20 February 2025

The Chambers of Ordo Eclipticus

While I continue to noodle away at Project "Bloodlust But Good", I took a quick break to make an entry for a fun little ongoing game jam.  As a side note, I recently switched to linux, and currently not having access to better layout software, I made it in GIMP. Although I like how it came out, it took many more hours than it should have for a single spread. Never, ever again.

I plan to run this dungeon as a one-shot pretty soon, as a Noble Funnel. The hook is that a dilettante and mutual friend of the PCs (maybe even the king or prince?) has gone missing, and after finding out he got obsessed with the moon, some court fop has decided it's worth checking this place out. As written it may be a bit too bloodless for a funnel, but I'm hoping the right group of chaosmongers will manage to find ways to get their characters killed.

If you feel like it, you should definitely make a quick entry for the jam! There's still over 5 weeks before the deadline. If you want to check out mine, this is the link, and for good measure here it is in plain text:

The Chambers of Ordo Elipticus

General Features

Each chamber is a perfect, hemispheric dome of worked stone. Reliefs reflect each chamber's purpose. The occasional candle provides dim, white light.
The power of the altar in the Chamber of the Moon suffuses this entire dungeon, placing all sworn Brothers of the Ordo within under the anal-retentive thrall of Brother Eldest.


Ordo Eclipticus

A secret order of occult astronomers and astrologers. They believe the Delve is in sync with celestial powers, so they study the heavens from within. All Brothers are low-level magic-users unless otherwise specified. They are singlemindedly regular in their behavior as a result of Brother Eldest's magical domineering. They will converse cordially distractedly with polite visitors, but fly into a rage if significantly disrupted.

 

1. Chamber of Communion

The undead skeleton of an excommunicated Brother hangs from the chandelier, 60' up. It shrieks if anyone passes directly under it. Two great, parallel tables divide the room in half, creating a lane between the two archways that lead out.

 

2. Celestial Corridor

This hall rotates in accordance with the lunar cycle. Star chart reliefs can be cross-referenced by erudite characters to see which archway leads where. Otherwise, determine their movements at random.

 

3. Chamber of Toil

3d6 Brothers scribe, sew, and work the mint (2d6 x 10 sp freshly minted).

 

4. Chamber of Penance

1d6 lunatic Brothers languish here, manacled only to each other. They babble incessantly and attack non-Brothers who invade the chamber.


5. Chamber of Dreams

1d6 comatose Brothers lay in bunks; they can only be awakened by Brother Eldest via the power of the altar in the Chamber of the Moon. Any who rests in one of the empty bunks must save or fall into perpetual slumber as well.

 

6. Chamber of the Moon

A spherical altar made from a lunar meteorite dominates the chamber. Any who touches the altar must save or become a lunatic who insists on cowering for 1d6 days in the Chamber of Penance. Brothers save at +2; Brother Eldest saves at +10. 

Rotating the altar sends the moon back and forth in its cycle. Spinning it fast enough causes global tidal disaster. If the altar is destroyed, all the Brothers fall unconscious for 1d6 hours, and awake without any memory of their time in the chambers.


7. Chamber of Bygone Lore

Racks and racks of astronomical scrolls are supervised by cheery but quiet Brother Librarian. He is a connoisseur of moon-themed poetry. He will offer to lend one of two magical tomes (whichever he thinks they would enjoy more) to any who shares with him such a poem that he's never read. 

Tome of the Delve: An overview of each area of the Delve of the Dark Moon in florid, if unclear, language. Readers teleport to the first area whose entry draws their fancy.   

Tome of the Universe: A thick, terse, yet vague technical tome. Upon a full reading, your character must be re-statted using GURPS rules. You may use 1d4 sourcebooks of the GM's choice to do so.

 

8. Chamber of the Stars

Only accessible from the Celestial Corridor during a lunar eclipse. The door connected to the chamber of Brother Eldest is hidden amid complex reliefs or constellations. A massive hoard of silver pieces of the Ordo's own mint fills the entire chamber. They view the minting of "full moon coins" as a transcendent duty in  itself, and do not care to spend them.

 

9. Chamber of Brother Eldest 

Brother Eldest (a high-level magic-user) dwells here, though he makesfrequent supervisory rounds. Any man who keeps up with him for an hour or more of rigorous philosophical  debate may take the Ordo's oath and become a member (thus falling under Brother Eldest's command). Due to the Ordo's strictures, non-males are instead given access to the secret passage hidden in the wall reliefs.

10 February 2025

Bloodlust But Good - Design Diary 1: A Starting Point

I learned from a recent episode of the podcast Ludonarrative Dissidents about an RPG that interested me quite a bit. It's called Bloodlust. A French-language game released in 1991 which centers on a topic I love, and one that's weirdly underrepresented in RPGs: sentient weapons.

I'm a huge fan of the Elric books (shocker there), and I love a lot of the subsequent fantasy media that riffed on Stormbringer (which is itself a riff on the One Ring, of course). Although plenty of RPGs from D&D onward incorporate evil, intelligent weapons, I wasn't previously aware of one designed around the conceit.

From my limited understanding (more on this in a sec), in Bloodlust, you play as the bearer of an Incarnate God (deity in the form of a weapon, for reasons), but also the Incarnate God itself, which will have different goals and agendas than the bearer, and will almost certainly care much less about their survival than the other way around.

This is a really neat idea, but I have several major problems with the game, any of which would prevent me from running it myself. That's on top of my not being fluent in French. That said, I can read Spanish well enough that the similar grammar is comprehensible, and by looking up the words that aren't cognates with Spanish or English, I can read the book well enough to at least verify and build on my primary source of information on the game, this RPGnet review. 

Anyway, in this post I will enumerate my issues with Bloodlust, as well as the salvageable ideas that I am using as the basis in designing a new game around the central conceit.

 Problem #1: Problematic* (Handling of) Subject Matter

Let's just get this one out of the way. I'm being kind of tongue-in-cheek calling this game "problematic" because I take issue with the use of that word in Online Discourse (TM), but there's a lot of unnecessarily horrible shit in this game. Mostly, I don't mean the inclusion of taboo subjects in itself, but the way they're written about.

I think the best example is the Seduction skill. First of all, that's a thing, which carries a lot of gross implications about the roles that sex and autonomy are expected to play in the game. Worse, the associated stat varies by gender. Men Seduce with the Force stat, which governs physical strength as well as your intimidating personality as a warrior. Women seduce with Agility, unless they're members of the amazon race, in which case they still use Force. Yeah.

Bloodlust wants you to struggle with both your weapon bearer's sexual urges and those of your God Weapon. I'm not inherently opposed to that, although it would be nice to have that be an optional mechanic for groups that understandably don't want to engage with that kind of theme/content. But there are so many reasons this is a bad way to do it. The mechanics all but force you to play a rapist, or, best case scenario if you roll well, someone who's always on the verge of raping between their pillaging and looting. Again, not inherently a subject you can't put in an RPG, but I do not get the sense there's a shred of sensitivity given to the subject. 

Granted, I can't read the book cover to cover, but it's clearly a swords and sorcery game that embraces all the most sexist aspects of its source material. In pretty much every group I've played with, at least one person has sexual violence as a hard line. And frankly, playing a game where you give that subject the caution it deserves doesn't sound like much fun to me, either. 

There's a lot of racism too, similarly cribbed from works like Conan without any introspection. This is also hardwired into the mechanics in a completely inextricable way. There are no character classes, but your race (all human racial groups in this game, which makes the shittiness all the more overt) determines a ton. Every member of the "primitive" jungle-dwelling race has a lower Willpower stat. The aforementioned amazon race always goes around murdering all men and kidnapping all female children. There's another "savage" race called the Thunks. You can address racism in RPGs, and I'm more of a proponent than including it in a setting honestly than conveniently omitting it for the sake of players' white guilt, but the authors' vision of their world is so clearly bigoted that I can't imagine engaging with it in a productive way.

Anyway, enough said about this stuff. It doesn't invalidate the premise of the game, but it invalidates the game as a whole.

Problem #2: 90s Crunch

This one is a bit subjective, but I don't think many people playing RPGs today are looking for a system with incredibly fiddly rules for combat, from 3 different melee attack skills to overwrought weapon types, the whole shebang. The people who like that stuff have a system they use for it already, and odds are they've been playing it for decades already.

Bloodlust is certainly not the worst offender in this regard, and there are some roleplay-oriented mechanics that I imagine were pretty innovative for the early 90s. But even if I could read the book well enough to properly learn them all, there are too many mechanics that add complexity without interesting choice for me to want to play them as is. And as mentioned, all the grossness is blended into the mechanics across the board.

Problem #3: Missed Opportunities

I can't say either of the above problems surprised me at all, although the extent of the horribleness was still dismaying. But they really didn't do nearly enough with the idea that gives the whole thing a redeeming quality!

As far as I can tell, the Incarnate Gods' personalities mostly serve to fuck up the bearers' best laid plans by forcing them to do atrocities once in a while. They're closer to Call of Cthulhu's sanity mechanic in that way, which longtime readers of this blog will know is not a good look IMO. There don't appear to be any mechanics for their long-term master plans, because the book doesn't give much thought to what those might be, nor advice to GMs or players about them. They're literally gods in the mortal world! I guess in the lore, they just took the forms of weapons to indulge in all their nasty vices? Without any plan to turn back?? 

Like, I do think the conceit of evil, sentient weapons is going to inherently strain suspension of disbelief to a degree, but you could do much better. And perhaps more importantly, it robs the Incarnate Gods of their ability to serve the story in ways as interesting as Stormbringer. They do have some cool details, like refusing to allow themselves to be brought aboard a ship for fear of falling to the bottom of the sea, and are incorporated into the worldbuilding well sometimes, but they don't really feel like characters in their own right.

I have more ideas that are, in fairness, certainly informed by more recent divergences from the narrative structures of trad RPGs, but I will say that Ars Magica predates this game, so the idea of fucking with the traditional "1 PC per player" format and the idea that a character is always controlled by the same, single player in any context was already out there.

 

So What?

Why am I interested in trying to salvage anything from this game instead of just coming up with a totally unrelated system that leverages the same concept? Well, I already mentioned several things above. Overall, I do like how hard it leans into sword & sorcery, despite it embracing the shittiest parts of the genre without qualms. I couldn't call myself an Elric fan if that didn't appeal to me at all.

A detail I like a lot and would probably keep is that there's almost nothing supernatural in the setting outside the Incarnate Gods. It really lends itself to the pulpiness of sword & sorcery, in a good way, and helps differentiate it from the D&D assumption that every village has a guy who can conjure food and water from thin air every day. 

Lastly, as flawed as the execution is, the Desire mechanic bears promise. It reminds me a lot of Unknown Armies' Passions, which is of course a good thing. And as much as CoC's Sanity irks me, it's the mechanical genesis of the shock gauges in UA, which I love even more than Passions. If the Incarnate Gods were more fleshed out and implemented in a more narratively interesting way, and the bearers were expected to do more than go around marauding for no real reason, this could be the basis of a really cool game. 

The sense I get from Bloodlust is that the designers wanted the "main characters" to be the bearers, leaving the mechanics to be a bit confused about the role of the Incarnate Gods. I think centering the games on the weapons, perhaps even focusing mechanical complexity on them and making the bearers' high likelihood of dying in combat a feature rather than a bug derived from 90s RPG expectations, might be a better move. 


Next Steps

I've been eyeing the Year Zero Engine, the basis of the highly swords & sorcery-inspired Forbidden Lands as well as a number of other RPGs I like, as the template for what I'm currently, uncreatively calling "Bloodlust But Good". I'm a bit unsure how well that'll work with the Incarnate Gods as the main PCs, since the system does follow similar trad RPG assumptions as to who plays which characters, but there are a lot of other potential points of mechanical congruence, and of course there's an SRD, so I can freely poach the parts I like. 

As a last note, I freely admit that my inability to parse this book's text fully means any number of my above claims about Bloodlust may be off to some extent. If you can/have actually read it, and this is the case, please let me know! In fact, if you speak French but don't have a copy of this 24-year-old book, let me know, and perhaps we can work something out in the piratical spirit of swords & sorcery.

This post is a part 1, so stay tuned for when I've got more figured out.

05 February 2025

My Shit's Free Now

There is an ongoing push and pull for a lot of artists (including RPG devs like myself) between wanting to be paid fairly for your labor, and wanting your work to be as widely accessible as possible. 

For me, as someone who's engaging with this work purely as a hobby, I would rather more people read and play with my work than get paid. I don't ever expect to make a meaningful amount of money from my RPG projects in the first place and I'm certainly not dependent on it for income. For those who've made this their career, the calculus is obviously different, not that I'd judge anyone for wanting to be paid for their work. In the past, I've charged money for a lot of my stuff to contribute to my own goals of a professional finished product, but at the moment accessibility is a higher priority. 

So! 

The following games/projects are now Pay What You Want (also linked here):

No More Laughter Left on Earth DTRPG | Itch

Cobolcarig Labs DTRPG | Itch (actually, this one has been PWYW for a while)

Foetomancy DTRPG

Rhetoratism DTRPG

Esoteric Enterprises: The Engineer Class

I wrote this for a backup character in an Esoteric Enterprises campaign in 2022, although I never got to play her. Still, I thought the class came out well, so I figured I'd touch it up a little and post it here!

ENGINEERS

In a world increasingly dominated by technology, the engineer is a useful member of any cabal. They posses both a general aptitude for tech, from bombs to computers, and specialized, obscure knowledge. Engineers have analytical minds and tend toward obsessiveness. They are compelled to tinker, to deconstruct, to master the world around them. Technology separates people from animals, they say, and likewise, engineers are a league apart from ordinary people.

Often, engineers would rather be in their workshop or coding lair than in the presence of plebeians who barely know their way around a smartphone. They are visionaries, inventors aiming to leave their mark on the world in a big way. Some are nurturing computer viruses that could someday decimate a city’s infrastructure. Others chase the pipe dream of a truly sentient AI, or experiment with superpowered prostheses. Whatever their passion, engineers work tirelessly to ply their expertise to change the world.

Improved Technology: Engineers start with a 5-in-6 chance at Technology to represent to their dominion over circuits, code, and machinery.

Modding Items: Engineers can modify (“mod”) items by tinkering for at least a day of downtime and making a save vs. machines. On a success, they can change the item in one of the following ways:

  • The activity of a computer, smart phone, or other machine with access to the internet becomes undetectable. However, if used for more consecutive turns than the engineer’s level, it overheats and is rendered totally unusable.

  • A machine is streamlined, becoming Light. However, it is now delicate; it gains a 1-in-6 chance of breaking whenever its owner takes damage or is significantly jostled.

  • A weapon’s bonus to hit and damage increases by 1. However, it now requires a new kind of Special Ammunition (if it already required Special Ammunition, it now requires two kinds). This effect can be applied to melee weapons (eg. battery-powered, electrified swords).

  • An armor item’s AC value/bonus increases by 1. However, this improvement has a weak point; if an attacker rolls a natural 20 against the wearer, that attack deals double damage and the item is destroyed.

  • A piece of medical technology is automated, gaining the ability to perform one type of Trivial Medicine on its own, over the course of a day, as if it was a Doctor with a Medicine skill of 2-in-6. However, if the attempt fails, something goes Horribly Wrong, as if it was a Risky Medicine experiment.

  • Other innovation pushing or breaking the boundaries of modern technologies, as long as there’s a convincing technobabble explanation, proper tools for the job, and an appropriate base item being modded.

On a failed roll, the item is destroyed, and you must roll on Table 2: Crossed Wires.

Modding also requires a Resources roll to acquire parts; especially powerful mods beyond the scope of the above list may instead require a Contacts roll for rare or contraband parts. Additionally, the engineer must have access to a workshop where they are free to generate noise and detritus for hours on end. If needed, they can find a shared engineers’ makerspace with a Contacts roll.

Engineers begin play with one modded item. They can only maintain a set number of modded items according to their level, and once at that quota, they must dismantle a modded item (destroying it) over the course of a day in order to build a new one.

 

Table 1: The Engineer

Table 2: Crossed Wires