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Showing posts from November, 2011

Dungeon Palettes

Random dungeon generator.

One. Find a map. Or an image of a place. Or a not-place which means or indexes a place.

Two.Go here.

Three. Drag an image into the image search. When the search results come up, search for 'visually similar.' Look for whatever is cool.

Four. Save image and assign it to a place on the map. If you need to write something down to figure out what it means, do so.

Using the previously saved image, repeat steps (skipping insufficiently distinct search results) until you have enough stuff to feel like the map is full.

Semantics and Sea-Manics

Skill systems

D&D's attributes and saves are already a skill system. What are classically referred to as skill systems are just a means of arranging a set of extra probability modifiers for increasingly specific situations. At some point, most RPGs seemed to have absorbed three different ways of arranging probability modifiers or die-roll contextualizers: attributes, which I suppose are the 'ground level' way of describing an object mechanically and which are thus assumed to be ubiquitous in descriptions of slayable game objects*; skills, which are often a standardized list of genre-specific qualities which will be assumed to come up each once in a campaign, but which all operate simply enough that all you need is a name and string of numbers to describe. Then there's advantages and disadvantages, a set of opposed sub-descriptors which, because they often get nonstandarized paragraphs describing them which are expected to be memorized by the player, can be written o…

Inspirare Septimana

Urban planning.

The Mug of Annwn

I just had a dream which involved a pretty neat game idea in an excellent format. While shopping in a dusty antique-store-cum-Goodwill I came across a mug from the 70s with a D&D clone printed on it. The game was fairly simple, about four columns of text, with enough space left over for a weird (unrelated?) woodcut-like picture of a menacing steam engine pointing pneumatic cannons at people on an Edwardian streetcar track. (Have at it, Freud.) The game seemed to be about some Romano-British era soldiers having gone through a gate (possibly the Ninth Gate) in search of allies in their war against barbarians and bandits in their land. Coming back (I guess) with their original twenty-plus force, two archers, and a 'Knight in a divers war' (or something like that) a Lewisian-Merlin-type figure known as Cael, Caeal or Caelus. I think that means someone gets to play a magic-user, but he's, like, A Big Deal, or is a resource the players can only draw upon via negotiation with…