The Pastel Dungeon
Monday, September 9, 2024
9 Truths of Neurim
Sunday, September 8, 2024
Haustoriamancy (For Cairn)
Magic (the stuff you're thinking of) is a long dead art, practiced only through ancient scrolls and dying magitech. In this age we have haustoriamancy, or if you are of a less educated sort, enchanting.
Enchanters do not make magic items, no +1 swords or rings of protection. No, they bring magical to the mundane to let the mundane perform the impossible. Only in the hands of an enchanter is a torch a bomb, or a rope a binding coil, or a wolf's pelt a snarling beast.
Haustoriamancy is intended to be the primary form of magic in a setting, with more traditional Cairn magic existing, but not intended as a primary source of a character's abilities.
Becoming an Enchanter
Enchanting
- Items must be non-conductive. Magic does not like metal.
- Items must be a single item. You can enchant a bag filled with dust, but not the dust within the bag.
- Items must be solid. Water is not an object, but ice is.
- A candle explodes into a large puddle of slippery wax.
- A rope attempts to bind someone like a serpent of its own will.
- A quill writes a message on a paper when a certain trigger is met.
- A torch shatters into a storm of sharp splinters.
- A bag of dust explodes into an obscuring cloud.
- An arrow flies an impossible path.
Enchanting Other Things
Familiars and Blood Enchanting
Ley-Combat
Fire
Wind
Bones
Biomancy
- Using your intestines like a whip or rope
- Turning your nails into claws to use as natural weapons or to climb a tree
- Altering your face and body to be uncrecognizable.
Dreams
Monday, September 2, 2024
Simple Freeform Combat: Keywords
I dislike most OSR game combat. This is my attempt to fix that with a simple system that rewards player creativity.
The Basics.
Example.
Ok So How Does it Actually Work?
Taking It Further
Thursday, August 29, 2024
Firearms for His Majesty the Worm
Neurim has guns. If I ever intend to run HMTW in Neurim (and I do) I will need rules for firearms. These are those. Balance is secondary to idea.
General Firearm Rules: Like other ranged weapons, bullets and gunpowder are required to use a firearm and stack 6 to a slot. Firearms are difficult to reload mid combat, and require discarding two cards as a miscellaneous action. Blunderbuss cannot be reloaded in combat. Firearms can't hurt magical things. Intense magic will break a firearm just as quick as water.
Pistol
Musket (2 Slots)
Blunderbuss (2 Slots)
The Powder Monks
The Wind of Black Powder
Saint Gideon's Blessed Rounds
Snapshot
Friday, August 23, 2024
A Rough Idea for Psionics in OSR Games
The Great Big Lie
Are You Psychic?
Using Psionic Powers
Learning Psionic Powers
Psionic Powers
Art of Mind Blast
Art of Longspeaking
Art of Jaunting
Art of Telekinetic Weapon
Art of Push-Pull
Art of Other-Self
Art of Easy-Truths
Friday, August 16, 2024
Planes are Dumb
Plane: A world separate to the primary one in which a game takes place, usually representing an alignment or element. Not the air kind.
Today on my list of strange and unnecessary vendettas: Planes.
I don't really like them anymore. Like don't get me wrong, there is nothing wrong with planes as a concept, and a lot of the standard DnD ones are interesting on at least a surface level. In fact, I think the take of planes being separate places is perfectly valid and there's nothing wrong with it, I just prefer otherwise.
I don't need to write an essay on why I think the way I do. I'm just going to ask a series of questions: Is the Plane of Fire infinitely big? If so, what is going on everywhere else? Why do we only see part of it? If it isn't then how big is it? Do all worlds share the same Plane of Fire? Have fire elementals been to other planets? Do they know secrets of the universe that we could never know?
There are answers to these questions, and they are interesting to answer, but oh boy is the result weird. I prefer my weirdness to originate from things the players can interact with.
Something I've been trying in Neurim is making any sort of outer plane part of the same universe. There was once a demiplane called the Gaol, but now the Gaol is just a cavern deep under the earth. You can go there, no portal required. The Gaol isn't just a thing in the lore, its a tangible thing the players can interact with. You want to visit the high god of this world? That's cool, just climb the space elevator or find a space ship. You want to visit the elemental plane of fire? That's cool, just find a way to the sun.
I am unsure how useful this will be. Perhaps you will find it inspiring.
Thursday, August 8, 2024
Make Your Hexcrawls Smaller
This is a sequel to this post. I'd also recommend reading this post.
A 6 mile hex is 31 square miles, give or take. 31 square miles is a lot. A lot of my complaints with hexcrawl design relate to this size being massive, in that it leaves worlds feeling big and empty and devoid of anything outside of the couple of preplaced things the GM has decreed exist.
My argument is simple: Make your hexcrawls smaller. You do not need 200 hexes. I promise you that you do not, in fact you could have a full, complete, and exciting game in a single hex. Hell, you could have a full, complete, and exciting game in a single building, though perhaps said building would have to be the House of Leaves.
Perhaps that's an unfair thing to say, a lot of us want a big grand adventure. We want to explore open untamed wilderness. To that I say, you underestimate the amount of wilderness in 31 square miles.
In my last post, I talked about the idea that hexcrawls are essentially megadungeons and presented two ways to interpret that: site as dungeon level and region as dungeon level. Something I think I didn't realize is that region as dungeon level implies a big area, but like, a region could easily fit into 1 six mile hex, and if you think about hexcrawls like that then how many six mile hexes do you need? One for each level, so somewhere between 10-12.
Side note: If you're going to do this, and I recommend that you do, then feel free to blend things a bit. A hex is not a hard barrier, it's just that each dungeon site should take approximately one hex of area.
One of my real complaints with most hexcrawl's design is that being big doesn't make them better, it makes them emptier. It kills verisimilitude for each 31 square mile area to consist of exactly one thing worth engaging with. Perhaps you don't care about that. I do.
Part of this is the fact that 6 mile hexes are just too big to be useful, but I'm not sure things improve if you change from one thing per 6 mile hex to one thing per 1 mile hex, still with 200 odd hexes. Part of it is simply that there's too much content to explore, and too much to design, and way too much to keep track of if you want hexes to interact.
Second side note: I can't remember where (probably Reddit), but I saw a comment about Wolves Upon the Coast where there was an idea brought up in one hex that was only useful in another hex like 8 hexes away, and I think that helps prove my point. 99.99% of players are never going to experience the content of going to hex A, then going to hex B with the thing from hex A, and recognizing that's what the thing from hex A is from, so why is it even in the game? This isn't a knock against Wolves Upon the Coast in general, I have not played it or read it, just an example of the failings of hexcrawl design in general.
Basically: make smaller hexcrawls that are more dense. I know I will.