Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Thursday, September 17, 2026

red sun minima devlog 001: on hitting and getting hit; or, the force of the libidinal in rpgs, and the pursuit of the perfect crit

    like a ghoul from the sewers, i rise~

images throughout are ripped from Berserk

   

    good morning! it's been a long while away from blogging. life has been chaotic which means my capacity for organizing games has been low, while my desire to think about them and distract myself with OSR blogs has been stratospheric yet again. today I'm here to talk about rules for combat in RPGs.




    I've been toiling at my very own curated/remixed~scifi/fantasy/horror heartbreaker~ game-playing toolbox suite [[>>codename: red sun minima {WIP}<<]] for so long now that this is happening to me. it's time to do a bit of exegesis. reader, be my leeches.



  

    what's red sun minima?


    The YEAR is 3V56. It is the NADIR before the GREEN DAWN.
    
    The GUTTER is neo-AERTH's final CITY, mile-high landfill of a hundred suns.
    
    A green heaven, ZHJEEN, sits imprisoned overhead.
    
    From ZHJEEN'S NEEDLE drips a vital NECTAR. Where it spills, new life blooms.

    Sometimes a drip slips through the cracks.

        it's the successor to my last campaign, a collection of rules I have stolen from other game designers--mostly Ava Islam's work in Errant, John Harper's Blades, the Last Gasp Grimoire guy, Troika, Gus L, Maze Rats, techNoir, Mindstorm Press, UVG and Prismatic Wasteland, Apocalypse World, CY_BORG, Skerples and the larger GLOGosphere--and tinkered with obsessively out of a desire to get them all to play nice together for the purpose of running and playing interesting adventure games set in the Year 3V56.

    it's like a big nasty binder with all of my favorite junk inside, more hack than game but ideally enough to run a decent campaign off of all in one place. it's got scaffolding for running satisfying sewer-crawl experiences, city intrigue and missions, faction play, downtime, wasting-CASH-for-XP advancement, and a load of character options harvested from across the boughs of the GLOGosphere.


    why did I do this to myself?

    mostly because I wanted to run a game like this using only 2d6. I hate the d20, the d10. The d12? get the heck out of here. I literally can't tell the difference between a d12 and a d10 half the time. throwing a d20 makes me feel like a sweaty gamer (pejorative). throwing 2d6 makes me feel like a smooth and brilliant gambler genius playing a sophisticated parlor game. the riot of shapes offends my delicate sensibilities. why do d4s even look like that?

    sorry this is probably my PbtA socialization talking. I mean no actual disrespect to gamers or designers with different polyhedral preferences. of course these are all different tools in the toolbox, and if I spent some more time playing d20 games, would I get over myself? probably. but there's something about Subjective Game Feel that's different than shapes and numbers and flat distribution curves that's hard to pin down but I'm trying to get at today. call it the poetics of dice-gaming, the way that the sum of what's evoked at the table by this odd little multi-sensory imaginal-fascination hobby can never be reduced back down to the machinery that spun it up. there's a different sort of energy that lurks in the machine of the humble role-playing game.

    lately I've really enjoyed playing games analog style, at my kitchen table, with everything everyone needs to play printed out and scattered all over the place, getting up and pacing around while players mull over decisions, maps getting drawn on graph paper ripped out of notebooks and passed around and lost. I like to do a lot of monster foley and sound effects. during a session recently the players rolled a random encounter while camping in a haunted desert during the witching hour and began to hear the sound of a few dozen pickaxes striking stone in eerie  unison from down in a gulch below them and on instinct I started tapping my fingernails on an empty water glass in rhythm for the duration of the encounter. when a player spoke out to the source of the sound, it paused for a beat, and started again. they tried to call out again and heard a raspy voice shout, "THEY DON'T LIKE TO BE INTERRUPTED," and the sound halted. the players were so unnerved they broke camp and loaded up their steeds immediately. they made a point of going the long way around that area every time they went from town to the dungeon.

    it was a small part of the session, maybe 15 minutes, but it was a proud moment for me as someone out of the habit of running games lately, and it reminded me of what I love about the hobby: curating and embodying a strange and deeply specific vibe that feeds on the creativity and curiosity of my players and forms a disgusting and beautiful feedback-loop symbiosis of horror and wonder in their imaginations. desire and struggle. that's money. that's the good stuff.

    I think in the neo/neu/nu-/post-/OSR scene there's a school of thought that emphasizes pruning back the machinery of the game to make space for all of the atmosphere and roleplay and setting and embodiment to take center stage, right. I think that's often what it succeeds at. I think the pursuit of perfectly smooth lubricated mechanical dungeon-game elegance can also be wielded fascistically, though, seeking to excise what's seen as the "excess" while the un-interrogated "default" object of play is the only thing that remains, when the "excess" is often a rich subsumed semi-libidinal space where people can find sticky points of interest that allow their imagination to find purchase and they can begin to project parts of themselves, to develop the sense of embodiment of their character that's necessary for all of that atmosphere and horror and wonder to really hit. 

    You follow me? This is part of what I love about Errant. It's baroque in the greatest of ways, a strange and specific vision of a dungeon-game. Each mechanism in its gearbox thrums with the desperation, irony, and decadence thematic to its take on "OSR" games. Tom Bloom's work also comes to mind, his work lives and dies on style. If you're still with me add me on Discord so we can play Maleghast.

    I read some people reject some of this sticky feelings/aspiration-projection-onto-character stuff as oppositional to exploration-based games where character death is on the table as a consequence. It's maligned as a 5e-ism or just "not the place" for it. I think that's another false dichotomy. Is the smooth platonic ideal of gaming that we are all randomly generated morally-ambiguous dungeon-delvers that are nothing more than the next one off the assembly line, whom we dare not form affection for, so we play in a perpetual state of disaffected detachment through their milestones of kill, burn, get treasure, level up, reproducing the state of dissociation that is coincidentally the mechanism which enables the colonizer to enact conquest? I find I can enjoy that style for its gaminess as much as the next gal, especially if the world and dungeon are well-designed, but it often leaves something to be desired for me, and most of the time that I'm running games for other women, that's just not where most of the energy ends up at the table, no matter how mud-and-blood the system is. We're projecting our hopes onto these little drama-daemons precisely because we know the odds are against them. We're agonizing over guiding them through moral dilemmas and complex choices. We're instantly developing weird attachments to cruel, antagonistic, and just plain freaky NPCs. We cheer our character's successes while knowing they are not safe, that they will suffer and die, like we will ourselves, because that's part of the contract of the game. We open ourselves to grief and excess, to joy and disgust, to tedium and novelty, because that is what it is to live, which is to play. 

    I would argue that the seasoned AD&D diehard is doing the same thing every time he rolls 3d6 down the line, because it's a mold that allows him that outlet without threatening his masculinity, but because his fantasy is often primarily one of acquisition and conquest, which is the baseline assumption of the hobby, we don't question it. Again: I can enjoy a good conquest as much as the next gal. But my biggest priority as a designer is that when you engage with my rules, I want you to feel something. The shared experience of that feeling is what gives a campaign a life of its own. 

    I'm shadowboxing here. I'm yelling at a guy in my head. I'm maybe also carving a niche for myself here. I am never going to write games with the economy of language of Chris McDowall. Many of us are worshipping at the altar of Chris McDowall and flagellating ourselves for failing to reproduce his standard. His work is so clean, it's no wonder it's everywhere. He's dedicated to his craft and it shows. I'm excited to read his next game, but I don't think we don't need any more Chris McDowalls. We need more mess, and vision, and idiosyncrasy, and excess in adventure-gaming, like this brilliant intervention in McDowall's latest knight game, which centers drama and heart.

    What do I want the mechanics around violence to do in my ostensibly OSR-styled game? It's a bit of a screed. Buckle up.

  

 on violence




    Imaginary violence is one of the primary sites where subsumed libidinal energy is projected.  Violence and the erotic are inseparable. If that's a challenging claim to you, go watch literally any movie, like Alien, or Crimes of the Future, or, like, Camp Miasma. This doesn't exclude elfgames. In writing the rules in this post I stole a lot from Last Gasp Grimoire's house rules and I had left the tab open on the section concerning HP, which is literally titled I'd Hit That. As insurrectionist gamers, do we simply wash our hands of what we may see as a stark example of casual Lamentations-era misogyny that festered in the halcyon days of the G+ era and resign ourselves to the smoothness of McDowallian auto-hit as the only sanitary path forward? Or do we acknowledge the messy richness of the field of violence as a place of character expression, allow ourselves to give in and be seduced by that lurid phantasm, the 'build,' the 'fighting style,' itself the libidinal fantasy at the heart of the Souls games, whose range of options for juicy tactile realization is so central to the formula that has made them so wildly successful? Read some more Last Gasp material, like his tables of gristly wounds, or, better yet, this one of infections and diseases. Over the top? Certainly. Overly complex mechanically? To some, absolutely. Would I want to include the result for shitting yourself to death at my table? Probably not. But I have to respect that his prose absolutely drips off the page, oozes style, all in service of creating that spine-tingling feeling of embodiment.

    It's like sex scenes in fiction. The way someone makes love reveals a lot about them. Most games aren't interested in exploring that. What might the way someone approaches violence reveal instead?



And I began to wonder... "hit points"... "hitting on"... "hitting it"...
could it be that what we want from games, is the same as what we want from love? 

 

   Basically: I've played a bunch of Into the Odd-derived games. For the uninitiated, the primary intervention over D&D-style combat is the 'auto-hit' system. Instead of rolling to-hit, tallying bonuses, checking against the opponent's Armor Class, and then rolling damage if it hits, all attacks just roll damage, Armor provides a flat reduction, and the way HP works is tweaked slightly. The main benefit, the argument goes, is that it speeds up combat substantially; rounds are no longer "wasted" due to guys whiffing against each other over and over. 

    At times I've been seduced by the logic of it, in no small part due to reading its justifications over and over in the profusion of games in its lineage. It doesn't seem that much faster than B/X after the ~10 minute learning curve, in my albeit limited experience, but there's definitely an elegance to it, less dice to roll and less to track for players and DMs. I've tried to make it work in my games. 

    But it turns out?


   i miss missing!



 
   I miss missing! I'm planting my flag: I just think it rocks when attacks miss. That feeling of, "shit, I have d6 HP, if that guy hits me, I'm probably just fucking dead, let's pray to God," I think that fucking ROCKS. 
   
    ITO games reinterpret HP as 'Hit Protection', which is representative of near-misses that reduce your ability to protect yourself from serious wounds, and once HP is depleted it detracts from your STR score, which is more akin to your meat points. My smooth logic brain can follow the reasoning there but my embodied projected-self loves the experience of a near-miss. Something different happens at the table if I'm not sure when I'm picking up the pencil to erase and rewrite my HP. It's unpredictable and produces a subjective feeling of vulnerability, of tension and smallness and the boundaries of my character's imaginal body, that I just don't get from auto-hit systems, which tend to feel floatier, to me, as they follow a more predictable countdown-like pace. Into the Odd's Armor system makes room for the plate-armored dreadknought to shrug off rolls of 3 or less, which is ultimately the same thing as a miss, but something about it feels inert to me. My brain knows that they're not really missing, it's just my armor that protected me

    I think what I'm getting at is also downstream of the inheritance of ARMOR CLASS, which is D&D's approximation of how hittable a character is, which is an amalgamation of physical armor and natural dodginess. I would argue that these are DIFFERENT THINGS that each produce a distinct game-feel and express distinct player fantasies in the far-flung future of 2026. Where's the space for the light-footed roguish character who wants to specialize in not-getting-hit, for the Soulslike "light load" dodge-machine sicko to make war with infuriating grace and finesse? It's the earliest of playground taunts: "you can't catch me!" I've read auto-hit likers describe missing as "frustrating." What if frustration is part of the fabric of experience that a game is made to evoke? What if that's the point?

    If I'm playing a game where I'm sitting down to run a fight scene round by round in 2026, where players are making choices about their armor and weapons, adding up attack rolls, ticking off LIFE points, I need some real tension to keep me engaged. I think about a line from critic Dia Lacina often as it relates to game design: "it's the friction that keeps me adhered." It's like the drama of the miss and the hit keeps the tempo of the whole affair. If I wanted something different, I would just say "okay, he hits you, you're feeling pretty bad now," like this lightweight take on Troika does, or use something like TechNoir's adjective-based resolution system, or run Jay Dragon's Almost, a perfect game exploring the complexity of the near-miss. 

    Especially in red sun minima's kitchen sink haunted scifi-fantasy milieu, mecha and mutants are juxtaposed with goblins, angels, ghosts, sentient plants, regular humes, and demons. I want fighting each to have a chance to feel different. I think the distinction between dodging and armor might be interesting enough--and the way each interfaces with other game systems, like encumbrance, classes, and resource management, distinct enough--to warrant some excessive mechanical bits, ideally without sacrificing much of the ease at the table you get from auto-hit combat or the room for adjudication and cunning exploits of tactical infinity that you can only get with plenty of negative space in your ruleset. 





   red sun exegesis 



    red sun minima has a few design conceits: every roll should be 2d6, sometimes plus a modifier; you always want to roll high; keep math after dice rolls to a minimum. 

    Originally I based its combat system off of Troika, another 2d6 game which is a lesson in an evocative take on adventure game design, and, paradoxically, was my introduction to tabletop RPGs. I still think its random initiative system is awesome. It plays so fast. Since red sun minima has character advancement, crits, and random health, I worry it might push an already-swingy game too far in the 'frustrating' direction, but honestly, I should test it out and see how it goes sometime.

   
    Something I want to take from Troika is contested attack rolls. Every melee attack is an unpredictable engagement: initiating doesn't always mean you hit them. In Troika both sides roll and the higher side deals damage to the lower. What I like about that:

    * wading into melee with anyone becomes a risk, instead of an I-go-you-go dance. this incentivizes players to fear melee and do everything they can to stack the deck before engaging, which both encourages players to engage with the fiction and is thematic for a lethal setting.
    * it lets characters potentially make an infinite number of counter-attacks in a turn if they are skilled enough to dumpster everyone who challenges them. I have an image in my head associated with this of like, a samurai holding off a chokepoint against a horde of goblins and slaying each one as they whiff their approach. something about this is dynamic and awesome, to me. it's like fighting a skilled Baiken in Xrd.
    * it has weapon matrices, which I don't have the juice to reproduce for my game, but fall into the category of "beautiful weird little baroque game-feel artifacts" to me.

    another big knock-on effect of 2d6 gaming is that anything that gives a +modifier to an attack roll becomes a big determinant of a character's ability to win a fight. 

    what I don't like: the outcome is pretty binary. need there always be a top and a bottom a winner and loser?





  action rules in red sun minima


  below are the rules as they stand.

   for context, red sun minima has 5 essences: FLESH, SKILL, MIND, PSYCHE, ZEAL. 
    +modifiers range from -4 to +4.
    banes and bonus dice are adv/disadv; roll another die, take the higher/lower two. they stack.

    some rules also describe "notches." if any item is notched thrice, it's broken or used up.



FLOW of ACTION


when action breaks out, characters state what they want to do that round. the oracle judges their actions as quick or slow and resolves them in sequence. if there's a conflict, characters make an opposed SKILL check to see who goes first.

quick actions = firing a readied ranged weapon, slinging a prepared spell, engaging a target in melee range, using an item, moving a zone, etc.
slow actions = moving a zone and attacking, attacking with a colossal weapon, casting a spell from a grimoire, moving multiple zones, taking careful aim at a target and firing, etc. slow actions can be interrupted.

surprise round = one side can take a round of actions unopposed, initial attacks gain a bonus die.


ATTACKING

all melee attacks are exchanges. both sides roll 2d6+ATK, the higher roll strikes first. if you roll higher than your opponent's EVADE, it's a hit and deals damage = the result. 

    two ones: critical miss! notch your weapon. 
    two sixes: critical hit! 2x damage, bypassing armor.

+ATK: each level in a martial class gives you +1 ATK, up to +4. 
 
two-handed weapons get +1 ATK. colossal weapons add an ESSENCE +mod to an +ATK and are always slow.

ranged exchanges = if you can't return fire, you're just praying not to get hit. cover imposes a bane on your opponent's roll.

sneak attacks, fictional positioning, weapon matchups, elemental affinities etc. grant bonus/bane dice.

EVADE

your EVADE score is equal to half of the number of item slots you have empty, rounded up.

EVADE cannot exceed 7.

unaware, incapacitated, or immobilized characters have 0 EVADE.

ARMOR

notch armor to change a die from an attack roll that would have hit you into a 1. also blocks knock-on effects like poison from a scorpion stinger, suffering mutation from a blast of face-melting goop, etc.

light and medium armor, shields, helmets = block the lower die.
heavy armor = block the higher die.

armor has 3 notches per slot it takes up. if all are notched = it's destroyed.

light armor = 1 slot = 3 notches.
medium armor = 2 slots = 6 notches.
heavy armor = 3 slots = 9 notches.
shield = 1 slot = 3 notches.
helmet = 1 slot = 3 notches.

LIFE

PCs start with 2 LIFE dice (2d6). 


WOUNDS
  
if you would be brought below 0 LIFE, you must make a FLESH save or be knocked unconscious, and take a wound for every 6 points of damage taken in excess of 0 LIFE. each wound imposes a bane on a given type of check.

if you take three wounds, you are dying. a dying character will perish in one hour if not healed.

if you would take four or more wounds, you are immediately and messily slain. it would take someone 2d6 beats to collect all of the bits of you into a sack. resurrection costs 5x.

heal one wound for each week you spend on vacation.

when a wound heals, move it to your memory and gain a LIFE die. you can have up to 5 total LIFE dice.




commentary 




ARMOR:

A reverse trip through reading Red Ink Adventures in this game's early life as a Maze Rats hack (which it still, sort of, kind of is) brought me around to this post on FKR Armor in opposed combat, which actually spit me back exactly where I began, with Errant's take on Black Hack's "armor points" thing, which is sort of a codification of the "shields must be splintered" classic house rule. In early days of the game I had "hats/helmets must be splintered" instead. I settled on a combination of the two, I like plate having a perk since most OSR games penalize its use so much. I like giving players an option to hit the "block" button in a game with high lethality.

I think the fantasy behind these rules is awesome and reminds me mecha fiction, or like, Berserk, where the "mass combat" scenes are all about gigantic metal guys wailing on each other until somebody's helmet breaks open, which is how you know it's getting serious. I made an effort to standardize it and slightly reduce bookkeeping--I think Errant's Quality rules are too much for me, and each inventory slot on the character sheet includes little "notch" boxes to fill in and erase, so hopefully that makes it easier on people.

In Errant, armor is asymmetric: PCs have blocks while NPCs just have more HP. in my game I'm going to try giving NPCs armor points to block hits like PCs for verisimilitude/setting reasons and see how it goes. I don't think it will be too much extra cognitive load for running/prepping encounters.


EVADE

There's 12 inventory slots. stark naked, you're rocking +6 EVADE. character creation tends to fill half of your slots, so +3 is more typical. some classes will get +1 EVADE as they level up.
 
I like the way skill influences your ability to hit an evasive character with the 2d6 distribution math, too. in the above "samurai chokepoint goblin massacre" fantasy, once the +6 ATK cyber-ronin mechagoblin takes point, it's a whole different ball game.
My biggest concern here is that this score might fluctuate the most and be annoying bookkeeping for players of dodgy characters, which I try to avoid in the game with things like abstracted wealth and supply. but if it enforces engagement with encumbrance, and thus embodiment, maybe that's actually hitting a design goal... we'll see how it performs at the table.

All in all I think it does the job of letting players "opt in" to play a dodgy character and provides a counterpart to the ARMOR system for players who aren't interested in lugging around all that stuff and hammering out the dents at the campfire every night.


ATTACK

I'm pretty pleased with this with the addition of EVADE. there was some weird dissonance in a previous iteration where players had to make a check to dodge ranged attacks, which I wasn't satisfied with, that EVADE now covers instead. there's a range of results I find pleasing that are all still resolved in one roll per side: one combatant might miss while another scores a hit, both might hit, both might miss, if you alpha-strike someone they don't get a counterattack, etc. 



CRITS

the big thing I'm curious about in playtesting is how crits will perform at the table. I've gone back and forth about "2x damage" vs. "pierces armor," but I'd like it to do the same thing every time, and there to not have to be a difference between critting different kinds of critters, you know?

there's going to be some math to iron out. crits make losing a melee round have a 1-in-36 chance of killing most characters straight up - but they're fun, and I want there to be the chance to eke out a surprising victory over a thought-insurmountable foe... to "strike a vital point", per the Fire Emblem wiki's definition of the "critical hit"... to be David against Goliath... for the dodgy critmaxxer to slay the gigantic tower knight handily with a perfect hurl of his kunai.

they're most likely going to work in the player's favor most of the time, as gaining bonus dice through gambits and clever ploys increases their odds substantially.




I have a feeling I'm reinventing Warhammer at this point. I might have to give that one a proper pondering. if you've made it this far and are interested in hopping on a playtest, drop me a line! -xx





Monday, February 26, 2024

The Halls of Arden Vul - First Session Report

 Yesterday I had the pleasure of playing in the first session of Tara's new in-person open-table old-school D&D game. I met Tara when she ran a B/X campaign of the original 1979 Keep on the Borderlands last year, which I was originally interested in as a weird long-form historical/academic LARPing exercise after spending way too much time reading OSR blogs on my phone at work. 

    Ultimately though I was impressed by the way she breathed life into the module by layering on her own evocative aesthetics, sense of character, complex histories, and intriguing secrets -- so when I saw she was taking on the 1,100-page megadungeon behemoth for her next campaign I was stoked to grab a seat at the table.


    I'm posting my log of the session here, which can hopefully be useful as a resource to future delvers... Delve on! I rolled up a human cleric named Ressona, an adherent of the new hotness Solarism, which I'll quote Tara's description of given the detail of religious society in the game:

   Solarism: This monotheistic religion, founded by the Ithruin philosopher Julian the Bronze, worships the Sun as the creator of the world and the sole God. Lady Alexia Basileos of Ra’ankh provides ample patronage to support its growth in Ithruin, and most devotees are easily convinced that the scorching midday sun of the desert is a natural candidate for worship. Solarites maintain a veneration of some pagan deities, but as human sages and saints, rather than gods.

    In the campaign Arden Vul is an ancient lost city of the current Archontian empire that's undergoing recolonization. Ressona is a fresh convert who's traveled to the lands of Arden Vul to loot and deface its priceless artifacts spread the good word of the one true god. 


THE RECAP: 25th of FEBRUARY, YEAR 2023 AEP


THE CITY OF RA'ANKH


     As the Most Literate among our Number I have taken it upon myself to Chronicle our company's exploits. Our boat arrived at the city of Ra'ankh and my compatriots gained the lay of the land. A scholar among our number informed us that this land was laid to waste in a civil war between wizards 300 years ago, in which the conservative faction prevailed; it was subsequently abandoned but was now being resettled by order of the holy Emperor.

     I made way for the immaculate Solar Temple in the city's holy quarter and made contact with a local priest, Mataph. He informed me that the Lady Alexia sought to establish a new Solarite chapel within Arden Vul, which I vowed to accomplish.

    Afterwards we met a strange man who forsaw our passage into a pyramid(!) in an invisible crystal ball. He told us something cryptic about the importance of traveling into the pyramid on south nort-facing stairs. He also sought whitecap cloudcap mushrooms. 

    My companions held audience with a mayoral figure in a nearby villa (Eusebia?) who asked us to locate Samantha the Red, an esteemed bodyguard of some sort who had gone missing several weeks ago.


    We regrouped at a tavern, the Centurion's Truncheon, and I heard tell of the following strange tales:

        > The Halls were built by toad men?

        > Somewhere in the ancient city is a gladiator pit, which has seen steady use throughout the centuries, despite reports of being abandoned (so said a one-armed man, who claimed he lost the other in said pit)

        > Something about a Lady (perhaps Lady Alexia) seeking evidence to unseat her brother, who might have been the Mayor?

        > PYRAMID!!! Atop the cliffs to the north! 

        > There were many passages into the Halls on the northern cliff face, but none were safe to traverse due to fell creatures known as Ghouls. I have taken it upon myself to Reason with these Ghouls and show them the errors of their ways.

        > There was an establishment ran by one Estelle past the northern side of the pyramid where safe lodging could be found.

        

        We passed the remainder of the evening in the Truncheon and set out for the ruins at first light.


THE ASCENT

    We walked north along the road to where it ascended the cliffs. Two massive statues of the historic warrior Arden and her sorceror-comrade Vul were set into the 1,500ft cliff face on either side of the ascending zigzagging road, next to a massive waterfall. A dwarf among our number noted something unusual about the construction of Arden's hand.

    At the base of the falls sat the ruins of an ancient tower. Buried under a pile of rubble in a corner of the structure we located a Cellar Door. Upon opening said door we were greeted by a frightful phantasmal figure who called out for one "Neaimah," who it claimed was "taken by a red priest". We closed the door, reburied it, and moved on, after providing ample Spiritual Comfort to the poor afflicted Phantasm and promising the swift return of its loved one.

    Many strange and dark passageways into the caves among the cliffs were found as we ascended. In one hidden passageway after the path's third switchback we dipped inside, so that I might Shine my Lantern upon those Forgotten Places, but finding nothing but the scratchings of vermin we returned to the road and continued our ascent. 

    Our dwarf also noticed another concealed passage behind the waterfall roughly at Arden's shoulder, but it was ruled too difficult to reach, and we continued upward. 

    

THE OBELISK

    Once we reached the top of the cliffs we passed beneath the city's gates and its land stretched before us. Ruins stretched in the shadow of the Marble Pyramid including a four-story building and a Collapsed Villa. 

    Along the road loomed a Massive Obelisk which I stood transfixed by for quite some time. Its surface was decorated with reptilian creatures (toad men?), a surfeit of pagan deities, and culminated in the symbol of the Sun at its apex. It was covered in an ancient transcription which our scholar translated: "THE BEACON SHALL BE REVEALED TO THOSE WHO BRING MIDDAY LIFE TO THE SUN, THE MOON, AND THE STARS". Clearly an object that Proved the Solarism of the Ancients.

    In a moment of deep contemplation I saw a holy light reflecting from a symbol atop the obelisk. It seemed an ankh-like symbol had been removed and the depression in which it once sat shone unnaturally--certainly a sign, a Divine Message. It seemed the monument had been defaced -- I vowed to recover the sacred ankh and return it to its rightful place.


THE INN

    We passed north through the ruined land, circumvented the pyramid, and found the rumored establishment, an inn beyond the city wall decorated with a looted depiction of Arden's head, part of a very modest settlement. We spoke with its proprietor Kronos and he was most agreeable. We learned that the top of the pyramid was the entryway into the Halls.

    Having observed that the entryway atop the pyramid was Tragically Roofed despite wonderful Proximity to the Sun I inquired with Kronos about the conscription of masons and daylaborers toward the efforts of removing it to better serve as a chapel for Solarites. He agreed to post an advertisement in his establishment detailing my request.


THE PYRAMID

    With some daylight remaining we decided to return to the Pyramid and ascend the steps to its peak, where apparently the Gateway to the Fabled Halls could be found. Upon rising we met a statue of ibis-headed Thoth presiding over a decorative panel in the ground. My companions rotated his articulated limbs and found in doing so different parts of the panel slid inward, revealing two separate downward staircases into the bowels of the pyramid, one heading north, one heading south. Recalling the strange sage's advice we took the south north-heading staircase.

    The stairs continued down for some time. We passed through a strange unnaturally-lit chamber and continued further downward. Eventually we came to a large room with myriad exits which I have dubbed The Crossroads.

    


A NEW ASSOCIATE

    A dead man slumped against the western wall -- ghastly. Statues and murals of Thoth dominated the room. My associates discovered that this statue's arms were also articulated and began to rotate them when we were accosted by a group of halflings hobbits brandishing weaponry and claiming we lacked the proper licensure to traverse the area. We nearly came to Wretched Violence but agreed to meet with their leader to arrange the proper paperwork.

    Upon being taken at swordpoint to their leader, one Plumthorn, who made his office from a chamber just east of the Crossroads, all were surprised to discover that this Plumthorn and one of our wizardly associates were in fact extremely good friends from back in college. Plumthorn called off his men and agreed to sign a License certifying our company's rights to traverse the area unbothered free of charge, which I have enclosed along with this Holy Chronicle for the Good Use of my Companions. Plumthorn also gave us information about the situation within the Halls:

    > A group of beastmen resides to the south, who Plumthorn called "Fucking Crazy". Their leader is called Demo.

    > Apparently the level below this one is dominated by a group known as the Cult of Sett, who seemed to Strike Fear into the Heart of good Plumthorn.


SIGNING OFF

  With our business concluded I pronounced myself exhausted and promptly left my companions to their affairs in the Halls. I have returned to Kronos' Establishment where I pen this Chronicle, and where I will reside in peace to Meditate upon the Splendid Obelisk and the many mysteries of this land. 


Wednesday, November 15, 2023

Primer, Tips & Tricks for deadSun -MAXIMAL-

What follows is a quick primer on OLD SKOOL GAMING and some ERRANT-SPECIFIC MECHANICS. It's the hint book in the back of the floppy disk box. They're primarily adapted from Arnold K's goblin punch blog and Patrick Wetmore's primer at the beginning of Anomalous Subsurface Environment with some Errant-specific things thrown in.

EXPLORATION

- Errant is a game of exploration. You gain XP for cash that you waste partying. Treasure is the primary source of cash and XP in old-school gaming.

- Treasure is found in dungeons. The best treasure is hidden and will require you to hunt for it. Ask questions. Open drawers. Look under mattresses. Make offerings on mysterious altars. Pry open the synthoid machine-husk and gut its valuable components.

- Dungeons are filled with traps, hazards, and obstacles. These serve to prompt creative problem solving. You aren't limited to what's on your character sheet - you can attempt anything remotely possible within the fictional space.

- Performing some actions may require succeeding on an attribute check. You pass these by rolling a d20 over a target number and equal to or below a relevant attribute score (think blackjack). Failing these can bring harm to your character.

- If there is no risk, there is no roll. Jumping across a chasm might require a physique check, but using a ladder succeeds automatically.

- There are a wide variety of tools available to aid exploration. 10' poles let you prod something potentially dangerous from a distance. Mirrors help you peek around corners. Spikes can hold a door open or closed.

- Light is your most valuable tool of all. It's a measure of how long you can spend in the dungeon. Stumbling around in the dark is a death sentence.

- Supply is used to restore your light sources, rations, and other equipment with a depletion value, like potions or ammunition. More supply = more exploration time.

- Old-school gaming is interested in the friction that comes from tracking encumbrance. You can carry a number of item slots equal to 10 or your PHYSIQUE score, whichever is higher (my house rule). If you're carrying more than that, you'll be at higher risk of encounters in the dungeon -- it's hard to move quietly when you're weighed down with all that gear. You'll have to make decisions about what to carry and what to leave behind.

- Retainers are a valuable resource. You can hire a porter to haul heavy treasures and carry the torches. Henchmen will explore and fight alongside you in dungeons in exchange for a share of the treasure. Mercenaries will accompany you on travels through the wilderness. Teamsters will handle your pack animals.

- Death is part of the game. Don't take it to heart. Roll up a new character, loot your old corpse, and get revenge. 

COMBAT

- Combat is often quick and deadly. You can better your odds with a good plan or a crafty gambit. Use stealth, treachery, henchmen, and your environment to your advantage. A good maneuver will enhance your damage, allowing you to roll larger dice.

- Combat can often be avoided entirely. Remember: you earn XP for treasure you bring home, not critters you slay. Errant has a robust system for running negotiations. Find out what people want and give it to them, or convince them to see it your way. This can work with monsters, too. 

- If the chips are down, you can always run for your life.

- Armor is like a get-out-of-jail-free card. Armor gives you blocks that you can spend to reroll incoming damage on a smaller sized die. If you reduce your opponent's die size all the way down to 1, you get to make a reaction in combat for free. 

- Armor is also heavy and can take up multiple inventory slots. You can hire a porter to lug around all of your extra equipment. 

- You can restore your spent blocks in the dungeon by using an armor repair kit.

- Resting for a night in a safe location lets you restore a roll of your damage die in HP. Occults restore their spells, too.

DOWNTIME

- Downtime Turns last a month in-game. In addition to healing up, shopping, socializing, and wasting your gold for XP, you can work towards your goals. These are like project clocks in Blades in the Dark. If you've done the legwork you can start a cult or a side gig, learn blood magic, look for a witch to cleanse you of your hexes, craft or tinker with your gear, build a road, do alchemy, etc. There's a big list of subsystems in the book and the base structure is pretty accommodating to most goals.

AND LASTLY

- If something doesn't make sense or seems unfair, let me know! I am super jazzed about dipping into the traditions of Old Skool Gaming but I really am still learning the ropes.