Showing posts with label extruded fantasy product. Show all posts
Showing posts with label extruded fantasy product. Show all posts

a one-pager for NPCs

There are many one-page thingies to print off for generating NPCs; this one (pdf) is mine. Most of the content pilfered and lightly edited from there. 

The d66 charts are grouped by theme, so you can roll 1d6 if you're looking for something that fits a broad stereotype, or traits that have that kind of consanance with each other, and the traditional d66 if you don't. The "probable progressions" represent some possibilities for how a problem might develop in the absence of PC intervention. "Manners and motions" is taken from Laban efforts. The Durer is nominally a gender table, but the real purpose is just an image to make it clear which page this is as I flip through my GM's notebook.

Editable version here, if you wish to tailor to your own uses.

network externalities and generic dungeon fantasy

There's some discussion of "vanilla fantasy" and "generic fantasy" over at The Manse and ENWorld. On this blog I have the rather derogatory tag "extruded fantasy product,"but that's unfair. "Vanilla" is a kind metaphor; sometimes it's used in a derogatory way, but only out of snobbishness: the reference is to the fact that vanilla is common, but vanilla is common because people like it. "Generic" is a bit more ambiguous; "generic" things may be boring and cookie-cutter, but "generic" might also refer to "genre."

Provisional definition: generic dungeon fantasy is something where you can take almost any adventure or random table from a blog and throw it in there, and it can handle it.

I think this makes clearer what generic dungeon fantasy does and does not include - if, admittedly, it also makes it clearer that it is defined by family resemblance rather than a set of necessary and sufficient conditions. I also think it makes clearer why generic dungeon fantasy exists in the first place: network externalities. The "generic" here is as in "genre," and what it does is allow you to make things that make sense in small chunks, rather than one huge gestalt. You can do engineering rather than mere hacking. Right now I'm piggybacking on this coordination by writing in English anstatau usande Esperanton au fjkdsancslareoewa fkdmds  f afsda lkk

It's worth noting what generic dungeon fantasy isn't. GDF doesn't need to be boring, unoriginal, or low conceptual density. Dungeon Master's Guild cruft (or Big Publisher Cruft) is mostly GDF,, but so is this and this and this

Conformity to ISO standards fantasy is a clear design goal of many products, and such products offer the clearest tests of the boundaries of the genre itself. Both Freeport and various Raging Swan products will make references to, e.g., "a temple of the War God," which is both meant to make the product highly cross-compatible and makes explicit assumptions about what sort of campaign setting you have that it's cross-compatible with. 

Most of what I make here is generic dungeon fantasy. Tlön isn't (note to self: need to get back to Tlön) but then Tlön is its own project. Deviations from the standards must be done individually and serially whereas conformity to the standards can be done collectively, in parallel, and in small chunks. 

A network externalities lens is also, in some sense, less kind than the original metaphor expressed by vanilla. People don't eat vanilla because of cross-compatibility with other vanilla ice cream, but because they directly prefer it. But when cross-compatibility is an issue, we can get stuck with an inferior product because of coordination failures. Do we all like elves and clerics and taverns that much? Well, maybe!

That being said, having something that plays this role is nice. Having culture that no one owns (and not even WotC owns generic dungeon fantasy, even if it exercises an outside influence on it) and everyone contributes to a bit is good, and feels good to be a part of. Three cheers for the generic!

folks & factions

This gives an interconnected bunch of ethnic and political groups. In reifying the former and focusing the latter on leading individual actors it may not embed the same social ontology as something that reflected more Effort, but, well, that's the interpollating power of ideology for you. Be that as it may, reload as many times as are necessary to be both coherent and interesting.

Philosophical considerations on the concept of the pig orc

The pig orc is a hybrid, in more ways than one. As a beast-man of some variety, it is some sort of compromise between human and pig: perhaps in its origins some kind of literal hybrid, perhaps a convergent evolution of the boar towards bipedalism and talkativeness, perhaps a bioengineered warrior race, perhaps pigs which have reclaimed the bipedalism and chattyness that jealous men and their gods stole from them at the beginning of time. But in its conceptual use it is also a hybrid between the "orc" as we have received her from Tolkien, warcraft, warhammer, und so weter, and this pig-man. We are aware that the orc is Problematic (arguments to this effect will not be rehashed here; you either know and accept or know and reject them, but I'll be taking them for granted), and prompt reconsideration of paths not taken, such as the forays into the pig orc which our hobby once considered. By doing so we hope to rescue the patrimony of the orc - all the sustained half-lore and ideas that we've built up over the years, orc prayers and orc warfare and all the rest - from the vast condescension of a guilty conscience. Like a dying uncle who made a fortune from assorted bad deeds, or rapping slavers, we want to save the parts we've grown accustomed to and wash our hands of the rest: we want, as we have always wanted, to kill the orc and take her stuff. "Heritage, not hate!"

This is all just an uncharitable and spicy way of saying that the pig orc splits the difference in a productive way: all of the innocence of the cute furry animal races, all of the (salvageable) heritage of the word "orc." (In a vacuum, one could find anthropomorphic races a case of pseudospeciation with a long racist history, but in practice that's not how people read it - we associate talking upright animals with goofier and more forgivable vices - and since we're talking about symbols, how people take it is the truth of the matter.) Moreover, we get mileage out of it: centering "pig" within the name "orc" lets us reflavor and worldbuild our orcs in any number of ways, rethinking them in a new light. (Pigs like to sniff out truffles; what is the relationship between the pig-men and the mushroom-men?)

Moreover this is not just a one-time concept, but a repeatable move. Most obviously, you can consider the other Canonical Fantasy Races. What are the differences between elves that are plants (as in Glorantha), vs. cats, peafowl, jewelry, beta fish? Dwarves that are termites, bats, naked mole rats, mushrooms, automata, pitbulls? Halflings that are frogs, rabbits, potatoes? (And what is the difference between "cat elves" and "catfolk?" Surely that you're injecting some sort of Tolkienian melancholy into the concept of cats.) Ontologically "penguin lizardfolk" (or whatever) becomes possible just as soon as the concept of "lizardfolk" starts exceeding "lizard + folk," outgrows its old suspenders and can be draped in new clothes.

This can be extended further, of course. A farmer wizard breeds and cultivates spells, whereas a dentist wizard notices problems and fixes them painfully. A lion tamer cleric has a different relationship to the gods than a diplomat cleric or your usual fawning servant cleric. A starving artist fighter really cares about their technique in a different way.

How far can this be extended?

Maybe I have just gotten overexcited by the idea of analogies?


顽 形



d20+ × 4 bandit camps

Over on the discord someone suggested that "bandit camps" were the most cliche thing they could think of. For present purposes, consider "bandits" to be a designation for any armed group that semi-regularly comes by to take money or other resources, and will use force if not - so governments are bandits relative to their subjects, and two groups engaged in low-intensity warfare or feuding are bandits relative to each other.

of Phantoms; or, what it's like to seem to be

An illusionist who meets their third and final Doom becomes an illusion permanently. Such sad sights - and sights they are - are but one origin of a class of creature called phantoms, variously employed and studied by illusionists the worlds over, and seen and heard by people of all sorts. The lay consensus is that such creatures are not "real," but this is exactly the kind of stray comment that will catch you in the pedantic crosshairs of a stray philosopher or other master of illusion.

The practicing illusionist - or adventurer who has struggled with phantoms - is wont to sneer in response that naturally these creatures are real, insofar as their effects are real. (This is the famed Tomiss Theorem, of the academician-elector Shofas Tomiss' essential Propaedeutics of Sorcerie.) But furtherly philosophical illusionists are likely to respond that this, in turn, lacks ontological nuance as to the precise status of phantoms and other illusions. An illusion must not be regarded as something unreal in the sense that (say) a computer or good demon must be regarded as something unreal (something outside of the world, not existing in the sense of not interacting with all of its other parts) but at the same time it is not like (say) a stone or a unicorn, one ordinary object enjoying the full franchise of existence alongside all the others. Illusions are that which, if they were to cease being observed, go away. These are perfectly efficacious and "real" as far as it goes, like laws and money, but like laws and money, a phantom needs real social supports to keep going, and illusionists approaching their Doom often make arrangements for the same.

This answers the question every novice apprentice has - or every wicked apprentice assumes - about phantoms, that being whether they have an internal life. A phantom has "real" experiences if those experiences are observed. The more astute of the apprentices reply: "but wait, aren't our own conscious experiences the same way? Don't we have 'an inner life' only by virtue of observing our own experiences, self-reflectively?" Exactly so. And the scholarly consensus of illusionists is that illusions properly "feel" pain, heartbreak, hopes, and (above all) dreams - but that they need to be observed doing so in order to, just like anything else. (The bright and terrible angels, who in their calculations disregard the good and bad accrued to phantoms, err here; but that is because they see through all lies, which is why they care not for aforesaid laws or money either.) Specifically, they must in practice be observed by others. In principle, infinite levels of self-reflective awareness - I observe that I observe that I observe that I... - would suffice, but who can manage that?

(It also follows from this that phantoms have, in most cases, no subconscious. Most of us have pains, hopes, and dreams that we are not aware of, but phantoms who wish to retain a subconscious must arrange to be under the continuous observation of a psychotherapist.)

An illusionist that manages to stably maintain their continuity of consciousness (much less subconsciousness) after becoming a phantom may be regarded as the rough equivalent of the necromancer that continues on as a liche. Any competent illusionist by definition can arrange to summon illusions to observe her, but these also require their own observers. Demons can also be summoned by allied or indebted spellcasters, but these wretched creatures cannot see goodness, and the phantoliche existing only in the eye of these beholders is wont to be swift corrupted. Angels see goodness and badness both, and with what awful intensity! - but not, as noted, illusions.

The preferred set of arrangements for an illusionist expecting to meet his Doom consists of some kind of entailed land or other passive income  - bonds, interest collecting in the bank, and other purely financial instruments are often preferred for aesthetic reasons - supporting fawning servants interacting with (and, above all, observing) a network of illlusionists. Often a charitable foundation for the education of bards is involved; these bards act as the literary critics, psychotherapists, dramaturges, and publicists required to ensure that, however indirectly, the phantoliche exists under continuous observation. Another popular option (with similar aesthetic appeal for the profession) is the religious foundation, with the phantoliche presented as a kind of god. Both may hire adventurers, of course, being limited in mobility.

Atheists derive at least two sources of delight from the phantom. The first is that the limited endurance of phantoms disproves any omniscient being, the second is that if minor cults may have sprung around phantoliches, major ones may have as well. What else could explain the desire of the gods for worshipers, or the popular superstition that if they were to cease to be believed in, the gods would fade? That they are acknowledged by angels is a stumbling block to this theory, but perhaps this is an advanced trick - or perhaps the angels, as poppets of these mighty wizards, refuse to acknowledge other illusions for fear of their power being usurped. Many a mystery cult based around evading the tricks of the Grand Illusionists Who Rule the World forms in the undergrad dorms of the illusionists college, before most illusionists become distracted by the ease of worldly achievements - another trap of the these demiurges, say the cults.

Although becoming a phantoliche requires a lot of work, this is ultimately not why most illusionists disdain to do so. To be continuously observed by others even in one's inner life is unbearable to most humans and like mortal folk; for illusionists, who typically entered the profession that others might perceive them as they might prefer, it is an especially horrid fate. The phantoliche is, almost by definition, a primadonna, and probably had a need to be seen even before their proper Doom.

d20x4 prophecies

Velexiraptor's prompt generator gave me "prophecies, NPCs, and d20 tables." That sounds doable.

Thief Guilds: Assasins and Investigators

Beings Guilds (GLOG thief subclass) along the lines of Lexi's template. (I've also both directly lifted some of the skill trees - which, from the initial templates, seems in line with the philosophy - and the idea behind my favorite single power, which being the Historian's "Speak with Art" ability.)

random alignment generator


another day working at the alignment language museum

Everybody wants to know what an alignment is.

almost cliche cults

Cults! Unlike Cthulhu, this post isn't going to break open your mind about that or anything else. Everything in here is just close enough to the cliche that you can substitute it with almost no other changes.









dungeon ecology generator

Inspired by the work pioneered at Chromatic Cauldron and extended by DIY And Dragons (although cruder than their own methods.) No man is an island, but a dungeon may be an island ecology. Results not guaranteed to cohere.


Vancian memory palaces

Vancian wizards get their power from memorizing tremendously complex spell formulae. Therefore, they use the gold standard of memory techniques, the method of loci - placing memories within the layout of a familiar building.

If you want to memorize a deck of cards, any building will do. But you wouldn’t store a spell in any building, any more than you (or a snobbier version of you - wizards are infamous snobs) would hang the Mona Lisa in an outhouse. It’s disrespectful, and degrades the potency of the spells you house there.

Obviously, this is one reason wizards power up by raiding tombs - big, dangerous cavern networks brewing with magical energy tend to twist themselves into geomantically potent shapes. Necromancers may find especially useful models for their spell palaces in crypts, abjurists in fortifications, transmutationists in ancient sorcerous factories.

Temples and magical academies are of course built into shapes of puissant feng shui, and access to wander and familiarize oneself with the deeper levels is restricted to trusted senior members for this reason.

Potent shapes for spell storage are hard to predict a priori, and even with potent visualization techniques, it’s difficult to substitute a blueprint on paper for familiarization with a physical space. (Though to be clear: most spell books do include the relevant maps/blueprints, geometrically transformed through codes that are as elaborate as the wizard is paranoid.) Searching for ideal buildings in lucid dreams is a popular option - and also a popular vector through which hostile interplanar memeplexes come to set up shop in a wizard’s brain.