<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="4.4.1">Jekyll</generator><link href="https://weavingstories.co.uk/feed.xml" rel="self" type="application/atom+xml" /><link href="https://weavingstories.co.uk/" rel="alternate" type="text/html" /><updated>2026-10-13T20:43:49+01:00</updated><id>https://weavingstories.co.uk/feed.xml</id><title type="html">Weaving Stories</title><subtitle>Weaving Stories by Martin Eden</subtitle><entry><title type="html">Conan on the Borderlands</title><link href="https://weavingstories.co.uk/blog/2026/08/17/conan-on-the-borderlands.html" rel="alternate" type="text/html" title="Conan on the Borderlands" /><published>2026-08-17T00:00:00+01:00</published><updated>2026-08-17T00:00:00+01:00</updated><id>https://weavingstories.co.uk/blog/2026/08/17/conan-on-the-borderlands</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2026/08/17/conan-on-the-borderlands.html"><![CDATA[<p>I recently discovered that there are a number of works by Robert E. Howard <a href="https://gutenberg.org/ebooks/author/36031">available for free on Gutenberg</a>. On my recent trip to Spain to see the eclipse I read <a href="https://gutenberg.org/ebooks/42254"><em>Beyond the Black River</em></a> for the first time.</p>

<p>I have read a number of Conan stories before and would consider them a problematic fave – brilliant story and atmosphere with a mythic feel, but sexism and racism abound. So I was surprised by the novella’s take on the colonialist endeavour:</p>

<blockquote>
  <p>‘The best land near Thunder River is already taken,’ grunted the slayer. ‘Plenty of good land between Scalp Creek—you crossed it a few miles back—and the fort, but that’s getting too devilish close to the river. The Picts steal over to burn and murder—as that one did. They don’t always come singly. 
<br /><br />
‘Some day they’ll try to sweep the settlers out of Conajohara. And they may succeed—probably will succeed. This colonization business is mad, anyway. There’s plenty of good land east of the Bossonian marches. If the Aquilonians would cut up some of the big estates of their barons, and plant wheat where now only deer are hunted, they wouldn’t have to cross the border and take the land of the Picts away from them.’
<!--more-->
<br /><br />
‘That’s queer talk from a man in the service of the Governor of Conajohara,’ objected Balthus.
<br /><br />
‘It’s nothing to me,’ the other retorted. ‘I’m a mercenary. I sell my sword to the highest bidder.’</p>
</blockquote>

<p>This story reminds me strongly of <a href="https://www.drivethrurpg.com/en/product/17158/b2-the-keep-on-the-borderlands-basic"><em>B2: The Keep on Borderlands</em></a>: a fort set up on the “frontier”, with “savage natives” that need to be pacified to ensure the fort and its people’s survival. Conan is the mercenary adventurer who values his coin-purse over his morals.</p>

<p>The novella is less repugnant than a straight reading of Gygax’s module: in Howard’s story the displaced native folk are massing for war to take back their land. It makes us a little more sympathetic to Conan who is protecting the settlers, as opposed to a party in B2 who are just committing genocide in the Caves of Chaos.</p>

<p>On the topic of those “savage natives”, I found this quote intriguing too:</p>

<blockquote>
  <p>‘The demon isn’t going to get Tiberias’ head if I can help it,’ he growled. ‘We’ll carry the body into the fort. It isn’t more than three miles. I never liked the fat fool, but we can’t have Pictish devils making so cursed free with white men’s heads.’
<br /><br />
The Picts were a white race, though swarthy, but the border men never spoke of them as such.</p>
</blockquote>

<p>For my own table, I would prefer a more nuanced scenario, where the players are not aligned with a side so plainly in the wrong. But the novella certainly paints a dynamic situation where player characters can be important:</p>

<blockquote>
  <p>‘Conan, more depends on you than you realize. You know the weakness of this province—a slender wedge thrust into the untamed wilderness. You know that the lives of all the people west of the marches depend on this fort. Were it to fall, red axes would be splintering the gates of Velitrium before a horseman could cross the marches. His majesty, or his majesty’s advisers, have ignored my plea that more troops be sent to hold the frontier. They know nothing of border conditions, and are averse to expending any more money in this direction. The fate of the frontier depends upon the men who now hold it.
<br /><br />
‘You know that most of the army which conquered Conajohara has been withdrawn. You know the force left me is inadequate, especially since that devil Zogar Sag managed to poison our water supply, and forty men died in one day. Many of the others are sick, or have been bitten by serpents or mauled by wild beasts which seem to swarm in increasing numbers in the vicinity of the fort. The soldiers believe Zogar’s boast that he could summon the forest beasts to slay his enemies.
<br /><br />
‘I have three hundred pikemen, four hundred Bossonian archers, and perhaps fifty men who, like yourself, are skilled in woodcraft. They are worth ten times their number of soldiers, but there are so few of them. Frankly, Conan, my situation is becoming precarious… Conan, Zogar Sag must die, if we are to hold Conajohara. You have penetrated the unknown deeper than any other man in the fort; you know where Gwawela stands, and something of the forest trails across the river. Will you take a band of men tonight and endeavour to kill or capture him?’</p>
</blockquote>]]></content><author><name></name></author><category term="osr" /><category term="roleplaying" /><category term="game design" /><category term="fiction" /><category term="conan" /><summary type="html"><![CDATA[I recently discovered that there are a number of works by Robert E. Howard available for free on Gutenberg. On my recent trip to Spain to see the eclipse I read Beyond the Black River for the first time. I have read a number of Conan stories before and would consider them a problematic fave – brilliant story and atmosphere with a mythic feel, but sexism and racism abound. So I was surprised by the novella’s take on the colonialist endeavour: ‘The best land near Thunder River is already taken,’ grunted the slayer. ‘Plenty of good land between Scalp Creek—you crossed it a few miles back—and the fort, but that’s getting too devilish close to the river. The Picts steal over to burn and murder—as that one did. They don’t always come singly. ‘Some day they’ll try to sweep the settlers out of Conajohara. And they may succeed—probably will succeed. This colonization business is mad, anyway. There’s plenty of good land east of the Bossonian marches. If the Aquilonians would cut up some of the big estates of their barons, and plant wheat where now only deer are hunted, they wouldn’t have to cross the border and take the land of the Picts away from them.’]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://weavingstories.co.uk/post_assets/conan-on-the-borderlands/book-cover-small.jpg" /><media:content medium="image" url="https://weavingstories.co.uk/post_assets/conan-on-the-borderlands/book-cover-small.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Creature in the Rye</title><link href="https://weavingstories.co.uk/blog/2026/07/07/creature-in-the-rye.html" rel="alternate" type="text/html" title="Creature in the Rye" /><published>2026-07-07T00:00:00+01:00</published><updated>2026-07-07T00:00:00+01:00</updated><id>https://weavingstories.co.uk/blog/2026/07/07/creature-in-the-rye</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2026/07/07/creature-in-the-rye.html"><![CDATA[<p>An idea for a post-apocalyptic fantasy setting:</p>

<p>The god of the harvest has set himself against the folk of the land. Did they anger him? Was he driven mad by injury, or corrupted by the people’s misuse and abuse of the food system? Either way, the harvest is cursed – not with famine, but with hostile abundance. Let me explain:</p>

<h1 id="the-cursed-harvest">The cursed harvest</h1>
<p>In the summer, everywhere people once farmed, there are towering fields of ripe wheat. To go in too deep is to fall prey to the creatures that live within – the polevik, dressed in black and with a mop of grass atop his head leads you deep into the direction-less heart of the wheat. Or the feldgeister, the spirit of the whirlwind who snatches you up and leaves your body to be found later – missing your ribs.
<!--more--></p>

<p>At the edges hungry humans gnaw at the crop – but to set a sickle to the harvest is to invite an “accidental” wound that festers and kills. For some – just enough that people keep trying – eating bread made from the flour is harmless. For others it kills instantly. For many more it slowly corrupts – mind, body or both. Cruel kingdoms of not-quite humans grow strong in the shadow of the wheat.</p>

<p>The truest spirit of the harvest is wheat. But other crops are also cursed. Orchards are haunted galleries where – sometimes – the trees reach down and strangle those who stray in. Rice paddies hold spirits that drown those who enter them, or hungry fish with infectious bites. Cotton fields sway silently, tiny wisps of blinding fibre drifting into the eyes of animals and people who venture in.</p>

<h1 id="surviving-the-harvest">Surviving the harvest</h1>
<p>Harvest season is when these fields are most deadly. The spirits are most active then, bringing in the harvest. (Some report seeing them pouring grain down belching sinkholes – but no one knows what they are feeding). In winter the fields lie dormant and it is less risky to cross them. At other times, stick to the old roads and the wild margins.</p>

<p>The smaller the field, the less homogeneous, and the less like wheat, the less the curse strikes. So people have higgledy-piggledy vegetable gardens with little patches of potato mixed in with nettles and brambles.</p>

<p>The remaining pastureland for livestock is gradually being consumed by the cereal crops. More and more the people are hunter-gatherers, few in number, eating and traveling through the wild land on the edges of the fallen civilization.</p>

<h1 id="challenges-await">Challenges await</h1>
<p>The god of the hunt has given her blessing to help the ailing folk. But her gifts are always ones that require valour to realise. She has resurrected the ancient race of aurochs, massive horned cattle, and they graze on the wheat fields, strong enough to survive the demons in the long grass – usually. They are in turn preyed upon by mighty predators – huge bears, packs of wargs, rocs.</p>

<p>Cities and large castles can no longer be supported by the broken food system. They lie in ruin, often overgrown with malignant crops. They are full – perhaps – with the treasures of the fallen, decadent age, awaiting those brave enough to plunder them.</p>

<h1 id="commentary">Commentary</h1>
<p>If you want to dig into the themes more you can lean into dealing with the real and contemporary trauma of a world ravaged by profit-focused, environment-destroying agribusiness. Perhaps make this a “true” post-apocalyptic setting with rusting combine harvesters and abandoned warehouses and lorries.</p>

<p><em>To discuss on Mastodon, see <a href="https://dice.camp/@martin/116878645921833648">this thread</a>.</em></p>]]></content><author><name></name></author><category term="osr" /><category term="roleplaying" /><category term="game design" /><category term="setting" /><category term="horror" /><summary type="html"><![CDATA[An idea for a post-apocalyptic fantasy setting: The god of the harvest has set himself against the folk of the land. Did they anger him? Was he driven mad by injury, or corrupted by the people’s misuse and abuse of the food system? Either way, the harvest is cursed – not with famine, but with hostile abundance. Let me explain: The cursed harvest In the summer, everywhere people once farmed, there are towering fields of ripe wheat. To go in too deep is to fall prey to the creatures that live within – the polevik, dressed in black and with a mop of grass atop his head leads you deep into the direction-less heart of the wheat. Or the feldgeister, the spirit of the whirlwind who snatches you up and leaves your body to be found later – missing your ribs.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://weavingstories.co.uk/post_assets/creature-in-the-rye/wheat-field.jpg" /><media:content medium="image" url="https://weavingstories.co.uk/post_assets/creature-in-the-rye/wheat-field.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Victorian beach holiday (OSR campaign seed)</title><link href="https://weavingstories.co.uk/blog/2026/03/15/victorian-beach-holiday.html" rel="alternate" type="text/html" title="Victorian beach holiday (OSR campaign seed)" /><published>2026-03-15T00:00:00+00:00</published><updated>2026-03-15T00:00:00+00:00</updated><id>https://weavingstories.co.uk/blog/2026/03/15/victorian-beach-holiday</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2026/03/15/victorian-beach-holiday.html"><![CDATA[<p>An <a href="/blog/2014/05/29/what-is-old-school-renaissance.html">OSR</a> campaign idea: A pseudo-Victorian / Edwardian society, a newly fashionable seaside resort. Coast on the west, wide and romantically desolate mudflats to the east. In summer, the fashionable gentry (the players) flock to the hotels and boulevards. Near the end of the season an aether storm struck and the train line home has sunk into the ooze. Now you are all overwintering in the cold and spray-splashed streets.
<!--more--></p>

<p>Various activities – dancing, reading, cold sea swimming, shell collecting – are employed to pass the stormy season, but soon a mania for archaeology/tomb robbing grips you all. Fueled by an collection of manuscripts left by a gentleman who died some years ago, you investigate maps of island ruins and barrows in the mudflats. Soon, this is augmented by ghost stories and rumours of pirate treasures extracted from the common folk.</p>

<h1 id="characters">Characters</h1>
<p class="blog-image left"><a href="https://www.flickr.com/photos/nlireland/6126671262"><img src="/post_assets/victorian-holiday-mens-fashion.jpg" alt="A B&amp;W photo of a group of men in leisure suits(?)" /></a> Imperial Hotel, The Mall, Waterford, September 8, 1903</p>
<p>Characters have a frivolity score, which is the extent to which they fashionably insist on treating everything as a marvellous jape and an excuse to make witticisms.</p>

<p>Frivolity is rolled to impress people at the end of an adventure, at the next meeting of the society: this is what grants XP. And you can also use it to make light of horrors when exposed. But conversely, low frivolity (high sobriety) allows you to prepare better for the next expedition: it determines how much of downtime is “wasted” in pleasure-seeking, dissipation, &amp;c.</p>

<h1 id="the-unseen-world--the-world-war">The unseen world &amp; the world war</h1>
<p>Gremlins, boggarts, fairies and shrieks: Monsters have always lurked in dark, in the forests, in the bogs. The empire has pushed them back and back, until many city dwellers in Europa believe them no more than old wives’ tales.</p>

<p>Then with the industrial revolution came blasting powder and man’s insatiable hunger for coal. But we delved too deep and broke the barrier between our world and one far more dangerous. The old creatures surged back, and new terrors emerged.</p>

<p>A total war ensued, humanity vs the horrors, that raged for 15 years. The Brittanic Empire’s modern weapons were of limited use. Many of the empire’s conquered peoples had magical traditions that were far more help. The British were first forced to rely on ‘native’ help, which led then to respect and, over the course of the war, relinquishing most the empire. In the younger generation, at least, this humbling experience has resulted in a seachange in racial attitudes.</p>

<p>Many of the characters’ frivilous exteriors are a response to their service experience. But beneath it they harbour deadly competence.</p>

<p class="blog-image thin"><a href="https://commons.wikimedia.org/wiki/Category:Riding_habits_in_portraits#/media/File:Her_Majesty_Empress_Eug%C3%A9nie_dressed_as_an_amazon_(in_riding_dress)_by_Jules_David_(Ch%C3%A2teau_de_Compi%C3%A8gne).jpg"><img src="/post_assets/victorian-holiday-riding-dress.jpg" alt="A woman wearing a black dress sitting on a horse" /></a> “Her Majesty Empress Eugénie dressed as an amazon (in riding dress)” by Jules David</p>
<p>Meanwhile, the monsters that were not slain have fled into the uninhabited nooks and crevices of the world – including the romantically remote coast of England.</p>

<h1 id="gender">Gender</h1>
<p>You could just construct a Victorian-themed world with total gender equality, and if that’s what you’re in the mood for, go for it. <span class="accordion">(Ditto, the previous section is an attempt to have a less rascist and colonial setting without just imagining the British as shining heroes – they’ve had to be forced into enlightenment. But again, you could just handwave all that).</span></p>

<p>An alternative approach: only women can use magic. For most of history magic has been a poorly understood science and most practitioners never rose above minor cantrips and charms. The rare exception were mighty sorceresses who terrified and conquered, but they were unable to pass on their understanding of magic. It is only in the last century, as the scientific method has made sense of chemistry and physics, that similar strides have been made in magic. Suddenly the old fashioned ‘women’s talent’ has become a powerful and rapidly advancing tool and is reshaping everything, including warfare and women’s role in it.</p>

<p>In other words: all wizards wear dresses. For now.</p>]]></content><author><name></name></author><category term="osr" /><category term="roleplaying" /><category term="game design" /><category term="victorian" /><summary type="html"><![CDATA[An OSR campaign idea: A pseudo-Victorian / Edwardian society, a newly fashionable seaside resort. Coast on the west, wide and romantically desolate mudflats to the east. In summer, the fashionable gentry (the players) flock to the hotels and boulevards. Near the end of the season an aether storm struck and the train line home has sunk into the ooze. Now you are all overwintering in the cold and spray-splashed streets.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://weavingstories.co.uk/post_assets/victorian-holiday-boating-party.jpg" /><media:content medium="image" url="https://weavingstories.co.uk/post_assets/victorian-holiday-boating-party.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Mastodon round-up 1</title><link href="https://weavingstories.co.uk/blog/2025/10/30/mastodon-round-up.html" rel="alternate" type="text/html" title="Mastodon round-up 1" /><published>2025-10-30T00:00:00+00:00</published><updated>2025-10-30T00:00:00+00:00</updated><id>https://weavingstories.co.uk/blog/2025/10/30/mastodon-round-up</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2025/10/30/mastodon-round-up.html"><![CDATA[<p>I have now been actively using <a href="https://dice.camp/@martin">Mastodon</a> for approximately one year. Time to gather together the best things I’ve found there, and also archive some of my own thoughts so I can find them again later. This is everything up until May 2025; more to follow when I have time to curate.
<!--more--></p>

<h1 id="fediverse--indieweb">Fediverse / IndieWeb</h1>
<ul>
  <li><a href="https://pluralistic.net/2024/11/02/ulysses-pact/">Pluralistic: Bluesky and enshittification</a> (via <a href="https://social.masto.land/@dave/113414604442331737">@dave</a>)</li>
  <li><a href="https://uxdesign.cc/mastodon-is-antiviral-design-42f090ab8d51">A helpful way of orienting myself within Mastodon</a> (via <a href="https://dice.camp/@martin/113498264752877555">me</a>)</li>
  <li><a href="https://shellsharks.com/scrolls">Shellsharks scrolls newsletter / blog</a></li>
  <li><a href="https://goodinternetmagazine.com/can-accessibility-be-whimsical">Can accessibility be whimsical?</a> (via <a href="https://shellsharks.social/@shellsharks">Shellsharks newsletter</a>)</li>
</ul>

<h1 id="cool-links-">Cool links 😎</h1>
<ul>
  <li><a href="https://game-icons.net/">4000 free icons for your games</a> (via <a href="https://dice.camp/@rivetgeek/113482205079993844">rivetgeek</a>)</li>
  <li><a href="https://heycentaur.itch.io/drizzle-distillery">Deluge at Drizzle Distillery</a> by <a href="https://dice.camp/@Munkao">Munkao</a>, “a 44 page, puzzle-lite, escape-the-dungeon-ish adventure module. A magic storm threatens to destroy the distillery making the best holy water in Kala Mandala.”</li>
  <li><a href="https://dice.camp/@breadwizard/113618368428868120">breadwizard</a> wrote 52 reviews in 2024, here’s the <a href="https://sky-spire.bearblog.dev/review-52-the-waking-of-willowby-hall/">last one</a>.</li>
  <li><a href="https://sajan.itch.io/alas">Alas</a> (a comic) (via <a href="https://mastodon.art/@sajan/114438506261927658">sajan</a>)</li>
  <li><a href="https://enegames.itch.io/the-edge-of-known-space">The Edge of Known Space</a>, “a short, single room metroidvania/puzzler with a engaging sci-fi story” (via <a href="https://dice.camp/@martin/114518305661041458">me</a>)</li>
  <li><a href="https://danielben.itch.io/dragonsweeper">Dragonsweeper</a> “is such an elegant and enjoyable puzzle game. It’s minesweeper but also a dungeon crawler, and it somehow manages to capture the essence of both. You can play it for free in your browser and it works well on mobile.” (via <a href="https://dice.camp/@martin/114564844160267522">me</a>)</li>
  <li><a href="https://dice.camp/@gbsteve/">@gbsteve</a> has been posting <a href="https://dice.camp/@gbsteve/tagged/2025Games">little snippets of the games they have played in 2025</a>, including Mothership, Cloud Empress, Mythic Bastionland and more.</li>
  <li><a href="https://bread-wiz.itch.io/glowburn-and-radscars">Glowburn &amp; Radscars</a> a free rules-light game of post-apocalyptic roleplaying attempting to combine Cairn and Mutant Crawl Classics, via <a href="https://dice.camp/@breadwizard">breadwizard</a>.
    <ul>
      <li>And also <a href="https://tidal.com/playlist/e98e5928-aa07-4697-8944-e9940b433590">this awesome, moody playlist</a> to go with it, or any other post-apocalyptic gaming. (via <a href="https://dice.camp/@breadwizard/114835447957924348">breadwizard</a>)</li>
    </ul>
  </li>
  <li><a href="https://linktr.ee/umutcomak">Kron’thul</a>, a free font for alien monoliths, mysterious inscriptions, and ancient AI cults by Umut Comak (via <a href="https://dice.camp/@martin/114717977047349442">me</a>)</li>
  <li>csp_kris’s <a href="https://www.youtube.com/watch?v=Tn2OcXvr0Bo&amp;t=919s&amp;pp=ygUmY3Jvb2tlZCBzdGFmZiB0ZXJyYWluIGR1bmdlb24gaW4gYSBib3g%3D">Dungeon-in-a-box</a> and other videos.</li>
</ul>

<h1 id="rpg-blog-posts">RPG blog posts</h1>
<ul>
  <li><a href="https://greyhawkery.blogspot.com/2019/11/all-about-eye-of-vecna.html">All about the Eye of Vecna</a> (via <a href="https://dice.camp/@martin/114223086375326038">me</a>)</li>
  <li><a href="https://elmc.at/sandbox-settlements-prep-run-and-thrive/">Sandbox Settlements: Prep, Run, and Thrive</a> (via <a href="https://dice.camp/@elmcat/114165906357686437">elmcat</a>)</li>
  <li><a href="https://www.davidcastleton.net/hampstead-wild-pigs-sewers-london-great-stink-queen-rat-bazalgette/">The Monstrous &amp; Terrifying Wild Pigs of Hampstead’s Sewers</a> (via <a href="https://universeodon.com/@david_castleton/113499775239574484">david_castleton</a></li>
  <li><a href="https://brackish-draught.bearblog.dev/why-orcs-or-why-do-i-love-orcs/">Why Orcs? Or, Why Do I Love Orcs?</a> (via <a href="https://dice.camp/@Lyme">lyme</a>)</li>
  <li><a href="https://goblinpunch.blogspot.com/2017/05/the-seven-souls-of-shadoom.html">The Seven souls of Shadoom</a>. “An old post that I love dearly. It embodies my favourite aspect of Arnold’s writing: this sense that instead of performing fantasy world-building from a 21st century perspective, he is able to peel back the enlightenment and see through medieval eyes.” (<a href="https://dice.camp/@martin/114250725259899804">me</a>)</li>
  <li><a href="http://grognardia.blogspot.com/2025/04/modules-as-touchstones.html">Modules as touchstones</a> (via <a href="https://dice.camp/@squishymage42/114279466026177748">squishymage42</a>)</li>
  <li><a href="https://lumpley.games/2025/04/07/revisiting-gns/">Revisiting GNS</a> (via <a href="https://dice.camp/@LeviKornelsen/114302340503252474">LeviJornelsen</a>)</li>
  <li><a href="https://cannibalhalflinggaming.com/2025/04/10/rules-retcons-and-rightsholders-the-tough-road-for-superhero-rpgs/">Rules, retcons, and rightsholders: The tough road for superhero RPGs</a> (via <a href="https://dice.camp/@cannibalhalflinggaming/114315184132252174">cannibalhaflinggaming</a>)</li>
  <li><a href="https://ttrpg.in/2025/04/13/prep-preferences-interpretive-labour/">Prep Preferences &amp; Interpretive Labour</a> (via <a href="https://dice.camp/@thomas/114329872739316259">thomas</a>)</li>
  <li><a href="https://roguish.wordpress.com/2021/01/15/whats-a-thieves-guild-and-where-did-it-come-from/">What’s a Thieves’ Guild and Where Did it Come From?</a> (via <a href="https://dice.camp/@martin/114370931930219828">me</a>)</li>
  <li><a href="https://delta-pavonis.blogspot.com/2025/04/reflections-after-finishing-far-horizon.html">Reflections after finishing Zozer Games’ Far Horizon</a> (via <a href="https://dice.camp/@cybergoths/114366197103669307">cybergoths</a>)</li>
  <li><a href="https://www.patreon.com/posts/dragon-kobolds-32716369">Dragon Kobolds - The Drak</a> (via <a href="https://mementomori.social/@juergen_hubert/114574741092966252">juergen_hubert</a>). “The dwarves of old knew how to summon dragon servants, and could provide these to others. But those who own such a dragon should be careful to always heed the feeding instructions…”</li>
  <li>
    <p><a href="https://coinsandscrolls.blogspot.com/2025/05/pulp-adventure-location-trindade-martim.html">Pulp Adventure Location: Trinadade &amp; Martim Vaz</a>. I posted some quotes <a href="https://dice.camp/@martin/114591370987217567">here</a> and then went on to read a book he mentions, <a href="https://gutenberg.org/ebooks/38891">The Cruise of the Alerte</a>, leading to these thoughts:
  <a href="https://dice.camp/@martin/114687149157168879">🧵</a>
  <span class="accordion toot">
      Some quotes I rephrase slightly because character limits are a hard master.
      <br /><br />
      “I accordingly procured a bill of health for Sydney; not that I had the slightest intention of going there, but I knew that this document would satisfy the authorities of any place at which I was likely to call for stores: every harbour on either side of the Atlantic can be considered as being more or less on the way to Australia”.
      <br /><br />
      This feels very relatable to buying train tickets in Britain. Buy a ticket for London and you can probably argue for any route!
      <br /><br />
      The author receives many other reports of treasure. I like this Nigerian prince-level one: He “modestly asked for 1,000l. down before the slightest hint as to the nature of his treasure or its locality; but there could not be the slightest doubt as to my finding it, and as 1 item alone of this pile consisted of ten million £ worth of golden bars, it would be the height of folly on my part not to send him a cheque for the comparatively ridiculous sum of 1,000l. in return for such information.”
      <br /><br />
      This is just lovely: “A huge green roller, very high and steep, suddenly rose as if by magic from the deep; then swept over the shoal, and, when it reached the shallowest part, its crest hung over, forming a cavern underneath, through whose transparent roof the sun shone with a beautiful green light; and lastly, the mass overtopping itself fell with a great hollow sound, and was dashed to pieces in a whirl of hissing foam.”
      <br /><br />
      What an encounter! “Rolling easily on the green ocean swell, near the shore, lay a small schooner at anchor; her crew were engaged in stowing her mainsail. A quantity of barrels were being quickly landed here from one of the schooner’s boats, and several other wild-looking men were carrying these up to a cavern a little way up the rocks. And who, we wondered, were these people, and what were they doing; these were mysterious proceedings for a desert island!”
      <br /><br />
      “We then set forth to explore the island. We climbed the narrow path that zigzagged up the bare cliffs, and in the construction of which a considerable amount of labour must have been expended, a proof in itself that the rare visitors to the island were Portuguese, for these people alone take the trouble to make roads on desert islands. They seem to love for its own sake the arduous work of cutting paths up difficult precipices, and very cleverly they do it too.”
      <br /><br />
      RE the previous quote: obviously it’s a racist stereotype, especially the idea that the Portuguese just thrive on difficult road building (as opposed to it be a result of different policies, priorities, etc.). But at the same time, it’s so oddly specific and mildly complimentary that I find it more amusing and bizarre than offensive.
      <br /><br />
      “Here the mountains rise sheer from the boiling surf—fantastically shaped of volcanic rock; cloven by frightful ravines; lowering in perpendicular precipices; in places over-hanging threateningly…the mountains have been shaken to pieces by the fires and earthquakes of volcanic action; huge landslips of black and red volcanic debris slope steeply into the yawning ravines and loose rocks large as houses, ready on the slightest disturbance to roll down, crashing, into the abysses below.”
      <br /><br />
      “On the summit of the island there floats almost constantly, even on the clearest day, a wreath of dense vapour, never still, but rolling and twisting into strange shapes as the wind eddies among the crags. And above this cloud-wreath rise mighty pinnacles of coal-black rock, like the spires of some gigantic Gothic cathedral piercing the blue southern sky.”
  </span></p>
  </li>
  <li><a href="https://cannibalhalflinggaming.com/2025/06/18/are-fewer-rules-actually-less-complicated">Are fewer rules actually less complicated?</a>. “The debate about rules density in roleplaying games is a bit of a mess, frankly.”, via <a href="https://dice.camp/@cannibalhalflinggaming/114707754457483171">@cannibalhalflinggaming</a></li>
  <li><a href="https://www.valerialoves.com/the-tenchi-muyo-rpg-is-my-carcosa/">The Tenchi Muyo! RPG is my Carcosa</a> (via <a href="https://dice.camp/@martin/114761090442196322">me</a>)</li>
  <li><a href="https://knightattheopera.blogspot.com/2025/06/seven-part-pact-time.html">Seven-Part Pact: Time</a>. “A solid post by Dwiz about speeding up and slowing down time in RPGs” (via <a href="https://dice.camp/@martin/114772162325996202">me</a>)</li>
  <li><a href="https://arsludi.lamemage.com/index.php/4701/haters-welcome/">Haters Welcome</a>. “I think collaborative creative games help you become a better human, so I want everyone to play them.” (via <a href="https://dice.camp/@benrobbins/114779694692951765">benrobbins</a>)</li>
  <li><a href="https://sultansmusings.bearblog.dev/shorter-more-frequent-sessions/">Shorter, more freqent sessions</a> (via <a href="https://dice.camp/@JasonT/114806346817025626">JasonT</a>)</li>
</ul>

<h1 id="funnies">Funnies</h1>
<ul>
  <li><a href="https://diagrammonkey.wordpress.com/2022/08/06/some-scientists-think/">When an article says “some scientists think” then remember this: I, a scientist, once thought I could fit a whole orange in my mouth</a> (via <a href="https://mastodon.social/@kottke/113504488153613508">kottke</a>)</li>
  <li><a href="https://geoff.greer.fm/2023/02/08/gasoline-car-review/">Gasoline car review</a> (via <a href="https://kind.social/@beej/113774770475716627">beej</a>)</li>
  <li><a href="https://blog.infected.systems/posts/2025-04-21-this-blog-is-hosted-on-a-nintendo-wii/">This blog is hosted on a Nintendo Wii</a> (via <a href="https://dice.camp/@martin/114483662293930082">me</a>)</li>
  <li><a href="https://slate.com/culture/2025/05/birds-movies-charlies-angels-2000-pygmy-nuthatch.html">The Curious Case of the Pygmy Nuthatch</a> (via <a href="https://dice.camp/@martin/114539259598931092">me</a>)</li>
  <li>“Wait, like… WHALES whales? The BIG things?”- me, on my 2nd day on a whaling ship, about to have a long 4 years at sea (via <a href="https://raggedfeathers.com/@signalstation/114656127335805429">@signalstation</a>)</li>
  <li>“I was trying to get into wizardry during my recent visit to Roke, but this guy called Master Finder Medra was being a real gatekeeper about it :/” (via <a href="https://dice.camp/@periaptgames/114687358930077522">periaptgames</a>)</li>
</ul>

<h1 id="rpg-thoughts">RPG thoughts</h1>
<ul>
    <li>
        Often unfilled dungeon niche: The chihuahua. 
        <a href="https://dice.camp/@LeviKornelsen/113810821440288691">@LeviKornelsen</a>
        <span class="accordion toot">Small, hair-trigger, extremely loud, roving alarm system.</span> 
    </li>
    <li>
        Idea: RPG in a post-apocalyptic desert.
        <a href="https://dice.camp/@martin/113956897907718129">🧵</a>
        <span class="accordion toot">
            There is so little water that the only way communities survive is (Fremen-like) living in sealed habitats where 99.9% of water is recycled; food grows in hydroponic racks.
            <br /><br />
            Adventurers search through ruins and underground caves for all kinds of useful loot, but the holy grail is water: a litre carefully transported back to the habitat is as precious as gold.
        </span> 
    </li>
    <li>
        Thinking about rooms in dungeons with unstable footing: 
        <a href="https://dice.camp/@martin/114213858511031847">🧵</a>
        <span class="accordion toot">
            <ul>
                <li>walking on tops of stacks of mouldering books metres tall (man-sized bookworms cause surface ripples as they slowly chew their way)</li>
                <li>the scree slope of an underground river that leaves only a small space to the cavern ceiling</li>
                <li>football-sized fungal blooms that burst into dry powder when you step on them</li>
                <li>platforms of loose junk forming islands sticking up from oily water (slippery pipes lead to higher levels)</li>
            </ul> 
        </span>
    </li>
    <li>
        I think it would be fun to run an OSR campaign where the goal, known from the outset, is to slay a dragon before it emerges and lays waste to the kingdom.
        <a href="https://dice.camp/@martin/114246716599351480">🧵</a>
        <span class="accordion toot">
            The dragon dwells at the bottom a megadungeon under the city, which has been sealed for centuries to prevent the underworld spewing forth horrors.
            <br /><br />
            Now the King is forced by augurs of doom to break the seals and grant licences to any who would dare the darkness beneath, seeking the power to defeat the dragon...
            <br /><br />
            Pressure to beat the dragon as soon as possible leads to players having multiple goes at it, starting before they are really powerful enough, learning and adapting as they go. 
            <br /><br />       
            Some crews specialize in recovering bodies and selling them for resurrection (like Dungeon Meshi). Also, giant spiders that creep around the lower levels and drag bodies off to be preserved in webs, including those left by the dragon. So corpse recovery doesn't involve fighting the dragon.
            <br /><br />
            Partly I just really want to have the "dragon" in D&amp;D, as we hardly ever manage that. Partly, I love the idea of the party really needing to gather information and plan tactics against a single terrifying foe.
        </span>
    </li>
    <li>
        I am rereading The Hobbit. Here is Thorin talking about dragons...
        <a href="https://dice.camp/@martin/114308526126650580">🧵</a>
        <span class="accordion toot">
            "Dragons steal gold and jewels ... and never enjoy a brass ring of it. Indeed they hardly know a good bit of work from a bad, though they usually have a good notion of the current market value" (pg 28 in my Harper Collins paperback).
            <br /><br />
            I love the idea of monstrous dragons who hoard valuables for no reason... But of course know how much it goes for on eBay. 😂 It really makes sense of D&amp;D groups that award XP for loot even before selling it - clearly all denizens of fantasy worlds can just see the value of treasure hovering above it in yellow numbers.
            <br /><br />
            Also the next sentence is "[Dragons] can't make a thing for themselves, not even mend a little loose scale of their armour." Which suggests that Tolkien's thought is maybe that dragon's scales are not grown but built??
            <br /><br />
            In Chapter 12, Smaug says "I am armoured above and below with iron scales and hard gems". All of which may just be poetic language from Tolkien. But what if it isn't? What if dragons commission armour from master smiths?
            <br /><br />
            It suggests an opportunity for an enterprising party to act as a go between dwarven smiths and a dragon, taking a cut of the vast sum charged - another way of "looting" the dragon. Or pretend that you are there for legitimate business, but instead scouting out weaknesses or just stealing treasure.
            <br /><br />
            But then if these deals happen every few centuries, these tricks will have been played before, and so even honest parties will meet suspicion from the dragon.
            <br /><br />
            Also, to defeat the dragon: first produce an accurate sketch of the dragon's armour. Take it to a sage to identify which mastersmith's handiwork it is. Track down the (presumably) long ruined dwarven kingdom. Fight through it to find the secret plans, and identify the weaknesses deliberately installed by the dwarves as a safeguard against draconic aggression. 
        </span>
    </li>
    <li>
        It was deep, deep, dark, such as only goblins that have taken to living in the heart of the mountain can see through... 
        <a href="https://dice.camp/@martin/114330751980857167">🧵</a>
        <span class="accordion toot">
            This resonates with the <a href="ttps://saveversusallwands.blogspot.com/2017/05/the-dungeon-as-mythic-underworld.html">idea of the mythic underworld</a>. It's less about this race can see in the dark and this one can't, but that deep darkness is a thing you become part of, and then it becomes part of you - that creatures are changed by becoming denizens of the underworld.
        </span>
    </li>
    <li>
        Easy quirk for a flavourful magic item: inversion of the norm...
        <a href="https://dice.camp/@periaptgames/114363383862527248">@periaptgames</a>
        <span class="accordion toot">
            A cloak that hides you from perceptive creatures and points you out to others. A resizable rowboat that is weightless at full size, and incredibly heavy when shrunk to pocket-sized. A hammer that smashes through steel and granite but is worthless against glass. A lantern that makes bright light and pitch darkness alike into shadowy gloom.
            <br /><br />
            An oil that opens locks really, really loudly. A box that turns nutritious food into potable water. Paired rings that make one wearer float and doubles gravity for the other. An animal statuette that comes alive and panics.
        </span>
    </li>
    <li>
        Studying a book of magic in #NineTalesOfRaffalon by Matt Hughes:
        <a href="https://dice.camp/@martin/114376013066124508">🧵</a>
        <span class="accordion toot">"The relationship between tome and reader was far more complex, combining elements of the prickly way confreres of the same profession might work together, along with the pupil/mentor axis, overlaid by the complex sentiments longtime players of a subtle and demanding game gradually developed toward each other. It was a mix of collegiality, rivalry, testiness, and the ancient human practice of upmanship."</span>
    </li>
    <li>
        Conundrums in the dungeon:
        <a href="https://dice.camp/@martin/114573663153702060">🧵</a>
        <span class="accordion toot">
            Should the weaver either heave the lever to cleave the reaver, or believe the diva, that deceiver, and beaver to retrieve her - or neither: cool the fever, have a breather?
            <br /><br />
            The bragger swaggers: he nabbed the hag, grabbed the bag. But you could be laggard, sneak up on the blaggard, draw the jagged dagger and stab, make him stagger, grab the swag. Is it worth the hazard?
            <br /><br />
            Hsst! Basilisk - 'twixt obelisk and bricks. Nix on your tricks! or you'll be transfixed, sent across the Styx. Now, be brisk: with the picks, whisk onto the disk and we'll take a risk, lunatics: frisk its sticks, nick the chicks - quick!
        </span>
    </li>
    <li>
        In 1782 in a gold mine in Transylvania people found a strange silvery metal. 
        <a href="https://dice.camp/@martin/114676636169289675">🧵</a>
        <span class="accordion toot">
            Rarer than platinum, it was dubbed "paradoxical gold".
            <br /><br />
Now 988 crystals of this metal are arranged in towers, buried a mile beneath a mountain, bound in copper and ancient lead from a 2,000 year old shipwreck. Protected by an immense metallic octagon they sit, colder than the space between stars, colder than anything else in the universe.
            <br /><br />
            A Call of Cthulu scenario? No, <a href="https://www.sciencedirect.com/science/article/abs/pii/S0168900203023374">a physics experiment</a>
        </span>
    </li>
    <li>
        World-building idea: The sun is a ball of literal fire, burning heavenly coals.
        <a href="https://dice.camp/@martin/114818106053738076">🧵</a>
        <span class="accordion toot">
            Over the course of the month it burns more and more dimly before guttering out. Then, moon dragons bring more coals and ignite it again.
            <br /><br />
            From time to time coals, still burning, tumble to the ground. They start forest fires and burn cities. They also contain strange eggs that birth into fantastic or horrifying creatures, and veins of super hard gold that never fully cool. 
        </span>
    </li>
    <li>
        Thoughts about my cheese caves module:
        <a href="https://dice.camp/@martin/114839369008785066">🧵</a>
        <span class="accordion toot">
            The cheese is very precious: sold to nobility for gustatory delight; can induce prophetic visions. Nighttime caretakers have gone missing. The PCs are hired to sit with the cheese at night and figure out what's going on. All this is complicated by the owner being very suspicious of her workers (the cheese is worth a lot more than their wages) and in conflict with the union, who refuse to work until this is resolved.
            <br /><br />
            The simple solution: a family of mimics is in the caves - some of the big wheels have been devoured and replaced by mimics. But there's more going on that confuses the issue and offers other opportunities.
            <br /><br />
            A few months back: The owner's husband realized that the door in the lower level was a dwarven ruin and went questing for the key. He found it but was infected by deadly spores and died just outside the door on his return. That level is now full of deadly mushrooms and sealed off.
            <br /><br />
            oh, also there's some carrion crawlers that live stuck at the bottom of a well, fat and contented on the cheese scraps that get dropped to them. The workers know there's something down there, but they refer to them as "cave puppies" and would be horrified to know what they're really feeding.
            <br /><br />
            Finally, the dwarven ruin is haunted by an ancient ghost; it entrances people to come open the door to the ruin.
            <br /><br />
            Red herrings: Are the disappearances the fungus? The ghost? Is the ghost that of the owner's husband?
            <br /><br />
            If the party want to loot the dwarven tomb they will need to do it while convincing the owner they are still working on the disappearances and get the treasure out past the shakedowns designed to prevent cheese theft by employees.         
        </span>
    </li>
</ul>

<h1 id="other-thoughts">Other thoughts</h1>
<ul>
    <li>
        Continuing my unplanned Vorkosigan re-read:
        <a href="https://dice.camp/@martin/113514896444256597">🧵</a>
        <span class="accordion toot">
            <p>
                "The Warrior's Apprentice" and "Mountains of Morning", the two first books about Miles Vorkosigan, and establishing very different aspects of him. In the first we get his brilliance, his ability to inspire loyalty, his unstoppability - but also some of his greatest failures: all the deaths and lies spiral from his overconfidence and unwillingness to admit defeat. At the end he feels ashamed of the cheers of "Admiral Naismith", despite his successes.
            </p>
            <p>
                In "Mountains of Mourning" he is much less showy and impressive (despite some piercing insights into the people around him) but we see clearly his honour, his self-sacrifice. This short novella (which won a Hugo and a Nebula) is key to who Miles is, and it's his personal commitment here to a dead child that ultimately turns out to be so important many books later.
            </p>
            <p>
                Continuing the Vorkosigan reread: In "The Vor Game" Miles' genius is blended with more awareness of the stakes - more humility - and I find him much more appealing. The part where he and Gregor are playing off each other to manipulate the crazy mercenary had me jumping up and down with excitement! So good 😁
            </p>
            <p>
                Pretty much everything Miles achieves through this book is through him talking and putting himself at risk, and it's thrilling throughout.
            </p>
            <p>
                Plus there's this moment 💛
                <img src="/post_assets/mastodon-round-up/vorkosigan-quote.jpg" />
            </p>
        </span>
    </li>
    <li>
       I recently finished reading "The Deed of Paksenarrion", a fantasy trilogy by Elizabeth Moon published in 1988.
       <a href="https://dice.camp/@martin/113771529552643899">🧵</a>
       <span class="accordion toot">
            It's a perfectly fine fantasy yarn, filled with tropes but still engaging and a satisfying read. Here's some things I found noteworthy:
            <br /><br />
            The first book takes place not in an adventuring party, but with a mercenary company, and is very low-fantasy. The author's bio mentions her sevice in US Marines, and I think there is versimilitude to the heroine's time as an ordinary foot soldier.
            <br /><br />
            There's a serious attempt to take the kind of religious "magic" of #dnd (clerics, paladins, etc.) and think it through with a religion that makes sense.
            <br /><br />
            The later parts of the trilogy deal convincingly with disability and depression.
            <br /><br />
            Overall, a solid fantasy adventure that I found quite moving in its conclusion.
       </span>
   </li>
</ul>]]></content><author><name></name></author><summary type="html"><![CDATA[I have now been actively using Mastodon for approximately one year. Time to gather together the best things I’ve found there, and also archive some of my own thoughts so I can find them again later. This is everything up until May 2025; more to follow when I have time to curate.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://weavingstories.co.uk/post_assets/mastodon-round-up/Fritz-Schwimbeck.jpg" /><media:content medium="image" url="https://weavingstories.co.uk/post_assets/mastodon-round-up/Fritz-Schwimbeck.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Rules for fatigue in Old School RPGs</title><link href="https://weavingstories.co.uk/blog/2025/08/17/rules-for-fatigue.html" rel="alternate" type="text/html" title="Rules for fatigue in Old School RPGs" /><published>2025-08-17T00:00:00+01:00</published><updated>2025-08-17T00:00:00+01:00</updated><id>https://weavingstories.co.uk/blog/2025/08/17/rules-for-fatigue</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2025/08/17/rules-for-fatigue.html"><![CDATA[<p>I am interested in the theme of fatigue in fantasy adventuring – that there are limits to perserverance, to maintaining constant vigilance. In general I am interested in simple rules that can bring the characters more to life and make them more than perfect automatons. And in particular, given my chronic fatigue syndrome, I am interested in tiredness.</p>

<p>Here are some rules.</p>

<!--more-->
<blockquote>
  <p>“The  most  desirable  quality  in  a  soldier  is 
constancy  in  the  support  of  fatigue;  valor 
is  only  secondary.” ~ <a href="https://archive.org/details/napoleoninhisown00napo/page/n3/mode/2up">Napoleon Bonaparte</a></p>
</blockquote>

<h1 id="fatigue">Fatigue</h1>
<p>Every character has a Fatigue penalty. It starts at 0 and can increase to -3. If your fatigue would increase beyond -3, you fall unconscious for 1d6 turns.</p>

<p>Some exceptional characters can be tougher, by having one or even two extra “0” fatigue box to tick off before they start feeling the effects.</p>

<h1 id="effects-of-fatigue">Effects of fatigue</h1>
<p>Fatigue affects sustained concentration and alertness when no immediate danger threatens – for example, studying complex tomes, watching for minute signs of danger, reflexes. It’s easy to drift off and lose the thread. Any rolls that come under those categories receive the fatigue penalty, and some activities may require a roll that otherwise wouldn’t. For example, if your fatigue is severe (-3) you may need to save to stay awake if you are waiting with nothing to do.</p>

<p>Once danger arrives adrenaline kicks in and drives away tiredness. Apply the penalty to the initiative roll, if you use individual initiative, but not to anything else in combat.</p>

<h1 id="causes-of-fatigue">Causes of fatigue</h1>
<p>When exploring a dungeon we roll for fatigue every time we make a wandering monster check (normally every 2 turns). I use the <a href="https://goblinpunch.blogspot.com/2019/07/encounter-stew.html">encounter stew</a> system by Arnold K, so I just toss these extra dice into the pot along with dice for torches and spell durations. I colour code my dice to tell them apart.</p>

<p>We roll:</p>

<p>One <strong>white encumbrance d6</strong>, plus 1 die for each character who is <strong>overburdened</strong>, and 1 die for each character wearing <strong>heavy armour</strong>. For every 1 rolled a character takes -1 fatigue. Assign each fatigue to a different character if possible, and assign first to the most encumbered characters.</p>

<p>Persistent uncomfortable or difficult conditions (such as stifling heat, wading through deep water, deafening racket) add additional encumbrance d6s to the pool.</p>

<p>One <strong>white sentry d4</strong> for every character on sentry (more on this below). For every 1 rolled a character on sentry takes -1 fatigue. Assign each fatigue to a different character if possible. If the party are on <strong>full alert</strong> skip this roll and just assign -1 fatigue to a character.</p>

<p>Outside dungeon exploration, characters also sustain fatigue when <strong>keeping watch through the night</strong> and when doing a <strong>forced march</strong> to travel further than is normally possible in a day.</p>

<h1 id="sentry-duty">Sentry duty</h1>
<p>In general, when GMing I provide description and the players describe what they do, and through this the players can discover treasure, monsters, traps, etc.</p>

<p>However, what if the clues to these things are subtle? A depression in the ground due to a pit trap, a crack in a corridor wall that hints of a secret passage beyond, ichor dripping from the fangs of a giant spider lurking above.</p>

<p>When the players are exploring a dangerous environment one or more characters are on <strong>sentry</strong>. When the GM needs to know if the characters have spotted something subtle, all sentries roll. A successful roll reveals those subtle clues but it is still up to the players to use normal interaction to see what these clues mean.</p>

<p>If four or more characters are on sentry then the party is at <strong>full alert</strong> and they automatically notice these clues without need for a roll.</p>

<h1 id="recovering">Recovering</h1>
<p>Characters recover 1 fatigue when they get a night’s sleep, or 2 fatigue if they have a fire (implying also cooked food) or are sleeping in a proper bed in a house.</p>

<h1 id="commentary">Commentary</h1>
<p>Being vigilant (via the sentry roll or keeping watch through the night), pushing your character’s endurance (by burdening yourself or doing a forced march) has a cost in fatigue. This both gives us interesting choices (how dangerous do we think this is? Who do we need to prioritize keeping well-rested?) and also makes the characters more human.</p>

<p>The difficulty of recovering fatigue while sleeping rough and keeping watch makes the comforts of civilization and safety more palpable.</p>]]></content><author><name></name></author><category term="roleplaying" /><category term="game design" /><category term="osr" /><category term="dss" /><summary type="html"><![CDATA[I am interested in the theme of fatigue in fantasy adventuring – that there are limits to perserverance, to maintaining constant vigilance. In general I am interested in simple rules that can bring the characters more to life and make them more than perfect automatons. And in particular, given my chronic fatigue syndrome, I am interested in tiredness. Here are some rules.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://weavingstories.co.uk/post_assets/DeanSpencer-campfire.jpg" /><media:content medium="image" url="https://weavingstories.co.uk/post_assets/DeanSpencer-campfire.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Fever Swamp: comparing editions</title><link href="https://weavingstories.co.uk/blog/2025/08/03/comparing-fever-swamp.html" rel="alternate" type="text/html" title="Fever Swamp: comparing editions" /><published>2025-08-03T00:00:00+01:00</published><updated>2025-08-03T00:00:00+01:00</updated><id>https://weavingstories.co.uk/blog/2025/08/03/comparing-fever-swamp</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2025/08/03/comparing-fever-swamp.html"><![CDATA[<p><a href="https://melsonian-arts-council.itch.io/fever-swamp">Fever Swamp</a> by <a href="https://lukegearing.blot.im/">Luke Gearing</a> is an <a href="https://ennie-awards.com/portfolio-item/2018-nominees-and-winners/">ENNIE award winning</a> OSR adventure based around a hex crawl in the titular swamp. First published in 2017 it received a second edition <a href="https://melsonian-arts-council.itch.io/fever-swamp/devlog/710618/fever-swamp-remastered-is-here">in 2024</a>.</p>

<p>Let’s take a look at what’s changed.</p>

<p><em>All art in this post is from Fever Swamp, and is copyright Luke Gearing &amp; Andrew Walter.</em>
<!--more--></p>
<h1 id="new-art">New art</h1>
<p class="blog-image thin"><a href="/post_assets/fever-swamp/scumboggles.jpg"><img src="/post_assets/fever-swamp/scumboggles.jpg" alt="Scumboggles" /></a>
Scumboggles slink through the waters. The only thing they love more than manflesh is cheese.</p>
<p>There are 27 <strong>new pieces of artwork</strong>, most in vibrant colour using a greeny-yellow palette. These add a lot: nearly every monster gets a full page colour illustration, but there are also quick portraits of important NPCs in the village of Clink, as well as a few pieces depicting some adventurers exploring the swamp. Nice!</p>

<h1 id="the-house-of-banish">The House of Banish</h1>
<p>There is a <strong>new dungeon</strong>: the House of Banish. I like the flavour – a decaying manor house, unsuited to the clime, now rotting into the swamp, a metaphor for the owners: depraved rich colonialist types who destroyed themselves with dark magic.</p>

<blockquote>
  <p>“The swamp has invaded the interior of this home and tarnished the generational wealth ported here at such great expense. Paintings swell in their frames, and books return to the earth.”</p>
</blockquote>

<p>The dungeon ties into the wider swamp in some neat ways: a magic item that makes you invisible to one of the swamp monsters; a quest hook that sends you after the Ur-corpse. However, <strong>it would need some work to run</strong>: The house itself has no map, only the caves beneath, and those are a vertical affair rendered from the side; the practicalities of traversing these steep tunnels are left vague.</p>

<h1 id="swamp-witches">Swamp witches</h1>
<p>The <strong>swamp-witches</strong> have gone from generic wandering monsters to six distinct witches bursting with delicious and gruesome flavour.</p>

<blockquote>
  <p>“The Toad-Mother did not flee here – she chose her mantle and her batrachian kin. Her body swells with toad-spawn, and gobs of it escape her mouth when she speaks. Her approach is preceded by the cessation of croaking – none of her family dare speak
in her presence.”</p>
</blockquote>

<p>They each have brilliant snippets of backstory and motivation. However, I feel like we are missing some kind of <a href="https://slyflourish.com/fronts_in_dnd.html">grim portents</a> or table of random faction moves. That would really help the GM to make the witches shine.</p>

<h1 id="the-people">The People</h1>
<p>The People, those native to the swamp, are improved in 2E. A misgiving I had with the original was the use of rascist stereotypes for the locals. As far as I can tell (as a white British man) this is better handled in the new edition, and it goes hand-in-hand with better content for a game.</p>

<p class="blog-image thin"><a href="/post_assets/fever-swamp/shaman.jpg"><img src="/post_assets/fever-swamp/shaman.jpg" alt="Shamanic summoning" /></a>
Shamanic summoning</p>

<p>The previous “tribe” table presented traits that played into stereotypes of uncontacted people (e.g. pygmies, cannibals) and didn’t give any insight into their internal lives – they were inscrutable and monstrous. Here’s one entry from the 1E table: “All bear open wounds, deliberately inflicted and left to fester in the swamp’s humid air”. The swamp itself was described thus: “no one in their right mind would ever visit”.</p>

<p>Now, the swamp is instead “inhospitable to those not born beneath the spirit-heavy canopies”. The six new “houses” organizing the People’s society are more humanising and better for gaming. They provide motivations, needs and wants. They’re still deeply weird; the difference is that the weirdness is compatible with them being real people that the PCs can gain some understanding of.</p>

<p>Here are snippets from three of the Houses:</p>

<blockquote>
  <p>“Clad in wood-fibre cloaks, the Tree-Wearing House can petition spirits for easy passage through the swamp…”</p>
</blockquote>

<blockquote>
  <p>“They are happy to trade with outsiders for weapons, and many have steel weapons. Their warriors covet the guns of Nilfenberg.”</p>
</blockquote>

<blockquote>
  <p>“They have seen the horror of Nilfenbergian interest, and the disturbances to their homes. They paint themselves white in recognition of their coming death… Eventually they will burn Clink.”</p>
</blockquote>

<p>There are still plenty of creatures filling the monstrous/twisted human role (scumboggles, candlethieves), but the humans with an actual society are now presented as fully human, rather than subhuman.</p>

<h1 id="the-encounters">The Encounters</h1>
<p>The text of the encounters and dungeon entries is largely unchanged – but where it has been punched up the change is really worth having. An example: for the <strong>scumboggle hive</strong> we get this delightful new detail:</p>

<blockquote>
  <p>“Within their hive, suspended using vines, a single cow, hand-fed the rich vegetation of the swamp. If recovered, the cow’s cheese is of excellent quality – the cow is worth 350gp.”</p>
</blockquote>

<p class="blog-image"><a href="/post_assets/fever-swamp/emaciated-humanoid.jpg"><img src="/post_assets/fever-swamp/emaciated-humanoid.jpg" alt="Emaciated humanoid" /></a>
Emaciated humanoid</p>
<p>The swamp-witch fused with a tree also gets great new details, but my favourite addition is to the <strong>ruined settlement</strong>. Previously this was just a place to roll to find loot while risking wanderers. Interaction was either abstracted away or entirely the GM’s to improvise. Now we get just enough to run exploration of these abandoned houses. Contrast the old:</p>

<blockquote>
  <p>“A Shaman-knife, effective against spirits.”</p>
</blockquote>

<p>with the new:</p>

<blockquote>
  <p>“Hidden in the rafters but betrayed by dangling rope, a varnished box hides a long knife of bone, the handle crocodile-belly leather. Property of the shamans, it can strike the intangible. If worn openly in the presence of the People and not returned, -2 to all Reaction rolls.”</p>
</blockquote>

<h1 id="quality-of-life">Quality of life</h1>
<p>There are some great practical changes that make the GM’s life easier:</p>

<ul>
  <li>Four new <strong>player-facing maps</strong>: a simple sketch of the rivers, the same with a hex-overlay, a painting of the rivers and, my favourite, a sketch with illustrations of some monsters added, to give your players the fear.</li>
  <li>A really useful extra page and a half about <strong>navigation in the swamp</strong>, mapping and example boats (with simple but effective art).</li>
</ul>

<blockquote>
  <p>“The choked watercourses of Fever Swamp are uncertain and obscure, changing over time in defiance of cartography.”</p>
</blockquote>

<ul>
  <li><strong>Daily events</strong> (disease check, corpse pile movement, encounters) are consolidated at the beginning, instead of scattered in multiple places.</li>
  <li>All twelve <strong>diseases</strong> now have names (Would you rather have earworms or boglung?)</li>
  <li>The <strong>rumours</strong> have had a slight rewrite. One of them now points the party towards the locals to find diseases for cures, which is great, but I would have liked more of these hooks in the other rumours.</li>
  <li>Numbers appearing are included in the encounter table</li>
</ul>

<h1 id="layout--design">Layout &amp; design</h1>
<p class="blog-image"><a href="/post_assets/fever-swamp/encounter-comparison.jpg"><img src="/post_assets/fever-swamp/encounter-comparison.jpg" alt="Encounter comparison: Ur-Corpse ruins" /></a>
Ur-Corpse ruins. 1E (top) vs 2E (bottom). Click to enlarge.
<a href="/post_assets/fever-swamp/hexmap-comparison.jpg"><img src="/post_assets/fever-swamp/hexmap-comparison.jpg" alt="Hexamp comparison" /></a>
Hexmap. 1E (top) vs 2E (bottom). Click to enlarge.</p>

<p>This is the one area where the new edition makes a misstep. The original’s design had a distinct voice and conveyed information stylishly. The new layout is much more “OSR standard” with less flair and a more predictable approach. <a href="/post_assets/fever-swamp/badly-formatted-table.png">Various tables</a> use a poorly chosen serif font swimming in a sea of whitespace.</p>

<p>For an example, let’s consider the <a href="/post_assets/fever-swamp/encounter-comparison.jpg">Ur-Corpse ruins</a>, one of the mini-dungeons. In both editions we get the full map up front. However in 1E the key reproduces the relevant portion of the map next to each location.</p>

<p>I also loved the original’s choice to have checkboxes for monsters with a limited number appearing, reproducing portions of the hexmap within the hexmap key and many other thoughtful choices. The <a href="/post_assets/fever-swamp/hexmap-comparison.jpg">hexmap</a> is more colourful and has better font choices in the original. Removing the watery background effect of 1E was almost certainly a good move, however.</p>

<h1 id="closing-thoughts">Closing thoughts</h1>
<p>There are a few other little changes – the hexes are now 6 miles instead of 18, there are minor rule tweaks to one of the PC classes and to the monsters, etc.</p>

<p>There are a handful of problems in the original that are not addressed here. The <strong>spirits</strong> are repeatedly emphasized as very important - the People have dedicated shamans whose job is to intercede with, summon, and banish the spirits. There are items to help you deal with them; a class about summoning them. But in practice, only one entry on the wandering monster table includes spirits, and they only show up in a couple of keyed locations. If I ran this I would want to hugely bump up the spirit count - perhaps at night?</p>

<p>As other reviewers have complained, the <strong>monastery</strong> lacks a map, and without it the location would be quite hard to run. This wasn’t adressed in the new edition.</p>

<p>Fever Swamp was already a brilliant module and the new content and the judicious application of juicy detail where it was needed makes this still better. I would love to see a third edition that had more of the original’s attention to usability through layout, but this is still perfectly functional.</p>

<p>You can purchase Fever Swamp at <a href="https://www.drivethrurpg.com/en/product/224803/fever-swamp">DriveThruRPG</a>.</p>]]></content><author><name></name></author><category term="osr" /><category term="roleplaying" /><category term="reviews" /><category term="luke gearing" /><category term="hexcrawl" /><category term="fever swamp" /><summary type="html"><![CDATA[Fever Swamp by Luke Gearing is an ENNIE award winning OSR adventure based around a hex crawl in the titular swamp. First published in 2017 it received a second edition in 2024. Let’s take a look at what’s changed. All art in this post is from Fever Swamp, and is copyright Luke Gearing &amp; Andrew Walter.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://weavingstories.co.uk/post_assets/fever-swamp/covers.png" /><media:content medium="image" url="https://weavingstories.co.uk/post_assets/fever-swamp/covers.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Dreamskitter, a monster</title><link href="https://weavingstories.co.uk/blog/2025/08/02/dreamskitter-a-monster.html" rel="alternate" type="text/html" title="Dreamskitter, a monster" /><published>2025-08-02T00:00:00+01:00</published><updated>2025-08-02T00:00:00+01:00</updated><id>https://weavingstories.co.uk/blog/2025/08/02/dreamskitter-a-monster</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2025/08/02/dreamskitter-a-monster.html"><![CDATA[<p>An iridescent centipede, four foot long and six inches wide. Skitters on walls and ceilings as easily as on the floor.</p>

<p>Emerging from the top of its head is a slender human arm, which it daintily uses to reach into its own mouth and bring out handfuls of silver sand. It throws these into the eyes of prey (save to dodge). If afflicted, a creature gets one round of yawning and staggering action before succumbing to deep sleep.</p>

<!--more-->
<h1 id="stats">Stats</h1>
<p class="stat-block"><strong>HD</strong> 2, <strong>HP</strong> 6, <strong>AC</strong> 14, <strong>Atk</strong> throw sand (see below) <em>or</em> bite 1d6, <strong>Move</strong> 60’, <strong>Morale</strong> 6</p>

<h1 id="behaviour">Behaviour</h1>
<p>Roll 1d4-1 to determine how many slumbering or dead creatures currently hang from the ceiling (you can roll on your wandering monster table to determine their nature). If it has at least 2 in the larder it will avoid conflict.</p>

<p>Once all prey are asleep it vomits up sticky goo onto their limbs and then drags them up a wall and affixes them to the ceiling, out of the reach of scavengers. It feeds on their spirit as they dream and, when they die of thirst, devours their flesh. They take 1 point of Wisdom damage for every day they sleep.</p>

<h1 id="waking-sleepers">Waking sleepers</h1>
<p>Sleepers can only be awakened by removing every trace of sand from their eyes; this requires 1 pint of water per sleeper. Effects of waking:</p>

<ul>
  <li>When they first awaken they are groggy and confused for one turn.</li>
  <li>They have vague memories of terrifying nightmares (disadvantage on save vs fear and morale for the next week).</li>
  <li>Twice the player can declare that they remember a nightmare fragment that is relevant to the current situation. The GM describes a terrifying way in which they died in their dream in this exact situation. 50% chance (GM rolls secretly) that this reveals true information; otherwise it is misleading.</li>
</ul>

<h1 id="treasure">Treasure</h1>
<p>Each creature in the larder has treasure as per their own stats. Each has a 50% chance of being alive.</p>]]></content><author><name></name></author><category term="osr" /><category term="creature" /><category term="roleplaying" /><category term="horror" /><summary type="html"><![CDATA[An iridescent centipede, four foot long and six inches wide. Skitters on walls and ceilings as easily as on the floor. Emerging from the top of its head is a slender human arm, which it daintily uses to reach into its own mouth and bring out handfuls of silver sand. It throws these into the eyes of prey (save to dodge). If afflicted, a creature gets one round of yawning and staggering action before succumbing to deep sleep.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://weavingstories.co.uk/post_assets/dreamskitter.png" /><media:content medium="image" url="https://weavingstories.co.uk/post_assets/dreamskitter.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Making camp</title><link href="https://weavingstories.co.uk/blog/2025/07/28/making-camp.html" rel="alternate" type="text/html" title="Making camp" /><published>2025-07-28T00:00:00+01:00</published><updated>2025-07-28T00:00:00+01:00</updated><id>https://weavingstories.co.uk/blog/2025/07/28/making-camp</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2025/07/28/making-camp.html"><![CDATA[<p>Some thoughts about travel in old school RPGs. This is part of my work on my own homebrew rule set. I wanted something that captured a little of the risks and discomforts of roughing it in the wilds; made proper preparation for a trek in winter vital; led to interesting choices; and, crucially, was very simple at the table.</p>

<p>As the party travels they keep their eyes open for a good place to stop and make camp. If the party has sufficient equipment for the current weather they always find something adequate.</p>

<p>For example, on a dry summer’s evening all they need are cloaks to wrap around themselves. Or even a cold snowy night in winter: if they have an insulated tent and blankets we can assume they are fine.
<!--more--></p>

<p>However, if their equipment is inadequate, roll for campsite. Add 1d4 to the pool for each of these problems (and perhaps others I didn’t think of):</p>

<table class="table table-striped table-custom">
  <thead>
    <tr>
      <th>Problem</th><th>Mitigation</th>
    </tr>
  </thead>
  <tbody>
    <tr>
      <td>Cold</td><td>Blankets <i>or</i> tent</td>
    </tr>
    <tr>
      <td>Freezing cold</td><td>Blankets <i>and</i> well         
      insulated tent</td>
    </tr>
    <tr>
      <td>Rain or snow</td><td>Waterproof tent</td>
    </tr>
    <tr>
      <td>Sandstorm</td><td>Tent</td>
    </tr>
    <tr>
      <td>Flash floods / bayou</td><td>Raft suitable for sleeping on</td>
    </tr>
    <tr>
      <td>Biting insects</td><td>n/a</td>
    </tr>
    <tr>
      <td>Stifling humidity</td><td>n/a</td>
    </tr>
    <tr>
      <td>Scorching heat (if looking for shade during daylight)</td><td>Tent, portable awning</td>
    </tr>
  </tbody>
</table>

<p>If any 1s are rolled they have not found adequate shelter. The party then has three choices:</p>

<ol>
  <li><strong>Sleep badly</strong> – at a minimum, each member of the party takes 1 fatigue. However, the GM will also apply effects as dictated by the fiction. e.g. if it is freezing you may be in danger of death.</li>
  <li><strong>Go to the old castle</strong> – the GM will offer you shelter that the characters previously avoided due to its risky nature: an old ruin with a skull on a spike, a dark hole in the ground, an ordinary house when you are trying to pass incognito.</li>
  <li><strong>Push on</strong> – you can travel on for another stage and then roll for a new campsite (incurring the usual penalties for a forced march - in my system, extra fatigue).</li>
</ol>

<h1>Commentary</h1>
<p>So obviously many problems you might run into are resolved by just having a good quality tent. Still, this can lead to interesting situations if the party’s equipment is damaged or stolen; if they have to skip town without adequate preparation; if they are just flat broke, or if their greed compels them to leave the tent behind in order to carry more loot. For this to have impact, tents should be bulky - take up several slots.</p>]]></content><author><name></name></author><category term="osr" /><category term="roleplaying" /><category term="game design" /><category term="dss" /><summary type="html"><![CDATA[Some thoughts about travel in old school RPGs. This is part of my work on my own homebrew rule set. I wanted something that captured a little of the risks and discomforts of roughing it in the wilds; made proper preparation for a trek in winter vital; led to interesting choices; and, crucially, was very simple at the table. As the party travels they keep their eyes open for a good place to stop and make camp. If the party has sufficient equipment for the current weather they always find something adequate. For example, on a dry summer’s evening all they need are cloaks to wrap around themselves. Or even a cold snowy night in winter: if they have an insulated tent and blankets we can assume they are fine.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://weavingstories.co.uk/post_assets/Hiroshi%20Yoshida%20-%20Camping.webp" /><media:content medium="image" url="https://weavingstories.co.uk/post_assets/Hiroshi%20Yoshida%20-%20Camping.webp" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Alternative rewards for CONT/EXT</title><link href="https://weavingstories.co.uk/blog/2025/07/15/context-alternative-rewards.html" rel="alternate" type="text/html" title="Alternative rewards for CONT/EXT" /><published>2025-07-15T00:00:00+01:00</published><updated>2025-07-15T00:00:00+01:00</updated><id>https://weavingstories.co.uk/blog/2025/07/15/context-alternative-rewards</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2025/07/15/context-alternative-rewards.html"><![CDATA[<p>CON/TEXT is a “a one-shot of cosmic horror for use with <a href="https://www.tuesdayknightgames.com/pages/mothership-rpg">Mothership</a>. A britpunk nightmare set aboard a failing research station”. Created by <a href="https://grislyeye.com/products/context/">Ric Wood</a>.</p>

<blockquote>
  <p>You’ve been sent to investigate the deep-space research station, the Lachesis. The station has been reporting system malfunctions and the crew have gone radio silent. It’s up to you to retrieve the valuable research stored there.</p>
</blockquote>

<p>This blog post has a <strong>content warning</strong> for implied torture and implied execution. The module itself has other content warnings, but I will not touch on any of that material here.</p>

<p>There are no spoilers for CONT/EXT in this post.</p>

<!--more-->

<p>As written, the players in CONT/EXT are balancing retrieving very valuable data discs against their own lives. However, in a one-shot I did not think that credits would be sufficient incentive for the characters to go into extremely dangerous environments. “Why not just leave?”</p>

<p>Ric writes in his blog post “<a href="https://grislyeye.com/blog/shiftless-horror/">The Shiftless Horror of Mothership</a>” about the horror of institutions: that they are inevitable, utilitarian and implacable. So combining what I know about CONT/EXT with Charles Stross’ <em>The Laundry Files</em>, I present a table of alternative “rewards” for CONT/EXT:</p>

<h1 id="oversight">OVERSIGHT</h1>
<p>At end of session, roll Xd10 and take the highest result to see how CONT/EXT OVERSIGHT rewards you, where X is the number of gold laser discs recovered. If you have recovered none, roll d6.</p>

<table class="table table-striped table-bordered align-middle table-custom">
  <tbody>
    <tr>
      <td>1</td>
      <td><b>Congratulations!</b> You have been enrolled in the test regime for project BANE SEVERE. You will now be escorted through the instantaneous transportation device code-named "HELL BLACK 8". [Operative reported MIA to next of kin].
      </td>
    </tr>
    <tr>
      <td>2</td>
      <td><b>Congratulations!</b> Your experiences were very interesting to CONT/EXT. The contents of your skull are now more valuable that your future contributions. Please report to Operative Recycling. [Operative reported MIA to next of kin].
      </td>
    </tr>
    <tr>
      <td>3</td>
      <td><b>Congratulations!</b> You have been promoted to Ossueous Material mining worker (Rank H) and will be transferred to classified operational site SKULL NIGHT V. [Projected lifespan.............4 months].
      </td>
    </tr>
    <tr>
      <td>4</td>
      <td><b>Congratulations!</b> You have been promoted to Biolab 4 (Test Subject: Mutagens Project). [Projected lifespan.............11 months].
      </td>
    </tr>
    <tr>
      <td>5</td>
      <td><b>Congratulations!</b> We have a quiet recovery assignment for you in the Archive, reviewing psycho-visual tapes found at site BLEAK NIGHT. [Warning: exposure to BLEAK NIGHT tapes has been associated with an 65% risk of psychosis, involuntary prophecy and brain death. You agreement to these risks has been pre-approved by your line manager.]
      </td>
    </tr>
    <tr>
      <td>6</td>
      <td><b>Congratulations!</b> You leave for your next mission in T-47 hours. Please commit a full debrief from the Lachesis to tape in case your recovery is deemed uneconomic.
      </td>
    </tr>
    <tr>
      <td>7</td>
      <td><b>Congratulations!</b> You have been promoted to Emergency Operative Rank B. You will receive 1 month of training and downtime before your next mission.
      </td>
    </tr>
    <tr>
      <td>8</td>
      <td><b>Congratulations!</b> You have been promoted to Emergency Operative Rank A. You will receive 3 months of training and downtime before your next mission, and will not be considered fully expendable during Operative Mission assignment.
      </td>
    </tr>
    <tr>
      <td>9</td>
      <td><b>Congratulations!</b> You have been promoted to Research &amp; Operations Planning, a back-office role classified as MHSC [Glossary: Medium-High survivability chance]. Your first assignment will be to assess the research brought back by your team from the Lachesis.
      </td>
    </tr>
    <tr>
      <td>10+</td>
      <td><b>Report on Operative [REDACTED]</b>: They appear to have left the organisation, despite their knowledge of classified events on the Lachesis. Their retirement was approved by someone in senior management, but I have been unable to determine who --K.V.
      </td>
    </tr>
  </tbody>
</table>

<h1 id="agendas">Agendas</h1>
<p>With the updated OVERSIGHT system we can give the agendas real bite. Who can blame you for the betraying your friends when even completing the mission well is no guarantor of success?</p>

<p>You can either roll d6, in which everyone has a secret objective; or roll d10 for a little less infighting.</p>

<table class="table table-striped table-bordered align-middle table-custom">
  <tbody>
    <tr>
      <td>1</td>
      <td>You have been transferred from Colonial Reclamation Projects (CRP) to CONT/EXT. CRP has a significant investment in the Lachesis. As a CRP employee, your priority is to ensure nothing happens to the research station. So long as this agenda is fulfilled you have a 50% chance that CRP can recover you and return you to your normal life before OVERSIGHT get to you.
      </td>
    </tr>
    <tr>
      <td>2</td>
      <td>You work for CONT/EXT - but also for Simon. Simon calls you and tells what to do. CONT/EXT doesn’t know about Simon. You don’t know anything else about Simon. Simon says you must destroy all the research on the Lachesis. He can pull strings at CONT/EXT for you. For every disc that you destroy (gold or silver) gain +1 on your OVERSIGHT rolls.
      </td>
    </tr>
    <tr>
      <td>3</td>
      <td>Your employer is highly placed in CONT/EXT and she suspects your colleagues have been compromised by factions she distrusts within the organisation. For every person you kill (from your team, or survivors on the Lachesis), gain +2 on your OVERSIGHT rolls.
      </td>
    </tr>
    <tr>
      <td>4</td>
      <td>Your employer in CONT/EXT tells you that a very important android agent, Caddox, is at the station. You are to report to Caddox and seek further orders. If Caddox approves of you at the end of the mission, gain +2 on OVERSIGHT rolls.
      </td>
    </tr>
    <tr>
      <td>5</td>
      <td>Your employer is highly placed in CONT/EXT and is frustrated with the risks his colleagues are taking. No one wants see another green plague or sterilised colony. Destroy the station to ensure nothing can get out. If you succeed: +2 on OVERSIGHT rolls.
      </td>
    </tr>
    <tr>
      <td>6</td>
      <td>A loved one was aboard the Clotho, the disastrous predecessor to the Lachesis, when it was destroyed. You’ve always suspected it was sabotage, and you’re here to
      find proof.
      </td>
    </tr>
    <tr>
      <td>7+</td>
      <td>No special orders.
      </td>
    </tr>    
  </tbody>
</table>]]></content><author><name></name></author><category term="osr" /><category term="roleplaying" /><category term="game design" /><category term="mothership" /><category term="context" /><category term="horror" /><summary type="html"><![CDATA[CON/TEXT is a “a one-shot of cosmic horror for use with Mothership. A britpunk nightmare set aboard a failing research station”. Created by Ric Wood. You’ve been sent to investigate the deep-space research station, the Lachesis. The station has been reporting system malfunctions and the crew have gone radio silent. It’s up to you to retrieve the valuable research stored there. This blog post has a content warning for implied torture and implied execution. The module itself has other content warnings, but I will not touch on any of that material here. There are no spoilers for CONT/EXT in this post.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://weavingstories.co.uk/post_assets/context-cover.avif" /><media:content medium="image" url="https://weavingstories.co.uk/post_assets/context-cover.avif" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Sense &amp;amp; Serpent People</title><link href="https://weavingstories.co.uk/blog/2025/05/18/sense-and-serpent-people.html" rel="alternate" type="text/html" title="Sense &amp;amp; Serpent People" /><published>2025-05-18T00:00:00+01:00</published><updated>2025-05-18T00:00:00+01:00</updated><id>https://weavingstories.co.uk/blog/2025/05/18/sense-and-serpent-people</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2025/05/18/sense-and-serpent-people.html"><![CDATA[<p>Much as she had suffered from her first conversation with Lucy Steele on the subject, she soon felt an earnest wish of renewing it. But it was not immediately that an opportunity of doing so could be commanded; they could not be supposed to meet for the sake of conversation. Such a thought would never enter Lady Middleton’s head; They met for the sake of eating, drinking, and laughing together, exploring dungeons, or Warhammer, or any other game that had sufficient polyhedrals.
<!--more--></p>

<p><em>(An expansion of <a href="https://dice.camp/@martin/114523129175458277">this Mastodon post</a>)</em></p>

<p>One or two meetings of this kind had taken place, without affording Elinor any chance of engaging Lucy in private, when Sir John called at the cottage one morning, to beg, in the name of charity, that they would all dine with Lady Middleton that day, as he was obliged to GM at a convention in Exeter, and she would otherwise be quite alone, except her mother and the two Miss Steeles.</p>

<p>The young ladies went, and Lady Middleton was happily preserved from the frightful solitude which had threatened her. After the removal of the tea-things the gaming-table was then placed.</p>

<h1 id="poor-little-annamarias-space-marines">Poor little Annamaria’s space marines</h1>
<p>“I am glad,” said Lady Middleton to Lucy, “you are not going to finish painting poor little Annamaria’s space marines this evening; for I am sure it must hurt your eyes to work fine detail by candlelight. And we will make the dear little love some amends for her disappointment to-morrow, and then I hope she will not much mind it.”</p>

<p>This hint was enough, Lucy recollected herself instantly and replied, “Indeed you are very much mistaken, Lady Middleton; I am only waiting to know whether you can make your party without my knowledge of the grappling rules, or I should have been at my painting already. I would not disappoint the little angel for all the world: and if you want me in the game now, I am resolved to finish the company after supper.”</p>

<p>“You are very good, I hope it won’t hurt your eyes—will you ring the bell for some working candles? My poor little girl would be sadly disappointed, I know, if the company was not finished tomorrow, for though I told her it certainly would not, I am sure she depends upon having it done.”</p>

<p>Lucy directly drew her work table near her and reseated herself with an alacrity and cheerfulness which seemed to infer that she could taste no greater delight than in painting 43 figures for a spoilt child.</p>

<h1 id="lady-middleton-proposed-tomb-of-horrors">Lady Middleton proposed Tomb of Horrors</h1>
<p>Lady Middleton proposed Tomb of Horrors to the others, with herself as master of dungeons. No one made any objection but Marianne, who with her usual inattention to the forms of general civility, exclaimed, “Your Ladyship will have the goodness to excuse me—you know I detest dungeon crawls. I shall go work on Thousand Year Vampire; I have not touched it since your new copy arrived.” And without farther ceremony, she turned away and walked to the writing desk.</p>

<p>Lady Middleton looked as if she thanked heaven that she had never made so rude a speech.</p>

<p>“Marianne can never keep long from solo journalling you know, ma’am,” said Elinor, endeavouring to smooth away the offence; “and I do not much wonder at it in this instance; for you have the very best games here.”</p>

<p>The remaining players were now to roll their characters.</p>

<h1 id="if-i-should-happen-to-fail-my-death-save-early">If I should happen to fail my death save early</h1>
<p>“Perhaps,” continued Elinor, “if I should happen to fail my death save early, I may be of some use to Miss Lucy Steele, in mixing her paints for her; and there is so much still to be done to the marine company, that it must be impossible I think for her labour singly, to finish it this evening. I should like the work exceedingly, if she would allow me a share in it.”</p>

<p>“Indeed I shall be very much obliged to you for your help,” cried Lucy, “for I find there is more to be done to it than I thought there was; and it would be a shocking thing to disappoint dear Annamaria after all.”</p>

<p>“Oh! that would be terrible, indeed,” said the elder Miss Steele. “Dear little soul, how I do love her!”</p>

<p>“You are very kind,” said Lady Middleton to Elinor; “and as you really like the work, perhaps you will be as well pleased not to roll a character until we reach a deeper level, or will you take your chance now?”</p>

<p>Elinor joyfully profited by the first of these proposals, and thus by a little of that address which Marianne could never condescend to practise, gained her own end, and pleased Lady Middleton at the same time. Lucy made room for her with ready attention, and the two fair rivals were thus seated side by side at the same table, and, with the utmost harmony, engaged in forwarding the same work. Marianne, wrapped up in her own solo RPG and her own thoughts, had by this time forgotten that any body was in the room besides herself and was talking to herself out loud, luckily so near them that Elinor now judged she might safely, under the shelter of that noise, introduce the interesting subject, without any risk of being heard at the gaming-table.</p>

<p><em>From Chapter 23 of <a href="https://gutenberg.org/ebooks/161">Sense &amp; Sensibility</a>, by Jane Austen</em></p>]]></content><author><name></name></author><category term="fiction" /><category term="humour" /><category term="austen" /><summary type="html"><![CDATA[Much as she had suffered from her first conversation with Lucy Steele on the subject, she soon felt an earnest wish of renewing it. But it was not immediately that an opportunity of doing so could be commanded; they could not be supposed to meet for the sake of conversation. Such a thought would never enter Lady Middleton’s head; They met for the sake of eating, drinking, and laughing together, exploring dungeons, or Warhammer, or any other game that had sufficient polyhedrals.]]></summary></entry><entry><title type="html">Why haven’t you sold this three foot tall gold flamingo?</title><link href="https://weavingstories.co.uk/blog/2025/05/06/why-havent-you-sold-this-flamingo.html" rel="alternate" type="text/html" title="Why haven’t you sold this three foot tall gold flamingo?" /><published>2025-05-06T00:00:00+01:00</published><updated>2025-05-06T00:00:00+01:00</updated><id>https://weavingstories.co.uk/blog/2025/05/06/why-havent-you-sold-this-flamingo</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2025/05/06/why-havent-you-sold-this-flamingo.html"><![CDATA[<p>A table for TTRPGS. Roll d4:</p>

<ol>
  <li><strong>Cursed</strong>. Anytime it leaves your person dreadful luck befalls you, escalating day by day. Who or what do you think is responsible for the curse?</li>
  <li><strong>Blasphemous &amp; illegal</strong>. Anyone found with it in their possession will be executed by the authorities. Why did you make it?</li>
  <li><strong>Hunted</strong>. It is known that a powerful and unscrupulous individual seeks it for their own; no one else dares own it. Which of their agents do you fear most?</li>
  <li><strong>Promise</strong>. You promised to give it to someone and you utterly refuse to break that oath. Who is it promised to and why does your oath matter so much?</li>
</ol>

<!--more-->
<p>It is worth 1d10 x 100 silver.</p>

<h1 id="alternative-awkward-items-d6">Alternative awkward items (d6)</h1>
<ol>
  <li>Gilded mirror</li>
  <li>Hand bell with very recognisable sound</li>
  <li>Twenty foot rope of pearls</li>
  <li>Gorgeous stallion</li>
  <li>Velvet brocade wedding dress with long train</li>
  <li>Cranky and talkative thumb-sized imp in a cage</li>
</ol>

<h1 id="notes">Notes</h1>
<p>This was part of my work on <a href="/fierce-and-futile">Fierce &amp; Futile Backgrounds</a> but it didn’t fit well there. So rather than kill my darling I’ve instead sent it to live in a nice farm upstate (this blog).</p>]]></content><author><name>Martin Eden</name></author><category term="osr" /><category term="roleplaying" /><category term="game design" /><summary type="html"><![CDATA[A table for TTRPGS. Roll d4: Cursed. Anytime it leaves your person dreadful luck befalls you, escalating day by day. Who or what do you think is responsible for the curse? Blasphemous &amp; illegal. Anyone found with it in their possession will be executed by the authorities. Why did you make it? Hunted. It is known that a powerful and unscrupulous individual seeks it for their own; no one else dares own it. Which of their agents do you fear most? Promise. You promised to give it to someone and you utterly refuse to break that oath. Who is it promised to and why does your oath matter so much?]]></summary></entry><entry><title type="html">Some diseases of the dungeon</title><link href="https://weavingstories.co.uk/blog/2025/05/03/some-diseases-of-the-dungeon.html" rel="alternate" type="text/html" title="Some diseases of the dungeon" /><published>2025-05-03T00:00:00+01:00</published><updated>2025-05-03T00:00:00+01:00</updated><id>https://weavingstories.co.uk/blog/2025/05/03/some-diseases-of-the-dungeon</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2025/05/03/some-diseases-of-the-dungeon.html"><![CDATA[<p>Goblin Punch’s <a href="https://goblinpunch.blogspot.com/2025/">latest post</a> 
introduces a monster that can make
lights become “thin” and “greasy” and eventually die so that the party can be
consumed by the darkness. What I love is that the thing affecting the torches
and candles is a disease that lights can catch. This harkens back to his idea
of rust being a disease that infects metal.</p>

<p>What other phenomenon from our world could be reimagined as a disease in our RPGs?
<!--more-->
This was originally <a href="https://dice.camp/@martin/114117850716964290">a thread</a> on Mastodon.</p>

<h1 id="knots">Knots</h1>
<p>Ropes, hair, chain can contract a tendency to tie themselves in ever more
complex knots when left alone. In the advanced stage, all such materials
wriggle free of the backpack and start entangling everything nearby.</p>

<h1 id="lies">Lies</h1>
<p>In addition to mundane problems of rot &amp; mildew, the written word can contract
virulent falsehoods that spread through a library.</p>

<p>The virus understands humans poorly, and mostly changes random details. Its
only consistent effect: clumsily encourage the reader to consume fragments of
the book, hinting this will grant transcendent power. Instead, it causes
fever, hallucinations, and eventually vomiting up blank (infected) tomes.</p>

<h1 id="locks">Locks</h1>
<p>Infected doors slowly grow locks, typically baroque in decoration. No key
grows. If the door is opened the door will gradually shut and lock itself
again.</p>

<p>The disease spread from door to door on your hands; it can only survive more
than 24 hours on metal or wood (e.g. lockpicks).</p>

<p>Creatures that regularly feed it by pouring blood into the keyhole can win the
door’s affection. It will then open for them, unless frightened.</p>]]></content><author><name>Martin Eden</name></author><category term="osr" /><category term="roleplaying" /><category term="game design" /><summary type="html"><![CDATA[Goblin Punch’s latest post introduces a monster that can make lights become “thin” and “greasy” and eventually die so that the party can be consumed by the darkness. What I love is that the thing affecting the torches and candles is a disease that lights can catch. This harkens back to his idea of rust being a disease that infects metal. What other phenomenon from our world could be reimagined as a disease in our RPGs?]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://weavingstories.co.uk/post_assets/dungeon_library.jpg" /><media:content medium="image" url="https://weavingstories.co.uk/post_assets/dungeon_library.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Dungeon Barnacles</title><link href="https://weavingstories.co.uk/blog/2025/05/02/dungeon-barnacles.html" rel="alternate" type="text/html" title="Dungeon Barnacles" /><published>2025-05-02T00:00:00+01:00</published><updated>2025-05-02T00:00:00+01:00</updated><id>https://weavingstories.co.uk/blog/2025/05/02/dungeon-barnacles</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2025/05/02/dungeon-barnacles.html"><![CDATA[<h1 id="barnacles">Barnacles</h1>
<p>These inch wide crustaceans cling to damp stonework or submerged surfaces. If a
creature brushes against them or steps on them they flip round and latch on.
Their shells are hard as granite. They cling on very tightly and can only be
chiselled off with sustained effort and tools (at least a dagger and something
to use as a hammer).</p>

<p>Every turn spent in a barnacle-choked environment burdens you with enough
barnacles to fill an inventory slot. It takes a full hour to remove them, or
half that with perfect tools. Once removed they can be cooked to make a
nourishing chowder that replaces a ration.</p>

<p>Monsters that have spent several months in the environment become fully
encrusted, slowing them dramatically, but giving them improved armour.</p>
<div style="clear: right"></div>
<!--more-->

<p>(This is an expanded version of <a href="https://dice.camp/@martin/114127641900954806">a post</a> I made on Mastodon)</p>

<h1 id="waders">Waders</h1>
<div class="blog-image left">
  <img src="/post_assets/dungeon_barnacles/shoebill.jpg" />
  Shoebill stork, manipulated; used under licence from <a href="https://www.flickr.com/photos/31686293@N00/117328416">flickr</a>
</div>
<p>Malacular waders are 4 foot high birds with oily green feathers and an evil
grin. They wade slowly round barnacle-choked environments emitting piercing
shrieks that can be heard from some distance away.</p>

<p>Their shrieks make the barnacles release their hold; the wader then gobbles them
up. They will fearlessly eat off encrusted creatures. If threatened, they
increase their volume, and can also deal a vicious bite with their beak.</p>

<p>Their cries mimic a forgotten name, said to be that of a demon of broken oaths,
a spirit of unbinding, unlocking, and revealing of dark and suppressed secrets.
As well as ungluing the barnacles, their cry can open locks, buckles, and
knots, loosen false teeth, unbind seams in clothing, and even unravel minds.</p>

<p>Whenever the wader shrieks within 30 feet, each creature must save vs taking
1 “unlocking damage” (UD). If the wader is angered or within reach the save is
harder. More distant shrieks (audible within a few minutes walk) require a save
once per turn.</p>

<h1 id="effects-of-unlocking-damage">Effects of “unlocking damage”</h1>
<ul>
  <li>-UD penalty (max -6) to actions due to clothing, buckles, etc. falling off and
 needing to be held in place.</li>
  <li>Additionally, if you reach for a specific bit of gear, roll UD-in-6 chance
it has fallen off without you noticing.</li>
  <li>If you flee, when you catch your breath roll UD-in-6 for each item slot to
see if it is gone.</li>
  <li>At 3 UD, all barnacles fall off.</li>
  <li>At 6 UD, all equipment not held and all clothing falls off.</li>
  <li>For each point of UD beyond 6, minds start to break down: If there are any
suppressed secrets they surface. Otherwise, roll UDin20 each round to take any
actions as opposed to having a breakdown - raving, collapsing, crying.</li>
</ul>

<p>Unattended doors, chests etc. have a 1-in-6 chance of unlocking every time the
wader shrieks. Consider adjusting this to 1-in-10 or 1-in-20 for very hard
locks.</p>]]></content><author><name>Martin Eden</name></author><category term="creature" /><category term="osr" /><category term="roleplaying" /><category term="game design" /><summary type="html"><![CDATA[Barnacles These inch wide crustaceans cling to damp stonework or submerged surfaces. If a creature brushes against them or steps on them they flip round and latch on. Their shells are hard as granite. They cling on very tightly and can only be chiselled off with sustained effort and tools (at least a dagger and something to use as a hammer). Every turn spent in a barnacle-choked environment burdens you with enough barnacles to fill an inventory slot. It takes a full hour to remove them, or half that with perfect tools. Once removed they can be cooked to make a nourishing chowder that replaces a ration. Monsters that have spent several months in the environment become fully encrusted, slowing them dramatically, but giving them improved armour.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://weavingstories.co.uk/post_assets/dungeon_barnacles/pirate.jpg" /><media:content medium="image" url="https://weavingstories.co.uk/post_assets/dungeon_barnacles/pirate.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Spinetooth Oasis: Some highlights</title><link href="https://weavingstories.co.uk/blog/2024/11/28/spinetooth-oasis-some-highlights.html" rel="alternate" type="text/html" title="Spinetooth Oasis: Some highlights" /><published>2024-11-28T12:09:00+00:00</published><updated>2024-11-28T12:09:00+00:00</updated><id>https://weavingstories.co.uk/blog/2024/11/28/spinetooth-oasis-some-highlights</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2024/11/28/spinetooth-oasis-some-highlights.html"><![CDATA[<p>A repost of <a href="https://dice.camp/@martin/113555706368430473">my thread</a> from <a href="https://dice.camp/@martin">Mastodon</a>.</p>
<p>I'm very late to the party, but I just discovered Spinetooth Oasis, a pay-what-you-want B/X compatible adventure by <a href="https://dice.camp/@EvlynMoreau">@EvlynMoreau</a>. And it's just fizzing with great, weird, gameable ideas.
Here's a few in no particular order:</p>
<!--more-->
<p>There's these creepy, armless rat/kangaroo scavengers all over the place and they have a perfect, horrible detail:
"They only eat skin, and don't care if it's from the living or the dead."</p>
<div class="separator" style="clear: both; text-align: center;"><a href="/post_assets/spinetooth_oasis/scavenger.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="489" data-original-width="675" height="232" src="/post_assets/spinetooth_oasis/scavenger.png" width="320" /></a></div>
<p>
Dwelling in the purple long grass are large violet slugs that emit bursts of lightning. At night blue lightning strobes amongst the lavender stalks as camouflaged purple weaver halflings crawl in pursuit of their prey.
</p>
<p>"The purple weavers like to eat these slugs with lemon and rosemary and are eager to trade weaved goods or cactus flowers for these products."</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="/post_assets/spinetooth_oasis/slug.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="291" data-original-width="468" height="199" src="/post_assets/spinetooth_oasis/slug.png" width="320" /></a></div>There are two opposed bandit factions seeking to benefit from a caravan arriving soon, as well as a bunch of clueless pilgrims caught in the crossfire. Already great!<p></p>
<p>But again, there are details that elevate them:</p>
<p>The Sisters of Filth (bandits #1) maintain religious taboos against ever bathing. Foes in melee exposed to their stink must save vs being debilitated by wretching and watering eyes.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="/post_assets/spinetooth_oasis/sisterhood.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="431" data-original-width="745" height="185" src="/post_assets/spinetooth_oasis/sisterhood.png" width="320" /></a></div><p></p>
<p>The other bandit faction is comprised of "Uncle Reebo", who is supernaturally charming and obsessed with couture, and his devoted (magically charmed) following of humanoids who dress in frock coats, powdered wigs, and fine stockings.</p>
<p>Each follower gets great details. I especially like "Kovok Brogan Bloodeye Hobgoblin butler (HD 1+2, armed with the good cutlery, as a pair of short swords, ML 8)".</p>
<p>The pilgrims are adorned with lots of colorful scarves and saris and such, they travel with big flightless birds, and they're innocent of the dangers around them - just here to worship the Waters of the Sun, get drunk, have sex, and party.</p>
<p>But those parties are charged with ritual magic: they can swap appearances and genders with each other, or gorge themselves and then subsist on sunlight for weeks, and more.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="/post_assets/spinetooth_oasis/pilgrims.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="498" data-original-width="826" height="193" src="/post_assets/spinetooth_oasis/pilgrims.png" width="320" /></a></div>A few more nice ideas: 
	<p></p><div><ul>
		<li>giant cactus forest growing over the bones of those who sought their sacred flowers.</li>
		<li>cult of owl-faced people seeking transmutation into a new monstrous bodies.</li>
		<li>mama cactus, a 30 foot tall cactus with magical powers</li>
		<li>ancient succulent guardians adorned with candles (and their spider pets)</li>
	</ul>
</div>
<p>It's not perfect. I think I would need to prep countdown clocks or fronts or something for each faction before starting. I would also like to couple the factions a bit more tightly and do a bit more to bring the PCs into the conflict.</p>
<p>Also I'd need to do a bit of work to run the map as point crawl or something.</p>
<p>
	But well worth checking out! 
	<a class="status-link unhandled-link" href="https://evlyn.itch.io/spinetooth-oasis" rel="nofollow noopener noreferrer" target="_blank" title="https://evlyn.itch.io/spinetooth-oasis">
		<span class="invisible">https://</span>
		<span>evlyn.itch.io/spinetooth-oasis</span>
	</a>
</p>]]></content><author><name>Martin Eden</name></author><category term="roleplaying" /><category term="osr" /><category term="recommendation" /><summary type="html"><![CDATA[A repost of my thread from Mastodon. I'm very late to the party, but I just discovered Spinetooth Oasis, a pay-what-you-want B/X compatible adventure by @EvlynMoreau. And it's just fizzing with great, weird, gameable ideas. Here's a few in no particular order:]]></summary></entry><entry><title type="html">Fire swamp of the whale</title><link href="https://weavingstories.co.uk/blog/2017/12/29/fire-swamp-of-whale.html" rel="alternate" type="text/html" title="Fire swamp of the whale" /><published>2017-12-29T18:06:00+00:00</published><updated>2017-12-29T18:06:00+00:00</updated><id>https://weavingstories.co.uk/blog/2017/12/29/fire-swamp-of-whale</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2017/12/29/fire-swamp-of-whale.html"><![CDATA[<p class="blog-image"><a href="/post_assets/whale-skeleton.png"><img src="/post_assets/whale-skeleton-small.png" alt="Whale skeleton" /></a>
Adapted from <a href="https://commons.wikimedia.org/wiki/File:Blue-Whale-Balaenoptera_musculus-NHM-2017-PNG-001.png">here</a></p>

<p><a href="http://onesevendesign.com/breakers_wodu_turbo.pdf">Breakers: World of Dungeons</a> is a RPG by John Harper that pits modern-day wisecracking characters, armed with C4 and Hazmat suits and plenty of attitude, against classic fantasy dungeons. A dimensional rift opens, someone picks up the batphone, and the heroes for hire descend into a mash up of the local amusement arcade and the Dungeons of Morgoth. Or the Sydney Opera house fused with a dragon’s lair. Or anything else! That’s part of the joy of Breakers: The GM can just pick a real-world location well-known to their playgroup, grab a <a href="https://www.dungeoncontest.com/">one page dungeon</a> and away you go.<br />
<br />
Despite this, for our second session, I decided to write my own adventure from scratch, and we enjoyed it enough that I’ve written it up here for you to use as well. May I present to you Fire Swamp of the Whale:<br />
<!--more-->
<a name="more"></a><br />
<br /></p>
<div class="separator" style="clear: both; text-align: center;">
<a href="/post_assets/Fire swamp of the whale.jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="595" data-original-width="842" height="451" src="/post_assets/Fire swamp of the whale.jpeg" width="640" /></a></div>
<p><br />
The full scale PDF is <a href="https://www.dropbox.com/s/3dyitr68sikkhkq/Fire%20swamp%20of%20the%20whale.pdf?dl=0">here</a>. <br />
<br />
It’s a mash-up of London’s Natural History Museum (a gorgeous building, if you’ve never seen it) and the eponymous fire swamp. The whale is the new full blue whale skeleton that hangs in the entrance hall, brought to unlife by necromantic power to roam the swamp and eat lizardmen.<br />
<br />
Let me know what you think! <br />
<br /></p>]]></content><author><name>Martin Eden</name></author><category term="roleplaying" /><category term="module" /><category term="game design" /><summary type="html"><![CDATA[Adapted from here Breakers: World of Dungeons is a RPG by John Harper that pits modern-day wisecracking characters, armed with C4 and Hazmat suits and plenty of attitude, against classic fantasy dungeons. A dimensional rift opens, someone picks up the batphone, and the heroes for hire descend into a mash up of the local amusement arcade and the Dungeons of Morgoth. Or the Sydney Opera house fused with a dragon’s lair. Or anything else! That’s part of the joy of Breakers: The GM can just pick a real-world location well-known to their playgroup, grab a one page dungeon and away you go. Despite this, for our second session, I decided to write my own adventure from scratch, and we enjoyed it enough that I’ve written it up here for you to use as well. May I present to you Fire Swamp of the Whale:]]></summary></entry><entry><title type="html">Calling all Dawns</title><link href="https://weavingstories.co.uk/blog/2017/10/06/calling-all-dawns.html" rel="alternate" type="text/html" title="Calling all Dawns" /><published>2017-10-06T18:53:00+01:00</published><updated>2017-10-06T18:53:00+01:00</updated><id>https://weavingstories.co.uk/blog/2017/10/06/calling-all-dawns</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2017/10/06/calling-all-dawns.html"><![CDATA[<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/Calling_All_Dawns_cover.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" width="200" data-original-height="300" data-original-width="300" src="/post_assets/Calling_All_Dawns_cover.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Album cover, copyright Christopher Tin</td></tr>
</tbody></table>
Calling all Dawns in an album by video game composer Christopher Tin. I first discovered it through the Grammy award winning track "<a href="https://www.youtube.com/watch?v=IJiHDmyhE1A">Baba Yetu</a>", which is the title music for Civilization IV.<br />
<br />
Each track on the album features lyrics from a different text in a different language, and the album melds diverse musical styles into the overall classical framework.<br />
<br />
Looking around I could not find anywhere that collected all the different lyrics and their sources and meanings in one place. I started adding that information to <a href="https://en.wikipedia.org/wiki/Calling_All_Dawns">the Wikipedia article</a>, but it turns out that Wikipedia doesn't want to become a repository for song lyrics. So instead, I present them to you here. I hope you find them interesting.<br />
<!--more-->
<br />
<a name='more'></a><br />
This post is a work in progress - better to have incomplete information than none! Feel free to contribute things I've missed in the comments. I haven't done all the songs on the album yet.<br />
<br />
<h2>
Baba Yetu (Swahili)</h2>
The song's title means "Our father" and the text is a Swahili translation of the Lord's Prayer.<a href="https://en.wikipedia.org/wiki/Baba_Yetu">[*]</a><br />
<br />
<table style="border-collapse: collapse; width: 100%;">
    <tbody>
<tr>
            <th>Swahili</th>
            <th>English</th>
        </tr>
<tr>
            <td>Baba yetu, yetu uliye<br />
Mbinguni yetu, yetu amina!<br />
Baba yetu yetu uliye<br />
M jina lako e litukuzwe.<br />
<br />
Utupe leo chakula chetu<br />
Tunachohitaji, utusamehe<br />
Makosa yetu, hey!<br />
Kama nasi tunavyowasamehe<br />
Waliotukosea usitutie<br />
Katika majaribu, lakini<br />
Utuokoe, na yule, muovu e milele!<br />
<br />
Ufalme wako ufike utakalo<br />
Lifanyike duniani kama mbinguni.<br />
(Amina)
            </td>
            <td>Our Father, who art<br />
in Heaven. Amen!<br />
Our Father,<br />
Hallowed be thy name.<br />
<br />
Give us this day our daily bread,<br />
Forgive us of<br />
our trespasses,<br />
As we forgive others<br />
Who trespass against us<br />
Lead us not into temptation, but<br />
deliver us from the evil one forever.<br />
<br />
Thy kingdom come, thy will be done<br />
On Earth as it is in Heaven.<br />
(Amen)</td></tr>
</tbody></table>
<h2>
</h2>
<br />
<h2>
Mado Kara Mieru (Japanese)</h2>
The song's title can be translated as "Through the window I see". The lyrics are sung in Japanese, and are "based around a series of five Haiku, each corresponding to the changing seasons: spring, summer, autumn, winter and ending on spring."<a href="http://blogger.christophertin.com/2008/08/album-sneak-preview-madokara-mieru.html">[*]</a>. The authors of the original haiku are Hattori Ransetsu, Yamaguchi Sodo, Kaga no Chiyo, and Masaoka Shiki.<a href="http://blogger.christophertin.com/2008/08/album-sneak-preview-madokara-mieru.html">[*]</a><br />
<br />
<h2>
</h2>
<h2>
Dao Zai Fan Ye (Mandarin)</h2>
The text is from Chapter 40 of the <a href="https://en.wikipedia.org/wiki/Dao_De_Jing">Dao De Jing</a>, which reads as follows. It's not easy to translate, but you can read more about what Christopher Tin intended by his use of the text <a href="http://blogger.christophertin.com/2007/09/return-is-motion-of-dao.html">here</a>.<br />
<br />
fan zhe dao zhi dong<br />
ruo zhe dao zhi yong<br />
tian xia wan su sheng yu you<br />
you sheng yu wu<br />
<br />
<h2>
</h2>
<h2>
Se É Pra Vir Que Venha (Portuguese)</h2>
The title means "Whatever Comes, Let It Come".<br />
<br />
<h2>
</h2>
<h2>
Rassemblons-Nous (French)</h2>
The title means "Let Us Gather". "The second of two original lyrics, Rassemblons-Nous has dual meanings. On one hand it gives voice to the French tradition of revolution--indeed, it is inspired both by the 1789 French Revolution, as well as the 2005 riots of the poor ethnic minorities in the Parisian suburbs. But its greater meaning is that it abstracts these struggles into a song about a metaphysical revolution, where men and women march against the darkness of death. Though fate is inevitable, they still resist it; one by one they join in the struggle, and rather than going gently (as in Se É Pra Vir Que Venha), they choose to rage against the coming of the night." <a href="https://christophertin.com/albums/callingalldawns.html">[*]</a><br />
<br />
Some of the lyrics:<br />
<br />
<table style="border-collapse: collapse; width: 100%;">
    <tbody>
<tr>
            <th>French</th>
            <th>English</th>
        </tr>
<tr>
            <td>Rassemblons-nous<br />
Au même moment<br />
Nos mille visages<br />
Sur un écran<br />
Pour déclarer<br />
D'une seule voix<br />
Faut pas nous soumettre<br />
Faut pas disparaître<br />
<br />
Mon sort, mon sang<br />
M'emmène<br />
Au fond<br />
Des ténèbres<br />
Malgré ma peur<br />
D'y renoncer<br />
J'avance<br />
Pour me soulever<br />
Au moment<br />
De vérité<br />
Faut pas nous soumettre<br />
Faut pas disparaître</td>
<td>Let us gather<br />
At the same time<br />
Our thousand faces<br />
On one screen<br />
To declare<br />
With a single voice<br />
We mustn't yield<br />
We mustn't disappear<br />
<br />
My fate, my blood<br />
Leads me<br />
Into the deepest<br />
Darkness<br />
Despite my fear<br />
Of giving up<br />
I go forward<br />
To rise up<br />
At the moment<br />
Of truth<br />
We mustn't yield<br />
We mustn't disappear</td>
</tr>
</tbody>
</table>
<h2>
Lux Aeterna (Latin)</h2>
This song uses two lines from the <a href="https://en.wikipedia.org/wiki/Music_for_the_Requiem_Mass#Communion">communion text</a> of the <a href="https://en.wikipedia.org/wiki/Music_for_the_Requiem_Mass">Requiem Mass</a> of the Catholic Church. They are:
<br />
<br />
<table style="border-collapse: collapse; width: 100%;">
    <tbody>
<tr>
            <th>Latin</th>
            <th>English</th>
        </tr>
<tr>
            <td>Lux æterna luceat eis, Domine<br />
Requiem æternam dona eis, Domine</td>
            <td>May everlasting light shine upon them, O Lord<br />
Grant them eternal rest, O Lord</td>
        </tr>
</tbody>
</table>
<br />
Note that in the original text there are other lines in between these two.<br />
<br />
The title itself simply means "Everlasting light".<br />
<br />
<h2>
</h2>
<h2>
Caoineadh (Irish Gaelic)</h2>
"Caoineadh" means a lament. It can also mean keening, weeping and crying<a href="https://en.wiktionary.org/wiki/caoineadh">[*]</a>.<br />
<br />
The text of this song is one verse from the poem <a href="https://en.wikipedia.org/wiki/Caoineadh_Airt_U%C3%AD_Laoghaire">Caoineadh Airt Uí Laoghaire</a>:<br />
<br />
<table style="border-collapse: collapse; width: 100%;">
    <tbody>
<tr>
            <th>Latin</th>
            <th>English</th>
        </tr>
<tr>
            <td>Mo chara thu is mo chuid!<br />
A mharcaigh an chlaímh ghil,<br />
éirigh suas anois,<br />
cuir ort do chulaith<br />
éadaigh uasail ghlain,<br />
chuir ort do bhéabhar dubh,<br />
tarraing do lámhainní umat.<br />
Siúd í in airde t'fhuip;<br />
sin i do láir amuigh.<br />
Buail-se an bóthar caol úd soir<br />
mar a maolóidh romhat na toir,<br />
mar a gcaolóidh romhat na sruth,<br />
mar a n-umhlóidh romhat mná is fir...<a href="http://lyrics.wikia.com/wiki/Christopher_Tin:Caoineadh">[*]</a></td>
            <td>My friend and my heart's love!<br />
Oh Rider of the shining sword;<br />
Arise up,<br />
Put on your garments<br />
Your fair noble clothes;<br />
Don your black beaver,<br />
Draw on your gloves;<br />
See, here hangs your whip,<br />
Your good mare waits without;<br />
Strike eastward on the narrow road,<br />
For the bushes will bare themselves before you,<br />
For the streams will narrow on your path,<br />
For men and women will bow themselves before you...<a href="http://lyrics.wikia.com/wiki/Christopher_Tin:Caoineadh/en">[*]</a></td>
        </tr>
</tbody>
</table>
<br />
<br />
<br />]]></content><author><name>Martin Eden</name></author><category term="music" /><summary type="html"><![CDATA[Album cover, copyright Christopher Tin Calling all Dawns in an album by video game composer Christopher Tin. I first discovered it through the Grammy award winning track "Baba Yetu", which is the title music for Civilization IV. Each track on the album features lyrics from a different text in a different language, and the album melds diverse musical styles into the overall classical framework. Looking around I could not find anywhere that collected all the different lyrics and their sources and meanings in one place. I started adding that information to the Wikipedia article, but it turns out that Wikipedia doesn't want to become a repository for song lyrics. So instead, I present them to you here. I hope you find them interesting.]]></summary></entry><entry><title type="html">My favourite books</title><link href="https://weavingstories.co.uk/blog/2017/06/27/my-favourite-books.html" rel="alternate" type="text/html" title="My favourite books" /><published>2017-06-27T23:02:00+01:00</published><updated>2017-06-27T23:02:00+01:00</updated><id>https://weavingstories.co.uk/blog/2017/06/27/my-favourite-books</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2017/06/27/my-favourite-books.html"><![CDATA[These are not ordered within groups, but I like the books in the first group&nbsp;more than the ones in the second.<br />
<br />
I have only allowed myself one entry per author. Some entries are a single book; others (marked with a&nbsp;†) are a trilogy or series that I'm treating as a single story.<br />
<br />
<h2 id="best-of-the-best">
Best of the best</h2>
<ul>
<li><em>Earthsea</em>, by Ursula LeGuin</li>
<li><em>The Lord of the Rings</em>, by JRR Tolkien</li>
<li><em>Mistborn</em><i>†</i>, by Brandon Sanderson</li>
<li><em>The Curse of Chalion</em>, by Lois McMaster Bujold</li>
<li><em>Lankhmar</em>, by Fritz Leiber</li>
<li><em>Lirael</em> and <em>Abhorsen</em><i>†</i>&nbsp;by Garth Nix</li>
</ul>
<!--more-->
<div>
<br /></div>
<h2 id="really-good">
Really good</h2>
<ul>
<li><em>Rivers of London</em><i>†</i>, by Ben Aaronovitch</li>
<li><em>Dresden Files</em><i>†</i>, by Jim Butcher</li>
<li><em>Dark Sun Rising</em><i>†</i>, by Celia Friedman</li>
<li><em>The Algebraist</em>, by Iain M Banks</li>
<li><em>Perdido Street Station</em>, by China Mieville</li>
<li><em>The Martian</em>, by Andy Weir</li>
<li><em>Lyonesse</em><i>†</i>, by Jack Vance</li>
<li><em>The Queen's Thief</em><i>†</i>, by Megan Whalen Turner</li>
<li><em>Thud!</em>, by Terry Pratchett</li>
<li><em>The Atrocity Archives</em>, by Charles Stross</li>
</ul>
<div>
<br />
What are your favourite books? Can you recommend me a book based on what you now know of my tastes?</div>]]></content><author><name>Martin Eden</name></author><category term="fiction" /><category term="books" /><category term="recommendation" /><summary type="html"><![CDATA[These are not ordered within groups, but I like the books in the first group&nbsp;more than the ones in the second. I have only allowed myself one entry per author. Some entries are a single book; others (marked with a&nbsp;†) are a trilogy or series that I'm treating as a single story. Best of the best Earthsea, by Ursula LeGuin The Lord of the Rings, by JRR Tolkien Mistborn†, by Brandon Sanderson The Curse of Chalion, by Lois McMaster Bujold Lankhmar, by Fritz Leiber Lirael and Abhorsen†&nbsp;by Garth Nix]]></summary></entry><entry><title type="html">British Rail Gothic</title><link href="https://weavingstories.co.uk/blog/2015/11/09/british-rail-gothic.html" rel="alternate" type="text/html" title="British Rail Gothic" /><published>2015-11-09T22:27:00+00:00</published><updated>2015-11-09T22:27:00+00:00</updated><id>https://weavingstories.co.uk/blog/2015/11/09/british-rail-gothic</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2015/11/09/british-rail-gothic.html"><![CDATA[This may give you some context for what follows:&nbsp;<a href="http://knowyourmeme.com/memes/regional-gothic">Regional Gothic meme</a>.<br />
<ul>
	<a href="https://commons.wikimedia.org/wiki/File:Upton_railway_station_at_night_(geograph_3800113).jpg" 
	imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;">
		<img border="0" 
		src="/post_assets/Upton_railway_station_small.jpg" width="250" />
	</a>
<li>Your train terminates unexpectedly at Crewe. You get another train, which promises to get to your destination, but after an hour travelling through the dark you arrive back in Crewe again. The next train does the same, and the one after. There are no exits from the station, just more platforms, more trains glistening wetly in the rain.</li>
<li>The train stops in the tunnel and the lights go off. This happens every day, and every day, as you sit in the darkness, you can hear… scraping sounds on the roof of the train. Chitterings. Once, something banged into the window right behind you, and you heard a feral cry. You pretended not to notice. You all pretend not to notice.</li>
</ul>
<!--more-->
<a name='more'></a>
<ul>
<li>The train lurches through stations without stopping, and for a moment your eyes meet the horrified stare of an auburn-haired woman on a rural platform before she vanishes behind you. In the wake of the train, the fields burn blackly, scenery consumed even as you lay eyes on it. Your fellow passengers make genteel conversation; they chuckle about the weather.</li>
<li>The conductor's announcements are coming more frequently, but they remain tantalizingly beyond comprehension. The stations he lists – surely they do not appear on any map that you have seen. There is increasing urgency in his tone, a desperate warning he is trying to communicate, or perhaps he is pleading for your help. Yet you find yourself unable to care, you slump against the window glass and dream uneasy dreams.</li>
<li>“East Midlands apologises for the delay” says the conductor, eyes glinting behind a false smile. He passes down the carriage handing out the day's rations. “East Midlands apologises for the delay” his voice repeats mechanically. The gaunt carriage-folk huddle away from him and grumble in whispers to one another. You remain silent, faithful, hopeful: One day, you know, you will Make Your Connection In Birmingham.</li>
<li>You shiver in the air conditioning. Outside the sun shines brightly; the window is cold, and your breath condenses into ice on its surface. Trembling, you wander the carriage, and scrape at the windows, the doors. They are all smooth, without purchase for your numb fingers. You fall to the ground shivering. The other passengers tut at you and put more ice in their drinks.</li>
<li>The last train is leaving. The last that will ever leave. You run along the platform and every carriage is a writhing mass of humanity, packed impossibly densely. Limbs trail from between closed doors twitching. Your lungs burn. You run faster down the platform, past full carriage after full carriage. Bulging eyes stare at you from faces pressed grotesquely against the glass. There is no end to the train. You run on.</li>
</ul>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://www.flickr.com/photos/imagezen/55148605" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="265" src="/post_assets/leaving_station.jpg" width="400" /></a></div>
<div>
<br /></div>
<div style="font-size: 6pt;">
Attribution: please click the photos to see the originals.</div>]]></content><author><name>Martin Eden</name></author><category term="fiction" /><summary type="html"><![CDATA[This may give you some context for what follows:&nbsp;Regional Gothic meme. Your train terminates unexpectedly at Crewe. You get another train, which promises to get to your destination, but after an hour travelling through the dark you arrive back in Crewe again. The next train does the same, and the one after. There are no exits from the station, just more platforms, more trains glistening wetly in the rain. The train stops in the tunnel and the lights go off. This happens every day, and every day, as you sit in the darkness, you can hear… scraping sounds on the roof of the train. Chitterings. Once, something banged into the window right behind you, and you heard a feral cry. You pretended not to notice. You all pretend not to notice.]]></summary></entry><entry><title type="html">Neverending backpack: A hack of Doctor Magnethands</title><link href="https://weavingstories.co.uk/blog/2015/01/19/neverending-backpack-hack-of-doctor.html" rel="alternate" type="text/html" title="Neverending backpack: A hack of Doctor Magnethands" /><published>2015-01-19T19:27:00+00:00</published><updated>2015-01-19T19:27:00+00:00</updated><id>https://weavingstories.co.uk/blog/2015/01/19/neverending-backpack-hack-of-doctor</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2015/01/19/neverending-backpack-hack-of-doctor.html"><![CDATA[<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
	<tr><td style="text-align: center;"><a href="/post_assets/Doctor magnethands.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="/post_assets/Doctor magnethands.jpg" height="200" width="156" /></a></td></tr>
	<tr><td class="tr-caption" style="text-align: center;">My own work. Source images:&nbsp;<a href="http://www.gentlemansemporium.com/store/004477.php">This lab coat</a>&nbsp;from<br />
	<a href="http://www.gentlemansemporium.com/">Gentleman's Emporium</a>, used with permission, and&nbsp;<br />
	<a href="https://www.flickr.com/photos/explainthatstuff/8047651668/">this magnet</a>,&nbsp;used under licence.</td></tr>
</tbody></table>
I have&nbsp;<a href="/blog/2014/03/28/doctor-magnethands.html">previously written</a> about <a href="http://lookrobot.co.uk/doctor-magnethands/">Doctor Magnethands</a>, a light-hearted party-game/story-game where a band of heroes try to stop the Doctor from destroying "the earth by firing his radioactive rocket castle on the moon into the White House on Christmas Eve".<br />
<br />
I was asked to run Doctor Magnethands for a friend's <a href="https://en.wikipedia.org/wiki/Bachelor_party">stag party</a>&nbsp;by the best man. He sent around an email which pitched the game as Jon (the stag) trying to rescue his kidnapped bride-to-be and the rest of us trying to stop him. That's a little different from the original game. In fact, it is inverted - instead of a single GM (Doctor Magnethands) presenting challenges for the rest of the group to overcome, it is one player overcoming challenges set by the rest of the group. Here is how I made it work.<br />
<br />
<a name='more'></a>
<!--more-->
At the beginning we went through the usual process of each writing eight things down and putting them in a hat. I also asked everyone to write, on a ninth piece of paper, a location: dramatic, mundane, or silly. With these I made a separate location "deck".<br />
<br />
The story was like this: "[The bride-to-be] has been kidnapped by an infamous international cabal of evil. Jon has packed his backpack with everything he thinks he will need to get her back and has tracked down one of the members of the cabal."<br />
<br />
From here, the game took place over a number of turns, one for everyone except Jon. On each turn, the cabal player drew one of the location cards and read it out. Then they drew four of the normal cards and read them out. Finally, they used these cards to describe the identity of the cabal member and how they (and perhaps the location) posed a threat to Jon. Frequently, we also included a prize to be sought, which was generally the location of the next cabal member in some way - a map, a spaceship to get there, and so on. This last part happened organically as people tried to think of ways to incorporate all the weird things they had drawn.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
	<tr><td style="text-align: center;"><a href="/post_assets/neverending-backpack-cards.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="/post_assets/neverending-backpack-cards.jpg" height="232" width="320" /></a></td></tr>
	<tr><td class="tr-caption" style="text-align: center;">Some of the cards from the game</td></tr>
</tbody></table>
Next, Jon also drew cards, up to a hand of four. He then described how he used one or more of them to defeat the challenge presented. We didn't stick to strictly one card of solution for one card of problem, as in the original rules. This was because I felt that the problem-solving was the harder job, but unlike in normal Doctor Magnethands, it wasn't a role shared between multiple players, and we only had four cards at a time to choose from. I did suggest to Jon that if he were stumped he could draw more cards, but he never took me up on this. Any cards he didn't use he kept until next turn.<br />
<br />
Because Jon wasn't using a full four cards per turn, we had some spare cards for the final encounter. (It was revealed that the head of the cabal was a fourier transform of a white cat which sat stroking its human pet). We distributed these evenly and I encouraged players to chip in on either side if they could see a way in which their card could help or hinder. Unlike the other cards in the game we didn't read these out as soon as they were drawn, only when they were used. I think this tweak helped make the final battle feel more exceptional.<br />
<br />
It worked really well! Everyone seemed to have a good time, people were engaged and offering suggestions on both sides even when it wasn't their turn. We only had one turn where the cards drawn were such a random collection of stuff that it was hard to work them into anything. We got the usual Doctor Magnethands magic of crazy juxtapositions, but with the added benefit (for us) of putting a lot of focus on the man of the hour, without him having to take on much responsibility or roleplay very much. (The other players, portraying their villains, did more roleplaying).<br />
<br />
If someone wants to write the hack up, preferably as comically as possible, that would be great.]]></content><author><name>Martin Eden</name></author><category term="roleplaying" /><category term="game design" /><summary type="html"><![CDATA[My own work. Source images:&nbsp;This lab coat&nbsp;from Gentleman's Emporium, used with permission, and&nbsp; this magnet,&nbsp;used under licence. I have&nbsp;previously written about Doctor Magnethands, a light-hearted party-game/story-game where a band of heroes try to stop the Doctor from destroying "the earth by firing his radioactive rocket castle on the moon into the White House on Christmas Eve". I was asked to run Doctor Magnethands for a friend's stag party&nbsp;by the best man. He sent around an email which pitched the game as Jon (the stag) trying to rescue his kidnapped bride-to-be and the rest of us trying to stop him. That's a little different from the original game. In fact, it is inverted - instead of a single GM (Doctor Magnethands) presenting challenges for the rest of the group to overcome, it is one player overcoming challenges set by the rest of the group. Here is how I made it work.]]></summary></entry><entry><title type="html">What is the “Old School Renaissance”?</title><link href="https://weavingstories.co.uk/blog/2014/05/29/what-is-old-school-renaissance.html" rel="alternate" type="text/html" title="What is the “Old School Renaissance”?" /><published>2014-05-29T22:02:00+01:00</published><updated>2014-05-29T22:02:00+01:00</updated><id>https://weavingstories.co.uk/blog/2014/05/29/what-is-old-school-renaissance</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2014/05/29/what-is-old-school-renaissance.html"><![CDATA[<p class="blog-image"><a href="/post_assets/temple-of-illhan-level-1-smallest.jpg"><img src="/post_assets/temple-of-illhan-level-1-smaller.jpg" alt="Old school dungeon map" /></a>
<a href="http://rpgcharacters.wordpress.com/2010/07/23/friday-map-return-to-the-temple-of-illhan-part-1">Return to The Temple of Illhan</a>.<br />
Copyright Dyson Logos. Used under <a href="http://rpgcharacters.wordpress.com/about/copyright/">these terms</a></p>

<p>The Old School Renaissance, or OSR for short, is about playing and re-interpreting the original editions of Dungeons &amp; Dragons which were released in the 70s and 80s. I have become very interested in OSR D&amp;D in the last few months, and I am now running a campaign with some friends. I want to write about our game here on my blog. However, not everyone is familiar with this kind of game - this has certainly all been new to me in the last few months. So in this post I’ll sketch out the nature of the game and in future posts I’ll go into more detail.</p>

<p>First of all, I would like to thank <a href="https://www.arkenstonepublishing.net/isabout">Eero Tuovinen</a> for his writing on this topic, and in answering the questions I posed to him.</p>

<p>There are many different views on what OSR means. What follows is just a description of the kind of game that I mean when I say “OSR”.
<!--more--></p>

<h1 id="the-aim">The aim</h1>
<p>Eero gives this great summary of the aim of the kind of game I’m talking about:</p>

<p>Our aim is “tackling a compelling fantasy world, recognizing opportunity for adventure, identifying challenges involved, and then figuring out how these challenges may be resolved. The payoff is the satisfaction of success or the bitter pathos of defeat brought about by the combination of clever decision-making and resolving the fictional events with flair. It’s a real dynamic process in the sense that nobody’s fudging, nobody’s planning the outcome, everything’s happening as just as real an interaction as in any boardgame, except that we have an infinite variety of moves available in all their subtle nuances thanks to the game being set in a shared imagined space instead of on a gameboard.”[<a href="http://story-games.com/forums/discussion/comment/428548#Comment_428548">1</a>]</p>

<p class="blog-image"><a href="/post_assets/Fini-Otis-Submit.jpg"><img src="/post_assets/Fini-Otis-Submit.jpg" alt="" /></a>
<a href="http://blissinfinite.deviantart.com/art/The-Shadow-Lord-118629365">The Shadow Lord</a>. Copyright <a href="blissinfinite.deviantart.com">BlissInfinite</a> (Paul Fini). Used with permission (see below!)</p>

<p>The game is focused on giving the players real challenges that will tax their wits, and with real in-game consequences for success and failure. Every choice matters. There is no rail-roading, and the referee (the lingo for GM in this kind of game) does not protect the players from the consequences of their decisions.</p>

<p>In particular, character death is a very likely outcome of nearly any situation that is a focus of gameplay. This kind of D&amp;D is famous for how hard it is to progress beyond level 1. But that difficulty is a very real part of the fun - learning how to keep your character from dying, knowing that the stakes are high when you make decisions, and of course being forewarned that death is quite likely, all contribute to the fun.</p>

<p>Of course, losing is not necessarily fun. But the “bitter pathos of defeat” is balanced by the “satisfaction of success” - you need both to bring this kind of fun.</p>

<p>The flipside to all this challenge-focused play is that this is not an RPG that aims to tell stories. There are <a href="/blog/2013/07/10/lady-blackbird-actual-play-session-1.html">other</a> <a href="/blog/2014/03/11/intrepid-shattered-light.html">games</a> we could turn to for that, and indeed there are even other interpretations of D&amp;D that would give you that. Here, any stories that emerge from the roleplaying are secondary concerns: The primary one is that fictionally rooted challenge.</p>

<h1 id="other-characteristics">Other characteristics</h1>
<p>Some other things that are characteristics of this kind of game:</p>

<p class="blog-image"><a href="/post_assets/Beholder-1.jpg"><img src="/post_assets/Beholder-1.jpg" alt="A beholder" /></a>
Beholder. Found on <a href="http://www.goodman-games.com/forums/viewtopic.php?p=22896&amp;;sid=22af1b97e324c49db4d9cffdc82468c6#p22896">this forum post</a> copyright to that artist.</p>

<h2 id="rulings-not-rules">Rulings not rules</h2>
<p>The game has the bare minimum of rules, rather than lots of tables and mechanics for every situation. Instead, on the fly, the group comes up with rulings as they encounter situations that need them. Eero describes it as an “organically developing ‘common law’ set of judgments and practices, the best of which become enshrined as rules”[<a href="http://story-games.com/forums/discussion/comment/326367#Comment_326367">2</a>]. The way we come with rulings is a compromise between the question “What would happen in this (fictional, fantastical) situation?” and the concern of keeping the rules simple.</p>

<h2 id="an-emphasis-on-strategic-concerns">An emphasis on strategic concerns</h2>
<p>Players are likely to discuss things like how many mules they need to carry the siege equipment, whether they can convince the goblins they have met to ally with them, the time it takes to travel across the country, and which route they should take in order to beat the assassins. Battle, massively emphasized in later editions, is generally quick and simple (and lethal!). The real choices happen in how you position yourself before the battle, and whether you can avoid it.</p>

<h2 id="choice-over-which-challenges-to-engage-with-rather-than-imposed-balance">Choice over which challenges to engage with, rather than imposed balance</h2>
<p>Rather than trying to balance every encounter so that it is the “right” level of difficulty, the referee seeks to follow fictional logic: If it makes sense for there to be a dragon then there will be a dragon. If it does not, then there will not. Whether it is fair on the players or make for a satisfying story does not come into it.</p>

<p>Despite the lack of deliberate balance, the game is not overwhelmingly hard because the players can choose whether or not to pursue the challenges they find. If they discover a lair in the ground with a dragon in, that does not mean the referee is pushing them to go in - the right decision may be to run as far away as they can.</p>

<h1 id="closing-thoughts">Closing thoughts</h1>
<p>We have been enjoying playing so far. I hope to write more soon. In the mean time, here are some links for further reading:</p>

<ul>
  <li><a href="http://indie-rpgs.com/adept/index.php?topic=63.0">Eero’s page</a> on his group’s sandbox campaign from a few years ago gathers together lots of links on his thoughts on OSR D&amp;D.</li>
  <li>Matthew Finch’s free <a href="http://www.lulu.com/gb/en/shop/matthew-finch/quick-primer-for-old-school-gaming/ebook/product-3159558.html">Quick Primer for Old School Gaming</a> is quite accessible, although I don’t agree with everything he says.</li>
  <li>tenfootpole.org has <a href="a list of good OSR adventure modules">http://tenfootpole.org/ironspike/?page_id=844</a></li>
  <li>Some threads I’ve been involved in on Story Games on these topics:
    <ul>
      <li><a href="http://story-games.com/forums/discussion/19208/character-motivation-in-osr-play/">Character motivation in “OSR” play</a></li>
      <li><a href="http://www.story-games.com/forums/discussion/19234/writing-up-eero039s-primordial-dd">Writing up Eero’s primordial D&amp;D</a></li>
      <li><a href="http://www.story-games.com/forums/discussion/19255/osr-lotfp-questions-about-tower-of-the-stargazer">Questions about Tower of the Stargazer</a> (Spoiler warning: If you’re in my D&amp;D group don’t read this - we may yet return there!)</li>
    </ul>
  </li>
</ul>]]></content><author><name>Martin Eden</name></author><category term="osr" /><category term="roleplaying" /><summary type="html"><![CDATA[Return to The Temple of Illhan. Copyright Dyson Logos. Used under these terms The Old School Renaissance, or OSR for short, is about playing and re-interpreting the original editions of Dungeons &amp; Dragons which were released in the 70s and 80s. I have become very interested in OSR D&amp;D in the last few months, and I am now running a campaign with some friends. I want to write about our game here on my blog. However, not everyone is familiar with this kind of game - this has certainly all been new to me in the last few months. So in this post I’ll sketch out the nature of the game and in future posts I’ll go into more detail. First of all, I would like to thank Eero Tuovinen for his writing on this topic, and in answering the questions I posed to him. There are many different views on what OSR means. What follows is just a description of the kind of game that I mean when I say “OSR”.]]></summary></entry><entry><title type="html">Doctor Magnethands!</title><link href="https://weavingstories.co.uk/blog/2014/03/28/doctor-magnethands.html" rel="alternate" type="text/html" title="Doctor Magnethands!" /><published>2014-03-28T14:28:00+00:00</published><updated>2014-03-28T14:28:00+00:00</updated><id>https://weavingstories.co.uk/blog/2014/03/28/doctor-magnethands</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2014/03/28/doctor-magnethands.html"><![CDATA[<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/Doctor magnethands.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="/post_assets/Doctor magnethands.jpg" height="320" width="250" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My own work. Source images: <a href="http://www.gentlemansemporium.com/store/004477.php">This lab coat</a> from <br />
<a href="http://www.gentlemansemporium.com/">Gentleman's Emporium</a>, used with permission, and <br />
<a href="https://www.flickr.com/photos/explainthatstuff/8047651668/">this magnet</a>,&nbsp;used under licence.</td></tr>
</tbody></table>
Yesterday evening we played <a href="http://lookrobot.co.uk/doctor-magnethands/">Doctor Magnethands</a> which is a... thing. I mean, I guess it's technically a story game, but it's much too silly to deserve that title.<br />
<br />
"In this game, you'll play superheroes who must defeat Doctor Magnethands as he prepares to destroy the earth by firing his radioactive rocket castle on the moon into the White House on Christmas Eve! Yeah! Because shut up, that's why!"<br />
<br />
This is a silly game that is designed to be played by drunk people. The rules says "get drunk before you even think about playing this stupid game, and don't stop drinking until after you've finished" but we played whilst completely sober and had a great, side-splitting time. I guess we're just too daft as a group to need alcohol to be extremely ridiculous.<br />
<!--more-->
<a name='more'></a><br />
It takes about an hour to play, and is mostly about coming up with bizarre and hilarious ways of combining randomly generated elements into conflict resolutions.<br />
<br />
We played as team Narcissistic Explosions, comprised of:<br />
<br />
<ul>
<li>A real crowbar of a guy, a speech-maker with a secret volcano base and a...</li>
<li>Robot butler, secretly a werecat - utterly loyal and utterly incompetent.&nbsp;</li>
<li>A random collection of objects including a Klingon rhyming dictionary. To be clear, this wasn't exactly a character. The player in control just managed to achieve things by random happenstance involving these items.</li>
<li>A swarm of cowboy bees with unbelievably perfect cooking skills.</li>
<li>A cloud of purple rain with the ability to turn biscuits into dinosaurs and teleport when sneezing</li>
<li>Me. No, I don't mean the author of the post. This player's character was just defined as "me" and anyone who tried to define them too closely ended up going insane at the recursive meta-definition.</li>
</ul>
<div>
We defeated such notables as the depressed black hole, the moral quandary of the green thumb, the custard train, the welsh space vampire, <a href="http://youtu.be/lcIYDxmnKHY">Segata Sanchiro</a>, the power of control over magnolia, and far far more. Definitely the most surreal thing I have ever been involved in creating.</div>
<div>
<br /></div>
<div>
Shout out to Parz who introduced us to the game and GM'd. He did a fantastic job of playing Doctor Magnethands, with a hilarious accent and constant ranting, raving, and odd philosophical tangents every time we defeated one of his challenges.</div>
<div>
<br /></div>
<div>
I look forward to playing this again soon. Fabergé dragon - away!</div>]]></content><author><name>Martin Eden</name></author><summary type="html"><![CDATA[My own work. Source images: This lab coat from Gentleman's Emporium, used with permission, and this magnet,&nbsp;used under licence. Yesterday evening we played Doctor Magnethands which is a... thing. I mean, I guess it's technically a story game, but it's much too silly to deserve that title. "In this game, you'll play superheroes who must defeat Doctor Magnethands as he prepares to destroy the earth by firing his radioactive rocket castle on the moon into the White House on Christmas Eve! Yeah! Because shut up, that's why!" This is a silly game that is designed to be played by drunk people. The rules says "get drunk before you even think about playing this stupid game, and don't stop drinking until after you've finished" but we played whilst completely sober and had a great, side-splitting time. I guess we're just too daft as a group to need alcohol to be extremely ridiculous.]]></summary></entry><entry><title type="html">Intrepid: The Shattered Light</title><link href="https://weavingstories.co.uk/blog/2014/03/11/intrepid-shattered-light.html" rel="alternate" type="text/html" title="Intrepid: The Shattered Light" /><published>2014-03-11T13:48:00+00:00</published><updated>2014-03-11T13:48:00+00:00</updated><id>https://weavingstories.co.uk/blog/2014/03/11/intrepid-shattered-light</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2014/03/11/intrepid-shattered-light.html"><![CDATA[<a href="/post_assets/intrepid/Geographical map.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="/post_assets/intrepid/Geographical map small.jpg" height="320" width="226" /></a><a href="http://rpg.drivethrustuff.com/product/121044/Intrepid-A-Storytelling-Adventure">Intrepid</a> is a story telling adventure game. You and your friends quickly create an oracle of a setting backdrop, character names, place names, important themes, factions and quests. Then, following simple but powerful rules, you improvise from that basis to create exciting adventure stories. It's really fun, and you can play a whole game in an afternoon.<br />
<br />
Both games I have played have been buckets of fun. In the first we told the stories of the race for a lost city in a desert filled with sand ships and strange monstrous witches. The denouement tied together story threads that we had never planned to be related into a satisfying whole that suggested the magic of that world went deeper than we had expected. Plus, I got to play a nomadic sand-ship pirate who was made of pure awesome.<br />
<br />
<!--more-->
<a name='more'></a>
In the second game we created a sphere of fragmented planetoids, some larger enough to host cities, others no bigger than a house, floating in a mysterious void. Populating these planets was a culture we decided to label "pre-revolutionary France" and yet they had mysterious stone ships that could cross the void that were decidedly Incan in theme. Throw into that the threat of invading space elves powered by fear &amp; blood magic, a killer who murders her victims in the past, and Captain Carrot and Nobby Nobbs lookalikes and we had a whale of a time.<br />
<br />
I have been meaning to write up this second game for some time, but alas, I am just not getting that far. So in lieu of an Actual Play report, I offer you scans of the physical artefacts the game creates. Note that these have in many cases changed as the game went on, so they record facts that we didn't know at the beginning of play.<br />
<br />

<div class="row image-grid">
	<div class="col-md-4">
		<a href="/post_assets/intrepid/Relationship map.jpg" imageanchor="1">
			<img border="0" src="/post_assets/intrepid/Relationship map.jpg" />
		</a>
	</div>
	<div class="col-md-4">
		<a href="/post_assets/intrepid/Jean Clair.png" imageanchor="1">
			<img border="0" src="/post_assets/intrepid/Jean Clair.png" />
		</a>
	</div>
	<div class="col-md-4">
		<a href="/post_assets/intrepid/Elena Eclan.png" imageanchor="1">
			<img border="0" src="/post_assets/intrepid/Elena Eclan.png" />
		</a>
	</div>
</div>
<div class="row image-grid">
	<div class="col-md-4">
		<a href="/post_assets/intrepid/Christophe.png" imageanchor="1">
			<img border="0" src="/post_assets/intrepid/Christophe.png" />
		</a>
	</div>
	<div class="col-md-4">
		<a href="/post_assets/intrepid/Andrian.png" imageanchor="1">
			<img border="0" src="/post_assets/intrepid/Andrian.png" />
		</a>
	</div>
	<div class="col-md-4">
		<a href="/post_assets/intrepid/Additional characters.png" imageanchor="1">
			<img border="0" src="/post_assets/intrepid/Additional characters.png" />
		</a>
	</div>
</div>
<div class="row image-grid">
	<div class="col-md-4">
		<a href="/post_assets/intrepid/Additional maps.png" imageanchor="1">
			<img border="0" src="/post_assets/intrepid/Additional maps.png" />
		</a>
	</div>
	<div class="col-md-4">
		<a href="/post_assets/intrepid/Quests.png" imageanchor="1">
			<img border="0" src="/post_assets/intrepid/Quests.png" />
		</a>
	</div>
	<div class="col-md-4">
	</div>
</div>]]></content><author><name>Martin Eden</name></author><category term="roleplaying" /><category term="actual play" /><summary type="html"><![CDATA[Intrepid is a story telling adventure game. You and your friends quickly create an oracle of a setting backdrop, character names, place names, important themes, factions and quests. Then, following simple but powerful rules, you improvise from that basis to create exciting adventure stories. It's really fun, and you can play a whole game in an afternoon. Both games I have played have been buckets of fun. In the first we told the stories of the race for a lost city in a desert filled with sand ships and strange monstrous witches. The denouement tied together story threads that we had never planned to be related into a satisfying whole that suggested the magic of that world went deeper than we had expected. Plus, I got to play a nomadic sand-ship pirate who was made of pure awesome.]]></summary></entry><entry><title type="html">Free indie games: Part 3</title><link href="https://weavingstories.co.uk/blog/2014/01/22/free-indie-games-part-3.html" rel="alternate" type="text/html" title="Free indie games: Part 3" /><published>2014-01-22T17:04:00+00:00</published><updated>2014-01-22T17:04:00+00:00</updated><id>https://weavingstories.co.uk/blog/2014/01/22/free-indie-games-part-3</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2014/01/22/free-indie-games-part-3.html"><![CDATA[<table 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="/post_assets/free-indie-games/knytt-02-water.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="/post_assets/free-indie-games/knytt-02-water.png" height="127" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
Knytt</h3>
</td></tr>
</tbody></table>
I have been sitting on these games for a while, depriving you of them, for which I apologise. Here are five more short, free games made by small teams or individual developers that I am happy to recommend to you. Please read, play, and let me know in the comments what you think of these games.<br />
<br />
<a name='more'>
</a>
<!--more-->	
<div class="separator" style="clear: both; text-align: center;">
</div>
Screenshots / logos are taken from the games, and belong to the games' creators.<br />
<br />
<h2>
<a href="http://www.kongregate.com/games/stillmerlin/icarus-needs">Icarus Needs</a></h2>
<div>
<i><a href="http://e-merl.com/">Daniel Merlin Goodbrey</a></i></div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<a href="/post_assets/free-indie-games/icarus-needs.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="/post_assets/free-indie-games/icarus-needs.png" height="190" width="320" /></a></div>
<br />
Daniel Goodbrey describes his work as "experiments in fiction", and his website has several examples of interactive comics. Icarus Needs occupies the blurry space between game and narrative, and it does it very stylishly, with lots of wit and surprises. The whole story wraps up in a few minutes of gameplay, but you are sure to be delighted by Icarus' bizarre adventures in the land of squirrels.<br />
<br />
If you like this game, also well worth a look is <a href="http://www.kongregate.com/games/Stillmerlin/a-duck-has-an-adventure">A Duck Has An Adventure</a>, by the same author, which leans even more towards comic than game, but is still unique and interesting fun.<br />
<h2>
</h2>
<h2>
<a href="http://www.deconstructeam.com/games/gods-will-be-watching/">Gods will be watching</a></h2>
</div>
<div>
<i><a href="http://www.deconstructeam.com/">Deconstructeam</a></i></div>
<div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="/post_assets/free-indie-games/gods-will-be-watching.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="/post_assets/free-indie-games/gods-will-be-watching.png" height="202" width="320" /></a></div>
Gods will be watching was created for&nbsp;<a href="http://www.ludumdare.com/">Ludum Dare</a>, an indie game jam, where it won multiple awards. Since then, the creators have gathered <a href="http://www.indiegogo.com/projects/gods-will-be-watching">crowd funding</a> to make a much bigger and better version. In the mean time, the original is still a brilliantly atmospheric and challenging game.<br />
<br />
It is a survival game in which you, as the commander of your crash-landed team, must lead them to survive on a hostile planet until rescue arrives forty days later. Each decision is crucial, and get it wrong and your friends will die - of starvation, of the medusa virus, of cold, of animal attack, or just through the insanity that comes with crushing depression. It's a game that you play and play to try and figure out the right strategy - but a single game only takes a few minute, so give it a go now!<br />
<br />
The game's art and music build beautifully, lending a depth to the theme. I am looking forward to seeing if they can expand on the minimalistic set-up of the original without compromising its qualities.<br />
<h2>
</h2>
<h2>
<a href="http://gamesforcrows.blogspot.co.uk/2013/02/castle-of-red-prince.html">Castle of the Red Prince</a></h2>
</div>
<div>
<a href="/post_assets/free-indie-games/Castle of the Red Prince.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="/post_assets/free-indie-games/Castle of the Red Prince.png" height="320" width="320" /></a><a href="http://gamesforcrows.blogspot.co.uk/"><i>C E J Pacian</i></a></div>
"Welcome to Amaranth, foreigner. The Red Prince haunts your dreams, you say? If you want to overthrow our tyrant, you’ll need to consider this whole blighted land at once.<br />
<div>
<br />
"Castle of the Red Prince is a small text adventure with a different perspective on how locations can work in a parser game."<br />
<br />
This is game is a great text adventure that quickly builds a Gothic landscape and story to go with it. It won't take you long to play, and if you get stuck you can always sleep and receive hints in your dreams - but I encourage you not to use this too quickly, as you may spoil the fun for yourself.</div>
<div>
<h2>
</h2>
<h2>
<a href="http://www.holywowstudios.com/teachestyping/">Icarus Proudbottom Teaches Typing</a></h2>
<div>
<i><a href="http://www.holywowstudios.com/">Holy Wow Studios</a></i></div>
<div>
<br />
<div>
<a href="/post_assets/free-indie-games/icarus-proudbottom.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="/post_assets/free-indie-games/icarus-proudbottom.png" width="235" /></a></div>
</div>
This is our second game in this post to feature the name Icarus, but this hilarious spoof of "learn to type" games is no relation. Out of the five games on this list, this is certainly the one that made me laugh out loud the most. It is a surreal journey through the land of typing with the titular character, which quickly lets you see "behind the scenes" of the game to where the characters talk about a sinister conspiracy that is overtaking their world...</div>
<div>
<br />
There's a lot of humour here for gamers, as they reference lots of gaming conventions and poke fun at them.<br />
<h2>
</h2>
<h2>
<a href="http://nifflas.ni2.se/index.php?page=Knytt">Knytt</a></h2>
</div>
<div>
<i><a href="http://nifflas.ni2.se/">Nifflas' Games</a></i></div>
<div>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="/post_assets/free-indie-games/knytt-02-water.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="/post_assets/free-indie-games/knytt-02-water.png" height="127" width="320" /></a></div>
<div>
Knytt is the only game on this list that I didn't play for the first time in the past few months. I was introduced to Knytt several years ago, and it was my first experience of what you might call "exploration games" - and I still think it is the best example.</div>
<div>
<br /></div>
<div>
Knytt is a 2D side-scrolling game in which you wander across a strange landscape in the search of the parts of your crash-landed ship. Nothing original there. What is astonishing about Knytt is the way in which the simple graphics contain such beauty. As I explored the heights and depths of the world of Knytt I was repeatedly surprised by the sudden vistas that came into view.</div>
<div>
<br /></div>
<div>
It looks like that there have been several sequels since then, each more beautiful than the last... I know what I need to play next!</div>]]></content><author><name>Martin Eden</name></author><category term="free games" /><category term="video game" /><category term="recommendation" /><summary type="html"><![CDATA[Knytt I have been sitting on these games for a while, depriving you of them, for which I apologise. Here are five more short, free games made by small teams or individual developers that I am happy to recommend to you. Please read, play, and let me know in the comments what you think of these games.]]></summary></entry><entry><title type="html">Wizards who dream</title><link href="https://weavingstories.co.uk/blog/2014/01/08/wizards-who-dream.html" rel="alternate" type="text/html" title="Wizards who dream" /><published>2014-01-08T00:00:00+00:00</published><updated>2014-01-08T00:00:00+00:00</updated><id>https://weavingstories.co.uk/blog/2014/01/08/wizards-who-dream</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2014/01/08/wizards-who-dream.html"><![CDATA[<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/Cascade_by_Arrowfire.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="/post_assets/Cascade_by_Arrowfire.jpg" width="300" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
<a href="http://arrowfire.deviantart.com/art/Cascade-85987484">Cascade</a> by <a href="http://arrowfire.deviantart.com/">Arrowfire</a></h3>
<div>
Used with permission</div>
</td></tr>
</tbody></table>
The man blinked, rolled over, and stood up, gathering his blue robes around him. He found himself by a pool of water, deep in a forest he had never seen before. He reached out with his magical senses even as he began to slowly turn and survey the ancient trees. Using those senses always reminded him of the time he had first begun to learn them, in another world, in another body. Then he had been called... but names never lasted when he woke up.<br />
<br />
His eyes showed him an ancient, thickly entwined forest, darkened by the thick canopy. Only the clearing he now stood in was lit by sunlight, which some part of his brain whispered<br />
<i>(two suns)</i><br />
wasn't quite normal. But already, he was adjusting to this new place, his instincts changing to match this world.<br />
<a name='more'></a>
<!--more-->	
<br />
Suddenly, his senses alerted him to a disturbance, growing closer, a malevolent force charging towards the clearing. Heart pounding, he conjured up fire magics<br />
<i>(a memory of swimming in fires in&nbsp;volcanoes, his body smooth obsidian)</i><br />
to enshroud his hands and waited, tense and ready.<br />
<br />
Bursting out of the trees came a lithe figure, a man panting with exhaustion. Barely had he emerged, when whole trees splintered with the arrival of a creature five times his size, with skin of rock and glowing eyes. It roared in a bestial tongue, nearly drowning out the man's desperate cry for help. The wizard gulped and let fly a hail of hard fire shards that hammered into the monster with explosions of flame.<br />
<br />
<div style="text-align: center;">
* * * * *</div>
<br />
Breathing hard, and with legs wobbling, the wizard collapsed ungracefully into a crouch. The monster was decomposing into crackles of lightning that then dispersed through the pool.<br />
<br />
The man limped over. "My thanks," he managed in between his own panting gasps. "You saved my life, and I owe you a great debt. I am Yenlin."<br />
<br />
"I am... Terciel," the wizard replied, as always surprised at discovering a new name for the first time. "What was that thing?"<br />
<br />
"A grebg," came the grim response. "A terror and a disaster that have befallen our people. They slay indiscriminately. This power you wield - I have never seen anything that could destroy them so readily. I must ask you, are you one of the wizards of old? Will you give us your aid as they are said to have done?"<br />
<br />
That confirmed Terciel's suspicions. So in this life he would be a warrior - more battle magics to learn. He would fight for however long he had here. How long would it be this time - a year? Each time longer than the last. Somewhere out there, in what might be reality, he knew that his companions fretted the night away, trying to find a solution to the problem they faced. His heart bled for them - and he knew that if he let it, he would become just as embroiled in Yenlin's people and their troubles.<br />
<br />
He hesitated. It would be so much easier to distance himself from them. After all, this world might not be any more real than a dream. So much less painful to treat it as one. But how could he? Yenlin seemed as real as any friend he had in that world of his birth, his pain and fear just as sharp and his need for help just as keen.<br />
<br />
"I will fight for you," he said, willing courage and hope into his words and meeting Yenlin by the eye. "I will advise you." Another quest embraced, another life begun, and who knew where it would lead this time?<br />
<br />
<div style="text-align: center;">
~ FIN ~</div>
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/the_wizard_by_manweri-d4sreie.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="/post_assets/the_wizard_by_manweri-d4sreie.jpg" width="265" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
<a href="http://manweri.deviantart.com/art/The-Wizard-290172470">The Wizard</a> by <a href="http://manweri.deviantart.com/">Manweri</a></h3>
Used with permission</td></tr>
</tbody></table>
Imagine, if you will, a world in which wizards gain their powers through dreams. Every dream takes them to another world, where the wizard meets some challenge, and gains new skills, insights, and powers through their time there. Every dream only lasts as long as a normal night's sleep in the waking reality. But they last different amounts of time subjectively. Young apprentice wizards might&nbsp;subjectively&nbsp;only spend a few minutes in a dream world, gaining only the tiniest of powers. But as the wizard matures, his or her dreams last, subjectively, longer and longer. First hours, then days, then weeks, months, even years.<br />
<br />
They become immersed in the struggles of these dream worlds, which are as real to them as the waking reality. They fight, befriend, are betrayed, even fall in love, only to wake, never to return to the same world again.<br />
<br />
Small wonder that wizards are often abstracted from the problems of the 'real' world, and forgetful - in between each time you see them they are living whole other lives.<br />
<br />
Of course, the wizards wonder: Are these other worlds real? Does believing them to be real make thinking of those they have left behind easier or harder to bear? Those who believe the dreams are just figments may act selfishly in their dreams, knowing that nothing and no one they see is real. But when so much time is spent in these dream worlds, it can become habit, leading to cruel, hedonistic mages in the waking world.<br />
<br />
It is a fairly tragic idea - imagine your friend going tonight and every morning barely remembering who you are - but I think an interesting one. The alternative proposed by my friends, also intriguing, was that the wizards actually slept for as long as their dreams felt. So that really powerful wizards are pretty useless, because they are only awake for one day in every few decades.]]></content><author><name>Martin Eden</name></author><category term="magic system" /><category term="setting" /><category term="fiction" /><summary type="html"><![CDATA[Cascade by Arrowfire Used with permission The man blinked, rolled over, and stood up, gathering his blue robes around him. He found himself by a pool of water, deep in a forest he had never seen before. He reached out with his magical senses even as he began to slowly turn and survey the ancient trees. Using those senses always reminded him of the time he had first begun to learn them, in another world, in another body. Then he had been called... but names never lasted when he woke up. His eyes showed him an ancient, thickly entwined forest, darkened by the thick canopy. Only the clearing he now stood in was lit by sunlight, which some part of his brain whispered (two suns) wasn't quite normal. But already, he was adjusting to this new place, his instincts changing to match this world.]]></summary></entry><entry><title type="html">Can I use castles in my story?</title><link href="https://weavingstories.co.uk/blog/2013/12/24/can-i-use-castles-in-my-story.html" rel="alternate" type="text/html" title="Can I use castles in my story?" /><published>2013-12-24T15:32:00+00:00</published><updated>2013-12-24T15:32:00+00:00</updated><id>https://weavingstories.co.uk/blog/2013/12/24/can-i-use-castles-in-my-story</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2013/12/24/can-i-use-castles-in-my-story.html"><![CDATA[<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/castles/Pdametz.JPG" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="230" src="/post_assets/castles/Pdametz.JPG" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
13th Century, Metz, France</h3>
Used with permission from <a href="https://en.wikipedia.org/wiki/File:Pdametz.JPG">here</a></td></tr>
</tbody></table>
In&nbsp;<a href="/blog/2013/10/17/aged-chemical-keep.html">Aged Chemical Keep</a>&nbsp;I talked about an imaginary, post-apocalyptic future where the survivors huddle in concrete castles, fighting off other tribes that want the security they offer. But is there any place for castles in a world that has modern explosives? Surprisingly, the answer seems to be yes. This post should be helpful to you if you are thinking of creating a world with defensive structures with weaponry more powerful than that of traditional medieval fantasy.<a name='more'></a>
<br />
<br />
First of all a disclaimer: This post is not rigorously researched. A military historian will be able to find much that is inaccurate here. But my hope is the basic ideas here will be more accurate that the preconceived notions we carry around with us, and get you started thinking along new lines.<br />
<!--more-->	
<br />
<h3>
Technological changes</h3>
First of all, it's important to understand that the history of fortifications is more nuanced than simply castles, followed by their obsolescence. Permanent defensive fortifications were important right the way up to the early twentieth century.<a href="https://en.wikipedia.org/wiki/Fortification#History">[1]</a><br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/castles/Fortbourtange.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="237" src="/post_assets/castles/Fortbourtange.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
Fort Bourtange</h3>
Used with permission from <a href="https://en.wikipedia.org/wiki/File:Fortbourtange.jpg">here</a></td></tr>
</tbody></table>
The introduction of gunpowder to warfare in Europe in the 14th century - primarily in the form of cannon - was the first major change. But it was entirely possible, even then, to build fortifications that could withstand cannon fire. In the mid 15th century, a new form of fortification was seen - the <a href="http://en.wikipedia.org/wiki/Star_fort">Star Fort</a>, pictured right.<br />
<br />
This introduced a number of new ideas, but principal to its layout is the idea of overlapping fields of fire - each of those pointed bastions would have had cannons on either side that could cover the next bastion over, as well as the flat wall in between. Additionally, there are large shallow ditches that slow attacking troops and which can also be fired on from the bastions.<br />
<br />
The next big technological change was the introduction of <a href="https://en.wikipedia.org/wiki/Explosive_shell">explosive shells</a>. These required a different kind of fortification, with a lower profile to make them hard to hit with artillery, and massive earth ramparts that could absorb the explosive damage. These fortifications continued in use, with modifications, until the early 20th century.<br />
<br />
<h3>
The changing role of fortifications</h3>
However, what is more interesting than the architecture of these forts is the way in which they were used. Increasingly, cities were no longer constructed with walls around them and a keep in the centre. Instead, forts were placed at strategic locations near cities, where they could fire upon approaching armies. Over several centuries, forts became much more about secure places for troops to fall back to, places to mount raids and harass armies from, secure stores of supplies, and so on.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/castles/800px-Samuel_Krepost_-_Ohrid,_Macedonia.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="212" src="/post_assets/castles/800px-Samuel_Krepost_-_Ohrid,_Macedonia.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
Ohrid, Macedonia</h3>
Used with permission from <a href="https://en.wikipedia.org/wiki/File:Samuel_Krepost_-_Ohrid,_Macedonia.jpg">here</a></td></tr>
</tbody></table>
As I understand it, the chief reason for is a change in societal structure, through population growth and a changing conception about the nature of nations. Gone were the days when a city state could be surrounded by secure walls, because cities grew too quickly. The new kinds of fortification, such as the star fort, were very expensive to build and when populations grew they couldn't enclose the new city. More than that, increasingly wars were not between neighbouring cities, but between larger entities, such as today's nations. When your populace is spread throughout a whole country, the investment in permanent fortifications to provide good coverage would be huge - but the enemy only needs one army to attack anywhere.<br />
<br />
This is even more true in the latter half of the 20th century - with planes, long range weaponry, and very mobile troops your enemy can strike anywhere. If they invest their resources in offensive capabilities and you in defensive capabilities, you will have to spend orders of magnitudes more to defend even most of your important locations, whereas their single strike force can be anywhere. And so we come to modern warfare, which is largely about temporary defences, and highly mobile forces.<br />
<br />
<h3>
So when are forts useful?</h3>
<div>
So what about our fantasy settings? Is there a time when forts are conceivably useful? I think the key question is the cost of the fortification relative to how long it will be useful for. The more advanced the weaponry, the more stable and localized a community has to be to make it worth them building a fortification.</div>
<div>
<br /></div>
<div>
In the Aged Chemical Keep scenario, I think the fortifications work really well. This is because the tribes are small - I imagine 20 to 200 people - and they are not growing fast. So it is easy to protect everything and everyone they care about by retreating to a single one of these concrete forts.&nbsp;</div>
<div>
<br /></div>
<div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/castles/aged chemical keep.3.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="/post_assets/castles/aged chemical keep small.jpg" width="243" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
Aged chemical keep</h3>
My own modification of <a href="https://en.wikipedia.org/wiki/File:Old_Concrete_Pier_CS%26E_1925.jpg">this photo</a></td></tr>
</tbody></table>
I think the post-apocalyptic setting helps here, because attacking forces will also be small, and while there may be extremely powerful weaponry around, it is not consistently available - many tribes will have access mostly to anti-personnel weaponry, and maybe one or two portable rocket launchers with limited ammunition. But the threat of a surviving tank, plane, or other high-explosive delivery mechanism gives the setting tension - one day the fort could fail them.</div>
<div>
<br /></div>
<div>
Of course, the forts are also left over from another period, which helps, as the characters didn't have to build them. Finally, the hostile nature of the outside world gives an additional reason to huddle inside.</div>
<div>
<br /></div>
<div>
So any time you have localized communities - medieval seats of nobility surrounded by a few miles of farm land, mining outposts on snowy planets (ignoring attacks from space), post-apocalyptic tribes, monk-like guardians of ancient and immovable wellsprings of power - you can consider borrowing the imagery of castles and fortifications for your story.<br />
<br /></div>
<h3>
A final thought</h3>
<div>
I think it is much harder to reconcile castles with high fantasy where magic is common, as they frequently are used, than with many contemporary technology settings. With magic, you potentially have weaponry as powerful as anything in the modern world at the fingertips of a single wizard. With magic, attackers may be able to transport themselves behind enemy lines or pass through walls. Authors who intend to introduce magic as a common force into the world need to think hard about the impact this has on economy, society, and warfare if world consistency is important.</div>
<div>
<br /></div>
<div>
<span style="font-size: x-small;">Other sources:</span></div>
<div>
<ul>
<li><a href="http://www.army.mil/professionalWriting/volumes/volume4/february_2006/2_06_4_pf.html"><span style="font-size: x-small;">Maginot Line or Fort Apache? Using forts to Shape the Counterinsurgency Battlefield</span></a></li>
<li><a href="http://www.militarymuseum.org/BtyCavallo.html"><span style="font-size: x-small;">Lime Point Military Reservation and Fort Baker: Battery Cavallo</span></a></li>
<li><a href="http://www.medievality.com/decline-of-castles.html"><span style="font-size: x-small;">The Decline of Medieval Castles</span></a></li>
</ul>
<div>
<span style="font-size: x-small;">Search keywords: Why have castles declined? What made castles and other fortifications obsolete? Castles in post-apocalyptic settings. Castles in sci-fi settings. Castles in fantasy settings.</span></div>
</div>]]></content><author><name>Martin Eden</name></author><category term="setting" /><category term="fiction" /><category term="game design" /><summary type="html"><![CDATA[13th Century, Metz, France Used with permission from here In&nbsp;Aged Chemical Keep&nbsp;I talked about an imaginary, post-apocalyptic future where the survivors huddle in concrete castles, fighting off other tribes that want the security they offer. But is there any place for castles in a world that has modern explosives? Surprisingly, the answer seems to be yes. This post should be helpful to you if you are thinking of creating a world with defensive structures with weaponry more powerful than that of traditional medieval fantasy. First of all a disclaimer: This post is not rigorously researched. A military historian will be able to find much that is inaccurate here. But my hope is the basic ideas here will be more accurate that the preconceived notions we carry around with us, and get you started thinking along new lines.]]></summary></entry><entry><title type="html">Aged chemical keep</title><link href="https://weavingstories.co.uk/blog/2013/10/17/aged-chemical-keep.html" rel="alternate" type="text/html" title="Aged chemical keep" /><published>2013-10-17T22:13:00+01:00</published><updated>2013-10-17T22:13:00+01:00</updated><id>https://weavingstories.co.uk/blog/2013/10/17/aged-chemical-keep</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2013/10/17/aged-chemical-keep.html"><![CDATA[<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/castles/Charlottesville coal tower.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="/post_assets/castles/Charlottesville coal tower small.jpg" height="320" width="207" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
Charlottesville Coal Tower</h3>
<div>
Modified under licence from <a href="https://flic.kr/p/bZkonW">here</a>.</div>
</td></tr>
</tbody></table>
After the Green Year the war was over, with uncounted dead. Hostility between nations was finished, just as the nations were, but hostility between people has survived. The remaining humans have gathered together into communities, fighting against others to live, squabbling for now precious resources - clean water, air, and food.<br />
<br />
There are countless dangers - the atmosphere was seeded with pockets of poisonous gases that drift through unpredictably or settle into hollows invisibly. The biological weapons, now freed of any tenuous constraints they might have once had, breed and mutate, giving rise to thousands of ingenious horrors. Engineered vampires stalk the lands, obeying the loose prerogatives programmed in by biochemists years before. Vast snake-worms burrow through the churned mud, swallowing people whole. And any human you meet may be more dangerous still, toting guns, chemical grenades, and a will to live at your expense.<br />
<a name='more'></a>
<!--more-->	
<br />
<br />
<br />
<br />
The fortified labs that were built during the later years of the war are still dotted across the dying landscapes. Tribes that can gain access to one have a defensible home. These squat buildings are the castles of the modern age, encased in thick concrete that can withstand all but the heaviest bombardment available to the survivors, and defenders on the battlements can rain death upon would-be invaders. These aged chemical keeps shape the conflicts and lives of the surrounding land.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/castles/And then breaks free.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="/post_assets/castles/And then breaks free.jpg" width="420" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
And then breaks free</h3>
Used under licence from <a href="https://flic.kr/p/4jkjWU">here</a>.</td></tr>
</tbody></table>
Within the keeps, some still have semi-working labs. Few understand what they control, factories capable of both researching and producing biological and chemical weaponry, powerful enough to have brought the world to its knees. Just as well. These laboratories are fiercely guarded by AIs armed with deadly lasers, now insane and broken, which continue to enforce nonsensical rules.<br />
<br />
In the Grey Keep, for example, containment procedures for entering and leaving the lab through the airlock doors are still in force - despite the gaping holes in the walls. Anyone trying to enter or leave through those is summarily vaporised, as is anyone who drops anything liquid in the lab and fails to reassure the AI that "It's just coffee", echoing the words of a long-dead researcher the AI still remembers.<br />
<br />
Some keeps have - carefully avoiding the AIs neuroses - widened and dressed holes in the lab walls, so that invaders who gain access don't know which doors are acceptable to the resident AI and which are against proper protocol. Other keeps have AIs that can identify vampires and eliminate them, but in most keeps they aren't so lucky.<br />
<br />
<div class="separator" style="background: url('/post_assets/castles/hazard.png'); clear: both; height: 58px; text-align: center; width: 700px;">
</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: left;">
A post-apocalyptic setting piece.&nbsp;</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/castles/South entrance.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="/post_assets/castles/South entrance.jpg" height="212" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">South Entrance<br />
Used under licence from <a href="https://flic.kr/p/4jghy2">here</a>.</td></tr>
</tbody></table>
I received the phrase "Aged chemical keep" from a random word generator and was instantly hooked on the aesthetic in my mind - gas masking wearing soldiers patrolling the roofs of ageing and dirty concrete structures. All the monsters in my mind are very grungy - the snake-worms are black, spined, writhing things that you never see properly. The world is very hazed and the light unnaturally green or yellow.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
I liked the idea of bio/chemical apocalypse, as opposed to a nuclear one. In many ways, it seems to me to give fictional justification both to a more multi-faceted <i>area-based</i> danger than radiation - gases, viruses, pools of liquid mercury - and a more flexible <i>creature-based</i> danger than mutation from radiation exposure - engineered viruses and straight-up constructed monsters. And, of course, biological weapons have just as much potential to wipe out huge swathes of population. Perhaps more, if less suddenly.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
The other idea I had, which I then weaved in, was the idea of enforced superstitions: What if there were a community of people who all followed these weird little superstitions - you have to say certain phrases when you do certain actions, you have to go through certain doors backwards - because there was an AI that was used to the way things used to be and couldn't adapt to its present circumstances. I think there's a lot of potential there for dark humour.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
In a bit I may post more about defensive structures in environments with gunpowder. I have Learned Things about this in the making of this post.</div>]]></content><author><name>Martin Eden</name></author><category term="setting" /><category term="fiction" /><summary type="html"><![CDATA[Charlottesville Coal Tower Modified under licence from here. After the Green Year the war was over, with uncounted dead. Hostility between nations was finished, just as the nations were, but hostility between people has survived. The remaining humans have gathered together into communities, fighting against others to live, squabbling for now precious resources - clean water, air, and food. There are countless dangers - the atmosphere was seeded with pockets of poisonous gases that drift through unpredictably or settle into hollows invisibly. The biological weapons, now freed of any tenuous constraints they might have once had, breed and mutate, giving rise to thousands of ingenious horrors. Engineered vampires stalk the lands, obeying the loose prerogatives programmed in by biochemists years before. Vast snake-worms burrow through the churned mud, swallowing people whole. And any human you meet may be more dangerous still, toting guns, chemical grenades, and a will to live at your expense.]]></summary></entry><entry><title type="html">How to do a Secret Santa so that no one gets their own name?</title><link href="https://weavingstories.co.uk/blog/2013/08/16/how-to-do-secret-santa-so-that-no-one.html" rel="alternate" type="text/html" title="How to do a Secret Santa so that no one gets their own name?" /><published>2013-08-16T17:44:00+01:00</published><updated>2013-08-16T17:44:00+01:00</updated><id>https://weavingstories.co.uk/blog/2013/08/16/how-to-do-secret-santa-so-that-no-one</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2013/08/16/how-to-do-secret-santa-so-that-no-one.html"><![CDATA[<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/secret_santa/2012-07-22 14.52.48.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="240" src="/post_assets/secret_santa/photo-small.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><a href="http://www.breconbeacons.org/">Brecon Beacons</a> national park</td></tr>
</tbody></table>
Last summer I went on holiday with some friends, and we decided to go to <a href="http://en.wikipedia.org/wiki/Hay-on-Wye">Hay-on-Wye</a>, the famous town of books. We thought it would be fun to do a Secret Santa while we were there - each of us would buy a book secretly for someone else and at the end of the day we would give them to each other. But how to choose who would buy for whom?<br />
<br />
If you have thought about this recently, you probably will have started with just drawing names from a hat, but quickly realized the problem: What to do when someone draws their own name? <br />
<a name='more'></a>
<!--more-->	
<br /><br />
Skip to <a href="#method">the method</a> | <a href="#summary">the quick summary</a>
<br /><br />
Well, they could just put it back and draw again. But then they know that everyone who has drawn before them definitely isn't getting them a present - it must be someone drawing after them. Even worse, what if they are the last person to draw? This is particularly likely with a small group, like the five of us in Wales.<br />
<br />
You could just call the whole thing to a halt every time someone gets their own name - start all over again with all the names back in the hat, and keeping going until it works. But this might take ages - and more to the point, it's inelegant!<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/secret_santa/Our walk.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="/post_assets/secret_santa/Our walk.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A diagram of the walk we were on <br />
whilst discussing these matters</td></tr>
</tbody></table>
If we have a computer program to do it for us it's easy, or equally if we have a trustworthy third party who is not in the Secret Santa. But that seemed like cheating. So instead we spent long hours devising algorithms. In the end we came up with two. Each of them is guaranteed to finish in finite time and with no one knowing anything about who anyone else is buying for (with one exception, see below). They require trust in the other participants.<br />
<br />
There is a simple one. And a monstrously complex one. In the end we did the monstrously complex one, for fun, but in this blog post I'll just detail the simple one. The simple one leaks one piece of information: You know that the person you are buying a present for isn't buying you a present - they are definitely buying it for someone else in the group. But that's all you know.<br />
<br />
<h2><a name="method">The method</a></h2>
<div>
Everyone has to be honest for this to work.</div>
<div>
<br /></div>
<div>
Say you have N people. Get N pieces of card and on one side number them from 1 to N. Now, shuffle them face down, and deal them out at random. Everyone now has one card with a number on it. Everyone should memorize their number. Without showing anyone the number, they should turn the card over and write their name on the other side.</div>
<div>
<br /></div>
<div>
(Various people have also suggested that if you are in a large group who do not all know each other well, you could also write a few facts about yourself, preferences and so on.)</div>
<div>
<br /></div>
<div>
Leaving the name side up, stack all the cards in a pile in the centre. Shuffle them thoroughly without anyone looking (including the person doing it). Then flip the deck over so the numbers are face up. (If you look while you are shuffling you will end up knowing, for example, which name is on top and so which name will be last when dealing out).</div>
<div>
<br /></div>
<div>
Deal the cards number-side up in a row, from left to right so that everyone can see them. Make sure everyone knows which way "up" is - which is the left end and the right end. Like this:<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="/post_assets/secret_santa/cards.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="/post_assets/secret_santa/cards.png" /></a></div>
<br />
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<div>
Now everyone needs to leave the room (or turn their backs) and one at a time each person enters to find out who they are getting a gift for. It doesn't matter what order people go in (it definitely shouldn't be the order of the numbers, because that would give the game away - go alphabetical if you really need an order). When you come into the room, find your number. Then pick up the card to the <i>right </i>of your card and look at the name on the back. That is who you will be buying a present for. Put the card back the way you found it.&nbsp;</div>
<div>
<br /></div>
<div>
If your number is the last card (the one on the right hand end of the row) then you should look at the first card (the one of the left hand end of the row). If you prefer, you could deal the cards out in a clock shape, instead of a row, to make this simpler for people to understand.</div>
<div>
<br /></div>
<div>
Once everyone has gone in you are finished. Carefully gather up the cards and dispose of them in some way so that no one sees them.<br />
<br />
<h2><a name="summary">A quick summary</a></h2>
<div>
<ol>
<li>Number cards from 1 to the number of people</li>
<li>Shuffle and deal them out face down</li>
<li>Everyone memorises their number and writes their name on the other side of the card</li>
<li>Return the cards name up and shuffle them again.</li>
<li>Flip the deck over and deal the cards out in a row, number-side up</li>
<li>One by one in secret, look at the name on the card to the right of the one with your number on and put it back. If you card is on the right hand end of the row, look at the card on the left hand end of the row.</li>
<li>Dispose of all the cards without looking at them further.</li>
</ol>
</div>
<h2>
Conclusion</h2>
What do you think? Can you see any flaws that we missed? As far as I know, the only piece of information that is leaked is that you know your recipient is getting a gift for someone other than yourself.<br />
<br />
This method always gives a very simple single cycle graph. (A -&gt; B -&gt; C -&gt; A). But I don't think that is a problem. However, if you want to make sure that you can have sub-cycles, and if you want the possibility of your recipient being the one getting you a present... well, maybe I'll post up the extremely complicated method some time.<br />
<br />
<span style="font-size: xx-small;">Card background texture from&nbsp;<a href="http://subtlepatterns.com/dimension/">Subtle Patterns</a>.</span></div>]]></content><author><name>Martin Eden</name></author><category term="game design" /><summary type="html"><![CDATA[Brecon Beacons national park Last summer I went on holiday with some friends, and we decided to go to Hay-on-Wye, the famous town of books. We thought it would be fun to do a Secret Santa while we were there - each of us would buy a book secretly for someone else and at the end of the day we would give them to each other. But how to choose who would buy for whom? If you have thought about this recently, you probably will have started with just drawing names from a hat, but quickly realized the problem: What to do when someone draws their own name?]]></summary></entry><entry><title type="html">The tortoises of Torléda</title><link href="https://weavingstories.co.uk/blog/2013/08/04/the-tortoises-of-torleda.html" rel="alternate" type="text/html" title="The tortoises of Torléda" /><published>2013-08-04T20:28:00+01:00</published><updated>2013-08-04T20:28:00+01:00</updated><id>https://weavingstories.co.uk/blog/2013/08/04/the-tortoises-of-torleda</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2013/08/04/the-tortoises-of-torleda.html"><![CDATA[<div class="OutlineElement Ltr SCX141206" style="margin: 0px; padding: 0px;">
<div class="ParaWrappingDiv SCX141206" style="height: auto; margin: 0px; padding: 0px; width: auto;">
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{41}" paraid="1235377238" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/75_Ton_Creature_by_VegasMike.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="196" src="/post_assets/tortoise-small.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
A concept sketch of a giant turtle</h3>
<div>
Author unknown; found&nbsp;<a href="http://monstersandbeasts.blogspot.co.uk/">here</a></div>
</td></tr>
</tbody></table>
<span style="font-family: inherit;"><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">In the dusty city of&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US"><span class="SpellingError SCX141206" style="background-image: url(data:image/gif; background-position: 0% 100%; background-repeat: repeat no-repeat; border-bottom-color: transparent; border-bottom-style: solid; border-bottom-width: 1px; margin: 0px; padding: 0px;">Torléda</span></span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">, down by Sideways Sea, the Old Tortoises walk. As big as</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">house</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">s</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">, and older than the city, they continue their steady migrations along the Tortoise Roads they have worn over hundreds of years.&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US"><span class="SpellingError SCX141206" style="background-image: url(data:image/gif; background-position: 0% 100%; background-repeat: repeat no-repeat; border-bottom-color: transparent; border-bottom-style: solid; border-bottom-width: 1px; margin: 0px; padding: 0px;">T</span></span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US"><span class="SpellingError SCX141206" style="background-image: url(data:image/gif; background-position: 0% 100%; background-repeat: repeat no-repeat; border-bottom-color: transparent; border-bottom-style: solid; border-bottom-width: 1px; margin: 0px; padding: 0px;">orléda</span></span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;grew up around the</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">se paths.</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;T</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">he avenues through which the tortoises walk are wide channels through an</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;otherwise crowded and built up city.</span></span></div>
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{41}" paraid="1235377238" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<span style="font-family: inherit;"><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US"></span></span></div>
</div>
</div>
<div class="OutlineElement Ltr SCX141206" style="margin: 0px; padding: 0px;">
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{44}" paraid="1044542677" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<span style="font-family: inherit;"><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US"><br /></span></span></div>
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{44}" paraid="1044542677" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<span style="font-family: inherit;"><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">Someone discovered that the great shiny brown carapaces hold paint well. At first notorious artists decorated the shells with hastily drawn works of art, which paraded through the streets with the tortoises. Then some enterprising souls began to sell advertising space and soon slogans, political graffiti and indecipherable swirls of paint adorned&nbsp; the massive creatures. By the next time the tortoises enter town - perhaps decades later - their shells are clean again - ready to be painted anew.</span></span></div>
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{44}" paraid="1044542677" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<span style="font-family: inherit;"><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US"></span></span><br />
<a name='more'></a>
</div>
</div>
<!--more-->	
<div class="OutlineElement Ltr SCX141206" style="margin: 0px; padding: 0px;">
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{74}" paraid="2093178869" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<span style="font-family: inherit;"><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">Of course, none of this makes the Chelonian church happy. Long ago they observed the regular patterns of migration that the different tortoises&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">follow</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;across the&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">years, decades and centuries</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">. They charted the&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">di</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">fferent confluences of&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">the</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">tortoises and realized that they could use these to determine the will of heaven. Wh</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">at if&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">Ralledan</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">r</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">ubs past</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;Karnataka</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">, his mate since long ago,</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;at the Square of Beginnings</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">?</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">Then&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">it</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;is</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;a propitious time for new relationships and for celebrating existing marriages. When ancient&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">Peta</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;faces off any of his younger brothers at the crossroads of&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">Pavilione</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;and Shoreline, battle is an omen in all areas of life. The tortoises are holy, either the scions of the gods or gods themselves.</span></span></div>
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{74}" paraid="2093178869" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<span style="font-family: inherit;"><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US"><br /></span></span></div>
</div>
<div class="OutlineElement Ltr SCX141206" style="margin: 0px; padding: 0px;">
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{79}" paraid="1985963162" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<span style="font-family: inherit;"><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">More mundanely, some tether their carts to hard outcroppings on the giant shells and allow the tortoises to pull their heavy goods across town. This is safe for the lone males, but the females with their young travel in convoy, and a cart that trails too far may be crushed or snapped at by huge jaws. Some choose to make a nomadic life out of these tethers, travelling through&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">Torléda</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;from and to the open lands around.</span></span></div>
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{79}" paraid="1985963162" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<span style="font-family: inherit;"><span class="EOP SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;"><br /></span></span></div>
</div>
<div class="OutlineElement Ltr SCX141206" style="margin: 0px; padding: 0px;">
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{83}" paraid="2003231126" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<span style="font-family: inherit;"><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">Few have stayed on for a full migration though. The tortoises wander into far lonely places, far from human habitation. Those who have followed them there come back mad and full of enigmatic hints and obscure predictions. The church calls them prophets and claims that the tortoises have been to the realm of the Endless Wind, their true spiritual home.</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;</span></span></div>
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{83}" paraid="2003231126" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<span style="font-family: inherit;"><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US"><br /></span></span></div>
</div>
<div class="OutlineElement Ltr SCX141206" style="margin: 0px; padding: 0px;">
<div class="Paragraph SCX141206" paraeid="{997757c7-1db9-4170-8e10-914ee0f24f9a}{89}" paraid="1733700622" style="color: windowtext; padding: 0px; vertical-align: baseline; word-wrap: break-word;">
<span style="font-family: inherit;"><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">Certainly the tortoises are strange, and little is known about their life beyond the lands in which humans live.&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">In&nbsp;</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">Torléda</span><span class="TextRun SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;" xml:lang="EN-US">&nbsp;few wonder. They continue their busy lives in the shadows of giant shells.</span><span class="EOP SCX141206" style="line-height: 21px; margin: 0px; padding: 0px;">&nbsp;</span></span></div>
</div>]]></content><author><name>Martin Eden</name></author><category term="setting" /><category term="fiction" /><summary type="html"><![CDATA[A concept sketch of a giant turtle Author unknown; found&nbsp;here In the dusty city of&nbsp;Torléda, down by Sideways Sea, the Old Tortoises walk. As big as&nbsp;houses, and older than the city, they continue their steady migrations along the Tortoise Roads they have worn over hundreds of years.&nbsp;Torléda&nbsp;grew up around these paths.&nbsp;The avenues through which the tortoises walk are wide channels through an&nbsp;otherwise crowded and built up city. Someone discovered that the great shiny brown carapaces hold paint well. At first notorious artists decorated the shells with hastily drawn works of art, which paraded through the streets with the tortoises. Then some enterprising souls began to sell advertising space and soon slogans, political graffiti and indecipherable swirls of paint adorned&nbsp; the massive creatures. By the next time the tortoises enter town - perhaps decades later - their shells are clean again - ready to be painted anew.]]></summary></entry><entry><title type="html">Lady Blackbird Actual Play: Session 1</title><link href="https://weavingstories.co.uk/blog/2013/07/10/lady-blackbird-actual-play-session-1.html" rel="alternate" type="text/html" title="Lady Blackbird Actual Play: Session 1" /><published>2013-07-10T09:52:00+01:00</published><updated>2013-07-10T09:52:00+01:00</updated><id>https://weavingstories.co.uk/blog/2013/07/10/lady-blackbird-actual-play-session-1</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2013/07/10/lady-blackbird-actual-play-session-1.html"><![CDATA[<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/The Wild Blue.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="/post_assets/The Wild Blue small.jpg" height="228" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
The Wild Blue</h3>
<div>
Used under licence from <a href="http://www.onesevendesign.com/ladyblackbird">Lady Blackbird</a></div>
</td></tr>
</tbody></table>
After looking forward to it for some time, we recently played <a href="http://www.onesevendesign.com/ladyblackbird/">Lady Blackbird</a>&nbsp;by John Harper for the first time. In this post I don't intend to say anything about Lady Blackbird, or to review, or even to discuss how our session went - I'm just posting the write-up of what happened. The idea being that people looking for examples of how the game might go can find one here.<br />
<br />
Our first session played in about 4 hours plus breaks. It was very action orientated. I look forward in future sessions to hopefully having more character interaction and tough choices.<br />
<br />
Warning - it's long! Lady Blackbird starts with the crew of the Owl in the brig of the Hand of Sorrow. Read more about the starting situation <a href="http://www.onesevendesign.com/ladyblackbird/">here</a>.<br />
<a name='more'></a><br />
<!--more-->
<ul>
<li>Kale drew Essence from the lights to shatter the lock. Failure, so he sets the whole room on fire, shatters the whole cell door, and alerts all the guards</li>
<li>Cyrus positions the three of them by the door while Naomi smashes their separate cell open. When the three marines pile in Cyrus takes them down in hand-to-hand while Snargle distracts them with scary Goblin hissing and crest and Kale Light spells them with a flash.</li>
<li>Guard’s room: they get their things back, loot the guards. Yellow alert flashing and sirening. Plan: let’s get to the engines (opposite direction from the Owl) with the men disguised as marines.</li>
<li>Natasha tries to use magic to knock out the alarms, but only succeeds in upgrading it to a red alert.</li>
<li>They fast talk and then knock unconscious the engine room guard. Cyrus and Kale go in to the deafeningly loud engine room. The engine room is huge and the engine takes up most of the space. Lots of people rushing around, lots of steam.</li>
<li>Kale reverses the primary valve whilst Cyrus runs for his life. Huge explosion that rocks the ship. Kale is presumed dead.</li>
<li>It turns out that Natasha convinced Snargle to head for the ship. They make their way until they reach a bulkhead checkpoint. A captain on duty here, with three marines.</li>
<li>Natasha tries to be imperious and ladylike but rolls badly and the captain realizes she shouldn’t be there - and that the marine with them is a sky goblin.</li>
<li>Cyrus arrives, having torn off after Natasha, and aids Naomi in beating up the troops. Cyrus puts on the Captain’s uniform.</li>
<li>Kale’s voice comes over the intercom but is cut off.</li>
<li>The lights all switch off and Snargle scouts ahead in the dark, skittering along the ceiling pipes on his claws. The coast is clear.</li>
<li>Just then, a hairless and scalded Kale drops out of an air vent in the ceiling onto Snargle. Before they leave he proceeds to McGuyver a trap in the checkpoint. The others run for their lives - wisely, as it blows up in his face, leaving him injured - bruises and concussion. Cyrus hauls him along.</li>
<li>They make their way to the hanger, which is vast (think Star Wars). There is confusion, with marines and engineers rushing every which way in the dark - and The Owl is about to be jettisoned over the side.</li>
<li>Snargle spreads wings he didn’t have before and glides over, dodging fire and doing aerial acrobatics.</li>
<li>Meanwhile, the others commandeer (with Cyrus as an officer) a nearby fighter ship (it’s a tight squeeze).</li>
<li>Snargle drops into the pilot’s seat just as it tips over the edge. He gets the engine going but is in a steep dive by the time they get going.</li>
<li>The others are just out of the Hand of Sorrow when Commander Clayholt’s voice comes over the intercom. He knows its Cyrus, his old companion and now enemy. He tells them to give it up and for the pilot to turn the ship around. Cyrus leans on the throttle and doesn’t let the pilot do so.</li>
<li>Hand of Sorrow opens fire on both the Owl and the fighter. The pilot ejects, then the engine on the fighter is holed and it goes into a tail spinning nosedive.</li>
<li>Cyrus warps Natasha over to the Owl, which alarms Naomi, but there isn’t time to explain (“Just trust me”).</li>
<li>Snargle, in some crazy piloting, and assisted by Natasha’s wind magic, brings the Owl into matched velocity and spin with the diving ship and harpoons it. But he fails the roll - I tell them I’ll explain how in a moment.</li>
<li>Kale is vomiting all over the place - concussion plus weightlessness don’t agree. Cyrus throws him over the gap into the open cargo hold, and Naomi and he follow. Natasha’s wind magic makes all this possible.</li>
<li>They cut loose from the fighter - but just then that failed roll comes back and the Owl’s engines die. They plummet into the corrosive lower depths.</li>
<li>They slap Kale into a semblance of consciousness and he uses some parts he stole from the Hand of Sorrow to get the ship working again. He yells over the coms for Snargle to pull the two levers on the right. “What, the ones labelled ‘meatballs’ and ‘never pull’?” Those ones. The engine coughs back into life and they level out.</li>
<li>But they are low on fuel, and the ship is crippled - they can’t gain altitude and only go slowly, and they have four hours before the corrosion gets through the protective coating.</li>
<li>Natasha and Cyrus have a shouting match over the mess he’s made of things, and Cyrus makes out that this is ordinary living on the Owl.</li>
<li>Meanwhile, Naomi patches Kale up, and they talk about Kale’s previous experiences of hijinks with the captain. Naomi hints at her past, but doesn’t reveal much.</li>
<li>Kale gets to work fixing the engine properly. Snargle tries to figure out where they are from the charts.</li>
<li>Naomi catches Cyrus taking a hit of some green-glowing drug. He explains that it renews his warpblood powers. He hints at his past in the military, where promotion to a shock troop officer status came through developing these powers. We learn more in a flashback where Clayholt tries to get Cyrus to complete the mission by shooting a slave woman in the head. Cyrus refuses.</li>
<li>The engine is working again (although maybe not for long). They begin ascending cautiously. By now nearly 2 hours have passed.</li>
<li>They find a dead sky squid entangled in the wreckage of a sleek pleasure ship. Natasha recognizes it as the ship she and Uriah went squid hunting in. She doesn’t say anything.</li>
<li>Cyrus gets into the one working Miasma suit, and Kale patches up the dodgy one (brotherhood right there). They attach themselves to the ship and Kale jump magics them across (literally a big jump).</li>
<li>On board Cyrus nearly gets flattened by a falling arm from the squid, but chops off a bit to take back to Snargle. He finds fuel that’s survived the miasma. Kale loots a safe. As an aside, it turns out that skyship fuel is essence-infused squid oil (or maybe sky whale oil, no one is sure).</li>
<li>Just as they are getting ready to go back, the ship begins to fall from the squid’s grasp. Cyrus grabs Kale as he falls and then warps him (along with the fuel) back to the cargo hold. He then begins to inch his way up the rope, using his survivor trait.</li>
<li>He gets there, but only just as the cable snaps and he heaves himself up by the fingertips into the tiny airlock.</li>
<li>Natasha grabs the safe, opens it with the combination, and retrieves the wine and two glasses inside. She offers it to the captain as a peace offering, but he’s not buying.</li>
<li>They rise further, up into the open blue, and head towards Haven. As they travel, they all gather round the mess table to share the wine (Snargle eats the tentacle) and we learn more about Snargle and his extended cousins. OOC we learn that Natasha knew that Uriah had a sky goblin crew mate before she met him. Maybe it was Snargle?</li>
<li>They arrive in Haven and split up. Snargle and Kale to get more fuel, and the capacitor they need to get the ship really up to speed. Cyrus doesn’t tell the others where he’s going, but it’s off to a bar he knows to get information - he’s suspicious of his passengers.&nbsp;</li>
<li>Natasha and Naomi have a conversation in the cabin where Natasha admits she doesn’t know how to find Uriah, and she’s not even sure that he’ll still want to help them - but that the “project” is the priority, and if Uriah won’t help them, they just have to do it alone. Mariah Connolly is mentioned in connection with this as a women who help escaped slaves. They head out into Haven to find out what the rumour mill is saying - rather like Cyrus.</li>
<li>Kale hits upon the idea that instead of buying parts, they could steal them from another ship in the big, poorly patrolled, sunbaked space of the landing docks. Snargle uses his new mimic tag to look very similar to a man they see near a ship, and spins him a line about being his long lost brother and then darts into a shadowed space behind the ship. The guy draws his gun and follows, whereupon Kale thumps him and they steal his clothes to make Snargle’s disguise complete.</li>
<li>Snargle walks up the ramp and immediately finds a tough who recognises him as the captain and asks him about the job - is it still going ahead? Snargle tries to bluff his way through, but the guy draws a knife on him ands holds it to Snargle’s throat.&nbsp;</li>
<li>Snargle shifts shape to get the drop on him and escapes and Kale comes up from behind and knocks the guy unconscious.</li>
<li>Meanwhile, Cyrus goes to a seedy quarter and to a pub called the Slaver’s Hand. It’s a pub affiliated with the anti-slavery movement, and Cyrus has friends there because of the way he left the military.</li>
<li>He meets up with August, the barman to ask for rumours. August tells him about Lady Blackbird and the blood hunters who are after her. Cyrus puts two and two together and heads back to the ship.</li>
<li>He almost bumps into Natasha and Naomi, who spot him in these streets. Naomi knows the Slaver’s Hand from when she escaped from slavery. They get a table and try and eavesdrop on rumours.</li>
<li>Abel, a tall, muscled guy who was a pit-fighter with Naomi, comes over and says Hi. He’s now running a “mostly legitimate” business out of Haven. They ask him what’s going on, and he tells them about a plague in Nightport. He tells them that there are active slavers in disguise on Haven, and that they should come to a meeting with him where something is going to be done about it. They decline and start heading back to the ship.</li>
<li>Back to Kale and Snargle. They search the ship and discover it’s an empty slaver ship (on Haven!). They find the parts they need in the engine room. Kale, in character so far, decides to randomly sabotage the ship. Just then they hear voices echoing over the ventilation. It’s the port authorities come to raid the ship!</li>
<li>Snargle takes the capacitor and jumps into the rubbish chute to get away. Kale’s plan is to lock himself in a slave cell(!) and wait for the port authorities to free him. But Snargle gets stuck in the chute, and once Kale’s used his picks to lock himself in the cell’s electrification jumps to life. They are now both Trapped.</li>
<li>Gunfire is heard as slavers on the ship (who Kale and Snargle hadn’t bumped into) fight off the port authorities. Then one of the slavers tries to take off without their captain, and the engine explodes. The ship is now on fire and smoke begins to pour into Kale’s cell.</li>
<li>Cyrus gets back to the docks, finds The Owl empty, sees the slaver ship broken in half and billowing smoke, puts two and two together and rushes over.</li>
<li>Meanwhile, Natasha and Naomi meet Abel in dark alleyway... with two bloodhunters in tow. Naomi tries to shoot them as they run at her with swords drawn, but misses. Not to worry, as she easily disarms and defeats them with a bare fists. She decides to kill them - she is serious about protecting Natasha. Abel pales and runs off. They don’t pursue - they need to get off Haven before more hunters find them</li>
<li>They get back to The Owl and yell over the comms, “Where are you? We need to lift off now!” Cyrus says he’d like to know too. Kale explains, and the women acts as a comms relay.</li>
<li>Cyrus grabs a miasma suit helmet off the wall and another one for Kale and then dives into the smoke. He makes his way to the cell that Kale said he was in, but stumbles on the way, cracking his mask. He takes a deep lungful of smoke and falls unconscious inches from Kale’s cell - and in fact, briefly touching it, getting an electric shock.</li>
<li>Snargle’s chute melts and he manages to squirm away from the hot metal to fall into the inner workings on the ship. Which are on fire. He tries to make his body snake thin and squirm out of an exhaust port.</li>
<li>Kale reaches through the bars while woozy from the smoke and grabs Cyrus’ gun to shoot out the lock. He then takes the working helmet - to put it on Cyrus! Brotherhood in action. He then crawls under the smoke, dragging Cyrus with him. They emerge into the fresh air and he falls unconscious.</li>
<li>Cyrus revives in time to have snake-Snargle fall on his head. They help Kale back to the ship and as soon as they are on board lift off flying through the turbulence as the slaver ship finally explodes altogether.</li>
</ul>
<br />
And they still don’t know how to find Uriah in the remnants! Off to plague-ridden Nightport...<br />
<br />
Much of the flavour is missing in this write-up, but it was long enough as it was!<br />
<div>
<br /></div>]]></content><author><name>Martin Eden</name></author><category term="roleplaying" /><category term="actual play" /><category term="john harper" /><summary type="html"><![CDATA[The Wild Blue Used under licence from Lady Blackbird After looking forward to it for some time, we recently played Lady Blackbird&nbsp;by John Harper for the first time. In this post I don't intend to say anything about Lady Blackbird, or to review, or even to discuss how our session went - I'm just posting the write-up of what happened. The idea being that people looking for examples of how the game might go can find one here. Our first session played in about 4 hours plus breaks. It was very action orientated. I look forward in future sessions to hopefully having more character interaction and tough choices. Warning - it's long! Lady Blackbird starts with the crew of the Owl in the brig of the Hand of Sorrow. Read more about the starting situation here.]]></summary></entry><entry><title type="html">More free indie games for you to enjoy</title><link href="https://weavingstories.co.uk/blog/2013/06/11/more-free-indie-games-for-you-to-enjoy.html" rel="alternate" type="text/html" title="More free indie games for you to enjoy" /><published>2013-06-11T14:03:00+01:00</published><updated>2013-06-11T14:03:00+01:00</updated><id>https://weavingstories.co.uk/blog/2013/06/11/more-free-indie-games-for-you-to-enjoy</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2013/06/11/more-free-indie-games-for-you-to-enjoy.html"><![CDATA[In February <a href="/blog/2013/02/01/free-indie-games.html">I posted</a> about <a href="http://www.freeindiegam.es/">FreeIndieGam.es</a>, a firehose of free games - the good, the weird, and the ugly. In this post we look at feeding pirates to pelicans, pac-man meets bomberman, crazy text adventures, and explorations along a magic line.<br />
<br />
<a name='more'></a><br />
<!--more-->
<h2> <a href="/post_assets/free-indie-games/box.png" imageanchor="1"
style="clear: right; float: right; margin-bottom: 1em; margin-left:
1em;"><img border="0" height="240"
src="/post_assets/free-indie-games/box.png" width="320" /></a><a
href="http://rpgmaker.net/games/4739/">Think Outside the Box</a></h2>
<i>Stuart Madafiglio</i>
<br /> <br /> 

Think Outside the Box is a short puzzle game. There are 5 levels, and in each
one you need to accomplish a goal - generally escaping. The puzzles are
pretty standard adventure game fair - combine items in obvious and
not-so-obvious ways to accomplish your goal. <br /> <br /> 

The twist is that each level has multiple ways of completing it. In some cases
there are a dozen or more. So unlike many puzzle games where you may spend a
lot of time trying to find the one correct series of moves, you should always
be able to find a couple of solutions that make sense to your brain. You can
keep going, finding more answers, until you get bored of the level (or until
you have found them all!). <br /> <br /> 

The graphics aren't the prettiest, but the setting, characters, and humour
make it fun to keep trying different things just to see what everything does.
The pirate island level, which I think is the last one, is particularly
strong. <br /> <br /> 

<h2>
	<a href="/post_assets/free-indie-games/chompston.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;">
		<img border="0" height="240" src="/post_assets/free-indie-games/chompston.png" width="320" />
	</a>
	<a href="http://www.contralogic.com/games/chompston/">Chompston</a>
</h2>

<div>
<i>contralogic</i>
</div> 
<blockquote class="tr_bq">
	"A game mixing elements of Pac-Man and Bomberman. Collect dots to score
	 points. Drop bombs to defeat enemies.&nbsp;I made this to experiment with
	 procedural level generation and musical gameplay, where all the sound
	 effects are played in time and in key with the background soundtrack."
</blockquote>

<div style="clear: left;"></div>

This is fun and addictive, and while the random level generation doesn't
result in infinite gameplay, there definitely is a skill progression as you
get the hang of the game. Mmm, makes me want to play Bomberman.<br /><br />

<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;">
	<tbody>
		<tr>
			<td style="text-align: center;">
				<a href="/post_assets/free-indie-games/smallchildinwoods.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="180" src="/post_assets/free-indie-games/smallchildinwoods.png" width="320" /></a>
			</td>
		</tr>
		<tr>
			<td class="tr-caption" style="text-align: center;">
				Screenshots for text-based games seem weird to me
			</td>
		</tr>
	</tbody>
</table>

<h2>
	<a href="http://selectadecision.info/woods.html">Small Child In Woods</a>
</h2>
<i>Brendan Patrick Hennessy</i><br /><br />

This. You should play it. A hilarious game that spoofs the Choose Your Own
Adventure book. Well, we could discuss whether or not it is a game, but it
certainly is interactive and funny. It's hypertext, so you don't actually
have to turn pages, just click.<br /><br />

<div>Here is the (entirely false) introduction by the author:</div>

<blockquote class="tr_bq">
"In 1987, an anonymous team of computer scientists from the Kyrgyz Soviet
 Socialist Republic wrote a series of children's books based on the popular
 Choose Your Own Adventureseries. The books were hastily translated into
 English and a small number were exported to America, but the CIA, fearing a
 possible Soviet mind control scheme, confiscated them all before they could
 be sold."
</blockquote>

<h2>
	<a href="http://www.data-fi.org/binaryboy/">Binary Boy</a>
</h2>

<div><i>Data-Fidelity</i></div>

<div>
	<div class="separator" style="clear: both; text-align: center;">
		<a href="/post_assets/free-indie-games/level3screenshot.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;">
			<img border="0" height="160" src="/post_assets/free-indie-games/level3screenshot.png" width="320" />
		</a>
	</div>
	<br />
</div>

This is my favourite game of the bunch, and it's very creative. In a short
span, the game explores a simple mechanic - flipping up and down above a
line - through a series of very different levels. The extent to which the
game does such different things is very impressive, and this is technically
the most complex game. The gameplay is fun, the graphics are pretty, and it
will surprise you in great ways. The boss fights in particular are tricky and
fun. The only problem is that you can't save, which means you'll want to have
an hour free to get all the way through to the end.
<br /><br />

You can play the game in your browser, but it runs better if you download it
from <a href="http://www.data-fi.org/binaryboy/Binary%20Boy.exe">here</a> and
run it locally. <br /><br />

So, please give the games a whirl and let me know what you think of
them.<br /><br />

<i>
	Screenshots are from the games in question, and taken from 
	<a href="http://freeindiegam.es/">freeindiegam.es</a>.
	For more free games, click 
	<a href="/tagged/free%20games">here</a> 
	to see the whole series of Free Indie Games posts.
</i>]]></content><author><name>Martin Eden</name></author><category term="free games" /><category term="video game" /><category term="recommendation" /><summary type="html"><![CDATA[In February I posted about FreeIndieGam.es, a firehose of free games - the good, the weird, and the ugly. In this post we look at feeding pirates to pelicans, pac-man meets bomberman, crazy text adventures, and explorations along a magic line.]]></summary></entry><entry><title type="html">Spiderglass</title><link href="https://weavingstories.co.uk/blog/2013/06/07/spiderglass.html" rel="alternate" type="text/html" title="Spiderglass" /><published>2013-06-07T19:11:00+01:00</published><updated>2013-06-07T19:11:00+01:00</updated><id>https://weavingstories.co.uk/blog/2013/06/07/spiderglass</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2013/06/07/spiderglass.html"><![CDATA[<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/800px-Demenovska_jaskyna_slobody-smaragdove_jazierko.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="240" src="/post_assets/800px-Demenovska_jaskyna_slobody-smaragdove_jazierko-small.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption"><h3>
<span style="text-align: right;">Demänová cave of freedom, "Emerald Lake"</span></h3>
<div style="text-align: center;">
This image used under license from <a href="http://commons.wikimedia.org/wiki/File:Demenovska_jaskyna_slobody-smaragdove_jazierko.jpg">here</a>.</div>
</td></tr>
</tbody></table>
In the some parts of the world there are no rivers. The rain falls on the soft ground and seeps downwards, exploring and carving out deep places in the dark - caverns, sink-holes, underground lakes and rivers. In one such region, as the water eats away at the rock, it absorbs a glowing mineral. Luminescent fingers of rock grow downwards from the roofs of caves to meet others inching their way up from the floor.<br />
<br />
A faintly pearlescent world of shadowy caves beneath the farms and houses.<br />
<a name='more'></a><br />
<!--more-->
Animals wander into the larger of these caves. Some to make a lair or nest. But many are more transitory, seeking out the water that can be rare on the surface; pilgrimages in the glowing dark to shining streams of frigid water.<br />
<br />
Predators lie in wait for them, snatching in the shadows, dragging corpses off down bolt-holes or under the surface of the gleaming pools.<br />
<br />
One predator in particular owns a fearsome reputation: The mirror spider. It makes its home in caves and twisting passageways, skittering over the irregular walls, and spinning its web of glass. It layers a thin sheet of molten glass onto all the surfaces of its lair. The glass then hardens into an almost invisible glossy layer on the rock. In the flickering light of a torch, or the dim radiance of the stone and water, you might never notice it was there.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="/post_assets/Orb_weaver_infront_of_moon.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="213" src="/post_assets/Orb_weaver_infront_of_moon.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption"><h3 style="text-align: center;">
Orb weaver spider</h3>
<div style="text-align: center;">
Copyright&nbsp;<a href="http://commons.wikimedia.org/wiki/File:Orb_weaver_infront_of_moon.jpg">Fir0002/Flagstaffotos</a><span style="background-color: #f7f8ff; font-family: 'Segoe UI', 'Trebuchet MS', serif; font-size: small; line-height: 19.1875px;">.</span></div>
</td></tr>
</tbody></table>
It waits, and watches, as its prey - sheep, deer, humans - wander deeper into the winding tunnels of its domain. And then it screams, a single, piercing, drawn-out note that echoes around the caverns, throwing its victims into a panic. The screech, pitched at just the right frequency, brings about a change in the spider's trap: The glass changes from an unnoticed sheen into hundreds of shining mirrors. Where before were clear, if shadowed, passages, the prey is now lost in a multi-faceted, bedazzling maze of mirrors.<br />
<br />
The spiderglass surfaces shimmer in and out of transparency in unpredictable patterns, constantly changing the routes apparently open. The prey panics and runs, bumping into walls, spinning around in confusion. And then the spider appears. Dozens of spiders in fragmented images, leaping around as the mirrors appear and disappear. But always creeping closer and closer. Perhaps the prey lashes out, shattering a spiderglass mirror and lacerating their flesh. And then it is too late, and the spider strikes from behind.<br />
<br />
Some entrepreneuring souls have become experts at harvesting still-liquid spiderglass from the caverns without being eaten alive. They are called glass miners, after the original deception as to the source of <i>erethri</i>&nbsp;<i>&nbsp;</i>(lit. liquid glass).&nbsp;Sealed in airtight containers, the fluid is sold at exorbitant prices. Many wealthy people will pay for glass that you can pour into moulds and which sets in less than an hour. Glass that can switch between transparency and reflectivity at the right note.<br />
<br />
Glass miners have developed tools for dealing with mirror spiders, but they are guarded secrets of the trade. One is a tuning fork or other instrument capable of shedding a tone that is carefully discordant with the particular variety of spider being stolen from.<br />
<br />
Some have tried to keep the mirror spiders in captivity, but even allowing for the danger of keeping large, poisonous, man-eating monsters, and the fact that they lay thousands of eggs that emerge as tiny, also poisonous critters that can creep through cracks, there is the problem that mirror spiders spin inferior glass when out of their native habitat. For now, the glass miners will continue to take their lives in their hands, and enter the softly shimmering realm of the spider.<br />
<br />
<div style="text-align: center;">
* * * * *</div>
<div style="text-align: center;">
<br /></div>
<div style="text-align: left;">
Apologies for the purple prose - I would write better if I could! So this is a somewhat silly I idea I had today that nevertheless tickled my fancy. Perhaps you or I will use the mirror spiders in a story someday. What other ideas do you have from this starting point? I'm eager to hear them. Not just about the spiders - what uses do you think a fantasy / steampunk / whatever world would have for the spiderglass?</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
I was thinking that perhaps some varieties could themselves continuously extrude or coat themselves in liquid mirrors, further camouflaging themselves in the maze of glass.</div>
<div style="text-align: left;">
<br /></div>
<div style="text-align: left;">
I deliberately left the spiders' size undetermined, although the fact that they might eat a deer sets sets a definite lower limit - a lower limit that's completely fantastical compared to spiders in real life. (Although see <a href="http://en.wikipedia.org/wiki/Giant_huntsman_spider">here</a> for the Scary Truth).</div>]]></content><author><name>Martin Eden</name></author><category term="creature" /><category term="fiction" /><summary type="html"><![CDATA[Demänová cave of freedom, "Emerald Lake" This image used under license from here. In the some parts of the world there are no rivers. The rain falls on the soft ground and seeps downwards, exploring and carving out deep places in the dark - caverns, sink-holes, underground lakes and rivers. In one such region, as the water eats away at the rock, it absorbs a glowing mineral. Luminescent fingers of rock grow downwards from the roofs of caves to meet others inching their way up from the floor. A faintly pearlescent world of shadowy caves beneath the farms and houses.]]></summary></entry><entry><title type="html">Dice pool probabilities</title><link href="https://weavingstories.co.uk/blog/2013/05/27/dice-pools-probabilities.html" rel="alternate" type="text/html" title="Dice pool probabilities" /><published>2013-05-27T17:40:00+01:00</published><updated>2013-05-27T17:40:00+01:00</updated><id>https://weavingstories.co.uk/blog/2013/05/27/dice-pools-probabilities</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2013/05/27/dice-pools-probabilities.html"><![CDATA[<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://upload.wikimedia.org/wikipedia/commons/4/47/PNG_transparency_demonstration_1.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="/post_assets/dice.png" height="150" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Used under license from&nbsp;<a href="http://commons.wikimedia.org/wiki/File:PNG_transparency_demonstration_1.png">Wikimedia Commons</a></td></tr>
</tbody></table>
<a href="http://en.wikipedia.org/wiki/Shadowrun">Various</a> <a href="http://en.wikipedia.org/wiki/Storyteller_System">tabletop</a> <a href="http://www.onesevendesign.com/ladyblackbird/">RPG</a> <a href="http://www.burningwheel.org/">systems</a> use dice pools to resolve conflicts. Particularly, for some the mechanic is
<br />
<ol>
<li>Roll X dice</li>
<li>Count the number of successes (where a "success" is a roll over some number, generally fixed for the game system)</li>
<li>You win if the number of successes is greater than some target number</li>
</ol>
Now, that may or may not be a good system. Either way, it's not a system that I could look at and intuitively grasp my chance of success. For example, in Lady Blackbird, you roll <a href="http://en.wikipedia.org/wiki/Six-sided_dice">d6s</a> and a success is on a 4, 5, or 6 (so a one in two chance). So if I need 3 successes, how many dice should I roll? Not at all obvious.
<br />
<br />
For the mathematically inclined, it is, of course, a binomial distribution with p = 0.5. To help me understand it, I wrote a little javascript application. It will also hopefully be helpful if you need to look something up, either mid-design, or mid-play.
<br />
<br />
<a name='more'></a>
<!--more-->

Here it is:<br />
<link href="https://dice-pools.surge.sh/style.css" rel="stylesheet" type="text/css" />
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.0.0/jquery.min.js"></script>
<script src="https://dice-pools.surge.sh/dice.js"></script>
<script>
    var dicePool;
    $(function() {
        dicePool = new DicePoolTable($("#dice-pool-container"));
    });
</script>

<br />
<div id="dice-pool-container">
</div>
<div style="clear: left;">
</div>
<br />
This is showing you success probabilities for Lady Blackbird (d6, success on a 4, 5, or 6). Down the left-hand side is how many dice you are rolling, and across the top is the target number of successes. The probabilities are of getting at least that many.
<br />
<br />
I'll carry on to talk about things I've understood by using the tool, but first, give it a play yourself. The <a href="#" onclick="dicePool.toggleControls(); return false;">cog button</a> on the top-right will give you a set of options. You can change everything I've mentioned so far and explore other dice setups - or if you are mid-play, get it to show you the probabilities for the situation you are in.
<br />
<br />
So what things can we see? Firstly, for a given target number N, you can get a 0.5 probability of success by using 2N - 1 dice. So for N = 3, you'll need 5 dice just to get an even chance.
<br />
<br />
Now take a gander at this graph, which shows you how the probability improves as you add more dice for targets of 2, 3, 4, and 5:
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="/post_assets/dice-pool-graph.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="/post_assets/dice-pool-graph.png" /></a></div>
<br />
<br />
It's clear there's a diminishing return on adding more dice. I haven't spotted any more precise mathematical relationships, but for these low target numbers, 2N + 1 gives you a rougly 3 in 4 chance of success.
<br />
<br />
The code for the dice pool application is licensed under <a href="http://www.geekroom.co.uk/hosting/code/dicepool/1.0/license.txt">this MIT license</a>. Feel free to use it on your own site under those terms (although it'll always be here if you need it).
<br />
<br />
In other news: <a href="http://www.onesevendesign.com/ladyblackbird/">Lady Blackbird</a> looks great, I can't wait to give it a try.]]></content><author><name>Martin Eden</name></author><category term="roleplaying" /><category term="programming" /><category term="game design" /><summary type="html"><![CDATA[Used under license from&nbsp;Wikimedia Commons Various tabletop RPG systems use dice pools to resolve conflicts. Particularly, for some the mechanic is Roll X dice Count the number of successes (where a "success" is a roll over some number, generally fixed for the game system) You win if the number of successes is greater than some target number Now, that may or may not be a good system. Either way, it's not a system that I could look at and intuitively grasp my chance of success. For example, in Lady Blackbird, you roll d6s and a success is on a 4, 5, or 6 (so a one in two chance). So if I need 3 successes, how many dice should I roll? Not at all obvious. For the mathematically inclined, it is, of course, a binomial distribution with p = 0.5. To help me understand it, I wrote a little javascript application. It will also hopefully be helpful if you need to look something up, either mid-design, or mid-play.]]></summary></entry><entry><title type="html">Free indie games</title><link href="https://weavingstories.co.uk/blog/2013/02/01/free-indie-games.html" rel="alternate" type="text/html" title="Free indie games" /><published>2013-02-01T12:46:00+00:00</published><updated>2013-02-01T12:46:00+00:00</updated><id>https://weavingstories.co.uk/blog/2013/02/01/free-indie-games</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2013/02/01/free-indie-games.html"><![CDATA[<a href="http://www.freeindiegam.es/">FreeIndieGam.es</a> is a website that posts many games from around the web. Particularly, they are games that <a href="http://www.freeindiegam.es/about/">the owners of the site</a> find interesting. Many of them explore topics that haven't been covered by games before, others have interesting designs.<br />
<br />
Out of the dozens I have played over the last fortnight, here are three that I particularly enjoyed.<br />
<a name='more'></a>
<!--more-->

<br />
<h2>
<a href="http://www.kongregate.com/games/fizzd/rhythm-doctor-demo">Rhythm Doctor</a></h2>
<blockquote class="tr_bq">
<div class="separator" style="clear: both; text-align: center;">
<a href="/post_assets/free-indie-games/doctor.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="121" src="/post_assets/free-indie-games/doctor.png" width="200" /></a></div>
"A tough ONE-BUTTON rhythm game heavily inspired by Rhythm Heaven!...the defining feature of the series is the extremely strict margin of error...This means many people don’t even realise their rhythm is a little off until they play Rhythm Heaven. My game seeks to emulate that feeling"</blockquote>
The game is short - apparently they are seeking more funding so they can make more levels. However, the&nbsp;game-play&nbsp;is tight and satisfying, the graphics and music are solid, and it has a great sense of humour. I'd love to see more!<br />
<br />
<h2>
<a href="http://www.kongregate.com/games/x70x/protobotic">Protobotic</a></h2>
<div class="separator" style="clear: both; text-align: center;">
<a href="/post_assets/free-indie-games/protobotic.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="150" src="/post_assets/free-indie-games/protobotic.png" width="200" /></a></div>
<blockquote class="tr_bq">
&nbsp;"Protobotic is a puzzle-shooter with unique geometric level designs. Advance your weaponized robot through a series of challenges to escape from a science facility. Each of the 18 levels offer new and exciting obstacles to overcome using your cognitive processor (and lots of explosions!)."</blockquote>
<span style="font-size: xx-small;"><br /></span>
This puzzle game has good production values and it contains in its short length a lot of interesting puzzle ideas. I would have liked to see each idea explored more - a la Jonathan Blow's&nbsp;<a href="http://the-witness.net/news/2011/11/designing-to-reveal-the-nature-of-the-universe/">talk on fully exploring design spaces</a> - but for a free game it is a good length. It too has a fun sense of humour.<br />
<br />
<h2>
<a href="http://www.kongregate.com/games/pouchmouse/proke">Proke</a></h2>
<div class="separator" style="clear: both; text-align: center;">
<a href="/post_assets/free-indie-games/proke.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="/post_assets/free-indie-games/proke.png" width="166" /></a></div>
<blockquote class="tr_bq">
"Build a tower to the sky, using nothing but your own quick wits and linguistic fortitude."</blockquote>
Lots of fun! This is the only one of the three that I haven't finished yet, which tells you something of the difference to game length that procedural content makes. However, this game is strong because it combines the procedural content (randomized word seeds) with hand-crafted goals. I am not very motivated by high scores; simply building a higher and higher tower would not have kept my attention long. The game has objectives that require you to complete specific tasks. These distort the game-play (in a good way) and change the game that you are playing, keeping it fresh.<br />
<br />
<br />
<em>
	Screenshots are from the games in question, and taken from 
	<a href="http://freeindiegam.es/">freeindiegam.es</a>. 
	Quotes are from the games' descriptions on Kongregate.
	Want more free games? 
	See <a href="/blog/2013/06/11/more-free-indie-games-for-you-to-enjoy.html">the next post in this series</a>.
</em>]]></content><author><name>Martin Eden</name></author><category term="free games" /><category term="video game" /><category term="recommendation" /><summary type="html"><![CDATA[FreeIndieGam.es is a website that posts many games from around the web. Particularly, they are games that the owners of the site find interesting. Many of them explore topics that haven't been covered by games before, others have interesting designs. Out of the dozens I have played over the last fortnight, here are three that I particularly enjoyed.]]></summary></entry><entry><title type="html">Turtles all the way down</title><link href="https://weavingstories.co.uk/blog/2013/01/18/turtles-all-way-down.html" rel="alternate" type="text/html" title="Turtles all the way down" /><published>2013-01-18T20:38:00+00:00</published><updated>2013-01-18T20:38:00+00:00</updated><id>https://weavingstories.co.uk/blog/2013/01/18/turtles-all-way-down</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2013/01/18/turtles-all-way-down.html"><![CDATA[Imagine a multi-verse&nbsp;in which there are worlds / planes / places are linked by one-directional gateways. Anything can go through them in one direction, but nothing the other way. These gates and places form a <a href="http://en.wikipedia.org/wiki/Directed_acyclic_graph">graph that is acyclic</a> - if you go from A to B, there is never a way of getting from B to A.<br />
<a name='more'></a>
<!--more-->

<div class="separator" style="clear: both; text-align: center;">
<a href="/post_assets/dag.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /><img border="0" height="217" src="/post_assets/dag.png" width="320" /></a></div>
<br />
Travellers sometimes leave their home world and hop to a new one - but every hop is made completely blind because no one can ever return. The gateway at the end of the river could go to a paradise beyond imagining, or a burning maelstrom and a painful death - or it could just go to another place like the one you started from.<br />
<br />
Enough travellers have taken this blind leap over the centuries that every world has stories of people who have travelled to here from worlds upstream. Which might mean that if you jump downstream there will be another world "below" you to go to. Or your world could just be the last one, and every gateway from here leads to death.<br />
<br />
A game idea within this context: You control a character is who remarkable for one reason. When you die, the game loads back to the last checkpoint. Except, as you play, you realise this isn't just a video game convention, it is actually what the character experiences. You and your character alone have any memory of stepping through that gate. As far as everyone else is concerned it never happened.<br />
<br />
Your character is unique in that they can get information from downstream, upstream.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="/post_assets/dag (1).png" imageanchor="1"><img border="0" height="228" src="/post_assets/dag (1).png" width="320" /></a></div>
We could apply this to solving puzzles with information from worlds that, as far as your travelling companions are concerned, you have never been to.<br />
<br />
Also, what if the story is about an ordinary human from Earth who accidentally stumbles into a gate that leads him on a journey further and further away from home - until he realizes that he needs to kill himself at every level to bring himself back to the moment before he ever left Earth. At each level his companions try to stop him - how can they possibly believe he is not insane?<br />
<br />
As an alternative to suicide, the condition for jumping up a level could just be a shock - the moment just before death, like waking from a dream. Which then leads to this question: If you wake up from it like a dream, no time has passed in the world next up the tree, and no one else has any memory it happening - has it actually happened? If you stayed in world B forever then it would be real, but as soon as you "wake up" it never happened. When our character finally finishes his quest and startles back into his life in our world, he will wonder - did it ever happen?<br />
<br />
(Related to this post: <a href="http://en.wikipedia.org/wiki/Charles_Stross">Charles Stross</a>'s novel <a href="http://www.sfreviews.net/glasshouse.html">Glasshouse</a> pictures a universe where <a href="http://en.wikipedia.org/wiki/Faster-than-light">FTL</a> is accomplished via wormholes that break you down, transmit you as information, and then rebuild you at the other end. They have an insidious war where when you flee the warzone, the wormholes have been compromised and wipe all your memories of the war before beaming you away. So no one outside / after the war has any idea about what happened. Chilling book, but well worth a read.)]]></content><author><name>Martin Eden</name></author><category term="setting" /><category term="fiction" /><category term="game design" /><summary type="html"><![CDATA[Imagine a multi-verse&nbsp;in which there are worlds / planes / places are linked by one-directional gateways. Anything can go through them in one direction, but nothing the other way. These gates and places form a graph that is acyclic - if you go from A to B, there is never a way of getting from B to A.]]></summary></entry><entry><title type="html">Airships</title><link href="https://weavingstories.co.uk/blog/2012/08/27/airships.html" rel="alternate" type="text/html" title="Airships" /><published>2012-08-27T11:20:00+01:00</published><updated>2012-08-27T11:20:00+01:00</updated><id>https://weavingstories.co.uk/blog/2012/08/27/airships</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2012/08/27/airships.html"><![CDATA[<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="http://hkxforce.net/wordpress/wp-content/uploads/2006/09/LastExile_compare_tw01.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="213" src="/post_assets/last-exile.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Last Exile screenshot, copyright Gonzo
</td></tr>
</tbody></table>
Here's an idea for a game I've had for a while. It started partly with me wondering whether I could find a different take on a specialized, party-based system. Many MMOs have the standard roles of healer, tank, dps, and so on. Equally, there are some party-based shooters - Team Fortress springs most strongly to mind. What else could we have?<br />
<br />
It also started with me thinking about the anime <i>Last Exile</i>, in which ponderous airships do battle in a fog shrouded sky.<br />
<br />
<a name='more'></a>
<!--more-->

<br />
The game revolves around a team of players who have an airship, in which they can explore a giant, sky-based world. This might be an MMO, or just a co-operative game for a small group of people. Flying through the sky, the ship encounters various opponents - another airship, a squad of little fighter ships, sky dragons - and the players control the ship's offence and defence as a team.<br />
<br />
Each player has a role: One player is at the helm, and controls the (perhaps rather ungainly) ship in three dimensions. One or two other players are at the big guns - think of the Millenium Falcon in <i>Star Wars</i>. They can swivel round and fire powerful rounds at the enemies. Other players may scramble to the little fighter ships and launch out to try and hit vulnerable points on the enemy&nbsp;mother-ship&nbsp;whilst themselves being engaged by enemy fighters. Another player handles positioning and re-positioning shields against incoming contacts and repairs damage after it is done.<br />
<br />
There is one more role, which is where I started with this idea. In <i>Last Exile</i>, the world is perpetually shrouded in clouds and the combat is quite akin to submarine warfare - attempting to locate the enemies without giving away your position. In the anime, they have a person in the ship's bridge who listen's through headphones to microphones dotted around the ship's hull. It is their job to attempt to locate enemy ships. I toyed for awhile at the idea of an entirely audio-based game (and it may come back!) but what I really liked was the idea of a radar operator on the team - someone who plays no direct active role, but is vital in feeding information to the rest of the team.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.concretebadger.net/images/blog/last-exile/lastexile1-4.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="179" src="http://www.concretebadger.net/images/blog/last-exile/lastexile1-4.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Last Exile screenshot, copyright Gonzo</td></tr>
</tbody></table>
So in the airship game I imagine them being able to see further, and rapidly zip their view around the whole ship. Their HUD would highlight things like lasers charging up to fire on the players, or incoming&nbsp;torpedoes. They would be able to zoom in and spot weak points and direct the rest of the team towards them. By identifying armour types or incoming projectiles, they can give the big gun operators time to change out to different munitions. And yes, in any stealth situations, they would be attempting to pick up the opposing enemy.<br />
<br />
The roles could be RPG like - you start off&nbsp;unspecialised&nbsp;and able to jump between roles, but gradually your character becomes the best at big guns - or it could be more skill-based, in that you can all do everything, and who is assigned to the roles is just based on who is actually better at the skills involved. In might be fun to be able to switch roles frequently - even in the heat of battle.<br />
<br />
One more thing: I would love to have a huge range in size of enemies. From individual fighters smaller than the airship, all the way up to massive sky dragons hundreds of times bigger that you have to fight almost <i>Shadow of the Colossus</i>&nbsp;style.]]></content><author><name>Martin Eden</name></author><category term="game design" /><summary type="html"><![CDATA[Last Exile screenshot, copyright Gonzo Here's an idea for a game I've had for a while. It started partly with me wondering whether I could find a different take on a specialized, party-based system. Many MMOs have the standard roles of healer, tank, dps, and so on. Equally, there are some party-based shooters - Team Fortress springs most strongly to mind. What else could we have? It also started with me thinking about the anime Last Exile, in which ponderous airships do battle in a fog shrouded sky.]]></summary></entry><entry><title type="html">How to break out of prison</title><link href="https://weavingstories.co.uk/blog/2012/06/20/how-to-break-out-of-prison.html" rel="alternate" type="text/html" title="How to break out of prison" /><published>2012-06-20T18:57:00+01:00</published><updated>2012-06-20T18:57:00+01:00</updated><id>https://weavingstories.co.uk/blog/2012/06/20/how-to-break-out-of-prison</id><content type="html" xml:base="https://weavingstories.co.uk/blog/2012/06/20/how-to-break-out-of-prison.html"><![CDATA[<div style="text-align: justify;">
<div class="blog-image wide">
	<a href="/post_assets/Moyamensing_Prison.jpg">
    	<img src="/post_assets/Moyamensing_Prison.jpg" />
  	</a>
	<b>Moyamensing Prison<br /></b>
	This image is in the public domain (see&nbsp;<a href="http://en.wikipedia.org/wiki/File:Moyamensing_Prison.jpg">here</a>).
</div>
Prison breaks make great stories. For starters, it's a classic underdog scenario: The jailers have huge resources. They have lots of manpower. And the prisoners are in a facility which the jailers have (presumably) spent years building, refining, and maintaining. The whole setting is designed to keep the prisoners in. So when a plucky protagonist prisoner plans to break free we root for them.</div>
<div style="clear: right;"></div>


<!--more-->
<div style="text-align: justify;">

	<div style="text-align: justify;">
	<br /></div>
	<div style="text-align: justify;">
		<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: left;"><tbody>
			<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/c/c2/Coldbath-fields-plan-mayhew-p283.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://upload.wikimedia.org/wikipedia/commons/c/c2/Coldbath-fields-plan-mayhew-p283.jpg" width="268" /></a></td></tr>
			<tr><td class="tr-caption" style="text-align: center;"><h3>
				Coldbath fields prison</h3>
				This image is in the public domain (see <a href="https://en.wikipedia.org/wiki/File:Coldbath-fields-plan-mayhew-p283.jpg">here</a>)</td></tr>
			</tbody></table>
		In this blog post I wanted to take a review of the ways in which prisoners might break out of jail. The idea is to look at things in a quick abstract way so that game designers and story writers have a resource they can reference. I may at some point write a post from the opposite point of view - the ways of defending a prison, keeping the inmates in, and which ones you might want to employ in a game or story.</div>
		<div style="text-align: justify;">
		<br /></div>
		<div style="text-align: justify;">
		So what are the ways in which a prison break can happen? It's worth keeping in mind as we answer this question that some breakouts are&nbsp;unassisted&nbsp;- the prisoners manage it without help - whereas others are assisted - someone on the outside is helping.</div>
		<div style="text-align: justify;">
		<br /></div>
		<div style="text-align: justify;">
			I thought of the following ways. Maybe you can think of more:<br />
		<br /></div>
		<div style="clear: left;">
		</div>
		<ol>
			<li style="text-align: justify;"><b>Dig a hole</b>. Physically cut through the structure of the prison. This does not have to be through the floor: One can also dig through the walls and the ceilings. It can also be somewhere other than the prison cell - in the dining room, in the courtyard. Maybe there is a way into the sewers?</li>
			<li style="text-align: justify;"><b>Bluff</b>. Impersonate a guard or better yet, someone the guards don't know: like a prison inspector. Over the phone someone might be able to fake a supervisor's voice. Or another option: Instead of impersonating a person, the prisoner can just pretend there they have a gun, perhaps with a prop.</li>
			<li style="text-align: justify;"><b>Fight</b>. Someone wrestles a weapon off of a guard, and then everyone just fights their way free. Perhaps in combination with a <i>Prison Revolt</i>?</li>
			<li style="text-align: justify;"><b>Massive damage</b>. Bombs or big trucks can knock holes through outer or inner walls allowing a sudden (and noisy!) rescue.</li>
			<li style="text-align: justify;"><b>The distraction</b>. Important in combination with other approaches. One team draws the attention of the guards to one place and/or makes a big racket. This can cover up a stealthier rescue attempt elsewhere.</li>
			<li style="text-align: justify;"><b>Smuggling</b>. Hide the prisoner in something that is due to leave the prison. Hide in the laundry bag or a crate. What you really need then is a way to make sure that no one notices the prisoner is gone, or the jail may go to lock down.</li>
			<li style="text-align: justify;"><b>The Prison Revolt</b>.&nbsp;Once one person is out of the cell: free another. And then another. Soon the whole prison will be in chaos. Surely in all that someone could get out?</li>
		</ol>
		<div style="text-align: justify;">
		Those are strategies. There are a whole bunch of common barriers that a potential escapee also needs to overcome. These require less ingenuity to bypass (although the inmates may need to think creatively to improvise tools to help), but they may require skill and courage.</div>
		<div>
			<ul>
				<li style="text-align: justify;">Bars on windows</li>
				<li style="text-align: justify;">Long drops. (Sheets tied together? This really happens!)</li>
				<li style="text-align: justify;">High walls</li>
				<li style="text-align: justify;">Locked doors (Remember, these can be broken as well as picked)</li>
				<li style="text-align: justify;">Barbed wire</li>
				<li style="text-align: justify;">Electrified fence
				(Deactivated or insulated)</li>
			</ul>
			<div style="text-align: justify;">
			And after all that there is the pursuit to deal with. But that's another story. What have I missed?</div>
		</div>
		<div class="separator" style="clear: both; text-align: center;">
		</div>]]></content><author><name>Martin Eden</name></author><category term="toolbox" /><summary type="html"><![CDATA[Moyamensing Prison This image is in the public domain (see&nbsp;here). Prison breaks make great stories. For starters, it's a classic underdog scenario: The jailers have huge resources. They have lots of manpower. And the prisoners are in a facility which the jailers have (presumably) spent years building, refining, and maintaining. The whole setting is designed to keep the prisoners in. So when a plucky protagonist prisoner plans to break free we root for them.]]></summary></entry></feed>