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The Oblidisideryptch: Theory
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Oblidisideryptch </a> </h1> </div> <div class='descriptionwrapper'> <p class='description'><span>A monument to all your rolls. </span></p> </div> </div> </div></div> </div> </div> <div class='header-cap-bottom cap-bottom'> <div class='cap-left'></div> <div class='cap-right'></div> </div> </div> </header> <div class='tabs-outer'> <div class='tabs-cap-top cap-top'> <div class='cap-left'></div> <div class='cap-right'></div> </div> <div class='fauxborder-left tabs-fauxborder-left'> <div class='fauxborder-right tabs-fauxborder-right'></div> <div class='region-inner tabs-inner'> <div class='tabs no-items section' id='crosscol' name='Cross-Column'></div> <div class='tabs no-items section' id='crosscol-overflow' name='Cross-Column 2'></div> </div> </div> <div class='tabs-cap-bottom cap-bottom'> <div class='cap-left'></div> <div class='cap-right'></div> </div> </div> <div class='main-outer'> <div class='main-cap-top cap-top'> <div class='cap-left'></div> <div class='cap-right'></div> </div> 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class='cap-right'></div> </div> <div class='fauxborder-left'> <div class='fauxborder-right'></div> <div class='fauxcolumn-inner'> </div> </div> <div class='cap-bottom'> <div class='cap-left'></div> <div class='cap-right'></div> </div> </div> <!-- corrects IE6 width calculation --> <div class='columns-inner'> <div class='column-center-outer'> <div class='column-center-inner'> <div class='main section' id='main' name='Main'><div class='widget Blog' data-version='1' id='Blog1'> <div class='blog-posts hfeed'> <div class='status-msg-wrap'> <div class='status-msg-body'> Showing posts with label <b>Theory</b>. <a href="https://oblidisideryptch.blogspot.com/">Show all posts</a> </div> <div class='status-msg-border'> <div class='status-msg-bg'> <div class='status-msg-hidden'>Showing posts with label <b>Theory</b>. <a href="https://oblidisideryptch.blogspot.com/">Show all posts</a></div> </div> </div> </div> <div style='clear: both;'></div> <div class="date-outer"> <h2 class='date-header'><span>Monday, November 2, 2020</span></h2> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='https://cdna.artstation.com/p/assets/images/images/006/691/432/large/alexandra-hodgson-storyteller-finalahf.jpg?1500505019' itemprop='image_url'/> <meta content='6518342402088928054' itemprop='blogId'/> <meta content='8984388343437083755' itemprop='postId'/> <a name='8984388343437083755'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='https://oblidisideryptch.blogspot.com/2020/10/on-magic-words-word-magic-and-spells.html'>On Magic Words, Word Magic, and Spells</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-8984388343437083755' itemprop='description articleBody'> <p>This post would not have come into existence without Lexi over at <a href="https://crateredland.blogspot.com/">A Blasted, Cratered Land</a>. </p><p>Some of the following material comes from my new GLOGhack HEIMJING, which I will release before the end of this year. Happy GLOGtober.</p><p>What are magic words?</p><p>Solidary words strung together that require more effort to use than a more typical GLOG spell. To give some touchstones, here are a couple GLOG spells that require varying amounts of input to adjudicate, taken from the excellent list of <a href="https://coinsandscrolls.blogspot.com/2017/03/osr-100-spells-condensed-formats.html">100 Orthodox Spells</a> by Skerples. I'll rate these on a scale from 1-5 in terms of mental spoon cost, from barely noticeable to totally distracting from the main game.</p><p><b>Negasonic Ray</b></p><p>R: [dice]x20‘ cone T: area D: concentration</p><p>"Rippling rings of purple light pour from the caster's forehead. All sounds are cancelled within the area of this spell. Creatures are deafened until the spell ends or they leave the spell's area."</p><p>This is about as easy to parse as it gets. For a player or GM busy tracking other numbers like exact inventory, this is a mental lacunae amidst coin counting. <i>However</i>, while the immediate effect is simple to resolve, the ongoing area of effect and how it affects interactions requires some brainpower from the GM's and the party, especially in tactical engagements where using this spell may deprive creatures of communication ability. Any spell that has an exact radius of effect also requires a spoon to decide what is and isn't within range.</p><p>Initial spoon cost: Players 1, GM 2</p><p>Ongoing spoon cost: Players 2 (1), GM 3 (4)</p><p><b>Oxhold's Lament</b></p><p>R: 120' T: creature D: 0</p><p>"Target creature of [dice] HD or less must Save vs Fear or take a Morale check, or believe that someone close to them has suddenly and tragically died. They will not associate the caster with this death, but intelligent creatures may believe the caster is only informing them to cause them grief."</p><p>This requires an analysis of the target creature, which is an unknown quantity, and uses more of the GM's spoons briefly to resolve. It also requires foresight on the player's part - a zombie will not be affected by grief like it would be by deafness. Despite the higher initial uncertainty, the ongoing effect is singular, which usually makes it simpler to rule over time than the Negasonic Ray. </p><p>Initial spoon cost: Players 2, GM 3</p><p>Ongoing spoon cost: Players 1, GM 2</p><p>Now, higher spoon costs aren't bad. Spells need to have a variety of both immediate/ongoing effects as well as different levels of complexity. The issue comes when the spoons are too unevenly weighted. In both examples, the GM has to do more work maintaining both spells. </p><p>(Yes, the GM does more work than the players. This is an unspoken rule of D&D.)</p><p>Another complaint: players usually have less motivation to track the durations of negative effects. If a party deafens themselves using Negasonic Ray and continues to communicate normally, it is up to the GM to re-enforce the spell as they see fit. This is reflected in the parenthetical spoon costs. Other systems won't necessarily solve this problem, but might alleviate it.</p><p>A good rule of thumb for measuring spoon cost is the amount of "uh, ums" that are thrown out while a GM thinks over a spell. More than 4 "err's" and that spell is a tricky one.</p><p>One final comment: any GLOG magic system may steal another spoon by stumbling into mishaps or dooms, which may affect other characters. This isn't...<i>bad</i>, really - it just takes longer to resolve the individual spell. If that mishap or doom centers squarely on the wizard, though, it lengthens the time spent waiting for the spell and all associated effects to resolve, which is something to keep in mind when writing spoon-greedy spells. (For Skerples' Sorcerer, this is particularly notorious, but part of the fun with Sorcerers is waiting for them to explode.)</p><p>What to do? </p><p>I assume you don't enjoy memorizing and ruling on specifically worded 5e spells that frontload spoons through mechanical complexity. Some people like that - power to them! - I always found it more interesting to seek loopholes in the wording or exploit rule conflicts rather than come up with creative ways to apply the rigidly written spell. I also don't like math. Now you know my biases.</p><p>So, magic words. A good way to make this less complex and more freeform? </p><p>Yes and no. On paper, magic word systems are a designer's dream - simply put down a list, give a couple vague guidelines, and off to the races with you. </p><p>The one I wrote was simple: roll 1d20 on a word list, then bash the words together, adding prepositions as necessary to make a unique spell.</p><p>Any magic word system quickly runs into another unspoken rule: what any mechanic lacks in written complexity it makes up for in spoon complexity. Interpretation on paper + interpretation at table = spoon total. (Note that increasing written complexity does <i>not</i> decrease spoon complexity past a certain point.)</p><p>Magic word systems end up being entirely GM reliant in most cases. Some give players a good amount of power to interpret the effects, but all of them involve a serious negotiation between the player and GM both in fiction and out of fiction that happens aside from the rest of the game. </p><p>Now, I enjoy making a narrative out of broadly applied tools, but rebalancing spoon distribution by taking all of them isn't the goal. Any normal action in a game, unless directed to the entire party, shouldn't take up all the GM's attention for long. A minute is too long.</p><p>Of course, there are exceptions, like rolling on a death and dismemberment table, or negotiation between the party spokesperson and a dragon, but that creates additional tension because the results of those focused interactions affect other party members. Engaging in a side dialogue bores other players, especially over a normal action like casting a spell.</p><p>Be careful that you don't let your enjoyment of problem-solving get in the way of a well-paced game!</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/006/691/432/large/alexandra-hodgson-storyteller-finalahf.jpg?1500505019" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="507" data-original-width="800" height="405" src="https://cdna.artstation.com/p/assets/images/images/006/691/432/large/alexandra-hodgson-storyteller-finalahf.jpg?1500505019" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><a href="https://www.artstation.com/alexandrahodgson">Alexandra Hodgson</a><br /></td></tr></tbody></table><p><br />What about word magic systems? How are they different?</p><p>Let's look at the core mechanic for Lexi's <a href="https://crateredland.blogspot.com/2019/06/a-mind-is-horrible-thing-to-waste.html">Psion</a>.</p><p>"<b>WORD</b>: You are a WORD. To wield your psionic powers, compose a sentence that uses your WORD as the main verb. Roll 1d6 for each word in the sentence. If the total is less than your INT, the sentence occurs, to the letter. If the total is greater, the GM gets to change 1 of the words in the sentence (besides your word) for each die that came up 3 or greater, then the new sentence takes effect. In any case, something will happen. Psionic effects only persist while you are within line of sight. You can only have (INT) words of effects going at any time."</p><p>This begins something important: shifting the onus of magical creation and the spoon burden from the GM to the player. It also doesn't mandate GM interaction; smart players with a reasonable Int score can probably fashion a workable sentence without involving them most of the time.</p><p>Initial spoon cost: Player 3-5, GM 1-3</p><p>Ongoing spoon cost: Player 1-2, GM 1-2</p><p>To wit: magic word systems are where you kitbash words together to create unique effects and then negotiate these effects, where word magic systems involve crafting short spell-like phrases that are simple to arbitrate. There is overlap between the two, but a well-designed word magic system will require less GM spoons than a magic word system. (If there are other definitions, please let me know.)</p><p>It wouldn't be a Lexi class without a list of quality options, though, so let's examine some of those.</p><p>"9. <b>Gourmand</b>. When you eat something, you can choose a WORD it is. That WORD is immutable in your sentences. You can only have (Psion level) of words eaten at any one time."</p><p>This is an excellent effect that is entirely on the player to track. It adds complexity without drastically increasing the initial spoon cost for either party.</p><p>Seems like all this spoon discussion veils the cold, hard fact that word magic is wrangling words into sentences following specific rules. Like poetry. </p><p>Hm, that's a good idea!</p><p>"<b>Couplets</b>: You can write two short, simple lines of doggerel in runes. They must rhyme and follow the same meter. If you read the couplet aloud (takes a round), it takes effect."</p><p>This is taken from my Calligrapher class. I worried placing all the onus on the player to craft a small poem would be handicapping or distract from the main game, but my Calligrapher seems to be enjoying himself so far! Here are some quality examples:</p><p>"O dangling links of iron chain,</p><p>break and drop like the summer rain"</p><p>-</p><p>"Go forth phantom eyes, fly on in my stead"</p><p>Bestow a vision of what lies ahead"</p><p>-</p><p>"One falling to heaven below</p><p>Drift back up, lighter than fresh snow"</p><p>-</p><p>"Oblid is a foolish bastard</p><p>I, WingTam, am Dungeon Master"</p><p>The last one isn't useable (or is it?), but I appreciate a good turn of verse. </p><p>In case you've been counting, each verse is 10 syllables or less. This appears to be a sweet spot. I'd also rule that people who wanted to compose in another language could do so as long as they provided the translation. Putting the couplets in chat is mandatory, but English isn't. </p><p>I also restricted the use of Calligrapher abilities to 2 x [templates] per day, so poems face a stiff bottleneck.</p><p>Initial cost: Players 3-5, GM 1-2</p><p>Ongoing cost: Players 1-2, GM 1-2</p><p>What if composing poetry isn't my preferred mode of expression?</p><p>Fear not, my sweet readers. Here's the other word magic method that Calligraphers can choose:</p><p>"<b>Logograms</b>: You have mastered 2 logograms. If you deduce a similarity between a thing and your logogram and write it down (takes one round), you may steal that similarity, even placing it on another. Stamping is valid."</p><p>I can't offer much commentary or spoon estimates on this one because it is untested, but I can say that it's simple to create another variant by having Logograms boost similarities instead of taking them.</p><p>While this method may have a higher spoon cost to resolve exactly the effects of stealing something linked to a Logogram (eg: taking 'size' from a giant with the 'Mountain' logogram) I think this will create more tactical scenarios with power transfer. (I apologize for using logogram so much, but 'character' already has a meaning in D&D.)</p><p>One of the reasons word magic systems are rare is that they're very hard to concisely write and balance. My advice is to spend less time mechanically delineating restrictions that can be made with common sense and simply write your central concept down. It's true that you'll have to spend more spoons answering questions in play, but GM's can't anticipate player questions anyways. Here are some ideas to get you thinking:</p><p><b>Word Magic Concepts</b>: (1d6)</p><p></p><ol style="text-align: left;"><li>Wordplay guidelines (number of syllables, meter, rhyming scheme, anagrams, etc)</li><li>Conceptual parallels/inversions</li><li>Number of words (total under a number, total equal to prime numbers, etc)</li><li>Mythological cosmology (hierarchy of concepts/words)</li><li>Storytelling</li><li>Invention (inventing words??? perhaps from syllables?)</li></ol><div>A good word magic system should encourage lateral thinking on the player's part to manifest the effect they desire, and incur a minimal spoon cost for the GM.</div><p></p> <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> </span> <span class='post-timestamp'> at <meta content='https://oblidisideryptch.blogspot.com/2020/10/on-magic-words-word-magic-and-spells.html' itemprop='url'/> <a class='timestamp-link' href='https://oblidisideryptch.blogspot.com/2020/10/on-magic-words-word-magic-and-spells.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2020-11-02T12:54:00-06:00'>November 02, 2020</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='https://oblidisideryptch.blogspot.com/2020/10/on-magic-words-word-magic-and-spells.html#comment-form' onclick=''> 5 comments: </a> </span> <span class='post-icons'> <span class='item-control blog-admin pid-426258165'> <a href='https://www.blogger.com/post-edit.g?blogID=6518342402088928054&postID=8984388343437083755&from=pencil' title='Edit Post'> <img alt='' class='icon-action' height='18' src='https://resources.blogblog.com/img/icon18_edit_allbkg.gif' width='18'/> </a> </span> </span> <div class='post-share-buttons goog-inline-block'> <a class='goog-inline-block share-button sb-email' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=8984388343437083755&target=email' target='_blank' title='Email This'><span class='share-button-link-text'>Email This</span></a><a class='goog-inline-block share-button sb-blog' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=8984388343437083755&target=blog' onclick='window.open(this.href, "_blank", "height=270,width=475"); return false;' target='_blank' title='BlogThis!'><span class='share-button-link-text'>BlogThis!</span></a><a class='goog-inline-block share-button sb-twitter' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=8984388343437083755&target=twitter' target='_blank' title='Share to X'><span class='share-button-link-text'>Share to X</span></a><a class='goog-inline-block share-button sb-facebook' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=8984388343437083755&target=facebook' onclick='window.open(this.href, "_blank", "height=430,width=640"); return false;' target='_blank' title='Share to Facebook'><span class='share-button-link-text'>Share to Facebook</span></a><a class='goog-inline-block share-button sb-pinterest' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=8984388343437083755&target=pinterest' target='_blank' title='Share to Pinterest'><span class='share-button-link-text'>Share to Pinterest</span></a> </div> </div> <div class='post-footer-line post-footer-line-2'> <span class='post-labels'> Labels: <a href='https://oblidisideryptch.blogspot.com/search/label/GLOG' rel='tag'>GLOG</a>, <a href='https://oblidisideryptch.blogspot.com/search/label/Theory' rel='tag'>Theory</a> </span> </div> <div class='post-footer-line post-footer-line-3'> <span class='post-location'> </span> </div> </div> </div> </div> </div></div> <div class="date-outer"> <h2 class='date-header'><span>Sunday, July 12, 2020</span></h2> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihd3ZVsMfbDqlhcTc_eeuOmiTndFov7BZcAG3pZanYMAUGkOpPzCGkWrSeMgEckUzH3mDIVslyBSctAod5gu4OMLc-pUPkKWTutW0nej4yYsl1hkYsHgvh5RLAqxaE28pC7uiR0v_MxxmG/s0/Die_Another_Day_Q_s_Briefing.gif' itemprop='image_url'/> <meta content='6518342402088928054' itemprop='blogId'/> <meta content='4478624504818015011' itemprop='postId'/> <a name='4478624504818015011'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='https://oblidisideryptch.blogspot.com/2020/07/how-i-learned-to-stop-worrying-and-love.html'>How I Learned to Stop Worrying and Love the GLOG</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-4478624504818015011' itemprop='description articleBody'> This is another essay on the nature of the GLOG. I'm not going to talk about what the GLOG is for everyone, rather, what it is to me. My take shares similarities with many others. <div><br /></div><div>5 people have already defined the entire GLOG better than I. These four links are the closest us gretchlings (a term for GLOGgers) have to an elucidation of our philosophy. <div><br /></div><div>1. <a href="http://goblinpunch.blogspot.com/2020/04/lair-of-lamb-final.html">http://goblinpunch.blogspot.com/2020/04/lair-of-lamb-final.html</a>. </div><div>Arnold originated the GLOG. Here is the creator's vision. Includes an intro funnel dungeon that I personally playtested and can vouch for. </div><div><br /></div><div>2. <a href="https://coinsandscrolls.blogspot.com/2019/02/osr-grand-glog-playtesting-review.html">https://coinsandscrolls.blogspot.com/2019/02/osr-grand-glog-playtesting-review.html</a>.</div><div>Skerples picked up the GLOG and sprinted with it. Take a look at Many Rats on Sticks; it's the most realized GLOG hack for now.</div><div><br /></div><div>3. <a href="https://diyanddragons.blogspot.com/2019/03/who-is-glogosphere.html">https://diyanddragons.blogspot.com/2019/03/who-is-glogosphere.html</a>.</div><div>Anne writes up our history as of March 2019 over here. The intro paragraphs do an excellent job of describing us.</div><div><br /></div><div>4. <a href="https://crateredland.blogspot.com/p/whats-this-glog-thing.html">https://crateredland.blogspot.com/p/whats-this-glog-thing.html</a>.</div><div>A post by a veteran GLOGger, Lexi, who summarizes GLOG very concisely.</div><div><br /></div><div>5. <a href="https://madqueenscourt.blogspot.com/2020/07/glog-for-gretchlings-or-notes-towards.html">https://madqueenscourt.blogspot.com/2020/07/glog-for-gretchlings-or-notes-towards.html</a>.</div><div>Vayra has compiled reasons to move away from 5e and towards the GLOG as well as other essays like this one. If you want the most comprehensive overview, with links to immediately usable material, and more musings on GLOG, go here. This link is the first gretchling-created intro to GLOG.</div><div><br /></div><div>Before we begin, the answers are not here. They are inside you: what game do you want to run? Where? With who? These questions will have the strongest influence on your GLOG.</div><div><br /></div><h2 style="text-align: center;">Racecars and GLOG Design</h2><div>As someone who came strictly from 5e, I'll start by talking about the transition. 5e is an ornate, well-tuned, much-played game engine. The published adventures offer an easy pipeline to enjoyable gaming provided you read the owner's manual. </div><div><br /></div><div>Every roll has a place. Every part slots into the chassis. It's soothing how many decisions are made for 5e users. Slip behind the wheel, fasten your seatbelt, take off. There is <i>nothing wrong</i> with this gaming provided you're comfortable playing the same kind of game every time. The same ride, the same laps, the same Indy 500. 5e can give that to you. What can GLOG give?</div><div><br /></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihd3ZVsMfbDqlhcTc_eeuOmiTndFov7BZcAG3pZanYMAUGkOpPzCGkWrSeMgEckUzH3mDIVslyBSctAod5gu4OMLc-pUPkKWTutW0nej4yYsl1hkYsHgvh5RLAqxaE28pC7uiR0v_MxxmG/s320/Die_Another_Day_Q_s_Briefing.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="240" data-original-width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihd3ZVsMfbDqlhcTc_eeuOmiTndFov7BZcAG3pZanYMAUGkOpPzCGkWrSeMgEckUzH3mDIVslyBSctAod5gu4OMLc-pUPkKWTutW0nej4yYsl1hkYsHgvh5RLAqxaE28pC7uiR0v_MxxmG/s0/Die_Another_Day_Q_s_Briefing.gif" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Fuck owner's manuals.</td></tr></tbody></table><div style="text-align: center;"><br /></div><div style="text-align: left;">GLOG is not a delicious Ferrari. GLOG is a jury-rigged piece of shit that eats replacement parts and tools, squats in your garage like a toad, and discharges cloying, acrid smoke with alarming glee.</div><div style="text-align: left;"><br /></div><div style="text-align: left;">But it's <i>yours.<b> </b></i></div><div style="text-align: left;"><i><b><br /></b></i></div><div style="text-align: left;">Rather than trying to modify a product that does exactly what the manufacturer intended, you can stoop and build your own up with well-worn tools. </div><div style="text-align: left;"><br /></div><h2 style="text-align: center;">Scaffolding and Constitution(s)</h2><div>To me, games are both math and art. Math demands answers, art merely offers questions. Therefore, RPG's are a never-ending cycle of change. This is good. It also means a couple things for GLOG.</div><div><br /></div><div>Any GLOGhack is encrusted with scaffolding aplenty. Scaffolding serves to support your structure, not to define or enclose it. All GLOG mechanics are scaffolding.</div><div><br /></div><div>Us gamers hold many mechanics to be self-evident. HP, XP, levels, ConDexStrWisChaInt. These are all well and good provided they're what you want. If you don't want them, get rid of them. Laws are laws until they aren't. Please don't feel like you have to keep a part of your game around if you don't use it. </div><div><br /></div><div>You don't have to design every possible interaction your players might have. Mechanics, as concrete things to latch onto, lead to gameplay, so design interfaces for the interactions you <i>want</i> your players to have. Everything else can be decided by a yes, no, quick definition, or a roll. </div><div><br /></div><div>As an example: I am currently running a game in the Mesoamerican underworld, XIBALBA. I want my players to be able to alter their world through commonly known religious rituals (spells) and drugs, and for my players to struggle against disease. Therefore, I have scaffolding for rituals, drug use/addiction, and disease. Climbing is not particularly interesting to me, so any climbing challenges will be resolved by my players describing what they'll do or a roll.</div><div><br /></div><div>Combat is a system lots of us struggle to define. Do you want your game to be focused on combat? If not, why make it a complex system? It might seem shocking to decide combat with a single roll, but don't create a pathway for engagement if you have no interest in using it. </div><div><br /></div><div>That said, don't burn or shred any mechanic that doesn't work. Keep it around. You may find a use for it later. If you build up enough discarded bits and bobs in a compost of sorts, coherent ideas may begin to emerge. </div><div><br /></div><h2 style="text-align: center;">Gretchlings Steal</h2></div><div>It's a lot of work to knock together a ruleset. Why reinvent the wheel when you can take it from others? All the rules in my GLOGhack that I deemed important but didn't want to write I copied from Many Rats on Sticks by Skerples. Some classes were lifted straight from blogs and other GLOGhacks. If someone made a pretty shiny thing I liked, I took it. </div><div><br /></div><div>The majority of XIBALBA has been cribbed from Veins of the Earth and a hexcrawl Skerples wrote for VotE. </div><div><br /></div><div>Us GLOGers maintain an Excel spreadsheet with all the GLOG classes and rulesets ever written. As of writing, there are 474 unique classes and 28 distinct GLOG hacks. There is much to steal from here, and we share gladly.</div><div><br /></div><div>This makes attribution important. Cite your sources. Yes, that's not theft, but GLOG contains many contradictions. </div><div><br /></div><h2 style="text-align: center;">Symmetry</h2><div>Symmetry makes design easier to understand. Part of it is reuse, part of it is the partitioning humans apply to all things. If your system is roll-under, low values should probably be desirable in many categories. Attack rolls, saves, initiative rolls, etc. </div><div><br /></div><div>One gene commonly cited as a GLOG identifier is the magic system. The power of a spell is determined using d6's. You can add more d6's to power up a spell, but if you roll doubles or triples, Mishaps and Dooms happen. This mechanic has spawned 73 wizard schools. </div><div><br /></div><div>GLOG is fueled by simple engines like this. I took these Magic Dice (MD) and applied them to Berzerkers (barbarians) and Warlocks. Some people like that take. </div><div><br /></div><div>The paradox here is that the simplest ideas are often the most effective. When designing GLOG, try not to create mechanics that solve problems. Try to write tools that alleviate problems, dodge problems, or convert challenges into new problems. </div><div><br /></div><h2 style="text-align: center;">Who Solves Problems?</h2><div>One of the central conceits of GLOG (and the entire OSR) is that players actively solve problems. They do this by engaging with the shared, imagined world, not by asking the DM what kind of skill they need to roll to solve the issue. Try to write mechanics that encourage ways to tackle a problem but don't do the work for a player. </div><div><br /></div><div>One GLOG saying about mechanics is that they should be like daggers: light, easily adaptable to different problems, and something can be used to kill you. Thanks, Spwack.</div><div><br /></div><div>Another saying: When mechanics are lackluster, the players are simple and honest. When mechanics are scrutinizing, the players are shrewd and crafty. (Thanks, Vayra). Both types have a place.</div><div><br /></div><div>Let players discover ways to solve problems. Paths of action should not be binary. </div><div><br /></div><h2 style="text-align: center;">Where Do I Start?</h2><div>I believe Phlox said this better than me, so I'll link to <a href="https://whosemeasure.blogspot.com/2020/07/how-i-glog.html">that article</a>. To summarize: interesting setting -> interesting system -> interesting PC's. Decide where you want to play a game, create mechanics that you want players to engage with, and then write classes for them to use. If you don't know how to write a GLOG class, welcome! I don't know either. I do know <a href="https://whosemeasure.blogspot.com/2020/07/parabolas-50-glog-classes-part-1.html">some that look good</a>, though. </div><div><br /></div><div>Some tips for classes:</div><div> - Look at the <a href="https://docs.google.com/spreadsheets/d/1P4vVibmet_QzJH9IrmIRQaM-9QD5uv5dPbKLad21Ibo/edit#gid=525111914">list of 474 classes</a>. Steal.</div><div> - It's generally accepted that 4 templates (levels in a class) are enough features to create an interesting class. Try giving classes one cool thing per template, with the most interesting things in the first template.</div><div> - Don't define everything. Use common sense at the table if necessary.</div><div> - Anyone that's never played an RPG before should be able to grok it in a minute. Maybe 2 if it's a spellcasting class.</div><div><br /></div><div>As for interesting settings and mechanics: that's work you have to put in. I can't make your settings interesting. </div><div><br /></div><h2 style="text-align: center;">What Are Your Qualifications Anyway?</h2><div>I wrote a GLOGhack so that gives me just as much authority as a farting dog. You can find it <a href="https://oblidisideryptch.blogspot.com/2020/05/bones-glog-hack.html">here</a>, in a perpetual state of disarray. I hope there's something worth stealing.</div><div><br /></div><h2 style="text-align: center;">Conclusions</h2><div>Let there be no conclusions, because endings are false and I am a consummate liar. I hope this essay has been valuable. Trawl the other submissions to this GLOG challenge over at link #5 at the top.</div><div><br /></div><div>If you still have questions, feel free to drop us gretchlings a line on our blogs or over in the #glog-ghetto channel in the <a href="https://discord.com/invite/RvCKZrE">OSR Discord</a>. Good luck!</div> <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> </span> <span class='post-timestamp'> at <meta content='https://oblidisideryptch.blogspot.com/2020/07/how-i-learned-to-stop-worrying-and-love.html' itemprop='url'/> <a class='timestamp-link' href='https://oblidisideryptch.blogspot.com/2020/07/how-i-learned-to-stop-worrying-and-love.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2020-07-12T20:03:00-05:00'>July 12, 2020</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='https://oblidisideryptch.blogspot.com/2020/07/how-i-learned-to-stop-worrying-and-love.html#comment-form' onclick=''> 3 comments: </a> </span> <span class='post-icons'> <span class='item-control blog-admin pid-426258165'> <a href='https://www.blogger.com/post-edit.g?blogID=6518342402088928054&postID=4478624504818015011&from=pencil' title='Edit Post'> <img alt='' class='icon-action' height='18' src='https://resources.blogblog.com/img/icon18_edit_allbkg.gif' width='18'/> </a> </span> </span> <div class='post-share-buttons goog-inline-block'> <a class='goog-inline-block share-button sb-email' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=4478624504818015011&target=email' target='_blank' title='Email This'><span class='share-button-link-text'>Email This</span></a><a class='goog-inline-block share-button sb-blog' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=4478624504818015011&target=blog' onclick='window.open(this.href, "_blank", "height=270,width=475"); return false;' target='_blank' title='BlogThis!'><span class='share-button-link-text'>BlogThis!</span></a><a class='goog-inline-block share-button sb-twitter' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=4478624504818015011&target=twitter' target='_blank' title='Share to X'><span class='share-button-link-text'>Share to X</span></a><a class='goog-inline-block share-button sb-facebook' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=4478624504818015011&target=facebook' onclick='window.open(this.href, "_blank", "height=430,width=640"); return false;' target='_blank' title='Share to Facebook'><span class='share-button-link-text'>Share to Facebook</span></a><a class='goog-inline-block share-button sb-pinterest' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=4478624504818015011&target=pinterest' target='_blank' title='Share to Pinterest'><span class='share-button-link-text'>Share to Pinterest</span></a> </div> </div> <div class='post-footer-line post-footer-line-2'> <span class='post-labels'> Labels: <a href='https://oblidisideryptch.blogspot.com/search/label/GLOG' rel='tag'>GLOG</a>, <a href='https://oblidisideryptch.blogspot.com/search/label/Theory' rel='tag'>Theory</a> </span> </div> <div class='post-footer-line post-footer-line-3'> <span class='post-location'> </span> </div> </div> </div> </div> </div></div> <div class="date-outer"> <h2 class='date-header'><span>Monday, May 18, 2020</span></h2> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhax-vWBrTJlo7DkAGoNLuugVplunXeEneHOz-NjL76P1MM4-nlNz1h1P-L22FofE08bkMydLvAxVr5k1wjZNhhNJV39mzap19F_XhtfRfGoCIMTMWykJIh8ypzzy7WJ7O4kjWqvJC_VKlb/s400/dh1.png' itemprop='image_url'/> <meta content='6518342402088928054' itemprop='blogId'/> <meta content='8686009654678618176' itemprop='postId'/> <a name='8686009654678618176'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='https://oblidisideryptch.blogspot.com/2020/05/on-discord.html'>On Discord</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-8686009654678618176' itemprop='description articleBody'> In the diaspora following the twilight ages of Google+, my escape has been to Discord. I've tried MeWe, Reddit, but ultimately returned to Chris McDowall's little hub of RPG activity.<br /> <br /> In short, MeWe was too sparsely populated when I was on there and everything on Reddit has a half-life. I like Discord - more than I liked G+, but I didn't engage on G+ much as I should've. Too young.<br /> <br /> G+ was more suited to RPG discussions because of its largely sedate pace, comment chains, ease of community creation, and the social media framework that let you repost and +1 material, spreading it further across the OSR scene than posting in the #blogroll channel, hoping someone might bring it up in #links and discussion, and posting a link in the OSR subreddit.<br /> <br /> Discord is a chat platform. It serves quite well as an incubator for new ideas and communities (assuming you check it regularly). RPG's are part math, which provides clarity and lends itself to answers, and part art, which provides as many or as few answers as you desire. Any platform that discusses RPG's has to accommodate terse back-and-forth and long conceptual discussions. Discord does the former with ease, but you have to work at a longer conversation.<br /> <br /> These conversations fall into several rough patterns. All of this is apocryphal.<br /> <br /> When a new take is posted (because nothing is original), two tragedies, one good thing, and one great thing happen.<br /> <ol> <li>People comment and riff and the discussion eventually spirals off or dies out.</li> <li>Somebody else brings up a similar idea they had.</li> <li>People praise the new take.</li> <li>Somebody actually offers critical feedback. This is rare.</li> </ol> <div> I have cherry-picked data to support my conclusions below. All these comments are, more or less, responses to the GLOG hack I had just posted in this channel 10 days ago.</div> <div> <br /></div> <div class="separator" style="clear: both; text-align: center;"> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhax-vWBrTJlo7DkAGoNLuugVplunXeEneHOz-NjL76P1MM4-nlNz1h1P-L22FofE08bkMydLvAxVr5k1wjZNhhNJV39mzap19F_XhtfRfGoCIMTMWykJIh8ypzzy7WJ7O4kjWqvJC_VKlb/s1600/dh1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="828" data-original-width="1473" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhax-vWBrTJlo7DkAGoNLuugVplunXeEneHOz-NjL76P1MM4-nlNz1h1P-L22FofE08bkMydLvAxVr5k1wjZNhhNJV39mzap19F_XhtfRfGoCIMTMWykJIh8ypzzy7WJ7O4kjWqvJC_VKlb/s400/dh1.png" width="400" /></a></div> <div class="separator" style="clear: both; text-align: center;"> <br /></div> <div class="separator" style="clear: both; text-align: center;"> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvyLiv8hnFRw6vjOUXjQxNZF9SMNuD0uwg6WX41g7QJyZNiKzQQmxqJGvcBLGQHVGBIpULxE4BTysVmGO2kW4pxJYyxICWZJffvcjjQ49bBp4f0V9H0GZEftCXnEAbH-POvMxVavfgyHTM/s1600/dh2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="863" data-original-width="1534" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvyLiv8hnFRw6vjOUXjQxNZF9SMNuD0uwg6WX41g7QJyZNiKzQQmxqJGvcBLGQHVGBIpULxE4BTysVmGO2kW4pxJYyxICWZJffvcjjQ49bBp4f0V9H0GZEftCXnEAbH-POvMxVavfgyHTM/s400/dh2.png" width="400" /></a></div> <div class="separator" style="clear: both; text-align: center;"> <br /></div> <div style="text-align: center;"> <br /></div> <div class="separator" style="clear: both; text-align: center;"> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxDUixgNrrF_SHVh6vJWV_pmR-x3KJnUnN0aB0a0cSE2fB4SzsRzBCaoVyZVH94x5cy6hzcO1jCNcMYMP8o-T58tKD-Wfolewlz5MqjzFhF_KuuKjDdQIcpBWhwlukIJ_uEPscmIXCHxtb/s1600/dischorse.png" imageanchor="1"><img border="0" data-original-height="764" data-original-width="1358" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxDUixgNrrF_SHVh6vJWV_pmR-x3KJnUnN0aB0a0cSE2fB4SzsRzBCaoVyZVH94x5cy6hzcO1jCNcMYMP8o-T58tKD-Wfolewlz5MqjzFhF_KuuKjDdQIcpBWhwlukIJ_uEPscmIXCHxtb/s400/dischorse.png" width="400" /></a></div> <div class="separator" style="clear: both; text-align: center;"> <br /></div> <div class="separator" style="clear: both; text-align: left;"> Why do I care about these tragedies?</div> <div class="separator" style="clear: both; text-align: left;"> <br /></div> <div class="separator" style="clear: both; text-align: left;"> RPG's are, in my mind, closest to Art than anything else. This means they grow through critique. In Discord, two things hamper the unfolding of this critique. </div> <div class="separator" style="clear: both; text-align: left;"> <br /></div> <div class="separator" style="clear: both; text-align: center;"> <b><span style="font-size: large;">#1: The Tragedy of Telephone</span></b></div> <div style="text-align: left;"> The first is due to the nature of the medium. There's a tendency among us Discord users to surf the conversational wave, riffing snappy remarks over whatever just got said. It's like a game of telephone: very entertaining, but the focus usually ends up being on the last witty remark rather than what prompted the conversation. This can be frustrating, especially if you're looking for some feedback or even just praise for a document you've spent weeks on.<br /> <br /> <div style="text-align: center;"> <span style="font-size: large;"><b>#2: The Tragedy of Convergent Evolution</b></span></div> In all art forms, there is a very keen sense of heritage, and RPG's are no different. Whenever someone brings up an idea, I'm driven (especially as an artist) to post an idea someone else wrote similar to theirs or my take on the same concept as a way to help them. This is not a bad instinct but it hampers RPG brainstorming in several ways.<br /> <br /> RPG brainstorming works best in the moment, when everyone involved is throwing out their ideas in a form of psychological flow. It's amazing when you throw yourself into it. Posting someone else's take interrupts that, because it encourages other people to read someone else's ideas for inspiration, breaking part of the group out of the creative flow. We made a 1000+ mech name generator once in a couple hours. It was wild, and nobody questioned it or posted inspiration posts.<br /> <br /> Also, remember that sense of heritage? Well, everyone tends to remember whose take on a specific concept was the first one, especially if that writer is prolific. Skerples' Rat on a Stick/Many Rats on Many Sticks get thrown around as example GLOG hacks for that reason.<br /> <br /> Before I draw my next conclusion, I want to say: this is a hobby. None of us (well, very few of us) are professional RPG producers. All of us excel at some other task, but this is our creative outlet, and it's very hard to avoid comparing our work to others or to avoid feeling inferior to those who write more frequently and better than we do.<br /> <br /> Because of all of these factors, when someone posts a new take, and it contains an idea I've had but not written about publicly, I'll chime in "oh, I did that too" out of fear that if I ever write up my idea down the line someone else will say "didn't so-and-so do that?", which strips my post of any "freshness" and nonsensical "originality" I thought it had.<br /> <br /> Basically, name-dropping makes my ideas feel less special, because I want to be original and cool like those other prolific writers. Gotta stop comparing myself.<br /> <br /> I'm not proud of my behavior, but I understand it now. Also, because of the utter lack of context (body language/tone) every time I tag on to someone else's idea as my own, I seem like a narcissist because instead of responding to their take I make it about me.<br /> <br /> It's about not wanting to be irrelevant.<br /> <br /> So, now that I've established that I want to feel like a part of this community, how can I do that while still helping others to grow their ideas?<br /> <br /> Well, two ways I've already mentioned.<br /> <br /> <div style="text-align: center;"> <span style="font-size: large;"><b>#3: Praise the work of others</b></span></div> <div style="text-align: left;"> Making art is hard. That's generalizing bullshit, everything is hard to some degree, but putting our tender works out there to people whose names we don't know is kinda scary. Praise goes a long way towards alleviating our worry that nobody cares about what we write. I believe we do care about what other people make, we just don't always show that. Please don't forget to tag blogposts with emoji's in #blogroll if you like them and comment on the post. It means a lot to us.</div> </div> <br /> <div style="text-align: center;"> <span style="font-size: large;"><b>#4: Offer critical feedback</b></span></div> <div style="text-align: left;"> Every time I write some RPG thing, it's never finished. As art forms, RPG's can't be static, but as math, they demand stability. This push-and-pull drives a huge urge to tinker and innovate, which is good, but also an insecurity that what we write is flawed, which is bad. </div> <br /> Critical feedback is crucial to managing that nagging feeling. Fresh eyes telling us what they like, what they're confused about, and what they think needs more work is one of the greatest forms of validation any person can receive.<br /> <br /> I know things are kinda loosey-goosey in Discord. We don't have much formal structure outside channels, but I think we need to set aside a bit of time to critique GLOG stuff and anything else someone asks for feedback on. It can be pretty mentally taxing, but I've seen an uptick in activity ever since quarantine began, and there's a lot of us looking for some good feelings. So, next time someone posts something, let's critique it. If we get in the habit, we'll go places.<br /> <br /> Sidenote: critique is different from review. Review implies a finished product, and while those exist, not many exist in my little Discord corner. Here's one <a href="https://diyanddragons.blogspot.com/2019/03/who-is-glogosphere.html">overview of GLOG stuff</a> by Anne of DIY and Dragons, <a href="http://archons-court.blogspot.com/2019/05/reviewing-another-glog-like-mimics.html">two</a> <a href="http://archons-court.blogspot.com/2019/04/review-some-glog-likes-why-not-rat-on.html">reviews</a> by Archon's Court, and one <a href="https://coinsandscrolls.blogspot.com/2019/02/osr-grand-glog-playtesting-review.html">review</a> by Skerples.<br /> <br /> While this is targeted to Discord, it can really apply to any platform we post content on.<br /> <br /> I'm looking forwards to plenty of discussions with y'all! <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> </span> <span class='post-timestamp'> at <meta content='https://oblidisideryptch.blogspot.com/2020/05/on-discord.html' itemprop='url'/> <a class='timestamp-link' href='https://oblidisideryptch.blogspot.com/2020/05/on-discord.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2020-05-18T19:27:00-05:00'>May 18, 2020</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='https://oblidisideryptch.blogspot.com/2020/05/on-discord.html#comment-form' onclick=''> 4 comments: </a> </span> <span class='post-icons'> <span class='item-control blog-admin pid-426258165'> <a href='https://www.blogger.com/post-edit.g?blogID=6518342402088928054&postID=8686009654678618176&from=pencil' title='Edit Post'> <img alt='' class='icon-action' height='18' src='https://resources.blogblog.com/img/icon18_edit_allbkg.gif' width='18'/> </a> </span> </span> <div class='post-share-buttons goog-inline-block'> <a class='goog-inline-block share-button sb-email' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=8686009654678618176&target=email' target='_blank' title='Email This'><span class='share-button-link-text'>Email This</span></a><a class='goog-inline-block share-button sb-blog' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=8686009654678618176&target=blog' onclick='window.open(this.href, "_blank", "height=270,width=475"); return false;' target='_blank' title='BlogThis!'><span class='share-button-link-text'>BlogThis!</span></a><a class='goog-inline-block share-button sb-twitter' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=8686009654678618176&target=twitter' target='_blank' title='Share to X'><span class='share-button-link-text'>Share to X</span></a><a class='goog-inline-block share-button sb-facebook' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=8686009654678618176&target=facebook' onclick='window.open(this.href, "_blank", "height=430,width=640"); return false;' target='_blank' title='Share to Facebook'><span class='share-button-link-text'>Share to Facebook</span></a><a class='goog-inline-block share-button sb-pinterest' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=8686009654678618176&target=pinterest' target='_blank' title='Share to Pinterest'><span class='share-button-link-text'>Share to Pinterest</span></a> </div> </div> <div class='post-footer-line post-footer-line-2'> <span class='post-labels'> Labels: <a href='https://oblidisideryptch.blogspot.com/search/label/Theory' rel='tag'>Theory</a> </span> </div> <div class='post-footer-line post-footer-line-3'> <span class='post-location'> </span> </div> </div> </div> </div> </div></div> <div class="date-outer"> <h2 class='date-header'><span>Wednesday, April 15, 2020</span></h2> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='6518342402088928054' itemprop='blogId'/> <meta content='5914315262395851801' itemprop='postId'/> <a name='5914315262395851801'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='https://oblidisideryptch.blogspot.com/2020/04/on-inventory.html'>On Inventory</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-5914315262395851801' itemprop='description articleBody'> I had thoughts while soaping my hair (normal) and these thoughts were about RPG inventory (not normal. Are you okay?)<br /> <br /> Broad assertion: in OSR games, one of the gameplay loops is about "managing inventory". Arnold and the GLOG drilled into my skull the usefulness of having Strength be inventory. Basically, your Strength score is equal to the number of inventory slots you can carry.<br /> <br /> Now, it's important to note that this only refers to physical inventory. Things you can touch, etc.<br /> <br /> Physical inventory isn't enough for me. I need more to represent The Things They Carried, which, as you'll recall, features a photo of Martha, Bibles, what it feels like when you don't want to murder humans (a cracking-popping-running sensation inside your chest), and how the stink of pig blood clots never really leaves. The title is about carrying trauma just as much as it is about literally humping 60 pounds of battle rattle outside Than Khe.<br /> <br /> Now, obviously, half of those Things are real objects. The photo, the Bible. But they carry meaning beyond their brute physical presence. In game terms, these are personal objects, not crowbars, with no gold-for-XP value. But I'd argue they can be tools in a different sense: tools for a mental inventory.<br /> <br /> <a href="https://attnam.blogspot.com/2019/02/store-that-thought.html">Mental inventory</a> is not a new concept. I think Red Kangaroo over at Library of Attnam first came up with it. Take all the things you have in your head, name them, and sort them. The higher your Intelligence, the more you can carry. Languages, skills, spells - toss em in the pile.<br /> <br /> Space must be an issue for inventory to be effective. If things don't have to compete for inventory space, there will be no darling resource management loop.<br /> <br /> I made a list, and even using skill ranks (oof) and then saying each rank ate up a mental inventory slot (bigger oof), most mental inventories are pretty sparse for first level characters. Say, about 6 things for wizards that speak 2 languages. How do I create pressure for space?<br /> <br /> Well! Red Kangaroo also put together a pretty nice Darkest Dungeons inspired <a href="https://attnam.blogspot.com/2019/04/on-madness.html">Trauma system</a> for managing the stress of adventuring. This idea has existed around the fringes of the OSR for a while (I've seen Warhammer systems, <a href="http://theosrlibrary.blogspot.com/2018/04/osr-fear-and-madness-rules-redux.html">Call of Cthulhu systems</a>, <a href="https://crateredland.blogspot.com/2019/02/stress-trauma-summoning-and-occultist.html">GLOG systems</a>, 5e Darkest Dungeon adaptations) but hasn't really caught on. Why?<br /> <br /> Because inventory has to be able to flow between lists. It isn't enough for items to jostle for space on the list. A fascinating part of inventory is figuring out who can carry what, not just what can be carried.<br /> <br /> Physical items can be transferred easily between owners. Skills? Languages? Spells? Stress?<br /> <br /> Imagine four different cooks standing in front of four stoves. Each cook is given a random recipe, a time limit, and a random number of ingredients - some necessary, some not. They each have 1 square foot of counter space.<br /> <br /> If each cook is able to move around, store things for the others, and assist them with the cooking process, the number of items won't be perfectly divided, but will reach an equilibrium dependent on what each cook needs, and the food will probably get made.<br /> <br /> Now imagine the same scenario. Random ingredients, random recipe, time limit, same limited space. Except this time, the cooks are not allowed to help each other. Each one has to deal with their own items. Some will be fine. Some will drop ingredients or ruin their food.<br /> <br /> These cooks are PC's. The first group dealing with physical inventory, and the second dealing with mental inventory.<br /> <br /> Now, before we open the door to Vulcan mind-melding and hiveminds, some points must be made.<br /> <br /> Physical tools are excellent because, in most cases, they are impersonal objects enabling one person to do a task as easily as another. Anyone can use a crowbar to kill headcrabs instead of opening things. This is part of what separates physical tools from mental tools.<br /> <br /> Another part of that separation is investment. Learning languages, skills, and spells are all huge investments in D&D, and these mental tools separate some classes from others. If we allow transfer of this information, why have classes? How do we allow inventory flow without making character design irrelevant for characters that have disadvantages (doesn't know how to use weapons) to compensate for their advantages (can create illusions)?<br /> <br /> A digression: For now, I think character classes are important. I'm not justifying my opinion here.<br /> <br /> Dodging-the-question-counterpoints:<br /> <br /> An important part of inventory is that the <i>bad</i> is just as easily transferable as the <i>good</i>. PC's should be juggling each other's Stress levels as well as making sure that everyone's boned up on their bombmaking skills.<br /> <br /> Also, consider this: what's more interesting? Arguing with your party over how you're all going to spread out the stress of nearly dying, or silently calculating how many slots you can reliably fill with stress before going insane?<br /> <br /> As a DM, I think player negotiations and problem solving around inventory space are engaging, if not always completely enjoyable for the players. But lasting satisfaction comes from solving difficult problems.<br /> <br /> Also, how would PC's even transfer inventory to and from each other? What would they transfer? How long would it take? Can I transfer curses? What about class templates? What differentiates a skill from a class feature? What do you mean, that's just what they are? Is it okay to make a simulation of mental issues people actually struggle with? What kind of a DM are you?<br /> <br /> <i>exhales</i><br /> <br /> Okay. The above are all valid questions. I'm not going to address them in this post. To back up my smack talk I need to write ANOTHER DAMN GLOG HACK to answer these questions with mechanics.<br /> <br /> Well, guess what. It's written! It needs some final polishing, but, to fulfill a longstanding bet, I'm going to release it THIS FRIDAY.<br /> <br /> <b>TL,DR</b>: The best kinds of inventory are the ones you can use to saddle other suckers with your shit.<br /> <br /> And because I recognize the sweeping cop-out quality of this post, the Joesky Tax.<br /> <br /> <b>Joesky Tax</b><br /> <br /> Photo of a loved one: As long as you possess this item, you may use it to store up to 3 slots of Stress. If you ever lose it, though, you gain Stress equal to twice the Stress in the photo.<br /> <br /> Holy Book: You may take time once a day to pray with fellow party members. Whoever participates loses one slot of Stress.<br /> <br /> The stench of blood: It follows you around. Every time you get close to someone new, they may gain Stress.<br /> <br /> <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> </span> <span class='post-timestamp'> at <meta content='https://oblidisideryptch.blogspot.com/2020/04/on-inventory.html' itemprop='url'/> <a class='timestamp-link' href='https://oblidisideryptch.blogspot.com/2020/04/on-inventory.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2020-04-15T18:43:00-05:00'>April 15, 2020</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='https://oblidisideryptch.blogspot.com/2020/04/on-inventory.html#comment-form' onclick=''> 8 comments: </a> </span> <span class='post-icons'> <span class='item-control blog-admin pid-426258165'> <a href='https://www.blogger.com/post-edit.g?blogID=6518342402088928054&postID=5914315262395851801&from=pencil' title='Edit Post'> <img alt='' class='icon-action' height='18' src='https://resources.blogblog.com/img/icon18_edit_allbkg.gif' width='18'/> </a> </span> </span> <div class='post-share-buttons goog-inline-block'> <a class='goog-inline-block share-button sb-email' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=5914315262395851801&target=email' target='_blank' title='Email This'><span class='share-button-link-text'>Email This</span></a><a class='goog-inline-block share-button sb-blog' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=5914315262395851801&target=blog' onclick='window.open(this.href, "_blank", "height=270,width=475"); return false;' target='_blank' title='BlogThis!'><span class='share-button-link-text'>BlogThis!</span></a><a class='goog-inline-block share-button sb-twitter' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=5914315262395851801&target=twitter' target='_blank' title='Share to X'><span class='share-button-link-text'>Share to X</span></a><a class='goog-inline-block share-button sb-facebook' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=5914315262395851801&target=facebook' onclick='window.open(this.href, "_blank", "height=430,width=640"); return false;' target='_blank' title='Share to Facebook'><span class='share-button-link-text'>Share to Facebook</span></a><a class='goog-inline-block share-button sb-pinterest' href='https://www.blogger.com/share-post.g?blogID=6518342402088928054&postID=5914315262395851801&target=pinterest' target='_blank' title='Share to Pinterest'><span class='share-button-link-text'>Share to Pinterest</span></a> </div> </div> <div class='post-footer-line post-footer-line-2'> <span class='post-labels'> Labels: <a href='https://oblidisideryptch.blogspot.com/search/label/Theory' rel='tag'>Theory</a> </span> </div> <div class='post-footer-line post-footer-line-3'> <span class='post-location'> </span> </div> </div> </div> </div> </div></div> <div class="date-outer"> <h2 class='date-header'><span>Thursday, August 22, 2019</span></h2> <div class="date-posts"> <div class='post-outer'> <div class='post hentry uncustomized-post-template' itemprop='blogPost' itemscope='itemscope' itemtype='http://schema.org/BlogPosting'> <meta content='https://66.media.tumblr.com/66b023f12a28437571d0f06834359c9f/tumblr_o2x8yoziAA1si8cijo1_1280.png' itemprop='image_url'/> <meta content='6518342402088928054' itemprop='blogId'/> <meta content='2401508844909775041' itemprop='postId'/> <a name='2401508844909775041'></a> <h3 class='post-title entry-title' itemprop='name'> <a href='https://oblidisideryptch.blogspot.com/2019/08/plaster-and-pulque-ability-scores-stress.html'>Plaster and Pulque: Ability Scores + Stress/Corruption</a> </h3> <div class='post-header'> <div class='post-header-line-1'></div> </div> <div class='post-body entry-content' id='post-body-2401508844909775041' itemprop='description articleBody'> A long, long time ago, in a post far, far away...<br /> <br /> I promised a shining beacon of GLOGness, incandescent in its glory, usability, and flavor. Because incandescent beacons aren't built in a day, y'all get two foundational logs from the eventual fire. It's time to meet the scores! And mutations! And insanities!<br /> <br /> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody> <tr><td style="text-align: center;"><a href="https://66.media.tumblr.com/66b023f12a28437571d0f06834359c9f/tumblr_o2x8yoziAA1si8cijo1_1280.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="431" data-original-width="800" height="215" src="https://66.media.tumblr.com/66b023f12a28437571d0f06834359c9f/tumblr_o2x8yoziAA1si8cijo1_1280.png" width="400" /></a></td></tr> <tr><td class="tr-caption" style="text-align: center;"><a href="https://dicebound.tumblr.com/post/139754134791/heres-another-flow-chart-for-character-creation">Dicebound, on Tumblr</a><br /> And for the record, good and evil aren't ingrained into race.</td></tr> </tbody></table> <br /> Roll 3d6 5 times and record the numbers. If the total is above 50, you may reroll all stats. You choose where the numbers are placed. Low numbers are good.<br /> <br /> <ol> <li>Constitution: Determines your endurance and Corruption. Subtract your Con roll from 20, divide that number by 2 (rounding down), and record the result as your Corruption score.</li> <li>Dexterity: Determines your unarmored Dodge and initiative. </li> <li>Intelligence: Determines how much your mind can hold. Subtract your Int roll from 20 and record that number as your mental inventory slots.</li> <li>Strength: Determines physical strength, how much you can carry, and sometimes armored Dodge. Subtract your Strength roll from 20 and record that number as the number of Inventory Slots you have.</li> <li>Will: Determines how much Stress you can take and your force of personality. Subtract your Will roll from 20, divide that number by 2 (rounding down), and record that number as your Stress score.</li> </ol> <br /> <div> Ability Score Comments:</div> <div> My system is rollover, <i>not</i> sum 21. This is literally reverse roll under. Low scores are good, make one roll, if you get over your score, you succeed. Crits on 20, crit fails on 1. (More on that later.)</div> <div> This GLOG is also modifierless. All situational bonuses have been replaced with advantage and disadvantage, or roughly +4 or -4. My reasoning is +/-4 is a significant bonus, and anything smaller than that can be ignored without affecting gameplay too much. Also, bonuses and penalties much larger than 4 are pretty damn large. Any roll shifted by 4 on a d20 is shifted by 20%, which is significant enough for me.<br /> Players choose where their stats go after rolling their class. This is as much chargen metagaming as I'm comfortable with. Yes, ome (an upcoming Mesoamerican GLOG spellcaster) will want a high Int to store more spells, but every other stat is designed to be equally urgent. In short, <u>I've tried to decouple stats from specific character classes as much as possible to make any character possible with most any stats.</u> I'm firmly in the class/race determines character camp and not the "well I have 18 Int (high stats are bad!) so maybe I'm not a wizard" camp. This isn't remotely like AD&D; I don't care. Please address those critiques to another PO box.<br /> I don't have Constitution affect hit points at all. Any damage taken at 0 HP is added to Con and triggers a roll on the Death and Dismemberment table. If your Con ever reaches 20 or above at 0 HP, your character dies. Characters with lower Con are more resilient on death's door and are better at fighting exhaustion and corruption, which I think is enough for one stat to mandate. Hit points are influenced by class - more on that in another post.<br /> I'm actually quite happy with how I managed Dexterity. Dodge is what a player rolls over to avoid getting hit. It's modified by armor. Players also roll over their Dexterity each round to go before the monsters (I've never trucked with Wisdom as an initiative stat). Simple, and yet effective. Obviously waxes and wanes in importance with how much combat my campaign has, but so far it's working.<br /> Intelligence is much less of a "spellcaster only stat" than it used to be, thanks to the excellent <a href="https://attnam.blogspot.com/2019/02/store-that-thought.html">mental inventory rules</a> written up at the Library of Attnam. While it still feels like a spellcaster priority, it's also important for non-casters because it limits how many languages and skills you can have. The emphasis is on having mental inventory be as much of a challenge for brain-centric classes as physical inventory is for martial classes.<br /> Speaking of physical inventory, Strength is quite essential for everybody. The average number of muscular inventory slots is 10, and they fill up quickly. I've never liked differentiating between Str and Dex based armor, and I didn't want to discard Strength as an option for armor because Dex should not affect movement in plate. Dodge can be based off of Str, but only if armor is worn. More on that in another post.<br /> Will is the new stat. It's a redo of Charisma, encompassing all what I thought Charisma covered: namely, force of personality. It borrows a bit from Wisdom but I'd like to think the majority of Wisdom (common sense) gets bundled into Int. Will governs mental fortitude (so Will::Int as Con::Str/Dex, which I find appropriate.) This stat is the most swingy - some of my players have cautiously invested their good scores into it to avoid cracking and insanity, while others have made it their worst stat. As my stress rules undergo testing, time will tell if that was a good thing or a mistake. So far, I haven't laid on the stress, but that'll change.<br /> <br /> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody> <tr><td style="text-align: center;"><a href="https://cdna.artstation.com/p/assets/images/images/004/023/022/large/kobe-sek-kobesek-farcry3-insanity-low.jpg?1479562911" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="800" data-original-width="566" height="400" src="https://cdna.artstation.com/p/assets/images/images/004/023/022/large/kobe-sek-kobesek-farcry3-insanity-low.jpg?1479562911" width="282" /></a></td></tr> <tr><td class="tr-caption" style="text-align: center;"><a href="https://www.artstation.com/kobesek">Kobe Sek</a></td></tr> </tbody></table> <br /> Stress and Corruption:<br /> Every time you experience something beyond the pale, trauma, or are just really tired, Save or gain a point of Stress in a random mental inventory slot. Record each point of Stress with an S by that mental inventory slot. If you place a point of Stress by an occupied mental inventory slot, you have disadvantage when attempting to use whatever’s in the slot. If you ever gain Stress equal to your Stress score, Save with disadvantage against Will or Crack. If you Crack, remove a point of Stress and roll on the table below. If you pass the Save, halve your Stress and roll on the Virtues table below.<br /> If you Crack, after your breakdown, Save versus Will or roll on the Insanities table below. Insanities take up a mental inventory slot until they’re removed, and every time you give in to or suffer from your Insanity, allies who watch it happen gain 1 Stress. If you ever have a number of Insanities equal to your Stress score, you go homicidally insane.<br /> You can remove Stress through telling your story, drinking, doing drugs, relaxing for a day or more, sex, playing games, chatting with friends, praying, bloodletting, really good food, writing, reading, a good night’s sleep, or anything else the DM okays.<br /> You can remove Insanities through psychiatric treatment, magic, or arcane devices.<br /> <br /> d8 Cracks:<br /> <br /> <ol> <li>Abusive: Why aren't they pulling their weight? For 1d6 rounds when an ally fails an action, they take 1 Stress as you scream obscenities at them.</li> <li>Blackout: You faint for 1d6 rounds. You can be slapped awake.</li> <li>Breakdown: You cannot see for tears, nor speak through a sudden stutter. Lasts 1d6 rounds.</li> <li>Fight-or-Flight: For 1d6 rounds, you either viciously attack the source of Stress, or run away. Your choice.</li> <li>Hopeless: All is lost. Your despair makes all allies roll with disadvantage for the next round.</li> <li>Nausea: You gag or vomit for a round, and cannot benefit from Lunch today.</li> <li>Scream: AAAAAAAAAAAAA for a round. If anyone didn't know you are here, they will now. May provoke a Random Encounter.</li> <li>Shock: What's happening? Save vs Will once per round, until you succeed you can take no actions.</li> <li>Berserk. (Only ashanti unless otherwise noted.) You fly into an insane rage and attempt to kill everything you can see for 1d6 rounds. </li> </ol> <br /> <br /> d8 Virtues:<br /> <br /> <ol> <li>Confidence: You will prevail. You deal +1 damage until the end of the encounter.</li> <li>Courage: There is nothing to fear but fear itself. You are immune to fear and Stress until the end of the encounter.</li> <li>Focused: Suddenly, a moment of inner peace. You have advantage on your next roll.</li> <li>Inspiring: Your unwavering resolve emboldens your allies. They may all roll a new Save against one of their current afflictions.</li> <li>Invincible: You must persevere. You postpone death from Wounds and all Insanity effects until the end of the encounter.</li> <li>Selfless: You are all in this together. You may redirect an attack from an ally to yourself until the end of the encounter.</li> <li>Stalwart: None shall pass. You cannot be moved, knocked prone or tripped until the end of the encounter.</li> <li>Vigorous: You feel more alive than ever before. Heal 1d6 HP.</li> </ol> <br /> <br /> d20 Insanities:<br /> <br /> <ol> <li>Addiction: You need your fix to get through the day. If you don't get your drug, you automatically Crack every time you gain Stress, in addition to any withdrawal effects.</li> <li>Amnesia: Roll d10 on your mental inventory and lose whatever is in the slot you rolled. If you roll an empty slot, that slot is permanently filled with Brain Damage.</li> <li>Anxiety: You are a nervous wreck. You have disadvantage on Saves vs Fear and all fear effects have double duration for you.</li> <li>Catatonic: You are completely unresponsive until you can be brought back to town and nursed back to your senses over an extended rest.</li> <li>Delusion: Roll d6: 1) You are the long-lost heir of the throne. 2) You can fly. 3) You will burn in sunlight. 4) You are of a different race / an animal. 5) You are invincible. 6) All magic is inherently bad. You cannot be convinced otherwise and rationalise any evidence as an illusion, trick, or any barely believable "explanation".</li> <li>Depression: Every day is a struggle. Roll with disadvantage until the first time you succeed on a roll in a given day.</li> <li>Hallucinations: The GM might sometimes describe something incorrectly or in a misleading way to you.</li> <li>Insight: When encountering a thing beyond human comprehension, you have a 50% chance of gaining a useful piece of information, and a 50% chance of trying to claw your eyes out, taking 1d6 damage and blinding yourself for 1d6 rounds.</li> <li>Minor Compulsion: Once per day when the GM calls for it, you must stop everything else to satisfy your compulsion (wash your hands, count your money, vandalise something). Good roleplaying of the compulsion should prevent the GM from using this at too troublesome times.</li> <li>Major Compulsion: Once per week when the GM calls for it, you must stop everything else to satisfy your compulsion (kleptomania, necrophilia, cannibalism). Good roleplaying of the compulsion should prevent the GM from using this at too troublesome times.</li> <li>Nightmares: Save each night or wake up screaming, gaining only half the effects of rest. Alcohol or opiates may grant you serene sleep.</li> <li>Obsession: You become obsessed with a random person and start following them around. You "love" them. If you don't see them for a day, you automatically Crack every time you gain Stress.</li> <li>Paranoia: No one counts as an ally to you. You must Save to accept aid or work in a team.</li> <li>Phobia: You have a phobia based on what caused this insanity (or roll a random one if this does not make sense). Gain 1 Stress when you encounter something that triggers your phobia.</li> <li>Quirks: You have personality quirks. Severe ones. Roll d8: You 1) talk to yourself, 2) laugh wildly and inappropriately, 3) constantly fidget, 4) eat odd substances, 5) mimic those around you, 6) have irritating tics, 7) stutter, 8) suffer tremors. You take a penalty to Reaction rolls and social checks equal to current Stress.</li> <li>Sadism: You are brutal and violent. Every time you kill a creature, everyone in sight takes 1 Stress as you revel in the suffering.</li> <li>Schizophrenia: Make a new character sheet with a different class, but the same name, race, attributes etc. Each session, alternate between these two character sheets.</li> <li>Self-Mutilation: Every time you would take Stress, you can instead take 1d6 damage. If you take no damage for a whole day, you must hurt yourself for 1d6 damage. You are covered in scars.</li> <li>Submission: You are seriously aroused by being ordered around. You must Save not to follow a command and may want to seek out someone who will abuse you and treat you like their slave.</li> <li>Veracity: Every time you deliberately lie, Save or faint.</li> </ol> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody> <tr><td style="text-align: center;"><a href="https://i1.wp.com/www.nintendo-insider.com/wp-content/uploads/2017/10/darkest-dungeon-image.jpg?fit=1110%2C500&ssl=1" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="360" data-original-width="800" height="180" src="https://i1.wp.com/www.nintendo-insider.com/wp-content/uploads/2017/10/darkest-dungeon-image.jpg?fit=1110%2C500&ssl=1" width="400" /></a></td></tr> <tr><td class="tr-caption" style="text-align: center;">Chris Bourassa, from Darkest Dungeon</td></tr> </tbody></table> <br /> Every time you fail a Save against a harmful magic spell, a radioactive place/item, or antediluvian, mysterious devices, you gain a point(s) of Corruption. Record this with a C next to a physical inventory slot of your choice. If you ever gain Corruption equal to or above your Corr score, Save versus Con or gain a mutation and 2 points of Stress. (Follow the link and roll on the table.) Mutations take up one physical inventory slot permanently. If you ever gain a number of mutations equal to your Corruption, Save versus Will or go homicidally insane, permanently.<br /> You can remove Corruption (and mutations) through magical treatment, special items, and mysterious rituals. Corruption disappears naturally at a rate of one point a week.<br /> <br /> Stress/Corruption Design Notes:<br /> The Stress rules were taken directly from Library of Attnam's post on <a href="http://attnam.blogspot.com/2019/04/on-madness.html">madness mechanics</a> inspired by Darkest Dungeon. They haven't gotten much testing yet, but they're designed to interact with mental and physical inventory in meaningful ways, making both inventory and Stress/Corruption more tangible, associated mechanics rather than just another thing to track. The inspiration for associating S/C with inventory slots comes from DIY & Dragons's <a href="https://diyanddragons.blogspot.com/search/label/resource%20management"><i>excellent</i> series</a> on resource management. Please please please read those posts. I'll touch on them more when I discuss mental and physical inventory and their contents.<br /> Corruption utilizes <a href="https://drive.google.com/file/d/1GVQiMDaHN3_8ucENRG0V0rgdpvLpc0zQ/view">Arnold K's mutation table</a>. Eventually I'll write my own. Sometime. I promise. Pinky swear.<br /> Corruption's designed to make magic and eldritch locales a larger threat, and to make gaining mutations more player facing. I want Corruption and Stress to have a creeping sense of inevitability, and for the players to be seeking out solutions for them before the effects hit. I also like corruption better as a damage type than "magic", "eldritch", or "anathema", because that word describes the immediate effects of its damage. It corrupts you. Magic is corrupting.<br /> Stress is supposed to show the non-physical damages of the adventuring life, how grinding terror and periodic adrenaline rushes accelerate the gradual erosion of self and sanity. Large dungeons will stress you out, and they <i>will</i> drive you insane if you stay in them long enough.<br /> Mutations and Insanities are supposed to be mostly permanent character baggage. They both cut off inventory slots, thereby depriving players of resources. They both affect roleplaying and how a character is mechanically utilized. My tieflings roll a random beneficial mutation, and one player's spider legs have made a lot of difference. </div> <div> These strong negative factors can also be cured back at town/during downtime, making those activities more important. If you emerge from the Spiraling Oubliette of the Plutonium Tecuhtli with four Mutations and two Insanities, you bet your tentacle-ridden ass you're gonna spend that hard earned, slightly radioactive gold on some treatments for your bulging, mucous, saggy armpit that takes up an inventory slot and leaks a highly corrosive fluid when punctured or chafed and is <i>delicious</i> when you lick it.<br /> Stress also disadvantages use of a skill, language, or spell, which can be huge. All the more reason to keep it down and drink the demons back into the closet. Drugs and alcohol can remove Stress so bring along that hip flask and drink after every combat encounter.<br /> Managing when to ask for Stress saves is the most delicate balancing point of these systems. Corruption has pretty hard-coded triggers, but deciding if an event is normally stressful or Stressful has been difficult. I've been softer on my players because this is my first GLOG game, but that's going to change. We haven't had anyone crack yet, but we will soon. And the Stress rules are designed to mimic the Darkest Dungeon mechanics - stress compounds, and it can lead an entire party into a negative death spiral.<br /> Perhaps the most fiddly math in chargen is generating S/C scores.<br /> [Subtract your Con roll from 20, divide that number by 2 (rounding down), and record the result as your Corruption score. Subtract your Will roll from 20, divide that number by 2 (rounding down), and record that number as your Stress score.]<br /> It's not intuitive to any D&D veteran, but it works well as a mechanic. If S/C were simply inverses (20-stat) of Will and Con, I'd need to pile on the Stress and Corruption points to see any physical effects or simply have effects trigger at certain thresholds of S/C. I didn't want to mess with that, so I scaled S/C scores down to make each point feel meaningful without making each one its own stat. If S/C were stats, because they're the inverse of inverse scores, they'd have to be roll-under stats, and that's anathema to a completely roll-over system. Again, it's not elegant math, but as ability scores improve, so do S/C, just more slowly.<br /> <br /> More to come on skills, mental/physical inventory, hit points, leveling up, and general class notes. I'm going to unpack my GLOG hack because a lot of design decisions made to create clear, player facing rules can be anything but, and because my GLOG is a very different animal. </div> <div style='clear: both;'></div> </div> <div class='post-footer'> <div class='post-footer-line post-footer-line-1'> <span class='post-author vcard'> </span> <span class='post-timestamp'> at <meta content='https://oblidisideryptch.blogspot.com/2019/08/plaster-and-pulque-ability-scores-stress.html' itemprop='url'/> <a class='timestamp-link' href='https://oblidisideryptch.blogspot.com/2019/08/plaster-and-pulque-ability-scores-stress.html' rel='bookmark' title='permanent link'><abbr class='published' itemprop='datePublished' title='2019-08-22T20:32:00-05:00'>August 22, 2019</abbr></a> </span> <span class='post-comment-link'> <a class='comment-link' href='https://oblidisideryptch.blogspot.com/2019/08/plaster-and-pulque-ability-scores-stress.html#comment-form' onclick=''> 10 comments: </a> </span> <span 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class='widget FeaturedPost' data-version='1' id='FeaturedPost1'> <div class='post-summary'> <h3><a href='https://oblidisideryptch.blogspot.com/2022/11/10000-chambers-of-cnite-king.html'>10,000 Chambers of the Cnite King</a></h3> <p> Deep within the turgid reaches of the Samarkand Desert, a lone crag of withered sandstone presents a visage long scoured by time.  Samuele B... </p> <img class='image' src='https://cdnb.artstation.com/p/assets/images/images/029/951/201/large/samuele-bandini-desert-ruin.jpg?1599133026'/> </div> <style type='text/css'> .image { width: 100%; } </style> <div class='clear'></div> </div></div> </div> </div> <div class='column-left-outer'> <div class='column-left-inner'> <aside> </aside> </div> </div> <div class='column-right-outer'> <div class='column-right-inner'> <aside> <div class='sidebar section' id='sidebar-right-1'><div class='widget BlogSearch' data-version='1' id='BlogSearch1'> <h2 class='title'>Search This Blog</h2> <div class='widget-content'> <div 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<h2>About Me</h2> <div class='widget-content'> <a href='https://www.blogger.com/profile/01045051609040990435'><img alt='My photo' class='profile-img' height='80' src='//blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0tO5Cu7oRzYXCcaEptUHRpMoMe4m7K8O3upulH6jKQ6Gfp2H3ti5_MFb2U663xk2ptiGCH6exNA1XE24lmU174Fw9Mf-aoNmeAx4LSQ-QlUT-VxnP4Vz0u-yd3Gj86Vk/s220/obrlid.jpg' width='80'/></a> <dl class='profile-datablock'> <dt class='profile-data'> <a class='profile-name-link g-profile' href='https://www.blogger.com/profile/01045051609040990435' rel='author' style='background-image: url(//www.blogger.com/img/logo-16.png);'> The Oblidisideryptch </a> </dt> </dl> <a class='profile-link' href='https://www.blogger.com/profile/01045051609040990435' rel='author'>View my complete profile</a> <div class='clear'></div> </div> </div><div class='widget Label' data-version='1' id='Label1'> <h2>Labels</h2> <div class='widget-content cloud-label-widget-content'> <span class='label-size label-size-5'> <a 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data-lateloadsrc='https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_vlnhkka8vbos5abSPlF49nevU5WSPGnKVi5TLQFI0T8348_H9VEl7U-aBiDGd69bWqB8qvIUm7q5KrbUhos82P3UiXKZ6bA5zmWdfcDcy-=s16-w16-h16' height='16' width='16'/> </div> <div class='blog-content'> <div class='blog-title'> <a href='https://goblinpunch.blogspot.com/' target='_blank'> Goblin Punch</a> </div> <div class='item-content'> <span class='item-title'> <a href='https://goblinpunch.blogspot.com/2024/11/cailish-andorum.html' target='_blank'> Cailish Andorum </a> </span> </div> </div> <div style='clear: both;'></div> </li> <li style='display: block;'> <div class='blog-icon'> <img data-lateloadsrc='https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_tx6L4CB5FVvYSoRmdiDaOpXgQou-Uh-FUBV2FikrUGWRdxsuXTWqul6OcXZ-f6zkAthZmHxN_YCG20R5JdBmB0oruU7ftfymzKk8F2Fx1B=s16-w16-h16' height='16' width='16'/> </div> <div class='blog-content'> <div class='blog-title'> <a href='http://throneofsalt.blogspot.com/' target='_blank'> Throne of 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