress-wood stockade roughly 6-foot high to enclose the area before a proper wooden palisade can be built.
3. 10 medium-sized tents for temporary housing
4. An on-site worker of wood and blacksmith
5. Food for the party and all the hired help for a month.

What Okko wants to know:
Do you want to keep this site as the basecamp? He lays out the pros and cons of the site below and says that since no work has been done yet that he can hold off on the work above if you want to place it  somewhere else.

Site Pros
1. The soil seems fairly rich and arable.
2. Killing off the two crocs seems to have cleared out the area of its most spectacular resident menace. There are normal-sized crocs in the area but nothing as comparable or aggressive.
3. The surrounding flooded areas and serpentine-like higher ground areas are pretty defensible
4. You have plenty of fresh (if brackish) water.

Site Cons
1. It's in the Weird (makes the hired help extremely nervous and likely to mean higher chances of encountering beings who live in the Weird.)
2. It's surrounded by a swamp (bugs, humidity and mud).

Domain Skills and Resolution
Each PC can take a Major concentration and a Minor from the following list and computes their skill on the second chart below.

Domain Skills
1. Martial (Strategy, Tactics)
2. Sorcery (Magic, Science)
3. Supernatural  (Religion, Mythic, The Weird)
4. Skullduggery (Intrigue, Diplomacy, Criminal)
5. Steward (Planning, Economic)
6. Ranging (Scouting, Hunting, Expeditions)

Domain Score
x1 level for your Major
x.5 level for your Minor (round down)
+/- best single ability modifier for INT, WIS and CHA
+/- special circumstances (things like education in a certain skill, upbringing, etc)

Example: Kraggo of the Mountains is a 4th level fighter with a 7 INT, 11 WIS and 17 CHA. He takes Martial for his Major which gives him for 4 for his lets plus 2 for his CHA for a total of 6. He takes Ranging as his minor for a total of 2.

Domain Ring NPCs
The Domain Ring is your team of NPC advisers. Beyond providing for gamable action points in and between sessions Ring NPCs are the ones taking on the actual (and often boring and/or granular) tasks of running the demense. Delegating work to the Ring represents “rule by sinecure” inherent for a game where the PCs are adventurers first and has a mechanical advantage as such. A single PC can add their skill level (must be the exact skill being used by the NPC) to any domain action roll taken by a Ring NPC.

Current Ring Members:
Okko, Steward 6
Balzas, Martial 4
The Holy Drunk, Supernatural 3
Priestess of Marzana, Sorcery 3, Supernatural 3

Domain Action Resolution
If there is a particular situation that I think will call for a roll against an appropriate PC or NPC's relevant skill. The relative difficulty of the course of action described will be adjudicated secretly from my judgment of what is described.

Near Impossible: 5d6 against relevant Domain Skill
Unlikely: 4d6
Fair: 3d6
Good: 2d6
Excellent: 1d6

Slam Dunk: 1d6-3

Hydra's Wet Hot Summer

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It's going to be a busy, busy summer for the Hydra Collective. Keeping to one of our core visions to serve as a quality publishing vehicle for DIY game designers, we are expanding way beyond the Slumbering Ursine Dunes crowdfunded line of adventures.

Just a few of the big-ticket items coming down the bend...
Trey Causey's Armchair Planet Merges with Hydra
Trey Causey, blogger and author of some of the best DIY gaming products around (Weird Adventures andStrange Stars), is bringing his publishing outfit, the Armchair Planet, into our worker-owned company. You can find his freebie supplement for WA, Strange Trails, at the Hydra storefront.

Trey has already been working with us on the Dunes as an editor and bringing his insights and experiences to the collective table as a publisher. We are, not surprisingly, excited to have him come aboard as a partner and co-owner.

But that's not all, this summer (date TBA) we will be publishing two new Strange Stars supplementsthat will translate the system-less setting book into two fully-gameable products: Strange Stars Fate (SF Fate author John Till's translation and adaptation to the FATE system) and Strange Stars OSR(an adaption of the setting to the popular, old school Stars Without Number rules).

Publishing Jason Sholtis's Operation Unfathomable
Our next big publishing push is expanding Operation Unfathomable. OU is a combination underworld, outdoor and dungeon romp by Dungeon Dozenauthor and prolific gaming illustrator Jason Sholtis that has been published in little, tantalizing bits here and there. 

This extended dance remix version will feature:
  • Twelve all new Underworld encounter areas including a complete Chaos temple and the cult of actively hostile weirdos it houses.
  • A small wilderness sandbox featuring five factions of sentient beings embroiled in mutual exploitation and (in some cases) ruthless destruction plus a variety of adventuring possibilities.
  • Scads of entirely new monsters, treasures, spells, and NPCs, all easily harvested for use outside this adventure.
  • Many new maps and illustrations (like these beauties below).



Anthony and the Full Monte
Hydra Collective co-founder and editor/author Anthony Picaro has been busy working on a big league project with Monte Cook Games. Needless to say we are all hella proud of his creative work getting larger exposure. We will be putting out some details and excerpts of his evocative and wry California Dunes adventure later this week. 

Charity for Nepal
The Hydra Collective is joining Inked Adventures, Kabuki Kaiser, Lamentations of the Flame Princess, New Big Dragon Games Unlimited and Sine Nomine Publishing in a charity bundle package of OSR Asian-themed product to support victims of the horrific recent earthquake in Nepal. Our contribution is a PDF copy of Mike Davison's Ruins & Ronin

For more info about these projects, Hydra in general or want to pitch an idea, drop us a line at hydracollective.llc at gmail dot com.

HC Psionics: The Psychonaut Class

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Oh psionics, you scamp. Sigh.

For galactic aeons I have wanted to develop the weirdo psychic powers of the Eld  in the actual existing Hill Cantons campaign. Invariably I always seem to bang my head against the brick wall that is D&D psionics. An interesting and helpful discussion on Google Plus turned up all kinds of svelte, homebrewed systems by Ramanan S, Roger GS, Courtney Campbell and others (seriously quite well-done and free projects, check them out).

But I kept getting into that cafeteria mentality of wanting a little of this jello salad, some of this mystery meat and a big heap of this pecan pie.

One thing that really shook out for me was that I was more interested in a psionics-based class that was less rooted in a spiritual/inner/monky kind of focus—not a great fit for space elf sadists—and one more like the bad-good psychic horror-thrillers of the 80s such as Scanners and Firestarterand the goofy exuberance of post-apoc science fantasy novels like Hiero's Journey.

I also didn't want a whole new subsystem or mechanical layer to run the damn thing but liked the approach taken by others to treat the powers mostly like spells and retaining the traditional save-vs-XX system (Alex Schroeder alluded to this in the discussion and it stuck).

Anywho this is what was left over when I sat down at the table, a goofy little PC class heavily-inspired by Mutant Future that I am throwing out there for feedback. The version below is very much a work-in-progress. What actually will appear in the Misty Isles of the Eld will feature expanded/gussed up descriptive text and the deformations and powers will be revised and expanded (you will note the current lack of 4th level powers).
Psychonaut
Requirements: INT 11, WIS 14
Hit Dice: 1d6
Maximum Level: 8
The class is predicated along the lines that psionics and similar mental powers are attributable to mutations from the fallout effects of “magical” radiation. Since the Eld make heavy use of such magitech, the Eld and a select elite of Eldman slaves have organized a corp of Psychonauts who willfully expose themselves to mutagenic doses and spend their careers attempting to master the correct mental disciplines to rein in the mutations. Blah, blah, blah.

The Psychonaut saves and fights as cleric. The character can only use leather armor but is allowed to fight with any weapon.

Each level the Psychonaut gains powers similar to spells. However powers are not mutable/memorizable like spells, once chosen they remain in stock in perpetuity. Most powers have variable numbers of times that they can be used in a day or week.

The exposure to the mutagens necessary for the original transformation into a Psychonaut leaves lasting effects. Indeed as the Psychonaut unlocks and masters unused portions of the brain when gaining new power levels, so does he often lose control over the deforming aspects of that transformation. As such a Psychonaut will gain a defective mutation when attaining levels 3, 5, and 7.

Level Progression Chart
Experience
Level
Hit Dice (1d6)
Defective Mutation
0
1
1
0
2500
2
2
0
5000
3
3
1
10000
4
4
1
20000
5
5
2
40000
6
6
2
80000
7
7
3
160000
8
8
3
Defective Mutation
Roll d6
1 Almost passable. Physical deformation under the clothes line such as a third nipple, stubby tail, etc.
2-3 Minor visible physical deformation (-1 CHA). Eld Psychonauts treat result as no effect.
4 Major visible physical deformation (-2 CHA). Eld Psychonauts treat result as no effect.
5-6 Mental deformation (see chart below). An Eld or Eldman Psychonaut unable to mask such a deformation will be summarily executed.

Mental Deformations
Roll d6
1 Psychobabble. There is a 25 percent chance on each occasion that the character opens his mouth to speak that he will inexplicably begin shouting in a manic, incoherent manner much as though he was speaking in tongues. This condition will persist for 1d6 turns. Strangely religious zealots and oral health specialists will understand the character just fine.
2 Mumbler. The character is unable to speak in anything beyond a quiet mumble. Creatures of INT 13 and higher can understand the character if within five feet of the Psychonaut, all others will not be able to make out what is being said.
3 Compulsive Contrarian. The character compulsively disagrees with any direct suggestion, assertion and even basic statement of fact verbally presented to him.
4 Imposter Syndrome. The character actively believes that he is a fraud and not really the ranking Psychonaut everyone else believes him to be. As such he must roll 4d6 against his WIS to use any power. A second attempt can be made a turn later and the self-esteem issues related to that power will only fade with a new day.
5 Phobia.The character develops a single, persistent and deeply-irrational phobia as per the GM's discretion.
6 Second Brain. The character develops a second brain that hinders his thought processes. This brain has 1d3 first level powers and a mental deformation of its own, which should be kept secret from the player until an opportunity to discover them comes about during play. This second brain may have an entirely different personality and motives than the character, and may even try to foil the character’s actions at inconvenient times at the GM's discretion. Once per month the second brain.
MORE TBA

Power Level Chart

1st
2nd
3rd
4th
1
1000
2
2000
3
2100
4
2200
5
3210
6
3220
7
4321
8
4332

Power Level 1
Zaxxyn's Accelerant of Aptitude
Once per day the Psychonaut is capable of concentrating his mental energy to such a degree that one of his abilities is doubled (up to a maximum of 18) for 1d12 consecutive rounds. Usable once per day.

Dxxmilx's Duellistic Deduction
During combat the character can attune herself to the minute body language of others to the extent that she can often tell what they are going to do before they do it. This gives her a +1 to hit in combat, and +3 hp damage per damage die rolled in a successful attack. Can be used in two discrete encounters during a day.

Affected Apportation
The Psychonaut can teleport any object 10 pounds or less in sight range to a known location within a 500 feet. Usable once per day.

Surface Skim
The Psychonaut can read the emotional state and barest of surface thoughts of a visible sentient creature for 1d6 turns. Raw emotions, preparations for violence, and hints of deceit will be reveled--though their precise nature will be unknown. For example, the Psychonaut will know that the subject is lying but will be unable to tell the exact nature of the lie. Usable twice per day.

Power Level 2
Antiorgasm
The Psychonaut releases powerful antiorgasmic energy in a 20-foot radius from herself. All opponents inside that radiance must save versus spells or suffer -2 to hit and saving throws for 1d6 turns due to the intensely uncomfortable and unsatisfying effects and will be unable to enjoy amorous activities for 1d6 days after the attack. Usable once a day.

Cerebral Boreworm
A single bolt of mental energy infallibly strikes a single visible target up to 60 feet away causing saw-like serrations to appear on its forehead for 2d6 hit points of damage. Usable twice per day.

Sleep Egg
The character can will herself into a one-hour coma that heals all of her hit points and cures minor afflictions. While in the coma state a glowing white egg-shaped energy field protects the sleeper from all non-magical attack. This power may only be used three times a week.

Flx's Flammifer Firkin
Same as Pyrotechnics. Usable twice per day.

Pohlxx's Psychometric Dowser
Same as Locate Object. Usable twice per day.

Power Level 3
Ninx's Biting Troll
A spoken phrase delivered with such psychic backing force that it cuts to the quick. A target failing a saving throw will be unable to move or act for 1d6 rounds. If used against the target successfully a second time the target's brain will become fried, the subject will be in a rocking, babbling catatonic state for 1d6 days. Usable twice per day.

Burlix's Brainsploder
The Psychonaut can target up to 1d12 living creatures in a 30-foot radius in a single burst of violent psychic energy. The creatures must be three hit dice and under or be higher-hit dice sentient creatures with WIS 7 or less. Any eligible creature so attacked and failing their saving throw versus magic will have their head instantly explode in a slow motion fashion raining pink mist and bits of gore. Usable once per day.

Necrocognitive Recall


Same as Speak with Dead. Usable twice per day. 

AD&D's Apocalypse and Domain Game Index

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Mad Max Fury Road is predictably jamming my nerd circle frequency on Google Plus. Naturally thoughts run to things post-fall-like and discussions around post-apocalyptic gaming are breaking out here and there. An interesting thread on Big Purple has resurrected an old school line of exploration: the apocalypse of D&D's implied setting.

That thread dovetails nicely with my blog indexing push, so let's run a circle back to two series of interlocked Talmudic ruminations that started with the post-apocalypse of AD&D's original flagship setting Greyhawk and led to analysis of the implied domain-level play in first edition.

If you read one post out of this list, I would suggest “What Rough Men Tell Us About AD&D's Implied World,” one of my personal favorite posts (and I usually hate with a passion the things I write). If you read a second check out the “Howling Emptiness of the World of Greyhawk” or the last post “AD&D's Apocalypse and Hereafter.” Do make sure to read the comments, they are half or more of what makes the threads interesting and the posts bounce dialectically from them.

Post-Apocalyptic Greyhawk

Some seriously nerdy number crunching around the population density of the Greyhawk gazzeteer revealed a very interesting fact: that world is much crazy empty compared to medieval Europe. Rumination on that wildness and its implications launches the series. “...Even the wildest places of Europe at the time are orders of magnitude more settled and prosperous than Veluna. Those wide light green clearings on the Darlene map turn out not to be dull vast tracts of farmland peopled by plump, happy yeoman, but barely held little bastions.”

Analysis and historical comparisons supporting the previous post.

Emptiness comparisons between the Wilderlands and Greyhawk and the two apocalypses of each setting.

A full exploration of the post-apoc dimensions of Greyhawk and encounter tables in the DMG.



Domain-Level Play in AD&D

A second branching thought train starts here. The first edition hardbacks support a wide and robust (but horribly organized) range of domain-level play guidelines and rules with implications for game play that are more interesting at points than recent attempts to implement “domain games.”

What the DMG actually lays out for domain play and how that differs from later attempts.

Another one of my personal favorites despite the long awkward header. The weird gonzo beauty of what happens when you use the DMG encounter tables for demense recruitment (as suggested by the book).

In which I try to figure what the hell is going on with all the name-level characters and large bands of "human monsters" the Monster Manual prescribes and the implications of that.

Taking the previous thought and comparing to the near-apocalypse/collapse of 14th century France. Many of the previous thought trains come to together and reach climax.

Some further postscript analysis about NPC, hirelings and production of goods by the book.  

Fever Dreaming Marlinko Going to Bed, North Texas

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The last stretch of Fever-Dreaming Marlinko has been..well...a stretch. My natural impatience starts showing in this last part of the cycle, but another round of layout and proofing (disrupted by the fact that nearly all of the Hydra Collective is packing up and heading to North Texas for the week) is something readers will appreciate--so it's looking like we will go to press somewhere around June 12-13 (or later, such are things in our hobby).

(If you are going to North Texas RPG Con, track me down and say howdy, I am friendly-ish and likely to be running a pick-up Marlinko session or wargame.)

Inevitably I hate most everything I write with a reflexive hatred as soon as it clears my keyboard. It takes months, some times years for my own stuff to become rehabilitated in my own eyes. 

But I feel pretty good about Marlinko. Ironically I think this stretch adventure, which was supposed to be a relatively disposable 20-page Kickstarter supplement to Slumbering Ursine Dunes, is not only a thing in its own right but is stronger than the thing it supplements (and longer even).

Pulling in Luka Rejec to do maps at the 11th hour turned out to be better than I imagined. All three of his maps went beyond even what I imagined. I mean just check out this beauty, the backcover map. I'm also way happy with both Jeremy Duncan and Jason Sholtis's art in the final product.
click on me.


But one of the reasons why I am genuinely excited beyond the required “fake it to, make it” enthusiasm small DIY publishers are supposed to project is that you will find several urban adventure mini-systems stuffed into Marlinko that I am pleased as punch about:
  • A Chaos Index with escalating events/triggers scattered throughout the city. Meeting an NPC when things are stable might be a wholly different experience than when it's escalated into high weirdness later (and things in the city go from being a bit eccentric to hallucinatory as play progresses)
  • And because one cannot have enough whirly bits in a sandbox, I threw in a whole news generator with full news brief like the campaign news I have been writing for years for the eponymous Hill Cantons campaign.
  • A tiger-wresting mini-game,
  • A weird nickname generator,
  • A section on running scams, hoaxes and grifting activity in a city that loves the Mountebank (the player class is in there too).
  • A (often very funny) carousing system tied into the quirky city quarter (contrada) by Robert Parker,
  • A“fair play/pay” guild system for hirelings (solidarity!) also by Robert/ 



Reavers of the Weird Microgame

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North Texas RPG Con was naturally a ton of fun, productive even. I won't rub it in. Much.

The ancient and obscure boardgame I brought for our beer and pretzels evening, King of the Mountain, though interesting looking was chocked full of way too many quirky exception rules and I quickly vetoed my own idea after a read through. The half-giant Robert Parker had the bright idea of adapting my old By This Axe campaign idea, the Reavers of the Weird for a quick evening game and I shaved it down on the fly into what is now a microgame.

Jason Sholtis, Trey Causey, Andrea, Mike Davison set down to a crazed anarchic evening of stealing, conniving, villager humiliating and murdering. In other words it was great.

So here's a game for you.

Background and Set-Up
Countless centuries of gavelkind succession laws have cranked up the fractionalizing, autarkic, hair-splitting pettiness—so typical of life in places with a foot in the Weird--to a feverish pitch in the Translittoral Canton of Hoimatbuch. That chilly, windy easternmost bastion of the Overkingdom is further plagued by a strangely-virile nobility creating a maddening over-proliferation of hyphen-crazy micro-fiefdoms as each holding is divided equally among the male children of each line.

You are the holder of one of these tiny sub-divided micro-states, your neighbor is a similar such asshole. You both want to kill and take each other's stuff, but are limited to the rules of low-intensity warfare that the Overking imposes.

Each player as part of his squalid little holding receives a livestock corral, a village filled with tax-paying chumps, a blood-apricot orchard, a swollen (yet strangely beautiful) prize pig and a charming (almost), rustically-decorated, black-timbered manor house. Ridding your opponent of his or her assets being the object of the campaign.

Each player receives eight footmen, four archers and three mounted. The actual figures can be (and should be if you want to bring the full gonzo) just about anything. In fact the game is abstracted enough that just about any playing pieces can be used with each manor locale either having a terrain representation or even just a notecard.

The Campaign Turn
Each turn (roughly a fortnight) the player can elect to mount 0-1 offensive actions (see below) and as many defensive actions as he cares. All actions are considered to occur simultaneously. The campaign ends after six turns and victory points are computed.

The players have five minutes at the beginning of each turn to wheel and deal among themselves. Reserves can be combined for joint defense. Attacks are never jointly conducted but players can gang up to conduct multiple individual attacks in a turn.

Players write down their offensive and defensive actions for the turn and reveal them at the beginning of the turn--or pass them to the umpire if you have one. Raids are resolved clockwise from the lowest initiative rolling player each round.
The dreaded Cantonal Lummox. Special rule coming soon.

Offensive Actions
Each turn can assign a leader or general and accompanying units to conduct a raid (each force must have a leader). He picks one of the options from below.
Steal Livestock
Humiliate Villagers
Burn Blood-Apricot Orchards

Defensive Actions
Each turn the player also assigns his non-raiding units (again each must have two or more to various locales.
Assign Guards to Livestock
Assign Guards to Village
Assign Guards to Orchard
Assign Reserve (assign figures to serve as a reserve for pursuits and defense)
Buy Reinforcements (usable on the fourth term to buy five new Footmen, see Victory Point penalty)

Combat
Combat occurs when a raid is caught (see Raid Resolution). All raids end with either the death of one side or the retreat of the attacker. The attacker may retreat at the beginning of each round but is forced to suffer a free attack from any archers or mounted left among the defenders.

Combat goes in rounds and is simultaneous. Archers get a free attack in the turn before melee starts. Each round the players roll to hit and pass the dice with hits to their opponent for saves. The defender chooses which figures to allot saves to.

To Hit on a d6
Archers 5,6
Footmen 5,6
Mounted 4,5,6

To Save
Archers 6
Footmen 5,6
Mounted 4,5,6

Raid Resolution
Opposition
Raider rolls d6 when on a raid to see what resistance she faces.

-1 Raiding Force has 1-4 figures
-1 Raiding Force all mounted
0-Get Away Scot Free (Roll on Plunder)
1Escape with No Plunder (No Effect)
2-3Fight Locale Guard Only (Victorious Raider Rolls for Plunder)
4Fight Locale Guard and 30% of Reserve (Victorious Raider Rolls for Plunder)
5Fight Locale Guard and 60% of Reserve (Victorious Raider Rolls for Plunder)
6+Fight Locale Guard and 100% of Reserve
Plunder
Victorious raider roll a d6 on the follow charts.
Modifiers:
-1 Raiding Force has 2-4 figures
+1 Raiding Force has 11 and over figures

Livestock Raid
1-Nothing stolen
2-31d6 animals stolen
42d6 animals stolen
53d6 animals stolen
6+3d6 animals stolen plus Prize Pig or Fine Horse

Village Humiliation
1-Local folk laugh and ask “is that all you got?”
2Village idiot forced to wear Eld helmet
3Blacksmith tarred and feathered
4Village headman (notable) cuckolded
5Local temple Sun Lord priest (notable) beard shaved
6+Relative of Boyar (notable) speckled with dung

Orchard Burning
1-3Fire doesn't catch
4-5Orchard burned
6+Fire spreads to other orchard. Two orchards burned.

Add up after six turns. The highest score wins.
+1 VP for each pig in possession
+5 VP for each Prize Pig
-2 VP for each village commoner of yours humiliated
-3 VP for each village notable of yours humiliated
-5 VP for taking reinforcements
-5 VP for each orchard burned

Fever-Dreaming Marlinko Free Map Download

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Well Fever-Dreaming Marlinko, finally, finally worm its way out of my own acid-dreams and hopefully into yours. Backers of the Slumbering Ursine Dunes will find copies sitting in their hot little inboxes and all others can find the 72-page city adventure supplement right here on Drive-Thru RPG.

To celebrate--and give you a taste and a tool at the table--we are making the ever-talented and delightfully-eccentric Luka Rejec's three isometric maps (city map and two dungeons) available as part of a free download map pack on DriveThru (look for it tomorrow when I am off my champagne bender).
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