Tuesday, 14 July 2020

A Meeting In Marginalia


1.    Cir Talox Blithe


Call me 'Blithe', it was the name of my creator, or so I have written to myself from long ago.

More fully named I am 'Cir Talox Blithe', Knight, made, sworn and chosen for a path of honour and truth. One glance will show you that I am no man of woman born. I was made, long ago, from gears and levers, steel and screws. My eyes are crystal lenses, my guts burn charcoal and my heart is Iron. This gave me my title "The Knight with the Iron Heart", though it has never pleased me for I have always fought to be a Knight of Franchise and of Grace. My mind, I am told is a labyrinth of magic and glass, packed away within my steel skull in directions inaccessible to mortal hands, though I have never seen it.

Why I was made, I cannot say, for no precise instruction remains from that deep time, and even when that was is also lost. I have traced my personal history back near one-thousand years, chasing myths and legends of a knight of steel who likely was myself in former times.

My memory is little better than your own. I can recall perhaps one hundred years in detail. Past that I depend on written records and on this rod of enchanted glass which I carry always with me. This slender wand holds a library of my memories, however much I could retain, sometimes memories of memories of memories, condensed, abstracted and reorganised. This is my record of my deeper self which I can read by sliding it into my skull through a port at its rear. I must do this only when the fullness of my thought is directed entirely upon that act, should my focus slip my consciousness might become lost in memory, or irrevocably and chaotically changed by what it finds. This truly is my greatest treasure for it gives me knowledge of myself, and my place within the world.

Many quests have I undertaken in my long existence, but my current trial is perhaps the strangest I have known, for I must journey to Marginalia, the Hyphos, that uncertain realm of timeless madness, there I must find the Fey prince 'Shadowed-Summer' and bargain with him for the ownership of his Incalculable Palace of Lies.

Impossibility upon impossibility, for many do not believe in Marginalia at all, thinking it fiction, or hallucination. I though, do believe, I sense in the deeper structures of my memories that I have been there many times, though the details escape me, and I suspect that I have been dogged and bothered by the attentions of its residents before.

Still, this is the mission impressed upon me by my obscure yet mighty patron, and it was made clear that, odd though it is, this task is of utmost and absolute importance for the safety of reality itself.

Hence, I come to the Mountains of Reality, for it is here, if anywhere, that access to Marginalia can be found.




Thursday, 9 July 2020

The Top Ten Emblematic D&D Monsters

In the cause of 'Gygaxian Populism' (its like 'Gygaxian Democracy' except I didn't really think it through), I ventured onto my socials to ask the following simple question;

"What Ten monsters would you say are emblematic of 'classic' D&D?"


After literally minutes of stumbling through your replies and dicking about with an excel sheet, I have synthesised the following cutting-edge breakdown and penetrating commentary;

First....

THE TOP TEN

(In reverse order for greater drama)

10. Skeletons!

9. Kobolds!


8. Orc!

7. Owlbear!


6. Mind Flayers!


5. Rust Monster!



4. Dragons (non-specific)


, but if you add all dragon mentions they come it at number one..)


3. Gelly Cube!



2. Gobbos!


1. Beholders!




Quite a surprising list as its a strange mix of VERY D&D cretures like Beholders, Gelly Cube, Rust Monster, Mind Flayer, Owlbear, all of which you only ever see with WotC product.

And GOBLINS at number TWO? Dragons, Orcs, Kobolds (what the fuck even are Kobolds they change every edition and just do what goblins do?, and Skeletons.

Ok, Orcs, Goblins and Skeletons all need no excuse for placing this high (though I am surprised that Goblins beat out the rest so hard). BUT what the fuck do you all like about Kobolds so much?

The Gelly Cube feels like the MVP here as, for being essentially a cube of corrosive jelly, it has rated very highly indeed.

The question as to who truly deserves top spot, Beholder or 'Dragons' will occupy sages for times immemorial to come. Should all mentions of Dragons be combined into one thing? What about the three people who voted specifically for the 'Red Dragon'?



THOSE WHO NEARLY BUT DIDN'T MAKE IT IN


11. Liches
12. Mimics
13. Carrion Crawlers
14. Slime (green, though many mentions of slime generally)
15. Gnoll
16. Stirges - amazed they rated this high
17. Troll - very sad performance
18. Bugbears - what the fuck even are they
19. Bulette


Clearly the slime/jelly vote was split by the enormous range of possible slimes.



Votes ranged from "Slimes (all)" 2 votes, "Slimes" 1 vote, "Slime (green)" 7 votes. "Fungus/Mold" 1 vote and "Ochre Jelly" 1 vote. This is what happens with proportional voting people.

Absolutely crushed for the Liche here, and the Mimic. They did well and we expected them to do well, just not well enough in a packed field.

Likewise with the Troll, another under-loved classic,

Gnolls - about where I would expect them to be, and while I am a fan, honestly they did well to get even this far.

Stirges - these were really surprisingly popular to me. What the fuck is it about Stirges that makes them, not even "emblematic" but popular at all? Is there a vast Stirge fandom community our there?

Bugbears - get the fuck out, worse than Kobolds. What even are these things. Utter rubbish.

Bullette - yep, harsh to say it but this is pretty much where I would expect it.



And tbh, lucky to be this high.




DEMONS/DEVILS/DRAGONS - A SPLIT-VOTE DISASTER


It seems the key to being memorable and popular is some complex synergy of being part of a strong monster grouping and also specific enough to dominate the concept of that grouping.

So 'Gelatinous Cube' just crushes all the other Slimes, but 'Yellow-Musk Creeper' just isn't strong enough to dominate either the undead or angry plant groups and so gets wiped out.

Many people voted for demons or devils, but unfortunately for the damned ones, they were all seperate votes. Marilith, Pit Fiend & Succubi got one each.

Likewise, a huge number voted for Dragons generally, but a significant chunk was split from that vote by 'Red Dragon' specifically, which got three, making it an important low-level contender just on its own, and by "Dragons (colour coded)" and "Black Dragon" which got one each.

If you put all those together you get the number one spot.

Curious, for the very concept of a 'Red Dragon' implies other-coloured dragons but the specific nature of that particular kind of dragon seems to strike a powerful chord within the mind. I wonder how many voters for 'Dragons (non-specific)' were imagining a Red Dragon?





SURPRISING OMISSIONS


Yuan-Ti - only one vote for the snake-men.

Vampire



- One vote! And it can't purely be because they are generic, Dragons are up there.

Shambling Mound - One vote, Swamp Thing not doing it for you?

Slaadi - Fucking Githyanki got higher than Slaadi? Despite being boring as fuck? Shocking.

Purple Worm - only two votes for the vast one. What a shame.





WHO IS TRULY A LOSER, ONE WHO GOT IN ON ONE VOTE OR ONE WHO UNDER-PERFORMED?


The following all could have been expected to do a lot better than they did in my opinion.



Frost Giants - one one vote.

Blink Dogs, only one,

Otyughs - only two votes! Its a Gygaxian classic!

Githyanki and whatever the other ones were, 3 votes. Boring.

Aboleth 

This is a great image too


3 votes, not bad but hoped for more.

Tarresque -



Only four votes for Wallmart Godzilla. Could have done better.

Umber Hulk 4 votes and Displacer Beast 3 votes. Not shameful but I would have expected them to be higher.

Drow



- ONE VOTE for the Gothic Misandrists. All that fetish gear for nothing. I weep.





THE ONES I DIDN'T KNOW ANYTHING ABOUT


Amber Golem - the only mention of Golems and its these?



Seems they are from Ravenloft? Honestly, this sounds like a pretty good name and 'Amber Golem' has that tasty and unusual specificity which suggests something interesting and magical. Their current rules don't seem that interesting so these might be ripe for a remix of some kind.

Rot Grubs - 



3 votes so surprisingly popular. But 'Spawn of Kyuss' got no mentions despite having a better name?

Decapus - 




ok its that thing from Palace of the Silver Princess, ok not that bad.

War Lords?


 (Still have no idea what these are)




THE "WHAT WERE YOU ON?" CHOICES


All of these got one vote. I'm not sure why but I respect that the community still has some independent minds left in it.


Ear Worms??

Flumphs -



 Someone had to I guess.

Goldbugs.
....

Kuo Toa. 



- If there was anything interesting to say about them I would say it.


Theiflings - 

...

Did you mean 'Tieflings' or did I mis-type? (Actually, if they don't already exist a monster called 'Theiflings' sounds pretty cool.)


Wolf-in-Sheeps Clothing -



ahh the hilariously specific-mimic.



Yellow Zombie Creepers



 - Honestly I agree. These are underrated.


Paralysing Claw - I'm not sure what this is. Like an animated hand or a creature *with* a paralysing claw?

Svirfneblin - really?

Water Weird - you do you man.

Draconians...

Orc Warchief -  and yes specifically the orc warchief

Pyrohydra - HIPSTER CHOICE.






THE "PULL YOURSELVES TOGETHER FOR GODS SAKE" CHOICES


Paladins - pfft.

Zagyg the  Sorcerer!



- Stop. My sides.

"I guess the undead in general" - headdesk.

Man (the greatest monster) - SIGH.

"maybe the Demogorgon bc of Stranger Things ??"




TO SUM UP


And there you have it. Dungeons and Dragons, a game, fundamentally, about Goblins, (one of the commonest Fantasy concepts), Beholders, (the mad giant lazer shooting eyeball guys you find nowhere else), and giant cubes of jelly. With Dragons possibly also included.

Does this tell us anything about the complex synthesis of shared paracosms in the corporate-industrial age? How our imaginations are at once united and exploited by corporations and trademarked confabulations which simultaneously give us a shared language of the imagination and allow us to form social groupings far beyond those of our immediate experience while also to some degree making us the subjects of capital to some degree?

Does it tell us anything about the interlacing of the widely-known general powerful and classical idea-structures with the alarmingly-specific, often goofy and bonkers beings we both desire and fear to encounter? How meaning itself is born from the archipelago of our neural networks where the novel and the known combine and contrast?

I do not know, but our course is set; work out better powers for the Amber Golem, work out what 'Theiflings' should be and find out why the fuck people like Kobolds so much.


Tuesday, 7 July 2020

Soft D&D Monster Brainstorm

Latest in the somewhat-ragged series;


Rude Orcs


Other Orcs are poor but these are very rich and pink and loud and will not go away. These Orcs move in groups, riding horses to death and breaking carriages on bending roads. They move into villages and sometimes ruins and have raucous loud and unending parties where they demand to be entertained loudly and endlessly.

These Orcs are very corse, cruel and rude and upset everyone. As well as being very strong, so you can't just force them out, they are also very rich, and have a lawyer, either with them, trapped in a silver mirror, or easily summon able by midnight bat.

Tangling with the Rude Orcs can mean you get humiliated, laughed at, have drinks and food spilled on you, have your clothes torn and be thrown in a ditch.

If the Rude Orcs really take against you they can come to your house, eat and drink everything, break furniture and shout, sing and fight all night, making the place unliveable.

How to get rid of the Orcs?

Magic perhaps, as Orcs are very scared of it. Some other Stranger or Spirit, which would mean making a deal. Or persuading them to go elsewhere for some unknown reason.

Rude Orcs love to bet and hate to be seen to welch on a bet, so its possible to out-gamble them, they also love competitions of eating, drinking, being loud, being strong and breaking things and it can be possible to trick them into such an event.





Moon Mage




Moon Mages live in Silver Towers on the borders of night and are very active under a changing moon.

(This means you can usually only find them around dawn or dusk, unless you have a silver key, or a dream compass to locate them.)

Owls know about the Keys and the Compasses.

Moon mages are very powerful and strange. Distracted and odd. They do not pay much attention to the normal world and are focused very deeply on their moon magic. 

They become dangerous 

Their main danger is that they can massively alter the world around them. 

Transform sheep into cheese, which means you need to hide them from mice until they can be turned back.

Lock the sun so it won't rise properly; "It was getting in my way!"

Freezing a river totally solid.

Playing strange music which makes all the trees dance in the night whether they like it or not.

They are not so much 'bad' as they are strange and difficult to deal with, as well as insanely powerful - there is almost no material thing which you can offer them. Most Moon Mages think the daylight world does not understand them, and they might be right, so why should they care too much about it.

To stop or change what a Moon Mage is doing, you have to understand why they are doing it and try to deal with that problem.

Getting through to a Moon Mage can be very hard. They are difficult beings to introduce yourself to and difficult men to get to know.

(Most do have some specific and particular obsessions though, and if you find those out it can help you get to know them.)

Moon Mage servants are often creepy shadows with silver rims and silver smiles in their shadow faces. They creep into villages at dawn and dusk and do the Moon Mages business - usually acquiring things the Moon Mage wants.

MOON MAGE MOTIVATIONS - Lost love. Something in the Past, needs time travel to correct it.
Fear of Nemesis. Wants to change own personality somehow. I guess these are all old-man problems. Old friend died and is trying to make a moon-replica. Had his magical staff stolen by the Master Thief. The Moon on a stick? To travel to the moon and map its cities? Animals from the white low gravity jungle on the moon. Building a spell that can let them travel to the moon?






Loan Troll

(Greedy for credit cards)
CREDIT TROLL
LEND TROLL
'Toll-Troll' is taken I think? Or did I come up with those already?

These Trolls are extremely greedy... for CASH. (Credit will do fine).

They hide under bridges like most Trolls but instead of eating people they offer them bad deals and make them sign unwise legal contracts. Then they come in the night to collect goods, clambering into the house. But there is nothing the person can do because legally, everything is above board and they owe the Troll.

If Trolls capture someone, they will accuse them of trespassing and make them work picking Oakum or breaking small rocks into smaller rocks, or baking bricks, or weaving baskets, or making snacks to be sold.

They capture children and debtors and take them away to Lend-Land, where they much forever work.

Defeating the Troll - they can be tricked or scammed. If the contract or records of the Troll are lost or destroyed then they have no legal right to what they take and can only caper impotently.

If a Troll can be tricked into breaking its word or ignoring the letter (not the intent) of its own promises - then all the chains of the Troll will spring open and its prisoners will be freed








Crime Bird



Creepy crimes have taken place. Could the answer be this disturbing bird?

Answer = YES


Yes, yes I am.

Catching the Bird will be a problem, as will absolutely everything else to do with the bird.

Bird or birds may be employees of the Worlds Most Evil Dog as seen below.







THE WORLDS MOST EVIL DOG



Yes, another EXTREMELY OLD POST, this time, one of my own.

The Dragon Equivalent, Final Boss and Ultimate Nemesis of Soft D&D




Goblins


Honestly, what can be added to Goblins that has not already been, by myself and also literally anyone else. They are already pretty much perfect for Soft D&D.

Tricks. Lies. Mischief. Low-Level Magical Powers. Transit through the Otherworld. Riddles. Transformations. 




SAD QUEEN -mmmm, no


SUPER PHILOSOPHERS - nnooo





Ghost


Ok this should be do-able surely?

Dealing with a ghost is like solving a mystery, looking for clues and records, interviewing people. Can range from friendly-and-workable to FUCKING TERRIFYING.

Dealing with Ghosts also has a range of possible solutions;

- Investigate and fix the situation which created the ghost.
- Form a relationship with, and sooth, the Ghost.
- Get religion involved and either banish or lay to rest the Ghost.
- Super-Science, like Renaissance Ghostbuster stuff where its more like a strange technology, like maybe you can hoover a Ghost into a green glass tube with certain equipment. Ghost is still in the tube but it’s a temporary solution at least.

Wide range of threats, responses and fixes makes this a pretty good monster for Soft D&D


For extra child-friendly quality, make it..



THE GHOST OF A SINISTER PIG



Maybe instead of aging you prematurely the Ghost just steals the last lunch you ate and makes you extremely hungry. Or quietly eats your shoes, like you look down and they are gone..

The pig moves by night, rattling cans and eating pies in the pantry by moving through its walls. 





Well Dweller

WELL SPOOK
WELL WITCH

I think I like 'Well Dweller' the best as its quite indistinct, could be a troll, a Witch, a Ghost, a Jenny Greenteeth, you don't really know what it is, except that its down the well.

You can hear it, and it pulls on the bucket when you go out for water, and asks for things..

Possibly there is a big claw that comes out.

That might be the limit of my description here.

A Well-Dweller could be the opposite of a Hearth Spirit, they are both persistent, connected to the home and family, perform some kind of exchange for information, (for the Hearth Spirit you agree to keep the Hearth Fire burning and also feed it small specific things to eat, for the Well Dweller it asks you to throw things down the Well), but while the Hearth Spirit, largely good, or at least pro-social, gives you broadly legal and decent advice about what you need or how to achieve your goals, the Well-Dweller, while possibly sociopathic and predatory, can also give you advice of a more chthonic character.

A Hearth Spirit might be a little like Google with the safe search on; "Now now, [POP & CRACKLE] Moon Mages are said to be sad and solitary men, obsessed with their Moon-Work. But they often have hobbies, or a special tobacco, or something of that kind. Perhaps that might be a way to speak to him?"

While a Well-Dweller would be more like trawling the dark web, /pol or advice from your sketchy friend who often has speed on them and who's parents went on holiday without telling him; "Ssssteeall the sssilver stafff of the mooon maaan, for his sssorows are in the ssstaff and without it he sssshal forget them and hissss magic sssshalll be losssst. NOW. Ffffeeed eee Mothhhherr Hitttons Litul Kittonsssss asss weee agreeeed."

God damn it anime




The Master Thief



Ah, the master thief.

The way I used him before was really as a kind of meta-agent, setting up impossible situations, always escaping, interacting with the world almost like an uncatchable god who sweeps through invisibly and re-arranges everything around him.

In many ways that's not that good for a game. You can put him (or HER) in an adventure as you can control the interrelationship of elements more easily but as a piece of world-building technology they are a bit irritating.

Could be someone that you call on in an emergency, like maybe they owe you a boon.

Could be that only a deranged plan created by children can catch the Master Thief, but you can only catch them once, and they must answer a question or do you a boon if you request it to let them go.







Sticky Mimics


Mimics but they don't actively consume you but just adhere to you in a friendly but disastrous way, like Acme glue.

Like they use you as if they were a tree parasite and eat any food coming to you before you can get it, and obviously no-one wants to be around you while you have a cupboard with a mouth on it hanging off you.

So - appears as an ordinary piece of furniture- but being dumber than a normal Mimic, will often just 'double' something else like a chest or a sink. So now there are two.

If you interact with the wrong one, it sticks to you and you can't get it off. So you are walking around like a complete tool with this piece of furniture hanging off you except it has a gawping, chattering cartoon mouth with a super-long tongue that comes out and snaffles your lunch.






Corn Goblins


We are doing Goblins again? Ok. 

The fact that these are out in the Corn, still and watching, maybe made of corn, makes them feel rather more disturbing than just "Goblins". Why is that?



They steal your hair and come back for your eyes - that's a nice escalation. Small things go missing, and someone’s like 'oh ho look out for the Corn Goblins' and then someone wakes up without fingernails, and then without hair. Then its like o fuck we have to sleep tonight.

And the thing with agricultural monsters that live in the same crop the community itself grows is - you can always destroy them, or remove the threat of them, by destroying the crop;

Corn Goblins - burn the corn.
Rice Imps - crack open the gates and let the paddies dry out.
Apple Kings - just cut down the apple trees.

But then your family or household are 'thrown into poverty' and what do you do then?

So you have to look around to find some other way to deal with this. (Obv, talk to the Hearth Spirit or Well Dweller first).





Sky Witch


How is a Sky-Witch different and/or better than any other kind of witch and didn't Adventure Time do this first?

So - if her house is in the Sky, and her power comes from the Sky, then presumably if you are *under* things, like roofs and trees and under the earth or under your bed, then her power is limited.

If 'the floor is danger' is a common childrens game then 'the sky is danger' should also work as a kind of game?

How does the Sky Witch come down from the sky? Presumably with a Sky Ladder, so if you can find that ladder (and its glass, to keep it secret, and so heavy people can't get up it) then you can find the Witches Sky-House.

She wears and very heavy hat, which squashes her down, and heavy shoes, to keep her on the ground so you can spot her in disguise that way, and if you can trick her into taking off the hat and shoes then she will float away, up into the sky again. (But she will hold a grudge). Also she might grab someone on the way up so you will have to go and rescue them.




Snail Knight


I guess these would be extremely honourable and very slow and quite mad. Like a slow Quixote invading the village doing all kinds of crazy stuff like duelling scarecrows or marrying shadows, fighting an army of bread loaves.



You can't really hurt them as they are not a bad person. You couldn't anyway as they are pretty heavily armoured. So you have to see inside their madness to try to get them to stop, go away or be less insane.

You would need to find out their quest I think.





Mirror-Gibbons


Gibbons which stand on each others shoulders and wear long coats, trying to act human. Or steal paper and write letters trying to lure people out to the trees; "PLS COM KWIK 2 TH GIBON TRES I UR MOFER NED U I AM NAWT A GIBON RITING TIS"

Then you wander out there and BANG, you are in a Gibbon-Sack and some Gibbon is in your house pretending to be you.

They act human by doing a crayon drawing of your face and sticking it to the front of their Gibbon face, and also wearing human clothes on their Gibbon bodies.





CREATURE FROM THE UNKNOWN



Thursday, 2 July 2020

The False Parcels Store is BACK UP

GOOD NEWS:


You can now combine postage for DCO - Remastered, Gawain and the Green Knight and A Night at the Golden Duck.

More packing protection added to secure orders from rain damage and the hatred of an uncaring world.

U.K., U.S. and WorldWide options are now tracked.

CAPITALISM!!!


BAD NEWS:


LITERALLY EVERYTHING ELSE.

Basically prices are up to a crazed extent. There are a few reasons for this;

Our initial postage prices were too low. We lost quite a bit of money on that.
Charges from many nations, especially the U.S. have been raised. (This is the main one).
Service charged added by fulfilment people after initial honeymoon period.

The result is that for our parcel sizes its the same price to sent stuff in the U.K. tracked and un-tracked, so you are getting tracked. For the U.S. its actually cheaper to send it tracked, and this hopefully means we will have less stuff going missing. For many nations Worldwide, if we don't send it tracked, it might not get there at all.


Europe.. You get un-tracked.. BECAUSE, it costs you a lot less and we (I) am pretty sure it will get there even un-tracked because you are a CIVILISED PEOPLE.

(We are working on getting the prices for ordering Golden Duck on its own down, still waiting to hear back from fulfilment)


https://falseparcels.bigcartel.com/


Tuesday, 30 June 2020

SERAPHORMER REBOOT



Good work YOU (by which I mean ME, and all of US). Because Reality is BACK baby!

Since you (we) closed that Reality Breach, the SquidBrawl has stabilised.  Causality has cracked back into place and time has a linear flow! Now we can finally make decisions again.

However, the situation, though stable, is also DISASTROUS!

The Seraphormer, my (our) para-reality and deeply-shrouded engine of souls in a situation that I would describe as borked.

The Demon-Engine is compromised! This is a coagulator of vile supernatural fluid composed of Quileth harvested from the many layers of Uud and brought here by the bone ships of the LichJammer Captains. Now its leaking Demon Fluid everywhere! That's maybe the worst kind of leak you could possibly have.

The Atman-Engines are cold! These Hyper-Future Techno-Cores held in the void outside the central Seraphormer provide the sacred code which allows us to shape souls! The Atman Engines live at vastly accelerated time. The longer they stay cold, the harder they will be to start up again!

The Imaginary Suns are out! Stolen from the minds of dreaming gods long ago, these suns provide power for the whole Seraphormer! We are working on residual power for now, but without them nothing else will work for very long!

And worst of all, the Delusion Engine is off! The Delusion Engine maintains the shroud of unlikelihood around the Pocket-Realm which holds the Seraphormer, AND it sends a cognitive field out into every layer of Uud which prevents any intelligent being from even considering that we might exist!

That means SHE, Yggsrathaal, the mother of Entropic Wyrms, the destroyer of Esh and our, and  I can't emphasise this enough, really extremely NUMBER ONE ENEMY, can deduce and perceive our existence! The longer the Delusion Engine stays down, the more chance there is that she will!

Most of our communal mind is still totally barmy from the Reality Incursion - useless, or even dangerous.

But don't worry! I pulled together literally everyone, and everything, sane and self-aware that I could find. Yes there are only four of them, but arguably this makes them our ELITE TEAM!







Our “Elite” Team!


(Literally anyone we could grab who seemed (relatively) sane).


Fury-Warded


"Deep do I dive into that malign typhoon of the undigested damned."

A Demon-Shielded Quileth-Stoker-Founder inside an engine suit of blackened iron plates etched in pearl with interlocking warding glyphs with a rumbling engine core and a demon-grasping tri-fingered claw hand which opens to reveal a holy Quileth Vacuum trap. Just visible beneath the demon-scarring are the pearl-etched words “Burt do I Burn”. Fury-Warded is arguably slightly morally corroded from their endless bathing in, and wresting with, the raw ichor of trapped demons, but you can't fault them for willpower! Also they are massive and have a combat claw.


Five 60 Six-Six-Six Reoccurring


"Looks like it's time.. for a hyper-fix!"

A massively multiply-armed, gibbon-bodied ULTRA-REPAIRER FOUNDER. 5-60's long and gawky self-built body-suit has wild tool-handed arms, that expand into MORE ARMS, which then expand into EVEN MORE ARMS. Somewhat wild and whacky, 5-60 can climb almost anywhere and repair almost any piece of hyper-tech with anything they can find. Combat capacity - QUESTIONABLE. Mental Stability - DON'T ASK. However, for invention, personal courage and sheer can-do attitude, nothing can beat them!


Grailogos - Multi-Founder Consciousness


"My calculations cannot be comprehended by singular minds."

Grailogos is a supremely crystalline and gracile intellectual Atman-Coder founder. Their robed ceramic body supports a magnificent huge, glowing-blue fishtank head occupied by three individual Founders linked in mutually-supportive group consciousness. Grailogos can "decode" aspects of non-founder reality into glowing multicoloured cubes which float around, and which they can then 're-code' into specific para-reality effects and raw substances. Somewhat abstracted and speaking in a polyphonic chorus-song, Grailogos sometimes disagrees with themselves in times of stress.


Somo-Omos - The Uncertain One


"I am, but know not what I am."

A quantumly-uncertain Founder who guards and operates the Delusion Engine. Somo-Omos occupies a Founder-body which looks as if it were made of mirrors and strange visual projections. Their form is hard to precisely perceive, as if they were a walking Kaleidoscope. Somo-Omos is always shifting their colour and state within the projecting body and these projections are continually flowing across the surfaces of that form like a cubist impression of a technicolour cuttlefish. Somo-Omos can simulate other forms and identities, become near-invisible and even "shift" through perceptually-solid objects. They are also in the middle of a massive, and endlessly-looping identity crisis and must often be reminded of exactly who they are.




 
Lionel Walden


The Missions


(To be handled in whatever order seems best to you).


Fix the Demon-Engine


·        Penetrate into the ruined Demon-Engine.
·        Locate the ruptured seal.
·        Battle the half-Formed Quileth fluid, Corrupted Quileth-Stoker Founders and Possessed Founders who's suits have cracked.
·        To defeat the half-processed Quileth force it into a specific shape. Provide it with Fears. Either your own, or draw raw residual fear matrices from the ATMAN-ENGINES. (Five 60 Six-Six-Six Reoccurring can probably locate some, if you can get an Atman-Engine semi-functional.)

Problem? - using the fear matrices in this way may lead, to some souls without fear, to some with demon-linked fears, and others with their fears replaced or re-coagulated from Quileth - with UNKOWABLE RESULTS.

NEXT? - You Need - MORE QUILETH. And not from a distant source – our only LichJammer Captain is fulfilling a mission which only they can do.

A closer location is available; the Waste around Blackwater

As such, the Soul 'Wreaca' has been instantiated and will begin - A WALK IN THE WASTE.



Re-Start The Delusion Projector, And Fast


The Delusion Engine which keeps the Seraphormer secret and safe is offline.

·        Find your way through the maze of dreams and illusions born from its slow collapse.
·        Fix the umbral shrouding and Mistake-Generators.
·        Kickstart it with some of those INVISIBLE BEASTS from the Outer Void.
·        To process them, you will need to jam them in the Demon-Engine and refine them into Pneumo-Mystification, then pipe that straight to the Delusion Projector!
·        That should get it working, but its like running a petrol engine on raw crude oil.

NEXT?

You need LIES, and not just the ordinary kind. A massive storehouse of pure deception, right from the source. Only a Fae Emperor in the depths of Margenalia commands such Grand Palaces of Lies.

As such, the soul Cir Talox Blithe, the Worghast Knight has been instantiated for - A MEETING IN MARGENALIA.



Missions In The Outer Void

Gerardo Dottori - Burning City


The Atman-Engines and Imaginary Suns are both located in the Void of the Outer-Serpahormer, a zero-g outer-space pocket realm the size of Jupiter.

There is Chaos in the Outer Rings!

A Rocket-Powered rebellion is in process. The huge angel-form Founders set to guard and maintain the GigaTech of the Seraphormer are still in the grip of the SquidBrawl, now also a SpaceBrawl!

Not only that but the Void has been infiltrated by Photon-Negative Hypermutating Bioforms:  INVISIBLE BEASTS!

We think these are low level interstellar predators which slipped into the Seraphormer pocket-dimension during the SquidBrawl. Presumably they came to feed upon the Imaginary Suns. Now, through some strange interaction with the black, dying imaginary suns and the collapsing penumbra of the Delusion Engine, they have Hyper-Evolved!

Anyone venturing out into the Void will have to contend with;

·        Avoiding, or ending, the Rocket-Powered Rebellion.
·        Escaping, or defeating, the Photon-Negative Bioforms!


Void Mission - Restart/Rebuild the Atman-Engines!


·        Find a still-functioning Atman-Engine amongst the chaos of the Outer Void.
·        Re-connect it to the Seraphormer.
·        Transmit yourself inside the digital hyper-reality of the Atman-Engine and see what is needed to get it back online and functioning.

NEXT?

You need WORLD-BUILDING HYPER-DATA. Massive data loss and corruption means the Atman-Engines need a huge input of Raw Data, enough to Shape a World.

This can likely only be found in the layer of the Uud-Reality located 50,000 years in the future, where interstellar Empires bloat and war amidst the prismatic stars. There perhaps some ruined or forgotten god-tier hyper-mind can be located and returned to the Seraphormer.

As such Nebulon Brax, Captain of the LychJammer Tyche's Hand has been recruited for - A MISSION TO GLEAMSPACE.





Void Mission - Re-Ignite the Imaginary Suns!


·        Hop between the darkened suns.
·        Try to find at least one with some ergs of energy in it.
·        Delve into those suns cold cores, explore the cold abandoned Palaces of Fire within and try to discover some means of re-ignition.

NEXT? You need - A STOLEN SUN. A jewel containing the Dream of Hyperion, the solar imaginings of a sleeping god which could, in theory, start a chain reaction to re-ignite the Imaginary Suns.

Its last known location: Possessed by one of the hidden Emperors of the Grey city of Glaem.

As such, the soul 'Lady Amoret' as been instantiated and will begin - TO STEAL A SUN.














The Resulting Quests


Good news! With the Seraphormer (partially) active, we can now send Souls into Uud to grab the resources needed to keep us operational!

Less good news: we have a limited number of souls ready to go, and limited power to send them.

Essentially we had to pick the best three for the missions we have, and give the last one to this Skeleton Dude because he has his own Space Ship.



A Meeting In Margenalia

https://twitter.com/anonamos_701/status/1097650144323895297


Cir Talox Blithe, the Knight with the Iron Heart,  is sent to the Mountains of Reality, there to seek a way to the deepest tendrils of the Eld-Realm of Margenalia to bargain with a Fae Emperor for possession of one of their Palaces of Lies, each one greater than the last, the largest within the smallest, and the key to the last hidden in the first.



To Steal a Sun

Gustav Klimt - Dame mit Fächer


In the Grey Cities of Blackwater, the ridiculous, somewhat-craven, vain and occasionally brilliant Lady Amoret is sent to the Grey City of Glaem, there to penetrate the Hidden Palace at the centre of its Megastructure and perform the greatest theft of the modern age - to steal from the Emperor of Glaem the Frozen Dream of a Sleeping Solar God.



A Mission to Gleamspace


Corey Harris https://www.reddit.com/r/Art/comments/baahqk/space_skeleton_digital_2000_x_2000_px/


Nebulon Brax, the undead Captain of the LichJammer 'Tyche's Hand' must take his bone ship of solar sails, and his skeleton crew, into a realm where his magic will be near-useless. He must travel to GleamSpace, the prismatic realm 50,000 years in the future of Uud, a time dominated by Hypertechnology and decaying utopias and there seem a Loom of Realities; a god-machine powerful enough to restore and renew the Hyper-Data of the Seraphormers Atman-Engines.



A Walk in the Waste

Jab Jira https://www.artstation.com/artwork/6VbWW


'Wreaca' the Half-Orc mother, most solitary of the Waste Walkers, yet most skilled, must venture again into the caustic grey hell which surrounds Blackwater - the Waste of Yggsrathaal. There she must face the untold dangers of that realm, the Orc-Kind who form part of her own bloodline, dark agents of the Teratarchies and the Spawn of Yggsrathaal and her Pale Courts. But simple survival is not enough, for Wreaca hunts not monsters, but Quileth - Demon Kind itself, long sleeping since the fall of Esh, and her mission is not the demons destruction, but it’s capture.


Thursday, 25 June 2020

A World Without Violence

Part of the 'Soft D&D' series;

Introduction & Concept
Character Generation
Shintobox- failed 1st attempt.
Shinto in Cumbria - 2nd Attempt
A World Without Violence 
Monster Brainstorm 
Goose-Gold & Goblins
Looking for a Mechanic 

THE PARADOX AND DIFFICULTY OF A WORLD WITHOUT VIOLENCE


There is a kind of cognitive box around our imagined selves, stuff that’s easy to both imagine and communicate - I have discussed this many times, it relates a lot to the same range of topics, situations items and agents as ballads, fairytales and folklore.

Violence is a neat, coherent part of that cognitive box, and it's great for games. Its relatively easy to model, highly dramatic, always (often) interesting to the players, simple to communicate with its results and general schema easily understood by all and something that is charismatic to ordinary people as a mode they are interested in but don't wish to experience in real life.

In games violence is a very handy tool.

As I wandered through the following field of ideas, I have come to think that stepping away from violence and still making something OSR-y, with meaningful sandboxification, real choices, environmental investigation, challenge and possible death, is a matter more of research and effort than a simple political or aesthetic choice.

It’s just a bigger mountain to climb and I doubt I will be able to climb it myself, but I think I can chart a few paths.

A second problem is that of how to arrange the game rules, the game as played and the imaginative world in such a way that a less-violent game results, but without it feeling intuitively "off".

There are, after all, a huge range of situations where violence might interact with the natural play of any adventure story. What happens when you encounter a dangerous beast? when you go hunting, which  presumably requires a roll to hit of some kind?

Or are there only three states from a hunting arrow? Miss, Hit-and-kill, and Hit-and-Wound-O-Fuck-We-Have-to-Chase-It.

(A side note here is that a play space where violence is strongly de-prioritised can still have a post-OSR-like system of very quick and lethal violence. It doesn't need to be a soft system with a lot of ways out. The simple fact the violence is rare, and that you are strongly expected not to use it, means that when it does happen it can still be very dangerous.

A rule of thumb might be that, if we imagine the PCs starting as children. Direct lethal violence is off the books for the first few adventures, and then can be slowly dialled up as a *possibility* in later ones. And that, using Chris McDowalls cult of information, we can strongly circle any potentially lethal violence with bands of signalling, both in the imagined world and from the DM.)

What happens when the Kings Tax Collector comes round? You can't resist by force, and they can't take by force.

The absence of violence would seem to indicate a pretty politically quietist game, at least by D&D standards, a long period, and large area, of peace. If authorities exist they are either beneficent or neutral, and almost always distant.

Situationally the characters are unlikely to do violence to other sentient beings, to be trained to do intra-human (or equivalent) violence, or to have violence focused upon them (but its not impossible). The simplest way to achieve this is - childhood. Since in most cases all children are victims of the niceworld conspiracy, and maybe more importantly, it means Players will be more likely to limit their behaviour without being nudged or constrained.





Kikis Delivery Service





THE CONSTRUCTION OF MEANING


Horror films are essentially 'normality' films (though not always, Susperia is almost pure.. whatever it is, from the start). But, for my intended example of the standard issue American Horror film, generally it starts with the creation of normality so that normality can be disrupted by whatever horror is going on. They are a little like Trojan Horse realism films.

These less-violent (I won't say "non-violent") games, would need a complex social, environmental and cultural base to disrupt. We need players to value this and want to protect it.

It can't be gold for XP can it? Because while that doesn't necessitate violence, it is on the same lines. And there can't be XP for fighting things.

So there has to be a strong reason to adventure, to journey, explore, encounter strange beings and deal with remarkable objects. And the simplest way I can think of is if the Character (and maybe Players) already have something they value and are trying to protect and preserve it.

Have I talked myself into a situation where, if D&D is a somewhat capitalist, mercantile, violent game, then this must be in a way a kind of conservative (small-c) game?

Regardless, if you want people to value something at the start of the game, the simplest way seems to be for them to have a hand in creating it.

Other possibilities - maybe each Player plays a *Family* or a Household, and they level up not by making any individual more powerful but by keeping the Household together?

A thing I think would hit very hard for young players is if the PC is a child or near child and their mother or father is sick and needs help - see the Disease adventure below...

Maybe you play a Hearth? That seems insanely abstract..

But maybe not, maybe you, the player, the meta-being, are the fire spirit or hearth spirit at the heart of a Household. That feels solidly diegetic, easy to grasp, but also weird enough to be interesting. Imagine being the fire in a small household, you do all the cooking, everyone gathers around you and you warm them.

It makes the diegesis of what happens when they are out adventuring challenging. Are you controlling that person as the spirit? Of is there an exchange of some kind.

This might be better for the DM, if they play the Hearth Spirit then that gives them a reason to go along, they are the flame in the lamp, and can only advice the PCs when the fire is lit..




Howls Moving Castle





SICKNESS AND POISON


MUTATION BABY - The really interesting things about sickness are the change it effects on the people you care about, and the gradual measured degradation of the victim, a kind of highly visible organic clock which anyone can understand. Once they know that the disease goes in stages then that creates the stages of an adventure.

Seeing your parents or loved ones change, become weak and suffer, is in some ways a more powerful motivator to a child character than death.

Also a Father or Mother figure who is desperately ill and begging for your help, is much, much more effective than the same figure simple asking/telling you to do it.


PHYSICAL ALIENATION - The particular emotional horror of a plague - the disease almost always spreads person to person, so the natural stress reaction of humans, to huddle close together and attend to loved ones in pain, becomes dangerous. To save the people you love, you must send them away, often far away.

Of course this is actually wonderful for the construction of an adventure setting involving children. They must be sent away from their parents (who usually stop adventures happening) to an unknown environment, usually a less-urban one. And subjected to reduced adult supervision. - Boom, instant YA novel.



HUNT FOR A CURE - and in stories and adventures at least, there is always a cure for a plague or disease, its often very far away. Sometimes it is a rare material, first you have to discover that it exists, and then find it. So 1. Investigate to Gain Knowledge then 2. Travel and Adventure.

In an animist Ghibli story, the disease might be the result of imbalance between complex environmental forces and the protagonists might be able to negotiate a settlement.



Totoro be creepin'



SPELLS AND CURSES


Basically super-diseases, but perhaps even better for provoking adventure and investigation. Again, these can isolate certain members of a community - the PCs HAVE to go questing because everyone else is borked, and it specifically sends them looking for *magical stuff*, as they know the problem is magical so that means they have to poke into the dark corners of the world, looking not for treasure, but for magic knowledge.

There must be a magician, one with a history and personality, and a motive, which suggests you don't have to beat the magician, (though you can try), but can do something about the motive, or just lateral-think it and bring in some disruptive element like another spirit, or a world alteration.

(For a non-violent game the possibility of "converting" an antagonist should be a possible focus. Maybe they are doing bad stuff because they are also cursed or limited in some way, and maybe this is something that the Child PCs can deal with but they themselves can't. That would suggest either more magical reasons why the "Villain" is constrained, or complex psychological ones, like maybe they can be persuaded?

So antagonist constraints and motivations should be a linked development strand.

And for a true OSR feel, it shouldn't be the case that you can *always* convert the Antagonist, or that the means and knowledge to do so are always available. An OSR-derived game should have a more pseudo-natural patterning of moral consequence and less a story-based pattern.)

We get a more specific and gameable version of the Disease-change, in this case, someone could be cursed to change slowly into glass with a little more of them changing every day, that’s non-violent, but still terrible. The thing with a curse-change of this kind is it should fundamentally alter someone’s relationship with their environment in a way that is bad, they don't want it to happen, but which is still *interesting to play through*. Another one is being made a real gingerbread person, sounds fun to a kid and then you realise it’s terrible, or turning into a pig (actually that just sounds like fun).



Guilty Crown


THE ISSUE OF MOTIVATION


This implies a history, so maybe in addition to creating a social and environmental matrix, we need to include history with the culture.

I tried to deal with this a little in the Shinto Cumbria post.

I can see this easily becoming a weighty and rather leaden part of the rules-matrix.






ENVIRONMENTS


What would the dungeon-equivalent of a low-violence D&D game be? A maze of mysteries? A labyrinth within a forest? Something like Labyrinth (the film) certainly.

Something that comes to me is that - ok I got distracted and don't know what that was but I'm sure it was going to be a good insight.

Need to pin this subject for later.

(They would probably have to be more "civilised", social and mysterious than D&D dungeons as movement through them is meant to be a challenge and without violence to impede PCs then alternative elements will need to be enhanced.)


https://www.deviantart.com/pancake-waddle/gallery



DISASTERS, WEATHER - STORMS ETC


Seemingly easy but in fact overwhelmingly difficult, because it will not break down into the objects and agents that the standard D&D-human cognitive space is good at dealing with. Weather is wide-scale and difficulties with it involve lots of passive action. Much of weather resistance is, well, resistance and involves getting the right clothes first, and doing lots of prep, which is interesting in a limited way - getting the right clothes can mean getting the materials for those clothes, and dealing with an agent who has the skills to create them - so that can be an adventure. But weather is still passive and it’s hard to make a passive effect interesting.

I tried with Veins of the Earth but caving provides a lot of imaginative 'real estate' - specific hard and interesting things that could go wrong as a result of failing to resist the environment and I still had to link CON into that system at a base level, making it a meta-quality that controlled or increased the consequences of a fail.

Nevertheless it is possible, let me see if I can dig up some of the fire effects I came up with for BFR.


.............................................................

Here is some old BFR text;

"Fire as a Monster

You can run an encounter with fire in a similar way to running an encounter with a monster.

Fire grows in power by feeding on itself. When small, a fire is weak and static, easy to defeat and drive back. As it gets stronger, fire learns to crawl, then climb, finally it flies from crown to crown.

At low levels it’s like stamping a gnome to death, at high levels it’s like facing a demi-god.

At its greatest intensity a fire can send forth waves of heat strong enough to boil the sap in living trees before the flames even touch their bark.  It moves attended by whirlwinds of flame and rains of burning wood. Cyclone-limbs and gale-tentacles pick up things and people, hurling them into the advancing front.

D6 Crawling Fire Attacks
1 Spits sparks – Those in close combat must save vs breath or be blinded one round.
2 Sends smoke into lungs – save vs poison or be paralysed by hacking cough for one round.
3 Sets clothes or possessions smouldering – Counts as a ‘smoulder’ on the PC’s person.
4 Escapes suddenly – moves double speed away.
5 Advances suddenly – moves double speed towards PC’s.
6 Sends burning leaf or twig spiralling – lands d20 feet random direction, must be stamped out or may create new spot fire."


The fire gained new powers as it got larger..

...........................................................................


An idea which has fascinated me since I read it in Mouse Guard is that the Seasons have stats - as if they are active agents, and that could be interpreted as storms and other weather effects having stats in the same way, and being interpreted as living things interacting with the PCs and their environment in a particular way. That seems like a more pleasing and workable way to model such things.

And it locks into the animist world again, if you piss of a certain segment of spirits then the North Wind is angry with you but maybe other winds are your allies.


Unsure of creator



MAGIC - ADVENTURE TIME PLOTS


Well, all this Nature stuff is somewhat limiting, though I think I have enjoyed working within those limitations, but I should acknowledge that, using classic D&D tropes and aesthetic, other paths are possible.

In a fantasy world we can create situations to fill our needs; like, a bunch of Giants have a rowdy rock-throwing competition and its in or near your village, they don't want to hurt anyone but they are hurling huge fucking meinhier around, and maybe cows also.

I think for now I'm probably *not* going to go deep into this aesthetic. The range of options is too great. Each of them feels like an individual adventure. Right now I'm more strongly drawn towards a more pseudo-real Ghibli social drama/semi-historical aesthetic. I feel like if I can solve the problems there then that provides a strong framework to expand on, while if I go deep into classic D&D land then I will just end up producing a range of semi adventure-seeds which, will probably be fun, but won't provide a strong bedding for system growth and development.




Adventure Time



WHAT HAPPENS WHEN YOU ENCOUNTER INTELLIGENT MONSTERS


We can replace outright predation with alteration (the troll steals your voice, your eyes, your hands, your legs, all pretty terrible but assuming it steals differently from each PC they can still work together to do stuff and maybe team up to get their parts back), authoritarianism (the Troll enforces some crazy-ass law like you can't look down and abduction (the Trolls don't eat people, instead they pick them up, put them in a bag and take them away somewhere to make them work).

In this way Monsters are more like really abusive teachers from a Harry-Potter type environment. They have an interest in controlling the PCs and their environment but not primarily a violent one.


Rien Poortvliet



POVERTY!!!


Again, without dramatic violence, this is like weather, how would it work in real life?

I guess poverty turns every single thing you do into a specific adventure. Because you don't have anything, even getting food, shelter and clothes is like getting treasure, so its like, todays adventure - get enough rice for dinner! Get mum a new dress as she can't go out in this one. Find SHOES.

This is an avenue worth exploring I think. You could do a whole range of "Beggar Adventures" where you have to risk and think and scheme just to find food, where you start at minus-levels or something, and can trade levels for stuff like missing feet and facial sores, where the monsters are the Guard and the Dungeons are rich peoples homes and the top-level Big Bad is like a local drug dealer.

I mean I think I just invented a new genre of adventure, the Zero-Minus Urban Survival Crawl, so stick a pin in that, but firstly it feels mainly like an Adventure strand of ideas rather than a Core System strand, secondly I want to make a game that children can comfortably play and the Urban semi-crime setting would be an even harder mix to deal with and thirdly .. that's just not there my head is at right now. It contrasts with everything else in my current development palette.

FARMING would be a better development strand as it fits more directly with my initial concepts, however, even to do a Farming simulator, you would need to do a lot of research or have a lot of experience, and to turn that concept box into meaningful OSR-style adventures would take all that knowledge plus talent and time, which I don't have right now.

But, 'learn about farming - at some point' is on my infinite list of things to learn



We all remember this laff-a-minute tale I'm sure


DANGEROUS ANIMALS 


Another "stick a pin in it" situation since, to deal with potentially-dangerous animals *they way they often are in nature* would require deep contextual knowledge. Again, this would need to be a series of Adventures or Modules. Like, its a long winter and a Wolf-Pack has come down from the Mountains, what do you do? This is how Wolves act, this is the amount of your sheep or whatever they will take, here is the unlikely but still possible situation in which they might go after children and the old, and here is how you hunt wolves. And here at the end is what the local animist spirits might think if you do hunt the wolves.




TWO TYPES OF THREAT


A theme has emerged here that there are two kinds of threat; those which are going to come for you in your pastoral paradise and force or encourage you to do an adventure, and the other is something you encounter out there as you do your adventuring.





THE META-PROBLEM OF INVESTIGATION AND DEPTH OF KNOWLEDGE


To return, again, to the beginning;

The answer to a lot of these problems is simply that you need a lot more contextual knowledge to run them and to produce the items of sensing and processes that would make them interesting and palatable to players.

Boo hoo D&D is descended from Wargames - yes, and that deep depth of knowledge and research about medieval war all provided a base of improvisation and development which Arneson, Gygax & Co could use.

To make it into a game you need a lot of knowledge, and then to break that knowledge down into simple intuitive heuristics which are much more cognitively light than any of the original processes but which give the right *feel* and which magically work together in some kind of coherent way despite being basically made up.


SO - The central idea is to produce a Core Book, with all of the central rules and ideas for a limited scale of play.

AND - To produce a design document explaining everything and suggesting/prompting development possibilities, a 'manual for the manual' if you will. Then if its a popular idea, people will already have a river tributary of possible paths of investigation and development and individuals can create and fill in with their own knowledge spheres, like "I know about ships so here's the ship version of this" or "I’m from Malaysia/India/Nigeria and here are the social structures and cultural background that make a "pastoral child-based sandbox in that environment."


Arthur Rackham


TAKEAWAYS


- It's going to be hard & will require real research I HATE WORK!
- Settling likely politically quietist.
- Political authorities likely distant, beneficent &/or neutral.
- Initial game likely to focus on children.
- Characters should start with a social matrix they value (opposite of classic OSR D&D).
- Players will probably value this matrix more if they generate it.
- Player as Household is a possibility.
- DM as Hearthfire Spirit is a possibility.
- Your Mum being sick is a good starting adventure.
- Sickness & Plagues good adventure concepts (more YA than Child though).
- Curses and Spells are a good less-horrible equivalent for younger players and have a lot of give in them for adventure development.
- Magicians with complex histories as possible antagonists?
- What are Dungeons in this game? Mystery mazes? Labyrinths?
- Civilised, social & Mysterious Dungeons-Equivalents?
- Consider Seasons, Weather, Disasters, as *monsters* & give them "attacks"?
- Monsters like bad, cruel Teachers or Authoritarians.
- Consider Urchin-Crawls as later development strand.
- Learn about Farming - at some point.
- Make a Central Book and produce a Manual for the Manual.