Wednesday, September 9, 2020

Submerged Spire of Sarpedon the Shaper: Session 1

 Dungeon: Submerged Spire of Sarpedon the Shaper by Ben L.

System: Sawn-Off (an upcoming GLOGhack by Lexi). We're playtesting it: the full version has not been released yet.

Players:

Lexi - wrote Sawn-Off and many other good things.

Nick - recently released a neat 0.9 of a system called Nothing Ventured. 

Characters:

(L) Micah: An Elementalist specializing in earth. Half-sibling of Krokka.

(L) Krokka: A Butcher well-versed in making meat.

(L) Mercenary: A hireling.

(N) Boris: A well-scarred Veteran. 

(N) Johnathan: A Traveler quite handy with a shovel.

(N) Robert: another mercenary hireling.

Content warning: body horror. All good? Righto.

Our intrepid band has been hired to recover an ancient tome from a submerged dungeon that once hosted a potent sorcerer-king renowned for blending creatures through generous application of mutagens.

After wading into the surf, our heroes took one look at the shadowed, dripping portal facing them and opted to dive in search of a...less foreboding entrance. Weighing themselves down, they landed upon half-ruined stairs and descended into an old, silted room that crowned one of the two smaller towers still intact.

Despite the multiplicity of crags and barnacles dotting the floor, nothing of value was found, and the party ventured down a exterior stairway to the other secondary tower. 

As Robert's flare began to illuminate the darkened room beyond, tragedy! As his armored foot landed upon the penultimate step, a ripple of light spread outwards, revealing strange runes, and Robert was engulfed in a swarm of bubbles. When they cleared not seconds later, his blistered, pinkish corpse sank gently towards the bottom of the steps, while the flare began to float upwards. 

[DM's Note: The trap at the bottom of this staircase activates whenever an object of significant size enters it. There is no indication that it needs time to reset, so I gave it a small reset duration, but was probably too generous letting the group loot Robert's corpse and then pass through the trapped area. I corrected this assumption at the party's cost later.]

Boris quickly snatched the flare and then prodded Robert's corpse, finding it uncomfortably warm. He then grabbed Robert's spear, ignoring the cooked flesh rubbing off the boiled fingers, and the others followed him into the next room. 

This room proved to be more fascinating than the last: a huge coral of unknown provenance occupied one side, coruscating in a rainbow of colors. Beneath the coral, an array of verdigris-ridden pipes reaching from the floor to the ceiling.

The coral's illumination reacted to Boris and Micah, so Mercenary chipped off a fist-sized chunk to keep. Fortunately, the liberated coral retained its luminosity. The party sifted through the muck, finding a hermetically sealed jar of dried eels. Their first flare sputtered out.

They resolved to move upwards, reasoning that the pipes had to originate from somewhere. As they ascended a set of interior stairs, the flare cast thready light upon a curious scene: jellyfish of all hues crowding around a glowing green pillar with pipes branching from its base. Some jellies drifted towards the unfamiliar light, and combat was joined.

Initially, the party's armor and defense served them well. A jelly soon settled over Mercenary's head, causing their face to blacken and pucker. In seconds, Mercenary's struggles ceased. Our heroes ascertained they would not win this fight with shovels or spears alone.

Boris, drawing upon his arcane tattoo, cast Air Wall, stranding some smaller jellyfish inside two thick slabs of air as the very water drew apart. However, as he did so, the remaining jellies rotated in unison and moved towards him in glowing, purposeful streams. Boris suffered further injuries from larger jellies, and Micah resolved to aid their ally.

Micah called upon the swirling silt underfoot, impelling it to rise up in a turbulent cloud between the two Air Walls Boris had conjured. Immediately, the jellies reoriented towards them, but the walls held those flickering, poisonous creatures at bay.

Two large jellyfish forced their way through the air wall, and were left punctured, colorless, and drifting. 

Johnathan, notably, acquitted himself well with his shovel, but gently loosed the spear from Mercenary's belt for the future.

[DM Note: Boris, thanks to his armor's DR, managed to make it out of the fight with 0 HP. Lucky duck! The fight itself went relatively well thanks to Sawn-Off's autohit rules, even though I kept forgetting individual initiatives. A hit from each jelly that dealt damage (eg: got past DR or evaded a Defense action) triggered a Con save versus poison, which everybody somehow made. It helped that the most assaulted characters had 17 Con.]

While Krokka butchered some jellyfish as potential food, Boris took his second trophy, gaining the ability to Identify Magic from the jellies' mindless attraction to arcane puissance. The party ate to restore their fortitude (an odd endeavor underwater) and Micah expressed interest in traveling through the pipes to deeper floors. 

Towards that end, Micah struck the green pillar once! twice! and the glass column, already cracked with time, shattered. Many things happened in quick succession afterwards. 

Firstly, a wave of roiling green liquid, heavier than water, flowed out of the pillar, and all parties present in the room felt their skin tingle as the emerald light washed over them. Then, the lump of rainbow coral Micah possessed shone with a clarion alabaster light, and burst outwards in a frenzy of branching growth!

Our heroes, wisely, began to flee the room, but the proliferating coral ensnared Krokka and Boris. Micah turned towards their sister and screamed silently as their eyes popped. Seconds later, a bubbling pain erupted in their forearms, and new folds of skin disclosed fresh orbs. Frantically swinging their arms, bejeweled with eyes, Micah advanced towards Krokka.

Boris, summoning his strength, burst free of the grasping coral, and stalked towards the stairs pausing not for his compatriots. Johnathan, already fleeing down the steps, looked backwards at the silhouetted figures then pressed onwards as the coral closed in. 

With Micah's help, Krokka broke free, but spasmed in pain as the tingling sensation sunk into her bones. Small, fluted holes popped open where the bone cleaved most close to her skin, and small antlike creatures crawled out, swarming over her limbs and then retreating to her marrow.

So burdened, the siblings helped each other down the steps, avoiding the encroaching coral. They joined Boris and Johnathan in staring wildly around the room below.

[DM's Note: The pillar contains a potent mutagen referenced later in the dungeon. There are, however, no guidelines for what happens if the pillar is broken, so I improvised. Each round the party remained within the philodendronian light, they had to roll a Save vs Con to avoid mutation and a Save vs Dex to avoid the coral. This was not quick, but it was dramatic. The rainbow coral has a range of possible effects when exposed to magic items, and that specific chunk Micah bore decided to grow.]

As the party debated their options, the tower trembled, and a flagstone plummeted from the ceiling above, trailing greenish silt. A thick coral protrusion forced itself through the hole.

The large fan of rainbow coral against the far wall began to oscillate wildly, with some parts spalling off the main body, others withering and blackening, and yet others beginning to grow outwards.

The party had four options.

  1. Exit through the trapped entrance from whence they came.
  2. Exit down the ruined stairs to the northeast, into darker depths.
  3. Pry open a silted, debris-covered door on the eastern wall.
  4. Descend further into the tower.
With time running out, they opted to exit through the only familiar entrance, knowing the risks. One barrier to swift ascent: their heavy gear, which enabled them to walk along the floor. Each member swiftly dropped half their pack, and swam outwards as viridian shafts sifted down from the ceiling. The trap, however, activated again, encasing both the leading Krokka and the trailing Boris in bubbles!

Boris, already weakened from the previous fighting, began limply drifting upwards with blistered legs. The others carried him out into the surf, panting under the hot afternoon sun.

~ finis ~

[DM Note: The secret door from room 7 to room 6 is noted in room 6's description, but not room 7's. This was a minor aggravation.]

It was a quite excellent session. I was surprised at how quickly the party resolved to begin interacting with objects, but I should have choreographed the risks better. Micah planned to travel through the pipes deeper into the dungeon, which would theoretically be quite possible were it not for the, er, mutagen.

Feedback on Sawn-Off: There were some edge cases that needed to be clarified (establishing what exactly a Veteran's trophy does at first level, deciding if initiative needed to be rerolled each round) but the core rules are quite breathable and lovely! I greatly enjoyed the freedom afforded to improvise aided by some small, handy tables.

One critique: combat quickly fell into a routine of "well, even if I'm not getting targeted, I should Defend". While the existence of other actions is clearly outlined, players fell into the habit of pressing familiar buttons. I perhaps aided this behavior by prompting them to describe all the actions they wanted to take, and I'll check myself in the future.

IF YOU ARE A CURRENT OR FUTURE PLAYER DO NOT READ ANY FURTHER.

So, the main mutagen has been released, and the coral is feeding off it like a weed in moist soil. I envision it eventually working its way through the pipes and into the entire facility in an attempt to absorb every last scrap. This means that eventually, all pipes will burst, flooding whatever's managed to remain dry. My players are now on a timer to recover the book, and I'll choreograph the creaking pipes.

The tower that housed the mutagen will also be completely overgrown with coral and collapsed by the time they get back.

Such magical power must go somewhere. Deep inside the winding carbonate chambers, empowered polyps write and twist, agonized in the throes of mutation. What beings will emerge? Find out next time!

Friday, July 17, 2020

Charcuterie Board: A Community GLOG Zine

THE ZINE IS RELEASED HERE!



Hello, past, present, and future readers! This post is an official announcement for Charcuterie Board, a collection of content by various GLOGgers. This collection will showcase what GLOG can be, not what GLOG is, because we believe that GLOG is a decentralized philosophy. 

Our unofficial mascot

That does make it hard to explain to newcomers, however, so we're bringing material to feast your eyes upon. If you're interested in contributing GLOG content under a Creative Commons NonCommercial license, please fill out the form below! 

Please note that page space is likely limited to the first 25 people who respond, but we're always open to editors, proofreaders, and artists. The deadline for signing up is 7/24 CST at midnight, a bit over a week from now.

Sign Up Here!


If you're confused as to what the GLOG is, please check out the following links:

1. http://goblinpunch.blogspot.com/2016/05/the-glog.html
The original ruleset. Where it all started.

The updated ruleset. Very recent.

3. https://madqueenscourt.blogspot.com/2020/07/glog-for-gretchlings-or-notes-towards.html
Reasons on why to write GLOG, and many, many links to the rest of the GLOGosphere.

Who we are as of March 2019. Much has changed since then. Link 3 is the most recent summary.

Please head on over to #charcuterie-board in the OSR Discord if you want to talk to us about this, or just drop by the #glog-ghetto if you're curious about what GLOGgers are like in their natural habitat.

We're looking forwards to seeing you!

Wednesday, July 15, 2020

Kerosene Refiner

I'm helping to playtest SquigBoss's Seas of Sand campaign setting, which is vaguely North African, so I made an oil refiner like the boys rolled with in the Islamic Golden Age to wreak some havoc.

Kerosene Refiner
Start with an alembic, fireproof gloves, a bellows-powered spray nozzle, two flasks of crude oil, and some leathery scars.
A: Distiller, Smoke Squint
B: Appeasement, Soot Lungs
C: Alchemy, Smouldering Scars
D: Chug, Inferno Gate

(A) Distiller: You can distill crude oil into kerosene or petroleum jelly, and spray liquids around using your nozzle.
It takes a night or a day to distill [template]+1 flasks of oil or jelly, provided you have an equivalent amount of crude.
Your nozzle is two-handed, holds one flask of oil, and has a range of 30 feet. It gains +10 feet in range for every other template you take in this class, and at Template C it holds another flask of oil. It takes one action to spray your nozzle and one turn to reload it.

(A) Smoke Squint: You can see through fire and smoke like clear water.

(B) Appeasement: You can convince a fire to stop provided you throw something valuable into it immediately. A gold piece/dash of water for a campfire, fistfuls of bling/food animals/barrel of water for a bonfire, and literal crowns/people/shipload of water/artifacts for a city block eating inferno.

(B) Soot Lungs: You can breathe in smoke normally.

(C) Alchemy: You can refine most liquids into a flammable substance.

(C) Smouldering Scars: If you mortify a body part in fire, like a hand or calf or face, you can carry fire on that skin without burning. Lose 1 HP permanently for every part you mortify.

(D) Chug: You can drink a pitcher of something flammable without any ill effects and spray it up to a day later.

(D) Inferno Gate: Step through fires you set like doorways.

Short and sweet. This is perhaps one of my favorite GLOG classes I've ever made.

Sunday, July 12, 2020

How I Learned to Stop Worrying and Love the GLOG

This is another essay on the nature of the GLOG. I'm not going to talk about what the GLOG is for everyone, rather, what it is to me. My take shares similarities with many others. 

5 people have already defined the entire GLOG better than I. These four links are the closest us gretchlings (a term for GLOGgers) have to an elucidation of our philosophy. 

Arnold originated the GLOG. Here is the creator's vision. Includes an intro funnel dungeon that I personally playtested and can vouch for. 

Skerples picked up the GLOG and sprinted with it. Take a look at Many Rats on Sticks; it's the most realized GLOG hack for now.

Anne writes up our history as of March 2019 over here. The intro paragraphs do an excellent job of describing us.

A post by a veteran GLOGger, Lexi, who summarizes GLOG very concisely.

Vayra has compiled reasons to move away from 5e and towards the GLOG as well as other essays like this one. If you want the most comprehensive overview, with links to immediately usable material, and more musings on GLOG, go here. This link is the first gretchling-created intro to GLOG.

Before we begin, the answers are not here. They are inside you: what game do you want to run? Where? With who? These questions will have the strongest influence on your GLOG.

Racecars and GLOG Design

As someone who came strictly from 5e, I'll start by talking about the transition. 5e is an ornate, well-tuned, much-played game engine. The published adventures offer an easy pipeline to enjoyable gaming provided you read the owner's manual. 

Every roll has a place. Every part slots into the chassis. It's soothing how many decisions are made for 5e users. Slip behind the wheel, fasten your seatbelt, take off. There is nothing wrong with this gaming provided you're comfortable playing the same kind of game every time. The same ride, the same laps, the same Indy 500. 5e can give that to you. What can GLOG give?

Fuck owner's manuals.

GLOG is not a delicious Ferrari. GLOG is a jury-rigged piece of shit that eats replacement parts and tools, squats in your garage like a toad, and discharges cloying, acrid smoke with alarming glee.

But it's yours. 

Rather than trying to modify a product that does exactly what the manufacturer intended, you can stoop and build your own up with well-worn tools. 

Scaffolding and Constitution(s)

To me, games are both math and art. Math demands answers, art merely offers questions. Therefore, RPG's are a never-ending cycle of change. This is good. It also means a couple things for GLOG.

Any GLOGhack is encrusted with scaffolding aplenty. Scaffolding serves to support your structure, not to define or enclose it. All GLOG mechanics are scaffolding.

Us gamers hold many mechanics to be self-evident. HP, XP, levels, ConDexStrWisChaInt. These are all well and good provided they're what you want. If you don't want them, get rid of them. Laws are laws until they aren't. Please don't feel like you have to keep a part of your game around if you don't use it. 

You don't have to design every possible interaction your players might have. Mechanics, as concrete things to latch onto, lead to gameplay, so design interfaces for the interactions you want your players to have. Everything else can be decided by a yes, no, quick definition, or a roll. 

As an example: I am currently running a game in the Mesoamerican underworld, XIBALBA. I want my players to be able to alter their world through commonly known religious rituals (spells) and drugs, and for my players to struggle against disease. Therefore, I have scaffolding for rituals, drug use/addiction, and disease. Climbing is not particularly interesting to me, so any climbing challenges will be resolved by my players describing what they'll do or a roll.

Combat is a system lots of us struggle to define. Do you want your game to be focused on combat? If not, why make it a complex system? It might seem shocking to decide combat with a single roll, but don't create a pathway for engagement if you have no interest in using it. 

That said, don't burn or shred any mechanic that doesn't work. Keep it around. You may find a use for it later. If you build up enough discarded bits and bobs in a compost of sorts, coherent ideas may begin to emerge. 

Gretchlings Steal

It's a lot of work to knock together a ruleset. Why reinvent the wheel when you can take it from others? All the rules in my GLOGhack that I deemed important but didn't want to write I copied from Many Rats on Sticks by Skerples. Some classes were lifted straight from blogs and other GLOGhacks. If someone made a pretty shiny thing I liked, I took it. 

The majority of XIBALBA has been cribbed from Veins of the Earth and a hexcrawl Skerples wrote for VotE. 

Us GLOGers maintain an Excel spreadsheet with all the GLOG classes and rulesets ever written. As of writing, there are 474 unique classes and 28 distinct GLOG hacks. There is much to steal from here, and we share gladly.

This makes attribution important. Cite your sources. Yes, that's not theft, but GLOG contains many contradictions. 

Symmetry

Symmetry makes design easier to understand. Part of it is reuse, part of it is the partitioning humans apply to all things. If your system is roll-under, low values should probably be desirable in many categories. Attack rolls, saves, initiative rolls, etc. 

One gene commonly cited as a GLOG identifier is the magic system. The power of a spell is determined using d6's. You can add more d6's to power up a spell, but if you roll doubles or triples, Mishaps and Dooms happen. This mechanic has spawned 73 wizard schools. 

GLOG is fueled by simple engines like this. I took these Magic Dice (MD) and applied them to Berzerkers (barbarians) and Warlocks. Some people like that take. 

The paradox here is that the simplest ideas are often the most effective. When designing GLOG, try not to create mechanics that solve problems. Try to write tools that alleviate problems, dodge problems, or convert challenges into new problems. 

Who Solves Problems?

One of the central conceits of GLOG (and the entire OSR) is that players actively solve problems. They do this by engaging with the shared, imagined world, not by asking the DM what kind of skill they need to roll to solve the issue. Try to write mechanics that encourage ways to tackle a problem but don't do the work for a player. 

One GLOG saying about mechanics is that they should be like daggers: light, easily adaptable to different problems, and something can be used to kill you. Thanks, Spwack.

Another saying: When mechanics are lackluster, the players are simple and honest. When mechanics are scrutinizing, the players are shrewd and crafty. (Thanks, Vayra). Both types have a place.

Let players discover ways to solve problems. Paths of action should not be binary. 

Where Do I Start?

I believe Phlox said this better than me, so I'll link to that article. To summarize: interesting setting -> interesting system -> interesting PC's. Decide where you want to play a game, create mechanics that you want players to engage with, and then write classes for them to use. If you don't know how to write a GLOG class, welcome! I don't know either. I do know some that look good, though. 

Some tips for classes:
 - Look at the list of 474 classes. Steal.
 - It's generally accepted that 4 templates (levels in a class) are enough features to create an interesting class. Try giving classes one cool thing per template, with the most interesting things in the first template.
 - Don't define everything. Use common sense at the table if necessary.
 - Anyone that's never played an RPG before should be able to grok it in a minute. Maybe 2 if it's a spellcasting class.

As for interesting settings and mechanics: that's work you have to put in. I can't make your settings interesting. 

What Are Your Qualifications Anyway?

I wrote a GLOGhack so that gives me just as much authority as a farting dog. You can find it here, in a perpetual state of disarray. I hope there's something worth stealing.

Conclusions

Let there be no conclusions, because endings are false and I am a consummate liar. I hope this essay has been valuable. Trawl the other submissions to this GLOG challenge over at link #5 at the top.

If you still have questions, feel free to drop us gretchlings a line on our blogs or over in the #glog-ghetto channel in the OSR Discord. Good luck!

10,000 Chambers of the Cnite King

Deep within the turgid reaches of the Samarkand Desert, a lone crag of withered sandstone presents a visage long scoured by time.  Samuele B...