GINNUNGAGAP, or Ginn-Heilagr, is a yawning void that exists along what was once the terminator of a tidally-locked planet. This realm was home to primordial beings of immense learning and skill. It is said that they understood the fundamental nature of the cosmos, and in this were akin to Gods. Here, in the twilight ring between eternal fire and eternal ice, they built a heaven for their immortal bodies. They crafted hardy servitors to travel into the inhospitable realms on the sunward and spaceward sides of their world. Age after age came and passed, and they had lived so long and in such power and among so much encircling beauty that they forgot their own histories and names, believing they were always as they were and that they would be so forever.
Perhaps the forces of Chaos envied their joy, or ennui drove one of their number to rebellon or madness, perhaps jealousy or some rivalry drove them to summon uncontrollable powers, or some immutable Law decreeded that change must come to…
In other news, I'm planning and wheeling out DUNGSHOE 2.0 tomorrow for a short test run campaign, set in a sword-and-planet style campaign called Panjandrum.
Some of the basic ideas surrounding Panjandrum been kicking around in my head since university, like this guy. I'm tossing together the Marses of Brackett, Lewis and Wells (and LXG, Vol II Ish 1), Dune, especially the extra-weird bits of Dune Messiah (the Tleilaxu were always my favourite) and all this coolconceptartand stufffromthirtyyearsofStarWars. It's kind of all mooshed in there with some reskinned D&D stuff and hipster paleontology and orbiting a Warm Jupiter for cool night skies.
The result of that is that I have to stat up telepathic Greys and Tusken Raiders as PC species for tomorrow.
Regarding the game mechanics, after playing around with more regular stat-like modifiers, I'm sticking with the point-spend approach I'm used to with GUMSHOE. F…
The Onomastikon is a great resource, but sometimes I get tired of wrestling with it's geocities-era layout. To fill the gap, here's a quick and dirty fantasy name generator. There's no limit to how long the name may be, but shorter names (maybe three to four letters, or two syllables) is a suggested upper limit. You and your players are going to have to remember them, after all. For the same reason, it's best to start with different beginning letters, and vary the vowel sequence too (so one 'ah-oh' and one 'eh', not two 'ah-ah's, hanging out together).
To start, roll a d6. Even numbers get you a vowel to start, odd ones get you a consonant.
Vowels Roll a d6. 1a2-3e4i / y5o6u
Consonants Roll a d6 twice.
1-3 1b / p2c / k / q3d / t4f5g / j6h
4-6 1l2m3n4r5s / z6th / x / w
Finally, if you're trying to tie the names together, you can add a suffix. These suffixes can either call back to real-world cultures the fantasy world is trying to evoke, or simply estab…
Actual work impedes on spec work, yet again, and so I miss another year of the One-Page Dungeon contest. It's interesting to note other people had some similar ideas as the one I was working on, though. Chance aside, I think we're just working through ideas for distinctive dungeon-like environments at a predictable pace. One-Page Sinster Cthulhu Cults or One-Page Disjointed Panchronal Multiverses can't be far behind. Maybe next year.
I might clean up some of the rough ideas I sketched out and post them anyway. People can always use more geomorphs, right?
In other news, I'm actualy posting comments on things, which probably means I need to get the hell away from this computer.