I dig Creation and almost everything about Exalted other than the endless lists of rules and superpowers. So why not run a mortals game in the setting using, say, Knave (purchase, srd)? Anyway, here's a random generator. I've kept Exalted's atributes as a nod to the original, and because Knave doesn't care too much about how you divide up attributes anyway.
Mosaic Loose: a personal anticanon of crunch for dungeon fantasy
Here's a bunch of modular shit you can paste together for Yon Dungeon Fantasy. There's too much of it to be proper FKR, the forms aren't signed to make it Mosaic Strict, and there's no GLOG base to make it GL∆G, but the ethos is very much in that space - everything is meant to be modular, diegetic, and (though I'm presenting this as a bunch of rules) "rules-light procedure-heavy."
Only break into any of these procedures when it's called for. For most things the player describes actions → GM describes consequences → player describes actions cycle functions perfectly well.
Obviously, I’m curious what others’ procedure anticanons would look like, and figure I’ll keep fiddling around with this.
Collaborative Worldbuilding
- Load up Azgaar's. No rerolls, what you see is what you get (make sure to download the .map file so you can consult it later). Player newest to RPGs picks an a starting area they find interesting.
- Going clockwise around the table (starting with that newest player) until everyone gets bored, everyone except the GM (whose job is to collate notes) something "everybody knows," or at any rate 95% of people believe, to be true. (If you're playing online, instead of having an order, anybody can go in any order as long as two other people have posted since they last did.)
- GM secretly decides what's actually true.
Character Creation, Advancement, and Magic
- my character creation system
- advancement per Sam's Zouave Achievements
- GL∆G wizardry per Michael and Lexi, or GM makes up how this shit works based on what the players came up with last round (don't tell the players what the achievements are!)
Equipment
- obviously use whatever list makes sense for your setting but ktrey's chart is convenient for listing weight and slots and even coins, per your preference
- children and frail people can carry 6 slots, the average healthy person 10, people with athletic builds maybe more (or in some cases less) per their type
Exploration
- the travel time tables from Justin's Hexcrawl procedures. NB since it's giving diegetic inputs you can plug it into a hexmap, or use the route function on Azgaar's). Add other parts of Justin's system as you find them interesting or they become relevant
- John's procedure for wandering monsters; roll every other watch (8-hour period per above), but use a d10 with 7-10 being nothing much
- spelunking per Downcrawl rules when you want to get elaborate; also you can probably adapt those to sea travel without too much difficulty. Roll wandering monsters per above with d6 each day.
Interpersonal Interaction
- just roleplay lol
- d666 reaction rolls
- Zenosyne's Parley system, for when you want to put a clock on convincing an NPC
Combat
- quick combat, for "combat as war"
- dueling, for "combat as sport"/tactically interesting fights between equals
- chess-based mass combat
Domain management
- my neo-physiocratic seeing like a state system
General Task Resolution options
- Dreaming Dragonslayer's stopwatch resolution, which is like flipping a coin but with more anxiety!
- success and safety, for when those are to be orthogonal to each other and you want to have a little math setup
seeing like a state: a system for domain management
For every 100 primary producers (farmers, fisherfolk, miners, craftspeople who are producing materials for the same, traders engaged in transporting goods and otherwise serving the community, their dependent elders and children) who owe their allegiance - or at least a meaningful portion of their produce, whether that's defined in terms of taxes or rent or interest or protection money - to you, you get one surplus.
Multiply the surplus you get by two if the land/fishing/whatever is more than marginal, by four if it's positively lush and productive, and by ten if it's by a rare resource (like mining tin or coal) or during the slack season. Double it if you oppress them, as in rule through institutions designed to squeeze out as much surplus as possible. (You can oppress some section of the producing population but not others.) By default oppressing or not is up to the PCs, but diegetic details may imply that switching from one to the other requires a significant amount of work, quests, whatever.
Each point of surplus represents somebody doing something that has no immediate economic value to the community itself and is instead doing something for your (possibly perfectly benevolent or necessary) ends. You may want to designate these as soldiers or servants.
For the utility of soldiers, refer to your minisystem of choice for dealing with war. "Soldiers" here can refer to anyone permanently engaged in the process of improving your war capacity; actual soldiers as well as armorers and engineers and doctors and so on.
Servants are anybody engaged in showing off the mere fact that you have a lot of surplus to throw around. Other rich people will respect you basically proportional to the number of servants you can muster.
Miscellaneous surplus might also be spent on something useful that isn't for war or for show; i.e., scholars researching the names of God that will allow you to cast the next spell, or whatever. (Obviously, scholars might also function as soldiers or servants, depending on their use.)
![]() |
| Jeon Min Seok |
Passing the Buck
If you're off adventuring, or for every 5000 people you have indirectly working for you, you must appoint an NPC to act as intermediary.
Intermediaries can be appointed by you or elected by the community. ("Election" might not be literal; at any rate the issue is to whom intermediaries are institutionally responsible. Likewise if there are literal free elections but all candidates are in your pocket that's appointment in rules terms.)
If intermediaries are elected, or if intermediaries are appointed and you're oppressive, 2-in-6 chance that half the surplus is reported to you as existing, but actually doesn't.
If intermediaries are appointed and you're not oppressive, 2-in-6 chance the intermediary oppresses them anyway, then uses the extra surplus for themselves.
Community reaction rolls
When you're interacting with a community or institution or perhaps individual that's part of your domain, and they aren't oppressed (possibly just: aren't oppressed and have been been for some time), GM can roll on the following table. (Roll a d6, or d8 if they're sorta oppressed or otherwise affronted.)
- Patriots who are enthuasistic about your rule and eager to come up with ways to help accomplish your goals.
- Squeaky wheels who want to milk your reputation for benevolence. (If you have an appointed intermediary, they may complain they're being oppressed.)
- Genuine squeaky wheels who have some problem that only you can fix. (If you do, they become patriots for an appropriate time.)
- Mistrustful liberty-lovers who are (likely quite justifiably) jealous of the autonomy they've gotten used to and are worried you'll take it away.
- Preoccupied with something that has nothing to do with you.
- Opportunists who function as patriots if you've had a string of victories recently and mistrustful liberty-lovers if you've had a string of defeats.
- Roll on next table.
- Roll on next table.
If they are oppressed, or at any rate have been oppressed recently, GM can secretly roll on the following. (Use a d6, or a d8 if they're only kinda oppressed or have been at least sorta won over ideologically.)
- Cowed and will do whatever you ask. (Other than be honest with you: they will tell you you're non-oppressive and great.) 3-in-6 chance of turning to open revolt if a nearby community has been in that and won some victories thereby.
- Brown-nosers who want to advance within the ranks of oppression.
- Trusting in the good of the czar and blaming your intermediaries (if any) for their oppression. 4-in-6 chance they do in fact know whether it's you or the intermediary that's the problem.
- In open revolt or non-cooperation as soon as you show any weakness. (Give out some exemplary punishments in advance to make them cowed for a bit, while perhaps reducing the surplus they produce for you.)
- Preoccupied with something that has nothing to do with you.
- In acute crisis from some problem resulting from their oppression. (Helping them out may turn them into brown-nosers, failing to do so may bring them to open revolt.)
- Roll on previous table.
- Roll on previous table.
Stating the obvious
Adjust all numbers in accordance with diegesis and GM fiat. This system is Mosaic Strict.
(see also)

