Showing posts with label Necrocarcerus. Show all posts
Showing posts with label Necrocarcerus. Show all posts

Sep 10, 2018

Patachemical Extraction

Other settings have long-dead alien gods buried deep beneath the earth, ancient layers of fossilised vampires, the residual sludge of entire eras in which everything was magic, an entire Underdark filled with magical beings. Necrocarcerus doesn't. Instead, what it has is a megacorporation that goes to those places, throws those rotting gods and insane liches into threshers, and then extracts whatever valuable substances, divine energies, negative planar energy, or plain old hydrocarbons are found in them. This is where you come in.

PetroNec, the Necrocarceran gas and oil corporation, is an old hand at this dirty business, and it's happy to hire adventurers to jump through a portal into one of the Living Worlds, poke around in the tome of some ancient god-king, trigger all the traps, slay all the skeletal tomb guardians, and then show a lode of forty cubic metres of enchanted bone and ensorcelled metal (2.5% finders' fee) with a gangue and overburden of some hundred thousand cubic metres of useless gold, silver, assorted pieces of granite, and dead adventurer.

Get in, find the dead god or the sea of mana-tar, kill whatever could wreck an extraction pipe stuck into it, get back to the portal. Everyone wins. The people who need liquefied undead for coolant get their liquefied undead coolant. The Council of Ninety-Nine sees their share price go up. You (probably) get paid a hefty sum of obols, if you survive. And then it's onto the next portal, the next claim, and so on until you either manage to retire or you end up a smear of hyle and ichor in some blighted chasm, gnawed on by ancient imprisoned horrors. Not that this will stop the patachemical industry. Nothing ever does.

Sep 22, 2017

The Necrocarcerus Alchemy Supplement

I wrote these alchemy rules for what is rapidly becoming the "never-to-be-finished" Necrocarcerus Rules version 3.0. Someone asked for a list of alchemy ingredients, and I realised I already had one written up, so I scraped the rules and the lists from that document and have uploaded it to Google Drive as a handsome PDF. As always, most of it is a series of bad in-jokes and allusions for which I apologise pre-emptively.

These rules represent a distillation and refinement of the procedures in Procedural Metapharmacology and Alchemy: The Junkie's Science, and can be supplemented with the procedures outlined in those posts as well as in my post Determining Magical Item Components (all of which are actually just more prolix variations on the advice "Use your random encounter table to determine what the PCs need"). Enjoy!

Apr 1, 2017

Places to Go, Things to Kill: The Kingdoms of the Saved

A group of fractious theocracies so quarrelsome that even the Association of Useful Citizens doesn't claim them, the Kingdoms of the Saved are where you go to ask your preferred Irrelevant God to absolve you of whatever sin is keeping you out of its heaven. Sometimes, it even works, or so the prophets, holy men, abbesses and wonderworkers claim. Thanks to AUC's absence, the Kingdoms of the Saved are also prime territory for schemes that would get you killed anywhere else. Bulk-selling illegal ooze goods? Running soteriological ponzi schemes based on organ harvesting? Using scab labour to mine uranium? Chances are there's a local priest who'll be happy to explain to his followers how your scheme is fully sanctioned by the Big Fire / the Oozing Mind-Lords of Braemon / Vra-Krakorn, He Who Consumes the Works of Man / Lutheranism in exchange for a suitably generous donation to the church.

Places to Go

The Labyrinth of Ignorance

The Killbot Prophets spread the joys of release from the Necrocarcerus Program to all who submit to their gracious deathrays and blessed poison gas. But some can only find the truth of oblivion by wandering through the labyrinth of ignorance first. The Killbot Prophets have gathered the vast donations of their (former) followers, and minus a small handling fee, placed this wealth in the midst of a vast labyrinth, along with many jars of nepenthe, several lost magical tomes, artifacts of great power and various other lures to suit all tastes. Along with the treasure, the Killbot Prophets have placed many vile beasts, cunning traps, and deathly curses in order to slay those who enter as swiftly and assuredly as possible without removing all hope. Entry is open to all, and the Killbots themselves pipe in encouraging commentary and inspiring quotations from their sutras as treasure seekers are torn apart, poisoned, shriveled to ash, eaten, and otherwise granted the benediction of nonexistence. The Killbot Prophets will provide a variety of trinkets to anyone who thinks they can best the labyrinth, including "maps", flashlights, and cyanide pills.

The Holy Ylim

A sprawling monastery-city covering hundreds of square kilometres, the Holy Ylim is contested ground, constantly being taken and retaken by different factions struggling with one another for its sanctums and vestiaries. Layers upon layers of crumbling architecture and tattered paraphernalia from forgotten religions are heaped atop one another, in a vast palimpsest of devotion rich with the lost knowledge of the aeon. The Holy Ylim is one of the richest sites of pre-Incident artifacts in all of Necrocarcerus, and an expedition into its depths has made the fortune of more than one bravo or demonic cultist. Cavernous galleries echo with the hymns of undead monks while relic-thieves and bandits duel one another in the crypts for scraps of high technology. The current rulers are the Integral Order, a group of psionic monks who have managed to hold onto the place by psychically converting everyone who's come to take it, while the lower levels are home to both the Perspicacious Devotees of L'ghash and the Invidious Temple of L'ghash, two nearly-identical shadow-god cults engaged in a genocidal dispute over what kinds of sacrifices and sins the eponymous divine shadow likes best.

The Blessed Bazaar

Need a brand-name personal nuclear weapon? The souls of twelve damned children who all drowned on the same day in different bodies of water? One of the divine testicles of Vra-Krakorn, He-Who-Consumes-the-Works-of-Man? Holy water and other chemical weapons? Chances are if it's for sale anywhere, it's for sale at the Blessed Bazaar, Necrocarcerus's biggest, and least-regulated, open-air marketplace. Run by the Underlords, the largest criminal syndicate in Necrocarcerus, the Blessed Bazaar is frequented by unscrupulous mercenaries looking for exotic gear, reliquarians serving mad arch-wizards, criminals looking to dump peculiar loot, and even projectors, who have lately started to over-run the place. Payment is obols on the barrelhead, though the Bank of Necrocarcerus does a brisk business laundering funds through exotic investment schemes banned in all civilised lands.

Things to Kill

Snodgrath, Blooddrinker and Woe-to-Man LLP's Infernal Offices

Necrocarcerus's premiere credit rating agency, sub-prime mortgage lender, and the keeper of the master alignment records for citizens of AUC (thanks an unforeseen consequence of outsourcing and subcontracting). SBW's offices are atop a giant bipedal hell-engine that marches across the Kingdoms of the Saved crushing all in its path and dispensing expert on-site credit reporting and auditing services. In a recent dispute over the alignment & credit rating of the Reformed Druidic Order (Orthodox), the devil partners of the firm were all slain, and the control codes to direct the gigantomorph lost. After an emergency envisioning session by the Business Development division of SBW, it was decided to stop the engine's progress by siphoning off its power to open a portal to the impossible realms of Hell.

The area around the titanic but now-immobile hell-engine has been flooded with demonic work-seekers, more than can be expeditiously processed by the Demonic Resources department into suitable employment. The Roman Catholic Church, under the leadership of the Post-Anti-Pope John XXIII, have raised a crusade to convert or slay the demonic migrants and destroy the hell-engine, with rich rewards for any who participate. Their ardour threatens to undermine Necrocarcerus's entire credit rating and alignment system.

The Knights of Torren


The Knights of Torren come from one of the living worlds where the Necrocarcerus-based arch-necromancer Thazul's undead legions are conducting a war of genocide against the living. They believe they are guarding the very gates of Hell, preventing the incomprehensible dead (aka the citizens of Necrocarcerus) from breaking into their homeland. In reality, they have managed to set up well-defended fortresses at several reliable portals to their world, assisted by the fact that Thazul is distracted elsewhere and has not actually paid attention to their homeworld for several centuries. As noble paladins in the service of a holy cause, the knights frequently harass and annoy the various peddlers, utility company employees, mendicant pilgrims, relic salespeople and other wanderers who stray too near to their iron-walled fortresses, proclaiming them undead abominations and even killing a few of the less cautious.

The knights are a particular thorn in the side of Necrotel, as their towers amplify the wireless-signal-disrupting properties of portals, creating large blackout zones in which cellular reception degrades beyond acceptable service levels. The local barons of Necrotel have been ordered to wipe out the Knights of Torren wherever they're found. They are not above promising the mercenaries who do it the right to use the portal to escape Necrocarcerus before they close it off for the sake of telephony.

The Sacred Sodality of Orthodox Engineers
A golemonormative organisation of magical engineers, artificers, tinkers and programmers who seek to prevent certain heterodox variations on golemic gender and family combinations from becoming more common than they already are. Golems have traditionally had two genders - producers and assemblers - and formed binary couples to produce more golems at the behest of the financialised ruling class and/or evil wizards in need of cheap labour. Thanks to a century-long advocacy campaign and the fact that golems comprise the vast majority of the working class required to keep Necrocarcerus functioning, AUC has recently recognised the rights of both golems who produce parts for new golems and assemble these parts themselves, and those golems who do neither. The Sacred Sodality is up in arms about the recent decision (the crustier and more conservative members claim to even remember a time when golems weren't even considered people), and has begun assembling the components of a powerful magical ritual to reprogram all golems in Necrocarcerus to fit back within golemonormativity.

Accomplishing this requires a great deal of research to ensure the ritual affects all golems. To this end, they have sent several remote teams out across Necrocarcerus on missions ranging from the cruel to the merely bizarre. One group is kidnapping and experimenting on innocent golems in the Rail Lands, determining how they can be converted back to "normal". Another is attempting to examine the reproductive system of the buried Mega-Golem in the Far Lands. A third is busy attempting to assassinate prominent golemic activists, ranging from the infamous Conductor J of NecroRail to the venerable #5, now quietly retired as a statue in the Far Hells. But the bulk of the organisation, including its leadership, is camped out in the Holy Ylim, where they have seized Electro-Castle (formerly the holy temple of an obscure storm god) and are preparing for a massive siege by the golems of Necrocarcerus once their plans become public knowledge.

Jan 3, 2017

Live Settings

I like to do a review and update of the various settings I'm running, planning, designing, etc. This is partially for my benefit, partially for the sake of those interested in them.

Fantasy:

Moragne (Mongoose Runequest 2)- Dead (since 2009!) and cannibalised for the Old Lands. I took a few of the story-ideas and setting elements from this, but left the Anglo-Norman trappings behind. I ran one single-shot adventure and one campaign in this, and felt I'd done the bulk of what I wanted. The was the final campaign of the group I ran this for (my old university group) and it disintegrated as we moved onto other phases of life (only one other guy and I still play RPGs).

Emern (Swords and Wizardry) - Dead since 2012, when I ran the last campaign in it. The group I ran this for has basically dispersed as well. There are elements of this that have made it into most other D&D campaigns I've run or planned since, but I don't think I'm coming back to it any time soon.

The Wolf Sea (Openquest)- Dead and cannibalised for the Old Lands. This was basically a map and some notes, so I mostly reused names and a few setting elements. The work I did on this was as much about learning how to use Hexographer to create child maps properly as anything else.

The Dawnlands (Openquest / Mythras) - Still alive, but I haven't run a campaign in it since 2013! I'm converting it over from Openquest to Mythras and revamping the setting extensively to remove some of the D&D 4th edition-isms from it and replace them with other weird fantasy and Central Asian elements. I'm working on turning this into a setting book, in fact, which is why a lot of what I'm writing for it isn't turning up on my blog right now. I think I'm going to aim to run another campaign towards the back half of 2017, when a rough draft of the new and revised material will require some playtesting.

Necrocarcerus (Swords and Wizardry / Into the Depths) - Still kicking. I was running a campaign of this as recently as the end of 2015 / start of 2016, and ran an adventure - Ribshack of the Demon Prince - in summer 2016 using Into the Odd. I took a break from running to free up the time slot to play in Courtney Campbell's Perdition game. In hindsight, what was slowing me down was writing a huge house-rules document that quickly spiraled out of control without adding a ton of fun to the game. I wrote Into the Depths as a chassis to run Necrocarcerus and the Old Lands, and killed the giant house-rules document. Over the holidays, I also read the Doomed City by the Strugatskys, which is surprisingly Necrocarceran, though I'd never heard of it prior to seeing it in the book store. Reading it got me a bit fired up to work on the setting again in a public-facing way. I'm going to go back to writing fun, fluffy content for it. Expect more Necrocarcerus content for the blog, but I don't think I'll start working on a book for it until 2018.

The Old Lands (Into the Depths) - Living and currently under development. Basically a garbage-can setting in the good sense. Necrocarcerus is a high-concept setting in a lot of ways, and running an adventure that assumes you're dealing with a medieval village full of living people doesn't quite sit well within it. So I created the Old Lands to let me run modules, pre-written adventures, megadungeons, etc., and to recycle the best ideas from Moragne, Emern and the Wolf Sea into one setting. It's an early-modern setting with weird and dark fantasy elements. Expect to see it pop up from time to time, but probably as actual play reports. I'm hoping to start a campaign set in it sometime in February and run it for at least the first half of 2017 (hopefully longer).

Science Fiction:

The Tellian Sector (Stars Without Number) - My 40K / Stars Without Number mash-up is effectively dead. I haven't worked on it in years (though I still get a few hits a day of people looking it up). I worked on it originally because I really disliked the original Dark Heresy rules, and when I looked at 2nd edition, I liked them even less. I think I've also had my fill of fantasy translated to space settings, and want to run some (slightly) harder science fiction. If anyone wants to finish this, the only things it really needs to be a complete conversion are a weapon and gear write-up, and a consistent way of converting Spike Phases and their effects into Void Shields (plus, I guess, Space Marine rules if one must).

Unnamed Transhumanist Post-Apocalyptic Star Trek Thing (Openquest - River of Heaven? / Stars Without Number?) - I've been reading Alastair Reynolds' Revelation Space books, Peter Watts' Blindsight stuff, Transhumanity's Fate (the FATE conversion for Eclipse Phase), Feersum Endjinn and a bunch of other semi-hard transhuman sci-fi stuff of that ilk. I've been having an itch to run a science fiction game for some time that would focus on a small group of post-human post-scarcity explorers sent out to recover and enrich the beliefs and ideas of the devastated star systems around them. That sounds boring, but the idea would be to delve into ancient space hulks to recover encrypted data libraries with the cultural production of entire clusters, to encourage and assist the masses of crapsack worlds to overthrow their feudal masters by smuggling them cornucopia machines through cyberpunk hijinks, and beat back interstellar imperialism through cool space battles. I'm still thinking this one through, and it'll probably be 2018 before it's ready to go.

Dec 26, 2016

I Get By With a Little Help From My Friends

+C Huth of The Elder Skull blog and Pelgrane Press, as well as a friend in real life, has very kindly created a one-page version of Into the Depths for your enjoyment using his layout wizardry. I like it a lot. I've also edited the numbering issues on the original 3-page pdf version, if only to prove to myself that yes, I can count.

Next up, I'm going to work on two supplements, one for Necrocarcerus, and one for the Old Lands. The latter is basically my "I want to run a module" low-concept campaign setting. These will have the much-anticipated "mystery cults", more gear, languages, that sort of thing. I don't know when I'll get them done, but hopefully soon, I've got a lot of stuff scheduled for the new year to work on.

Dec 24, 2016

Merry Christmas

I decided that rather than struggle doing conversions of various retroclones / neoclones, I might as well just write another one (the first one was Microlite Iron Heartbreakers). Here it is: Into the Depths. It's free for download and you're welcome to modify it however you please.

It's a chassis that I'll be building off of and using for Necrocarcerus and other fantasy campaigns, loosely inspired by the size and rules minimalism of Searchers of the Unknown and Into the Odd, with bits and pieces of my favourite house rules in it, and based off my experience using various versions of Swords and Wizardry. It's meant to be easy to plug material from other games into - my become-a-wizard rules for it will be some mixture of Wonder and Wickedness with the spell research rules from Crimson Pandect. It's classless, with minimal stats to keep track of, and is almost entirely the player-facing elements of the rules. I stuck in an upgraded version of my leveling rubric for the Black Hack, since that seemed popular with folks.

Anyhow, merry Christmas and enjoy!

Sep 9, 2016

On Working Together in the Afterlife

In the past when running Necrocarcerus, I've used some variation of Skills: The Middle Road. As I've mentioned before, I dislike skill systems that don't have rules for teamwork (which most systems lack) and I often create them for systems that don't have them. I think rules for teamwork are important because the basic unit of action in most cases outside of combat is the party, not the individual, except insofar as the mechanics force things to be resolved on an individual basis. I decided to create some rules that would encourage teamwork amongst party members by modifying how the Middle Road works.

All skills in Necrocarcerus will be binary - you either have them or you don't. Being unskilled means rolling a d6 and trying to get a 5+ (on a roll of average difficulty). Being skilled allows you to roll a d8,

For each other PC in the party who has the same skill and who cooperates with you (sacrificing their actions in the meantime), you may increase the die size you roll for the test by one type or you may make one reroll (the character contributing their action chooses before you roll, obviously). The die progression is 1d8->1d10->1d12->1d20. After a d20, you have to take rerolls.

I'm debating whether unskilled PCs should be allowed to contribute to these tests at all, but if so, they could add a +1 bonus per unskilled PC helping, provided they also sacrifice their actions.

I'm thinking of combining this with a "fact" type background like in 13th Age or Godbound that would provide further bonuses, but haven't thought that part through yet.

Aug 2, 2016

Necrocarcerus Update: Ribshack of the Demon Prince

Hopefully I'm gonna be running the latest Necrocarcerus adventure, "Ribshack of the Demon Prince" at LozCon, August 12-14. Here's the map:

The back of the menu at Morguul's Place (Click to enlarge)
Morguuland Gift Shop (Click to enlarge)
The hook in is that you're trying to get somewhere else in the afterlife and the only way to get there that you can afford is a package tour through a crappy travel agency that takes you to every tourist trap along the way, including the educational theme park that the cultists of an arch-demon have built atop the place of his imprisonment. Write-up to follow once I run it. Gonna test drive this one with the Black Hack, and see how it handles Necrocarcerus.

Aug 3, 2015

Graphing Dungeon Connections

I'm going to show you how to use Realtimeboard to map a dungeon's connections.This is an introductory tutorial to graphing dungeons, rather than a depiction of the finished project.

This'll be useful whether you just want to pointcrawl, or whether you want to map a dungeon and need to figure out the relations between the spaces in it beforehand. This example from my Old Hua Danth dungeon in Necrocarcerus, which I ran using a Dyson Logos map. I'm thinking of distributing the module, which means I'll need to create a new map for it. But the dungeon was written with the connections from this map, so whatever I draw will need to preserve them.

For reference, the original maps I used are these two, which I grabbed off of Dyson's G+ and can't find a link to on Dyson's blog. I added the red numbers myself in MSPaint to key the place back when I ran it a few months ago. 





Step 1 is really simple. Use the sticky tool to make a bunch of stickies that are numbered with all the rooms in the dungeon.


Step 2 is to grab the link-arrow tool and start linking them. You click on one sticky, then the other. You don't need to sort your stickies out yet, the tool has no problem with intersections or crossovers.


When you're finished, you should have something that looks like this:


Step 3 is to sort them out. You'll need to do this manually, but basically pull any linear sequence of rooms that doesn't connect to the others into a straight line projecting off the larger mass of stickies, and then shift things around internally so you have as little crossover as possible. You'll end up with something like this.


Step 4 is to colour code the stickies and the link-arrows. You can mass select stickies by holding the shift-key, and you can theoretically do the same thing with link arrows, but I find it more difficult. Colour-coding helps visually distinguish the various sections of the dungeon and can convey other useful information to keep in mind.

The key I use for link-arrows is:

Red - Locked door
Orange - Stuck door
Green - Free door
Grey - No door
Purple - Secret door

You could use blue or yellow to indicate other types of connections, like magic barriers or teleporters or whatever.



Here, for the stickies, I used the following colour scheme. Linear paths that could be moved around get shaded purple.The secret path that flows under / between other rooms got shaded orange, since I can squeeze it in. The core rooms whose placement in the dungeon affects the placement of the rest got shaded yellow. Rooms with more than two connections, or rooms that connect to two or more yellow stickies, got shaded pink. 

If you're planning to create pointcrawls for dungeons, you can end at this point, though you might as well fill out the stickies with information about the individual rooms so that it's both map and key at the same time.


What I'm going to do is rotate all the stickies to give them a new orientation, while preserving the relations. This'll help make sure that when I'm drawing the new map, its look will be substantially different than Dyson's, and won't end up unintentionally influenced by his room forms and shapes.


What I suggest doing is generating all the rooms of one type at a time - all the yellows, then all the pinks, then all the purples. Fit the purple linear pathways into solid chunks or lines, and the pink rooms into clusters. I like to get a rough sense of how they're going to fit together here.



Next, I'm going to be using a variation of the "Dellorfano Protocol" to generate room sizes, starting with the purple and pink clusters.


Anything boring, like long one-square thin rooms, I'm going to turn into irregularly shaped rooms.


Next, I draw some larger black blocks representing the yellow stickies. I make sure the black blocks connect the same way the yellow stickies do to one another. I move the existing dungeon blocks over and attach them to the black block representing the appropriate yellow sticky. Red blocks, representing the pink connectors, will go on the connections between blocks, while purple ones will attach to a single block (most of the time). I try to make the black blocks large enough to attach a few coloured blocks, but not so large you can't set a sense of space. I also move purple and red blocks as close together as I can. You can number things in case it starts to get confusing.


From that point, you begin shuffling things around to compress them. The size and shape of the black blocks is totally flexible, so long as the attachment points are retained. You can also recategorise blocks - I shifted the colours and priorites of some of the blocks around as it became more apparent where they should fit. I also finished off by sketching in (admittedly crudely) the outline of the secret rooms.

From here, I'm ready to begin a freehand sketch, or I could keep fiddling with it. When transferring it to freehand, I'd add details to make it less square-looking with furnishings, cave-in rubble, altering the shape of some of the rooms further to fill in white space or more closely resemble their keyed function, etc. You can make the dungeon feel particularly convoluted by transforming the large black blocks into winding corridors with lots of dead ends, switchbacks, etc.

Jul 29, 2015

Using Spreadsheets to Organise Dungeon Information

When I'm designing a dungeon, I produce my documentation so that I can run it using three documents. These documents are a map and two spreadsheets. The first spreadsheet covers random encounters (and traps), the second covers the rest of the dungeon. I'm going to discuss producing and using the second spreadsheet in this entry. This may be mainly of use to new players rather than experienced ones.

I draw on two of Courtney Campbell's documents for my random generation needs: Tricks and Treasure. I also draw extensively on the AD&D 1e DMG's random tables. These are the actual engines churning underneath producing specific outcomes, what I'm discussing is how to document these decisions, including what data is most useful to include and how to structure it to be concise, consistent, and easily referenced.

Here's the layout I use. This is a selection from a real dungeon I ran players through. "OB" is short for "obols", the standard currency in Necrocarcerus.


When I'm filling this out, I start by rolling for the contents of each room - what combination of traps, monsters, treasure, etc. does it contain, and I mark each one with a "x" until I come back and fill in the entry. For monsters and traps, I mainly just use the random encounter tables I mentioned above, unless I get my interest piqued by a specific monster or puzzle. I use the "Special" column mainly to note linkages between rooms. i.e. "So-and-so's quest leads here" or "The key from Room 14 opens these doors", or weird exceptions like "Impenetrable glass doors" etc.

I use this format because it's built around making the information easy to reference in play, whereas I find traditional adventure layouts tend to bury this stuff in longhand paragraphs. The categories match up exactly with the generators I use, allowing me to rapidly generate and sort information, as well as track it during the dungeon generation process. If you haven't tried using something like this to organise your dungeon information, I strongly recommend giving it a try and seeing how it runs for you during play.

Jul 4, 2015

Layers of the Sandbox

This post ties in with yesterday's Traveller post, but also with something I'm working on for Necrocarcerus 1.3.

Sandbox settings typically have two different scopes of play during a session, and moving between them well is critical to pulling a sandbox. I'm going to call these two scopes the "strategic" and the "tactical" scopes for clarity.

The strategic scope is the scope where the player characters consider the list of options for missions, tasks and goals. In play, this scope often involves consulting maps and lists, but it doesn't exclude roleplaying. PCs may consult their patrons, discuss their options in character, check in with sources and contacts, etc. This often even includes the actual travelling portion of game-play. The important thing is that they are not necessarily committed to any particular course of action. Deciding whether to smuggle xenopornography to the dolphinoid revanchist militias of an interdicted waterworld (a real example from a Traveller game I ran) is the kind of decision you make at this scope.

I occasionally see this section written off as "prep" with the suggestion that it should be elided or compressed, but I think this does a disservice to the possibilities of play it generates. A common referee mistake here is to undersupply the PCs with information they need to evaluate or predict possible consequences of their actions. While one doesn't need to simply hand them everything they want to know without effort or cost, it's useful to explicitly ask them the critical factors they need to decide between courses of action, and then detail how they can obtain this information.

The strategic scope helps fix the details that feed into the tactical scope. It determines time pressures, goals, resources, allies and enemies - basically it generates the framework of the individual adventures.

The tactical scope really begins when the PCs make a decision that can't be undone without abandoning the goal. So, when they dock at the space station to investigate the SOS signal, or when they make the first move to steal the nuke snuffer from their rival, or whatever. Here we enter the traditional scope of play - usually involving a specific location or small set of locations, where the PCs describe their actions individually and shoot their lasers at enemies, etc. The tactical scope is where adventures happen.

In Traveller, much of the procedural generation material exists to support the strategic scope of play, rather than the tactical scope. I believe this is true of most sandbox games I'm familiar with. This doesn't mean the tactical scope is unimportant, but strong support for the strategic scope is a feature that we use to declare a game is a "sandbox" instead of some other type of play structure.

The part I want to back up to for a moment is that transition between the two, since I think this is the part that trips people up the most. It involves shifting gears between two different styles of play. Some examples of games that have both of these scopes in them and clearly demarcate them are Burning Empires, and Stars Without Number (especially the Darkness Visible supplement). I recommend checking either game out for more information, but I'm going to just mention them here rather than go into great detail about either one.

The demarcation point between strategic and tactical scopes of play is the choice that cannot be undone. This line of demarcation is taken from dramatic writing (a choice that cannot be undone is the transition point between acts of the story in film and plays, specifically). "Undone" doesn't mean the PCs can't leave the dungeon, fly away from the asteroid, whatever, but that they can't do so without some cost or risk that would not occur had they not engaged with it in the first place.

You can move as freely as one likes between the two scopes in actual play, so long as this line of distinction is maintained. If it isn't, you'll find people start getting confused about their options. It helps to call this out a bit in play, often by citing the obstacles to disengagement before the PCs fully commit. "Once you dock with the space station, it'll take a half-hour to disengage and break contact if there are any problems" or "If you go and talk to Murderous Marco and he offers you a job, you'll either have to take it or there will be trouble, regardless of how bad the terms he offers are."

This also helps in defining the scope of adventures. Knowing that the adventure proper must begin with a choice that cannot be undone, you can design your adventures to clearly begin with them, instead of just kind of drifting into suddenly having an adventure, which is a common mistake referees make as they try to manage the two scopes.

May 20, 2015

Class Remakes (Version 3)

I've continued to work on this project. Here's the most recent version.

Classes:

Berserkers
Clerics
Druids
Fighters
Monks
Paladins
Rangers
Thieves
Wizards

Necrocarcerus rules that would be useful to know to interpret this document:

1) Swords and Wizardry Complete

2) My skill system is built off of Skills: The Middle Road, so PCs need to roll 5+ on a die type that escalates in size as their skill level does. Rolling the maximum result possible on the die not only succeeds, but accomplishes the task in the next smallest increment of time (weeks become days, days become hours, hours become turns, turns become rounds, etc.).

3) My grappling rules involve the opponents rolling and comparing their hit dice, with the higher winning.

4) Feats of Strength allows brief but superhuman feats of strength (jumping, lifting, throwing, etc.) if you roll high on a d6 (the die type does not escalate). The abilities listed in tables for the thief, ranger and monk use the same mechanic.

5) I flipped the numbers around to make rolling high always good.

6) I have a perception system where passive perception is equal to the # of party members, and active checks involve rolling a d6 and adding that to the passive perception score.

7) There are only two alignments in Necrocarcerus - Lawful and Chaotic.

8) When you drop to 0 HP, you begin rolling on a critical table. Only some of the results are likely to kill you, but your chance of getting one increases as you continue to take hits.

May 18, 2015

Class Remakes (Second Version)

Original class remakes post

The new version

After thinking it over, I decided to pare down the number of classes in Necrocarcerus 1.3, mostly by eliminating choices that no one has ever taken that come from external supplements, but also by eliminating the assassins. This means no more bards, no more dandies, no more spiritualists, and no more walking ghosts. I rewrote the barbarian class from Tales of the Grotesque and Dungeonesque Compendium to be a berserker class similar to the fighter but with rage. I'll be keeping the four spellcasting classes - Elementalist, Necromancer, Vivimancer and Weirdomancer, from Theorems and Thaumaturgy.

In the new version, I've updated the ranger and monk classes based on feedback, removed the assassin class, redone the fighter, cleric and thief, and added the berserker class. In later versions of this, I'll add the magic user, paladin and druid (more or less unchanged, though reworded from the original rules to be more concise). The psionicist is basically done, but will be issued once I'm finally done my psionics supplement. In the meantime, I'm going to continue to use Courtney's Psionics supplement.

My goal here, once all the class rewrites / remakes are done, is to incorporate this into Necrocarcerus 1.3 to reduce the number of external supplements referenced and the number of conversions required from other systems, and to consolidate the various house rules applying to each class directly into its entry, rather than requiring PCs to jump between multiple documents.

As always, comments and feedback are welcome. These are still works in progress.

May 17, 2015

Class Remakes: Assassins, Rangers, Monks

I'm working on a side project that might make it into Necrocarcerus 1.3. The project is to redo the classes I dislike the most (on a mechanical level) in Swords and Wizardry Complete and the various supplements I use for Necrocarcerus, as well as the ones that seem the least popular and useful under the Necrocarcerus rules. Generally speaking, these classes tend to be the grab-bag classes built around skills / non-magical powers. Tonight, I redid the assassin, ranger and monk classes (thieves, bards and psionicists are upcoming; dandies, spiritualists and walking ghosts are cut entirely). Not entirely coincidentally, the assassin, ranger and monk are all classes from later supplements.

My overall goals were to simplify these classes enough so that each fits on one page, to give them clear schticks, and to emphasise their abilities. I think most of these write-ups are straightforward, but just in case anyone isn't familiar with the Necrocarcerus house rules, the following may be useful to know.

1) Ability checks are made like a Thief's Hear-Noise skill (on a d6)

2) Skills use Skills: The Middle Road, so "Max result" means a character who is a Master of a skill (rolls a d12) who makes their ability check gets a result as if they had rolled 12. A character who is an Expert (d10) gets a result of 10, etc.

3) I have a perception system in Necrocarcerus.

4) Feats of Strength (for the ranger) are explained here.

5) Grappling rules are explained here.

I'm soliciting feedback, especially from the PCs & potential PCs in the current Necrocarcerus game, about what they think about these remakes of the classes, and whether they make them more appealing to play. These are first drafts, and will probably undergo some revision yet.

May 15, 2015

Charity for the Dead

Monks, Paladins, and Rangers have to donate substantial portions of their wealth to charity. Fortunately, Necrocarcerus has a robust third sector of NGOs, QUANGOs and radical social movements. Since there are no alignment restrictions in Necrocarcerus, these classes are free to choose the cause most closely aligned with their personal beliefs. A selection of causes follows:

The Committee to Abolish Life (Lawful) - The most influential and least radical Undead rights organization. Advocates gradual policy reform and other useless measures. Relies on the sale of branded merchandise and cash donations via mail.

The Communist Party of Necrocarcerus (Marxist-Leninist) (Chaotic) - Actually a Trotskyist front. Cash donations may be made in person at scattered booths, or by buying newspapers.

Doctors Without Scruples (Lawful) - Organ-harvesting for distribution to underprivileged Citizens. Donations of cash or parts can be made via mail.

Elderly Druids Association (Lawful) - Really a price-fixing & coupon-clipping scam pretending to advocate for ancient Citizens. Cash donations via mail. Has a mandatory monthly magazine full of "savings".

The Ferrymen (Chaotic) - Want almost everything abolished right away. Known for their protests at the least convenient times. Occasionally violent. Donations (Cash or product) may only be made in person.

The Fire Keepers (Chaotic) - Illegal health providers running hospitals, de-cursing clinics and the occasional spawning vat for impoverished wizards. Cash donations may be made to their capital campaigns at any Fire Keeper location.

Friendship Society of Necrocarcerus (Lawful) - Reformist claptrap focused on Undead-Citizen harmony. Donations (cash only) can be made to chuggers in malls or via text message if the money is in a bank. They also sell quarterly subscriptions to their newsletter.

Golemic Families of Necrocarcerus (Lawful) - Mainstream polygolemous advocacy that's as much about making it appear nonthreatening. Primarily receive corporate donations, but cash donations can be made via mail, text message, or via pledge form.

High Adventure (Chaotic) - Marijuana legalisation group. Mostly stoned into ineffectiveness. Donations of potions and cash may be sent via mail or in person. Sells weed at legalisation fairs.

The Museum of Necrocarcerus (Lawful) - Exhibits are a little shabby, but a donor wall that dates back 10,000 years. Cash or curio donations can be made in Downtown. They also sell calendars and posters.

Oozy International (Chaotic) - Really a pro-ooze political group pretending to be a charity. Advocates peace with the oozes. Accepts cash donations via mail, and donations of weapons etc. (secretly) in person.

Pets Necrocarcerus (Lawful) - Sentimental softies about animal-likes. Currently attempting to have muzzle laws on hellhounds overturned. Donations made by purchasing branded t-shirts, calendars, stamps, etc.

Portal Now! (Chaotic) - Wants AUC to open the portals and allow everyone to escape. Regularly subject to mass arrests, but strong grassroots support. Cash donations can be made via mail.

Railworkers, Grocers, Acrobats and Plumbers Union (Lawful) - Heavily armed trade union engaged in a cold war with their employers. Supports improving workers' rights. Donations of cash, weapons or armour can be made at any union hall / rail station.

Upright Business Bureau of Necrocarcerus (Lawful) - Shills for big business who claim to be interested in helping consumers. Cash donations may be made via mail or text message, tons of corporate donors.

The Wilderness Downtown (Lawful) - Hippies romanticising the environment. Donations of cash, plants and photographs may be made by mail or text message.

May 13, 2015

Chief Druidic Officer

So in Swords & Wizardry Complete, druids all belong to a single world-spanning druidic hierarchy that you have to fight your way up to the top of to become the arch-druid.

In Necrocarcerus, druids are employees of the utility companies (obviously), and the druidic hierarchies are the four utility companies, and you have to fight your way to the top of the corporate ladder to reach 20th level, where instead of becoming the arch-druid, you become the CDO (Chief Druidic Officer) and help maintain the natural balance of Necrocarcerus by ensuring oil flows, electricity is generated (the sun is replaced regularly and on-time), water gets purified and moved around (and Ocean Null doesn't accidentally drain out into Necrocarcerus), and phone calls and packages circulate smoothly. You spend your mid-levels in druidic middle-management, overseeing the construction of the animal-likes and plant-likes that constitute the ecology of Necrocarcerus and learning about nature crap like where the fans that keep everyone from choking to death on smog are and how they work and where the secret phones are hidden. At lower levels, you're probably responsible for some local domain, making sure people are paying their utility bills on time and collecting money / their heads when they don't (esp. monsters, who are notoriously tardy debtors). Yes, you still have to challenge and defeat higher level druids to move up - you don't get to be a druidic Regional Vice President of Sales without showing you've got the killer instinct a closer needs.

The druid secret language is just Elemental with a lot of management jargon thrown in, and it evolves fast enough that no one outside the utilities can ever keep it straight.

May 10, 2015

There Is No Ethical Consumption Under Capitalism

Necrocarcerus Gear List (293KB PDF)

I'm hard at work on Necrocarcerus version 1.3. There's going to be a ton of new content, but most of the rules will be either identical or similar to version 1.2. There are some minor rewordings, clarifications or changes based on playtesting, but most of the new content is adding options to what's already there, or explicitly laying out procedures that I'm using in game anyhow but didn't stick in the rulebook previously.

I finished the gear list earlier today, which is now 7 pages long, including new medical items, new hats, new foods, new poisons, and the long-awaited grafts. Crossbows are now harpoon guns because harpoon guns are cooler than crossbows. Now if your PC wants to jack their headtubes full of morphine while guzzling soda and shooting harpoons coated with industrial sludge, you have all the tools you need. As always, Necrocarcerus is a mod for Swords and Wizardry Complete released under a CC-BY license, so feel free to use anything here in your own games or products.

May 7, 2015

A Procedure for Exploring the Wilderness Redux

From the Necrocarcerus House Rules Document v. 1.3, which will finally contain a rewritten version of A Procedure for Exploring the Wilderness. I am still in the process of writing the rules for searching hexes and foraging for supplies.

Overland Exploration

Overland exploration happens in 4-hour blocks on a 10km hex grid. There are six blocks in each day. Each PC must rest for at least two.

Traveling

1) Determine the weather and any paths.
2) Caller determines the direction of travel and marching order.
3) Any relevant spells may be cast.
4) Referee determines if the PCs are lost or veer off-course.
5) PCs move into a new hex.
6) Mapper records the terrain of the hex that the PCs are moving into.
7) Guard rolls for and records any random encounters.
8) Resolve any encounters.
9) Timekeeper records any resources expended.
10) Caller determines whether to travel on, search the hex, or rest.

Resting

1) Quartermaster draws the camp layout.
2) Note-taker records any landmarks spotted.
3) PCs may attempt to determine if they are lost.
4) Caller determines the watch schedule.
5) Any relevant spells may be cast.
6) Guard rolls for and records any random encounters.
7) Resolve any encounters.
8) Timekeeper records any resources expended.
9) Any research or preparation may be done.
10) Benefits gained from resting are gained if appropriate.
11) Caller determines whether to travel on, search the hex, or rest.

Searching

1) Caller assigns party members to search parties.
2) Any relevant spells may be cast.
4) Guard rolls for and records any random encounters.
5) Resolve any encounters.
6) Timekeeper records any resources expended.
7) Referee determines whether the PCs find anything.
8) Timekeeper records any resources recovered.
9) Note-taker and mapper record any locations discovered.
10) Caller determines whether to explore any locations discovered.
11) Any exploring, dungeon-crawling etc. is done.
12) Caller determines whether to travel on, search again, or rest.

Weather
Roll (2d6)
Weather
Bad
Effect
2
Blizzard
Yes
-4 to saves vs. cold effects
3
Sleet
Yes
-2 to passive perception score
4
Hail
Yes
Save or 1d6 points of damage
5
Fog
No
2d10m encounter distance
6
Drizzle
No
+1 to saves vs. fires
7
Clear
No
None
8
Windy
No
+1 to saves vs. gases
9
Smog
No
-1 to saves vs. gases
10
Heat Wave
Yes
-4 to saves vs. heat effects
11
Storm
Yes
-2 to passive perception score
12
Tornado
Yes
Save or 1 random object lost

Paths

Paths in hexes are determined by rolling a d4-1. The result determines the number of paths heading into and out of the hex. The directions of the points determine which direction the paths proceed in. If there are fewer than three paths, the first path is generated in the direction of the point with the lowest value, and further paths are generated in order of ascending value. A path proceeds from the midpoint of one hex to the midpoint of another through a shared edge.

Getting Lost

The referee rolls 1d6 for each exploration block the PCs travel. On a 5+ they stay on course. The following conditions modify the roll:

Conditions
Modifier
Already lost
-2
Bad weather
-1
Following path
+2
Good map
+1
Terrain obscures sightlines 
-1
Landmark in sight
+1
No map
-1

When resting, the PCs may determine if they are lost by making a successful Geography check modified by the above factors.

Mapping

Creating a good map requires a surveyor’s kit and may be done with a successful Geography check. A navigator’s kit may add to this roll.

Landmarks

A landmark is any object that is continuously visible between the midpoint of two or more hexes. A river that passes between multiple hexes, or a mountain higher than surrounding terrain, or even a tower on plains may be used as landmarks.

New landmarks may be identified while resting by making a successful Geography check.

May 4, 2015

Safe Area Duvanovic: The Major Players

MAJOR PLAYERS IN SAFE AREA DUVANOVIC


Chairman Rotman Carkell

Chairman Rotman Carkell - The face that launched a thousand posters. He appears in public once a week to oversee the execution of "traitors" selected from amongst the ranks of refugees. He wields the feared sword Tchlag, a gift from the Oozocracy.  For every hundred people killed it can send one person back to the living worlds. The promise of one day making it back to life is one of the Popular Purity Front's most powerful recruitment tools. Carkell is brutal and dangerous, but incapable of long-term strategy. His incompetence and impatience have led to the collapse of the food supply in Safe Area Duvanovic.

What's He Here For: Killing, mainly. He's Ooze-Hitler (or at least Ooze-Radovan Karadzic). 

Xi Fushan, the Mother Of Murder

Xi Fushan - The austere and infamous "Mother of Murder" oversees the black market that keeps Safe Area Duvanovic even barely functional. From an obsidian throne in the ruins of an apartment complex, she sees tens of thousands of obols flow into her coffers. Refugees bid their lives away for scraps of bread, and swear eternal service to the tongs in her service. Those who cross her vanish in the night, with rumours that they end up in the torture temple of the theosadists, selected for the most rarefied and bizarre "experiments". The exact nature of her relationship to Chairman Carkell is unknown, but the Popular Purity Front does not interfere in her operations.

What's She Here For: Deals with the Devil. When the PCs need something badly, she's who they can get it from, if they're willing to accept her terms.

Parakletos, Elpis and Ainos

Parakletos, Elpis, Agape, Ainos, Synesis, Theletos, Makariotes - A rogue cabal of theosadistic guardians who have allied themselves with the Oozocracy in exchange for the right to treat the citizen refugees of Safe Area Duvanovic as the raw material for their magnum opus, tentatively titled "Fragments Towards An Exploration of Total Power". They are inscrutable and rarely seen outside their temple, though their whims, no matter how quixotic, must be indulged under threat of a yet greater atrocity. Though Carkell thinks he is in charge of Safe Area Duvanovic, the oozes know the theosadists are the real sovereigns. Lately, as the work moves closer to completion, aesthetic disputes between the guardians have become more severe, and the entire cabal may collapse into civil war.

What're They Here For: Grossing the party out with their "experiments", providing the tangible evidence of how awful life in Safe Area Duvanovic is, and providing an explanation for any weird or horrible magical stuff you want to feature.

Lieutenant-General Arawa Okoye

Arawa Okoye - "The Butcher of Highway 735" has been tasked with recovering Sector 5 of the mega-borough of Duvanovic after a successful but bloody campaign for the eastern highway. Her forces ("The Fighting 7041st Division") are encamped to the south-east of Safe Area Duvanovic, waiting for reinforcements to arrive before advancing in force against the ooze-pyramids located nearby. She is an ambitious officer, next in line to replace General Yehan, commander of the overall Duvanovic theatre.

What's She Here For: Handing out quests, escaping to her encampment, pleading for mercy from, winning the favour of through feats of derring-do.

Veruca DeLeon

Veruca DeLeon - The luckiest of the blockade runners so far. Veruca is a Projector from the island of Cuba on the living world of Terra who was trapped in Necrocarcerus by an evil wizard from a nearby empire. She is an excellent airship pilot, in command of the sky-sloop Nuestra Senora del Cielo. Though no fan of Rotman Carkell, the oozes, or Xi Fushan, she has worked with all of them to push past AUC and its fearsome Weapon Q to deliver supplies and extract refugees from Safe Area Duvanovic. Unlike other blockade runners, she chooses not the highest paying, but the most deserving (in her view) refugees to extract. She will also drop teams of mercenaries and scavengers off in the wastes for the right price.

What's She Here For: Getting into and out of Safe Area Duvanovic, airship adventures, someone to fence stuff to, #notalloozelovers 

Oozocrat #514

Oozocrat #514 -  Oozocrat #514 is the merger of over 261 war-oozes into a single being gifted with their combined intelligence. From its regnal pyramid in the ashes of Duvanovic, #514 coordinates the ooze invasion of Duvanovic. Surprisingly heterodox, #514 has shown it is willing to work with non-Braemonian citizens when possible, including establishing Safe Area Duvanovic. It is, of course, merciless and unwavering about the need for the ultragenocide of Braemonian citizens, as are all oozes, but it accepts that other citizens have not wronged the oozes as they have.

What's It Here For: Providing an unending stream of nameless, inhuman antagonists and perils populating the great outdoors and preventing people from just walking out of Safe Area Duvanovic.