Chasing the sunset & the Kraken

Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.

Fafnir the dragon.

She just hatched yesterday, from an ancient egg that Buckle found and incubated. She’s has four legs, wings, and is about the size of a Golden Retriever.  She likes to strike from above with her sharp talons, but doesn’t always control her great power.  Perhaps other eggs or dragons have survived. She’s traveling to find them.  She heard that somewhere out there is a city made of gold.

Long ago, dragons ruled the world, but they were brought down by trickery and almost wiped out. They are vengeful, although not many survive to enact vengeance.  Rumor has it that they are also very greedy.

Buckle the beast.

He’s a Platyperson who has electrical senses to detect living creatures, venomous spurs, and the ability to breath underwater. Incubating eggs is normal for platypi, but it’s quite unusual for dragons to emerge from those eggs. He’s traveling for a reason that he has not shared with his companions.  He heard about a underwater crystalline cathedral.

Platypeople keep to themselves & don’t interact with outsiders much.  Their ‘cities’ (small compared to the cities of Elves or Orcs) can be underwater, on land, or both.  There’s a great festival called Platypalooza scheduled for the next full moon. Platypeople have a reputation of being ignorant, backwater folk.

Rook the remnant.

They is an incorporeal ghost, unable to touch or be touched by anything.  They died near the end of the war against the dragons, but they remains.  They remembers.  They heard that somewhere out there is a temple with the power to restore the dragons.

Long ago, their people served the dragons, but they were all killed in the same war that killed the dragons. Rumor has it that dragon sympathizers like Rook remain because they were cursed by witches!

Agnes Nutter the harbinger.

She’s a blind prophet, who has sight beyond sight. She riding a flying snake named Snek, who can shrink and coil around her neck like a scarf when flying is not needed. Agnes has a ring that lets her see through Snek’s eyes. She also has a vague sixth sense of things near her, so she won’t run into things, even without Snek’s help. She travels to find a legendary library of powerful magical tomes.

The blind prophets are nomads, and avoid each other, since multiple prophets close together cause magical interference, distorting the prophesies.  When prophets dream, they are possessed by some magical force and recite or write prophesies. These prophesies come from several different sources.  Rumor has it that the prophets are just high all the time, and their visions are drug-induced hallucinations.

The “new to them” world

This is not like Europe 500 years ago declaring that lands were unknown and uninhabited just because Europeans didn’t know about or didn’t live there.  Our characters know that the world is bigger than what they’ve traveled or heard about. They are going past the limits of their experience, not to some undiscovered country.  There will be people and nations out there.  Our characters’ ignorance of those people does not invalidate them.

Let’s begin

Agnes found a Fairy Ferry that runs across the sea to the land they will explore. This ferry is made of two enormous leaves. One forms the hull and another forms the deck.  The stem of the hull curves up, providing an elevated platform like the bridge of a human ship. The ship is driven by two propeller shafts, one on each side of the ship. The propeller blades are shaped like giant maple seeds. The shafts run inside the hull and are connected to basically bicycles. Teams of fairies take shifts pedaling to propel the ship.  Fairies are about a foot tall, extremely skinny and delicate humanoids. They fly on transparent insect wings. Their skin can be any pastel shade, and they favor flower names.  They are nude, except for accessories, like Captain Periwinkle’s impressive tricorne hat.  They have a constant glamour that makes it impossible for one to get a clear view of their bodies. They always seem obscured, un-detailed, PG-rated.

Buckle stands at the prow. He’d rather swim.  Boats seem like big-city nonsense to him.  Rook lurks at the entrance to the lower deck.  They can’t enter without permission. Agnes & Fafnir are below. Fafnir is hungry and licks a bench.  Maybe it’s salad.  Fairies powering the screws change shifts. A fairy named Crocus notices Fafnir and yells at her, Agnes gets a glimpse of something strange in Crocus’s locker that he’s trying to conceal. Agnes convinces him to give Fafnir candy in exchange for taking a shift on the bicycle. He gets fruit & candy from the locker, revealing an evil charm. A large splinter of wood with a dried tentacle wrapped around it, secured with twine.  Agnes takes a piece of fruit & uses it to look through Crocus’s eyes. He’s looking at he evil charm, muttering about “soon, close!”

Agnes goes above to gather the team & tell of the danger. Only now do Fafnir and Agnes notice that poor Rook was left outside in the rain.  Rook sinks through the deck to stick their head into Crocus’s locker, but is spotted.  Buckle’s electrical sense & Agnes’ ley lines detect something approaching from starboard, connected to the charm. They go to warn the captain. Periwinkle sends Rose, the burly first mate, to check on Crocus, who is running up to the deck to complain about Rook.

Just as Rose & Crocus meet, the Kraken emerges! Tentacles threaten the ship!  Rook tries to distract a crushing tentacle. It works! The tentacle attacks them, but passes through them and smashes through the deck of the ship. Another tentacle grabs Rose.  Fafnir runs to pin Crocus & hopefully take his charm.  She was thinking of just killing him, but restrained herself.  Crocus dodges & blasts her with fairy dust, damaging her Sense.  Also, the charm is still in Crocus’s locker, not on his person.  Since no one helped her, Rose is yanked overboard.

Agnes goes overboard somehow. Snek flies out to look for her.  Buckle jumps into the water and asks the Kraken to please let them pass.  The Kraken is surprised to hear someone speak to it, so it emerges to look at the situation more closely.

The Kraken’s squishy, bulbous head and giant yellow eye tower over the ship.  One tentacle is still wrapped around one of the propellers.  Snek picks up Agnes & Rose & carries them back to the ship. Fafnir flies up, drops onto the Kraken’s eye, and tears at it without restraint. Chunks of squid-flesh rain down on Buckle, who dives under the ship to safety. The ship can’t dodge & takes more damage.  The Kraken submerges, leaving Fafnir in the water.

Under the boat in relative peace, Buckle notices farms and buildings on the sea floor. He swims down to seek help.

Agnes sends Snek to retrieve Fafnir from the water.  Rook pretends to have Crocus’s charm. Crocus approaches, trying to get it back.  Rook backs up to the edge of the ship, hoping that Crocus will fall overboard, but Crocus can also fly, so they both float past the edge of the ship.

The binding tentacle that no one dealt with snaps off the starboard propeller shaft.

The Kraken re-emerges on the port side of the boat.  Fafnir does the same trick to score another hit, disabling the Kraken’s tentacles. She restrains herself and does not inflict collateral damage.  The Kraken submerges & Fafnir is left in the water again.

Buckle swims into a cave in the sea floor from which light is shining. Inside, there’s a mer-person working metal over a volcanic vent.  Buckle asks for help, but the smith demands something precious first. Buckle hands over a crocodile tooth, a trophy of a previous hunt. The smith starts planning how to turn it into an impressive necklace, but then remembers the business at hand and swims up to engage with his smithing hammer.

Fafnir swims over to the ferry and tries to climb aboard. Coco, Fafnir’s scheming Kobold minion, has planned for just such an occasion and helps Fafnir aboard.

Under the ferry, the mer-smith charges in, striking mighty blows with his hammer. Buckle is going to use the distraction to strike with his venomous spurs, but the Kraken attacks with its beak. The smith is caught in the terrible jaws and drops his hammer.

Agnes manipulates the ley lines to open a path to a closed space: the inside of Crocus’ locker. She grabs the charm and destroys it with her runeblade. The Kraken convulses as the blow is struck, and sinks limply to the sea floor below.

Buckle takes a trophy from the Kraken as it sinks. The smith claims the carcass as salvage, since it fell on his fields.  Even with half its propellers gone, the ferry is able to limp to port under the expert guidance of Captain Periwinkle.

Port Intrepid is built on stilts in a marshy river delta. Folks move around in town either by boat or on boardwalks. A platform overlooking the bustling dock has three important features:

  • Crew bosses shouting orders to workers below
  • A clock tower
  • A big Ogre, who is making a show of being menacing, but seems a bit uncomfortable with the role.

The party heals. Fafnir and Buckle level up. Fafnir teaches Agnes the “Dragoon” move that was so effective against the Kraken. Buckle gains another animal trait and teaches Fafnir how to use electro-sense.

Thus ends the first session of Chasing the Sunset. Next time, a different group of characters will have different adventures.

DIY tokens for tabletop games

Here’s a cheap easy way to make tokens to represent characters in tabletop games using basic office supplies.

Materials:

  • a multipack of those winged paper clips. I spent a few bucks on a jar of them in 1- and 2-inch sizes and a variety of colors.
  • Index cards. I prefer index cards over paper for stiffness.  Blank is better than lined, but I have a solution for unwanted lines.
  • Scissors to cut the index cards to size
  • Drawing implements. Pen, pencil, colored markers.  Whatever level of art you’re on is fine.

To avoid lines on our tokens and to make them stiffer, we’ll fold the index card over. Each index card will fit 1 large token, 8 small ones, or, as illustrated above, 1 large and 4 small.  Cut on the red lines and fold on green lines.

Now you have some folded pieces of paper that will fit into your winged clips. If you have multi-colored clips, you can use clips to sort tokens into teams.

The slips of paper fit into the clips as seen on the left.  We still need turn those paper slips into tokens.  Before writing or drawing on them, consider fitting them into the clips and marking how much of the paper the clip will cover, as seen on the right.  You’ll be sad if 30% of your beautiful character drawing is eaten by the clip.

Depending on your artistic abilities and how much time you want to spend on each token, you can draw a picture of a character, or write her name, title, class.  Whatever will help you quickly identify the token when it’s on the map.

Slide the completed drawing into the clip, then remove the “wings” by squeezing the two wires towards each other until you can unhook one side from the central piece. Now you have a token that will stand up by itself.

Here are a few tokens on a map.  If counting squares is important, the small tokens fit in a 1-inch square and the large ones take up 2 squares.

Don’t lose the “wings” that you remove from the clips, or if a slip of paper is pulled out of its clip you’ll have no way to get it back in. You could use the wings to protect the paper for storage, as shown above.

Reasonably secure contact card

This weekend, I will photograph the Fremont Solstice Parade and the Solstice Cyclists from the 12th year in a row.  These two related but separate events are glorious local tradition of joy, creativity, and public nudity.  In years past, I’d upload all my Solstice photos to a public gallery. Other users could comment on the photos and add them to collections.  Wow, did I see a lot of disgusting, disrespectful comments and photo collections!  Alas, creeps & voyeurs use this glorious event, which should be about freedom & joy & self-expression, to make the nude cyclists uncomfortable.

Privacy for nudists

Thus my quest to make my photos invisible to the general public, but easily accessible to people I photograph in passing.  One year, I put all my photos on my own website and only posted the link on the private e-mail list for the Solstice Cyclists.  Someone on that list made a publicly-accessible page of links that included my private link. Apparently I can’t share things in confidence, even on that private e-mail list.  Another year I put all my photos on my own website, but this time the only place the address appeared was on contact cards that I gave out at the event.  My website’s logs indicated a lot of traffic to certain images, so someone probably shared links to them. I could guarantee that no one could publicize someone else’s photo by delivering all photos via e-mail, but many Solstice Cyclists prefer to remain anonymous and don’t want to give out their e-mail addresses to photographers they’ve just met.

So how can I deliver photos only to the people in the photos without getting contact information from those people? My solution this year is to pass out unique contact cards to each person I photograph. Each card will have a different URL printed on it.  When I hand out a card, I’ll take a picture of the card and its recipient.  When I process photos later, this will tell me which photos to upload to which URL.  The URLs are generated from a large list of English words, so they will be easy to remember and type. The word list is large enough that it won’t be easy to guess someone else’s word from looking at your own.  The words aren’t all colors, or names of birds, or adjectives.  If people lose their cards, they won’t be able to find their photos, but previous solutions had the same problem. Nude people rarely have pockets, but people in previous years have stuffed cards into socks, bags, helmets,etc.  If they have phones, but no pockets, they can photograph the card & keep a virtual copy.

Generating the cards

I obtained a list of 1000 words from a site for crossword puzzle enthusiasts. I read through the list and removed any words with possible negative connotations, like “bizarre”, “murderer”, “chunk”, and so on.  That left me with about 730 words.

In a word processor, I made a mockup of the contact card, using the longest possible word in the URL to make sure it would fit on one line. Once I had one card, I copied-and-pasted dozens of times to make sure it would fill up one page and wrap to the text properly. I had to adjust spacing and font size a few times, but I ended up with a card that would print 16 to a page.

I wrote a python script that would pick a word from the word list, insert it into the text of the card, and write that to a file.  One loop for 10 pages and another loop for 16 cards per page, and I had a text file with 160 unique URLs. I copy-and-paste that into the word processor with my carefully tuned formatting, and everything lines up. It’s so nice to see rows and rows of identical text, except it’s not quite identical. Every card has a slightly different URL.  Print and cut and I’m ready for the parade!

Mouse Guard one-shot (Glendale crew)

In Mouse Guard, players portray gallant mice who keep the territories safe for all the normal mice who live in protected settlements.  The wilderness is a dangerous place, especially for small creatures at the bottom of the food chain.  From the fortress-city of Lockhaven, Matriach Gwendolyn sends patrols to keep roads clear, deliver mail, respond to crises, and assist mice in trouble.

Today, she has a mission for Kenzie and Saxon: find a missing grain peddler who usually runs a route from Barkstone to Rootwallow. Gwendolyn tells Kenzie privately that the grain peddler is suspected to be a spy. Kenzie must find this grain peddler, and find evidence of his treachery.

Since Barkstone and Rootwallow are far apart, the patrol checks the intermediary towns to see where on his route the mouse went missing.  Apparently this Otis made a delivery in Elmoss but is overdue at Copperwood.  Saxon & Kenzie search the route between those two cities, and detect movement in tall grass a ways off the usual path.  They approach and find a light grey mouse wearing a wide-brimmed straw hat and pulling a handcart loaded with bags of grain. Saxon recognizes this as the potential spy, and since he always draws his sword at the first sign of trouble, he points his sword at the traveling merchant!

Otis, like most mice, does not relish conflict. His Will is no match for Saxon’s display of Fighting skill, so he drops his cart and flees into the brush.  Saxon pursues, and Kenzie sees a great chance to search the cart without interference.  Her search does not reveal anything, and is quickly interrupted!  Otis blunders right into a grass snake. Now both Otis and Saxon run back towards the cart, but Otis is too slow and the constrictor snatches him up. Kenzie hurries to the source of the commotion, and the guard mice engage the fierce predator!

Snake’s goal: drive them away.

Patrol’s goal: rescue Otis

The snake has wrapped around Otis, but is still striking at the guard mice with tail and teeth. It out-maneuvers Saxon and just nicks Kenzie as she tries to flank it. Saxon scores a glancing blow, then they circle each other. The snake tries to surprise Kenzie with a bite, but Saxon smacks it hard when it takes its attention off him.  They trade a few more blows and the snake looks about to give up. Saxon and the snake go straight for each other! The snake strikes a mighty blow! Saxon won’t be able to continue after this. His sword falters, but he gathers his strength and pulls Otis from the snake’s coils.

Holding Otis was taking much of the snake’s attention. Now freed, it is even more formidable, so the guard mice flee, dragging Otis behind them. They regroup at the cart, and the snake does not pursue them. Alas, Otis is dead. They put him on his cart on top of his grain, and make a sad funeral procession back to Elmoss.

The sorry sight causes quite a commotion as they enter the city gates.  Elmoss’ bureaucracy requires endless forms and records, so the guard mice are able to find Otis’ next of kin: a sister named Ursula who lives in Barkstone.  The bookkeeper takes the opportunity to look at the logs for Otis’ last few trips. The price per ounce is always within reasonable limits, but amount of this shipment right here is too heavy to fit on Otis’ little cart.  How odd.

Saxon removes his cloak and goes undercover as a laborer, loading cargo for the day and hopefully getting more gossip about Otis. The cargo loaders don’t lolligag. Chatting is for the tavern after the shift is over. Saxon works the whole shift and is quite thirsty when the whistle finally blows.  At the tavern, a worker complains that Otis was in a hurry to leave ahead of schedule. The amount of time Otis was budgeting for the trip between Elmoss and Copperwood was excessive.

So the potential spy is dead. There are some irregularities about his route and payment cargo, but no contraband was found in his cart. The patrol is weary and puzzled. They have some clues to pursue, but first, they need some rest.

Mouse Guard one-shot (USC crew)

Mouse Guard is a role-playing game based on the comics of the same name, about brave mice who patrol the territories and keep settlements safe from everything that threatens good, honest mice (which is basically everything: weather, terrain weasels, predators, even other mice).

The characters:

Saxon: A veteran of the Winter War with the weasels. He’s always ready to fight!

Kenzie: The patrol leader. A generalist who is good at talking to people.

Kenzie and Saxon are summoned by Gwendolyn, matriarch of the Mouse Guard. A grain peddler who travelers between Barkstone and Rootwallow has gone missing.  Make sure he’s OK.  Gwendolyn pulls Kenzie aside for special instructions. The grain peddler is suspected of spying on Lockhaven for parties unknown. Kenzie must find out if he is really a spy.

Kenzie immediately shares this secret instruction with Saxon as they set out on their mission.  Rootwallow and Barkstone are far apart, and the patrol doesn’t want to narrow their search area, so they go to the towns along the route and ask around, trying to find the leg of the route that the grain peddler didn’t complete.  He made a delivery in Elmoss, but not in Copperwood, so he must be lost between those towns. The patrol searches the path and finds the grain peddler far off the normal path.  His name is Otis, and he pulls a handcart with a few bags of grain.  Kenzie interrogates him, and he confesses. He started taking jobs he found on a notice board in Barkstone to supplement his meager income from grain peddling. He just had to deliver some stuff. He didn’t much care what it was. None of it seemed illegal or dangerous, although the pay was high, so maybe he should have suspected.  He had gone off the trail to see a signal that would tell him which drop point to use.  The package he was carrying is a detailed map of Lockhaven, certainly useful to enemies who wish to infiltrate the fortress-city of the Mouse Guard.

The patrol takes the Otis back to Lockhaven and show their evidence to Gwendolyn. Kenzie thinks Otis is a sucker caught up in things he doesn’t understand, not a threat to the guard.  She wants to deliver a false map and see who picks it up. Gwendolyn agrees, but Otis will remain in custody until the mission is complete so he does not warn his employers.  Saxon enlists the help of his friend Samuel the Printer to make a new, inaccurate map of Lockhaven and with this bait the patrol sets out for Copperwood. They remove their guard cloaks before entering the city so they can move unnoticed. Mice are good at hiding naturally, so that helps.  Kenzie takes up a look-out post overlooking the drop point, and Saxon deposits the fake map under the loose flagstone, as Otis instructed.  Saxon moves on while Kenzie waits to see who picks up the map.  Two burly mice arrive somewhat later, look around, then lift the flagstone and take the map.  Kenzie sneaks after them, and they deposit money where Otis said he expected his payment. Then they go into a shop called “Merida’s Remedies”

Meanwhile, Saxon has gone to a gym to work out and try to find rumors.  He bench presses apple slices and takes a bite after each rep.

Kenzie enters Merida’s Remedies, a shop built into the front of a two-storey house.  Merida is there, a polite old lady.  Her shop has various oils and tinctures that heal, improve, or just smell nice.  While scoping the place out and getting a feel for Merida, Kenzie orders some Essence of Dandelion, famous for settling upset stomachs. Merida needs help with something or other and calls her son out from the back room. It’s one of the mice who picked up the fake map!

Kenzie regroups with Saxon to consider their next move. Those two mice: Sean and Ewan, are definitely involved in the plot against Lockhaven. Kenzie doesn’t want to burst into Merida’s house because she thinks the old lady might not know of her sons’ trechery, and she doesn’t want an innocent, vulnerable mouse present if a fight breaks out.  They decide to sleep on it.

The next morning, the guard-mice return to Merida’s Remedies, but the shop is closed. A regular customer is standing around, confused because Merida is usually so consistent. The guard-mice look around and find Ewan and Sean pulling a cart out the front gate of Copperwood.  Merida is sitting on top of the cart. They see the guard-mice coming and bolt! The heavy cart slows them down and the guard-mice catch them not far from the city limits.  They fight!  Ewan, Sean, and Merida want to escape, and the guard-mice want to capture the conspirators.  The guard-mice overpower the conspirators, but Merida is able to force a compromise. She’s the ringleader and will surrender in exchange for mercy for her sons. The guard-mice let Ewan go, but Sean and Merida are prisoners.  Merida explains that the income from her shop is dwindling, and she worried about having enough to live on when she was too old to brew the remedies. She was sure that Lockhaven kept high-quality supplies for the guard, and that if she could make one big score, she’d be set.

Kenzie’s player says: “So this is all because mouse society doesn’t have good social security?”  In mouse-kind’s defense, they have medieval technology and are constantly beset by giant monsters. There’s no chance of a post-scarcity society. Kenzie & Saxon consider what to do. Since Merida’s crimes are against Lockhaven, not Copperwood, they can’t turn her over to Copperwood’s authorities. So they take her to Lockhaven, which is part one of her plan. The guard-mice present their findings to Gwendolyn and recommend a sentence: since Merida is a skilled scientist and chemist, and not a violent traitor, she could pay her debt to the Mouse Guard by passing on her skills to guards in training. This would give her access to Lockhaven’s supplies, which is part two of her plan.  This would also give her an income & pension, which is part three of her plan.  Gwendolyn marvels at how they have given Merida everything she wants, but also put the Guard in a better position than if this plot had never happened.

Fairmeadow Fair, session 14

← Session 13 | Campaign Summary | Session 15 →

Last time, our heroes teleported into the mansion of a spooky noblewoman on the outskirts of Sugar’s Crossing. They avoided her ire (possibly re-directing it to the mayor of Templeton) and entered the city of Sugar’s Crossing.

Sugar’s Crossing is so named because it straddles a major river, and the beets from the surrounding fields are refined in the three great mills on that river.  The owner of the mills are always vying for power in the city. Lady Evelynn owns one mill. The others are owned by the Miller and le Grind familes. The bridge over the river is fortified against attack, and the fort for the garrison is right next to it.  Instead of a city hall, there’s a forum: an open area where people give speeches and hold debates to influence policy.  The storyteller’s theater is on the west edge of town, near the main road.

A map of the city of Sugar’s Crossing showing the river flowing south the the center, three mills, docks, and other landmarks.

The theater has two big plays each day that are free to the public. These are basic, staple stories of the history of Sugar’s Crossing. There are rotating exhibitions that one can pay to see. One can also hire experts to expound on any subject one is interested in.  Lucia attends the morning’s free show. It covers the founding of Sugar’s Crossing, and the rivalry of the two old mills that face each other across the river: Miller & le Grind.  A pair of star-crossed lovers are torn apart by the family strife, and must meet in secret under the bridge.  They decide to abandon their family and flee the strife. Each builds a canoe. They meet in the middle of the river and lash their boats together to form a catamaran, which is more stable than their separate boats.  They set off down the river, never to return.  The play ends when an actor dressed as Lady Evelynn bursts in, throwing the stage into chaos.

While Lucia is watching this history lesson, Gleador looks for someone to gossip with. He finds a chatty, clever halfling named Pan who runs a food stall.  Pan sells ground & spiced meats & starches wrapped in leaves, kinda like Indian samosas. Gleador asks for the latest gossip. There’s always competition and backstabbing between the mills as they vie to control town policy.  The harvest party barge came through a few days ago. You just missed it.  It sets off from upriver when harvest begins and slowly winds down the river, stopping in each town for a celebration and to buy & sell crops.  Gleador asks if Pan heard about all the trouble at the Fairmeadow Fair, especially the living statue that disrupted the auction. The food stall has a split counter: one at halfling-height, the other at human height. Pan climbs up to the human counter to lean in conspiratorially and whisper in Gleador’s ear.  Pan says the auction is sometimes used to launder contraband. It’s a bit of an open secret. No contraband was noticed this time.

Gleador and Lucia meet up after their morning expeditions and go back to the theater to hire a specialist.  They ask for an expert on the story of Saarland. They are in luck! One of the storytellers who lives at the theater is a refugee from Saarland.  They go into a back room and meet Soren, an Elf woman.  Gleador coughs significantly at Lucia, trying to send a message. Lucia understands and prays to know what here is evil. Soren is not evil, but she does ask what the performative coughing was about.  Gleador explains that they had to be sure she wasn’t evil. Soren isn’t sure how coughing helps them determine that.  Gleador says that evil people get mad, not inquisitive like Soren.

They start explaining why they are interested in Saarland. When they mention a robot smashing up the auction in Fairmeadow, Soren has to stop them. She’s unfamiliar with the word “robot.” They explain that the living statue was holding coins like this, and they produce the coin from Saarland.  Soren is emotional. Here is a relic of her lost home.  She wants the coin. As a survivor of Saarland, she has a claim to it. Our heroes resist, since they promised to give it back to Pepe. Soren says she won’t tell them the story of Saarland unless they give her the coin.  Gleador tries to convince her that by telling them about Saarland, she’d make them bearers of the lost city’s culture, inspiring them to get justice! Soren isn’t quite convinced.  She wants more assurance. She notices that Lucia is a Paladin, and asks her to swear a quest.  Lucia swears to find who stole the coins.

Soren tells the story of Saarland. It was an Elven city in the woods to the north. It was surrounded by a living wall of close-set conifers and brambles 150 feet high.  One night, the wall on one side of the city suddenly caught fire. The residents organized to fight the fire, but were ambushed by masked invaders. At the same time, on the other side of town, looters appeared and struck the bank, storehouses, and even took valuable tools from artisans’ workshops. The sudden, coordinated attack threw the city into chaos.  The fire spread across the entire wall.  Some raiders were killed once the residents re-organized to the new threat, but their bodies burst into flame. There were no prisoners to question, and not much evidence to look through.  It took three days to contain the fires, and two more days to account for the missing, injured, and slain. Soren only slept once in that time.   The attacks were so precise, people were sure the raiders had inside help. But who?  Some people were missing, but did they flee for their lives during the attack, or leave with the raiders? The unrecognizable corpses of fallen raiders might be Elves from the city, or humans, Orcs, plenty of possibilities.  Some said that the raiders fire-based attacks proved they were demons. The looting convinced others that these were bandits, although the force was larger and better organized than usual bandits. Still others feared this was the vanguard of an invasion.  The community was shattered, and the survivors fled and scattered.  Soren has never returned.  The roads that led to Saarland have not been maintained, so after 10 years the forest has surely overgrown them.  Soren suggests that the sentries that patrol the outskirts of Sugar’s Crossing could find the old paths.  Gleador & Lucia thank Soren for all the information and promise to solve the mystery.

The evening show is about to start, and Lucia wants resolution for that cliff-hanger from the last show.  This show, about Lady Evelynn’s arrival 20 years ago, is a glitzy musical, as opposed to the more dramatic, serious play from this morning.  Lady Evelynn’s outfit is covered in rhinestones. There’s a back-projection system to represent her giant shadow.  The three mill owners circle each other, first one direction, than another.  Lady Evelynn’s arrival does not inspire le Grind & Miller to team up against her. The two-way duel is now a three-way rivalry.

After that show, Gleador and Lucia seek lodging.  In Halfling towns like Sugar’s crossing, family home, apartment complex, and hotel all blend into each other.  Homes are large to accommodate extended families. Some homes have rooms set aside for guests, and some homes charge for those rooms. Gleador and Lucia find some extra-large rooms that fit them.  Gleador has a debility from a previous adventure, so they decide to stay another day to let him rest.  With Lucia’s help, he recovers on the morning of the third day in Sugar’s Crossing.  When she’s not healing Gleador, Lucia attends the special exhibitions at the theater.  She learns a lot of things that may be helpful in future adventures.

GM note:  I made a custom move for listening to stories. Lucia got Hold that she can spend to boost the result of a Spout Lore roll in the future. Spend the Hold and tell us what play or recitation told you this information.

GM note: I was sure they’d at least go look at the river and spot some old foes hiring a boat, but they never left the theater.  I could have forced them into seeing what I wanted them to see by putting the theater on the opposite shore, but I didn’t think of it.

GM note: Well, now they are chasing down a legend. This is far from where I thought the secret coins quest was going to go. Lucia swore a quest, so it’s definitely taking priority over learning about the Oolite robot, and after they went through such trouble to get information about the robot!

← Session 13 | Campaign Summary | Session 15 →

PG-13 hack for any TTRPG

Here’s a hack you can add to almost any Table-top Role-Playing Game to make it more like a PG-13 movie.

At the beginning of each session, place two tokens in the middle of the table where all players can reach them. One token is labelled “F” and the other is labelled “B”

  • F token: Take this token when your character says the F-word. If the token has already been taken, your character cannot perform this action..
  • B token: Take this token to briefly expose your character’s breasts or bottom. If the token has already been taken, your character cannot perform this action
  • Describe combat briefly, bloodlessly, and mostly painlessly.

Dungeon Master meme

This meme was going around on Twitter, but that site isn’t good at

  • threads
  • permanence
  • detail

so I’m making a blog entry instead.

  1. Favorite campaign or one-shot you’ve run?
    I ran a campaign with my cousins.  We started in Pathfinder, but switched to Dungeon World in a Very Special Christmas Episode.  We were already friends, so we had a great time together.  The snacks were also amazing.  I kept driving the plot towards things the PCs cared about, so the climax was thrilling and emotional.
  2. A campaign you want to run?
    An anti-colonial exploration campaign where players can drop in and out, about understanding a new ecosystem and helping it thrive. I just have to write a system for it.
  3. Favorite encounter to run: social, exploration, or combat?
    Back when I ran Pathfinder I was good at smoothly applying the many rules of combat. Now I prefer social situations and intrigue. I struggle to make exploration and traversal interesting.
  4. Favorite NPC you’ve created?
    From the following questions, I guess this is for NPCs who aren’t allies or villains.  Lady Evelynn fits that description. The party accidentally teleported into her estate & she offered hospitality because they amused her. She’s not quite human, has some spooky powers and a nasty temper.
  5. Favorite villain NPC?
    The party accidentally killed a cop & intentionally reincarnated her. (They were trying not to be bad guys) Waking up in a coffin next to her own dead body was very traumatic, so she dedicated her life to revenge. She became a necromancer and raised her original body to be her undead champion. After killing the undead champion, the party recognized the body & realized who was behind all the other bad things that had happened to them.
    PC: It was her all this time? I’ll kill her!
    DM: That’ll be the third time.
  6. Favorite ally NPC?
    Ferdinand is a big, strong elf who’s sweet, but not too bright. He keeps getting into situations he doesn’t understand, but he trusts his friends and tries his best. He has triggered several OOC outbursts of affections from players.
  7. Favorite PC/NPC dynamic?
    Impertinent, curious PC + NPC assassin who struggles with professionalism + magical ward against all violence = ceaseless taunting questions
  8. Ever named an NPC after someone?
    Coming up with names on the spot is hard for me. (Note my assumption that all NPCs are improvised) so I’ll often name them after other characters. Angus from TAZ, Evelynn & Jayce from LOL, Dandelion from The Witcher.
  9. Ever cameoed a character from another campaign?
    I’ve run Fairmeadow Fair for five different groups, so lots of people have met Ferdinand, Samantha, Hobert, and Pepe. Does that count? I took the magic shop owner from Pathfinder’s Rise of the Runelords for one of my campaigns.
  10. Favorite dungeon you’ve run?
    I wrote a Pathfinder one-shot based on the cliche of waking up in jail with no gear.  Usually, the PCs have to outsmart one or two guards, then get all their gear from the armory.  In this scenario, the pre-made characters can’t find their gear, but they don’t depend on weapons or armor to fight.  They tear the place apart bare-handed (and in the Orc’s case, completely naked).  In another campaign, I locked the party in the science labs of a fantasy college: Anti-tamper locks, suspicious packages, dangerous machinery, a high-security jail cell?
  11. Favorite monster you’ve played?
    A spellcaster fell out of the sky in a coffin, setting a PC on fire. She wielded the coffin lid as a tower shield, and when her magical strength was dispelled, she commanded snakes to cover her arm and hold the shield for her.
  12. A monster you haven’t run, but want to?
    I want monsters like Newt Scamander’s Fantastic Beasts, that have personalities, habits, needs, and fears. I want players to discover this attributes and figure out how to co-exist with them, instead of killing them for money & glory.
  13. Favorite magic item?
    The Decoy Ring is so obviously abuseable.  The melee monster opens combat by withdrawing forward, past the enemy front line & stands invisibly next to enemy spellcasters, ready for AOOs and a full attack next turn.
  14. Preferred party size?
    Two players is most common, but I prefer 3 or 4. More than 5 seems difficult to keep track of. I want to run something like West Marches, where each session has a small party drawn from a large player pool.
  15. Most fun PC levels to run for?
    Consider a system where character level isn’t such a big deal! In Pathfinder I build characters at level 7: high enough to have access to a good number of tricks, low enough that they don’t break the world.
  16. Favorite PC classes to run for?
    Preferring certain classes seems rude, since it implies a limitation on what players can choose.
  17. Ever had a PC death or TKPO?
    I once played a system for hours without realizing it didn’t have affordances to damage or kill PCs. Character death is rarely a compelling setback. It’s either catastrophic or inconvenient.
  18. Have your players ever turned a minor NPC/item into something important?
    I arranged for the party to interrupt a miniboss performing some dark ritual at an evil tree. I thought the party would kill the miniboss & never return, but the Druid was determined to heal the forest from the tree’s influence. Cleansing the tree became the final battle & almost cost the Druid his life.
  19. Most outrageous plan your players ever pulled off?
    A player had started two urban legends by covering up his exploits, but these legends were being used to frame his friend. He cleared his friend’s name and his own, and convinced everyone that one legend had killed the other.
  20. Favorite improvised decision you’ve made?
    A spellcaster shot magical webs at the party and instead of using Dexterity to dodge them, the Cleric used Wisdom to see that the webs were an illusion. OK, fine. You pierce the veil of Reality. The webs are an illusion, as is the physical form of the spellcaster.  You are now aware of luminous beings, covered in eyes and extra limbs, who are striving to transcend their mortal limitations. Care to join their support group?
  21. Favorite voice(s) to use?
    I change my diction and body language for NPCs when I have a strong sense of who they are. I don’t have that strong sense of character for most NPCs, so I use my normal voice.  For clarity, I wish I had different voices to separate narration from dialog.
  22. Ever use accents?
    No.
  23. Any sound effects?
    I use onomatopoeias like “crack” and “whoosh” when narrating, but I don’t have a sound board.
  24. What kind of music do you use?
    According to these questions, accents are optional but music is not. Recognize & question your assumptions! I don’t play music when I run games.
  25. Pre-existing lore, or make up your own?
    Always my own lore. Do I even run pre-written scenarios? OK, I ran a Dark Eye quickstart game, but its lore was simple & generic. Lady Blackbird has a setting, but it’s so loosely defined that the players and I had a lot of freedom to make it our own.
  26. Grids and miniatures?
    I used to run Pathfinder, so I own a wet-erase grid, but now I run much lighter systems, so I’ll sketch a map on a piece of normal paper. I sometimes have tokens to indicate where the PCs are, but I mostly just point “He’s there, and you’re up here.”
  27. Do you prefer playing or DMing?
    I haven’t played a PC in such a long time that I can’t compare.  We were a player short for one session of Lady Blackbird, so I piloted that PC as well as all the other NPCs that I’m usually responsible for. It was different having a whole character sheet. I liked it.
  28. Favorite things about DMing?
    The creativity feedback loop between me and my players feels so good. My players thrill me with their decisions, and I respond by I pushing their characters into situations where they will shine some more. I am so proud of my players and their characters!

P.S. I liked having blog posts to link to for extra details. I have a lot of notes in folders for different TTRPG campaigns, but it would be nice to have them all written up nicely in an edited, accessible, durable format. Is there a repository for such things online? Like AO3 for TTRPGs?

Fairmeadow Fair, session 13

← Session 12 | Campaign Summary | Session 14 →

Last time, our heroes arranged to meet the mayor of Templeton in a magically-protected area, despite the best efforts of the mayor’s special forces. (Why does she even have special forces?!)  They disrupted the mayor’s attempt to teleport in, and all three of them ended up somewhere unknown.

They rush up towards the edge of hyperspace, breaking through the surface into water. They rush up through water, breaking the surface into darkness. Their eyes adjust and they realize they are in an indoor swimming pool. One wall and part of the ceiling are covered in thick curtains, so whatever daylight might be outside does not reach in here.

While our heroes and the mayor are trying to figure out what’s going on, the double doors at one end of the room swing open. Light streams in, backlighting a figure in the doorway and throwing a huge shadow on the far wall.  It’s a female figure, about human size, wearing the kind of robe that might cover a swimsuit.  The last section of each finger is as long as the rest of the finger. Our heroes can’t tell from this distance if they are an extravagent manicure, or claws.  She says, “You’re not on the guest list. How did you get into my house?”

The mayor, a female Dwarf wearing a fancy dress is having trouble staying afloat, as in Lucia, the plate-clad Paladin. The lady of the house notices their distress and says, “Let me give you a hand.”   The shadow on the back wall peels itself off of the wall, becoming three-dimensional and solid, but still see-through. Its giant hands reach into the pool, cutting dark voids through the water, and waiting, palm up, next to the struggling figures. It would be undignified to snatch them up without their permission. Lucia and the mayor climb aboard and are lifted out of the pool. The shadow’s hands come down on the tile floor surrounding the pool and sink into the surface, so Lucia and the mayor’s feet are gently lowered to the floor as the shadow becomes two-dimensional again.  Gleador swims to the edge and pulls himself out. The mysterious woman again demands to know how they got in.  Gleador starts recounting the story of last session, an exciting tale of assassins and chases! The mayor interrupts. She’s the mayor, and these two are dangerous criminals. The mysterious woman shuts her down. “First of all, don’t interrupt.  As I must often point out, my estate is outside city limits, so I answer to no mayor.  Finally, I don’t recognize you.  The two ruling class women exchange formal introductions.  The mayor of Templeton is named Eroc. Their mysterious host is Lady Evelynn.

GM’s note: Phew, it was a pain not referring to them by name! Narration got much easier from her on.

As Gleador continues, Eroc also continues her protests. These ruffians attacked her and are in league with dangerous forces. They should be locked in a dungeon!  Evelynn bristles. “How dare you suggest that I have an dungeon here?  What have you heard?”  Since Gleador has amused her with his story, Evelynn offers the three of them traditional hospitality: one night’s stay. They are also free to leave immediately if they wish.  She is hosting a party tonight, but they simply can’t attend, not in those clothes.  Eroc’s dress may have been acceptable, were it not soaked, but that filthy adventuring gear is right out.  All three accept the offer of a night’s rest, and Evelynn summons a butler to show them to their rooms. Jayce is a very proper butler, a male human with dark hair going grey at the temples. His square jaw is clean-shaven, and his posture is perfect. As he leads them past Lady Evelynn towards the rooms, Eroc scoffs that she is given the same treatment as her kidnappers. Evelynn grabs Eroc’s mouth between a thumb and forefinger (those long gold fingertips are definitely claws, not decorations), pulls her face close, and hisses, “I have offered you hospitality. Do not disrespect me!” Eroc is thoroughly cowed and scurries after Jayce and our heroes. Evelynn stays in the pool room.

Jayce leads the three of them through the unnecessarily large and twisting halls of the mansion. Each section of hall is separated from the next by large double doors. Jayce pauses at a few doors, listening through them for sounds of the party, then selecting a new route. He offers Gleador and Lucia adjoining rooms, but thinks it best if Eroc’s room was a ways off. Each room has a four-poster bed, big windows, typical mansion stuff.  There’s a door to the hall, but also a door from one room to the other. There’s a lock on each side, but Gleador and Lucia want access to each other, so they open both sides. Jayce returns and offers to have their clothes cleaned and dried. He looks them over with a practiced eye and selects nightclothes of the proper sizes from a wardrobe in one of the rooms. (a shin-length shirt and a soft pointy hat with a puff at the tip, like Geppetto wears in Disney’s Pinocchio.)  He waits discreetly in the hall for them to change, then takes their dirty clothes.  Lucia keeps her armor with her, of course. Before leaving, Jayce asks them to stay in their rooms, and says that breakfast and their clean clothes will be brought up in the morning.

Of course, Gleador isn’t going to stay put.  He selects a chimera form for spying on the party downstairs.  A gnat for flight and stealth. Sand for toughness. A coral with contact poison to discourage people from trying to mess with him. If a party guest notices and swats him, his tough body will resist the impact, and they will swiftly develop an itchy rash. He flies down to see what he can see. The ceilings are high and there’s a dull roar of conversation, so no one notices the buzz of his wings. There’s a main hall where guests enter from outside, an adjoining hall with drinks and hors d’oeuvres, and a third hall for dancing. Side chambers are available for people who want to converse more privately.

Everybody who’s anybody in the town of Sugar’s Crossing is here. Sugar’s Crossing is a mill town on the river a few days travel west of Fairmeadow. The human population of Sugar’s Crossing is small. Party guests are elves, dwarves, and halflings mostly. There are some Naga (kinda like snake mermaids) from down south. The port city on the same river as Sugar’s Crossing is in the territory of a Naga ruler called the Sea Viper. There’s also a Dryad from the forests to the north. She’s roughly humanoid, but made of wood and leaves. She’s bound to a tree, and that tree is in a corner of the room, in a pot with wheels and a handle so she can transport it.  The owners of two of the major mills are here. The naga are indeed emissaries of the Sea Viper. Gleador recognizes the Valerie Balfour as the owner of the shipping company whose ledger he read back in Templeton.  Gleador also spots Hama, the agent who brought the living metal statue to auction at Fairmeadow. The last important person he notices is Mayor Eroc! She slipped into a side chamber and is trying to attract the attention of some dwarven soldiers.  Sugar’s Crossing is a bigger, more important town than Fairmeadow. Pepe and his deputies can keep Fairmeadow safe, but Sugar’s Crossing has a garrison of soldiers to protect river traffic, the mills, and other important infrastructure.  The region is a loose federation of independent city-states, and they provide security to Sugar’s Crossing on a rotating basis.  Right now, there’s a dwarven garrison, and Eroc probably has some contacts with them.

Gleador doesn’t want soldiers waiting for them at the edge of town, but he’s always got a plan. He flies back to his room, returns to elven form, and rings for Jayce. There’s a small bell mounted on the desk in his room. When he strikes it, he realizes there’s no clapper inside, but he hears a faint tone far away outside the room. Jayve appears shortly, and asks how he can be of service.  Gleador says he feels bad about the enmity between him and Eroc, and wants to reconcile. Could Jayce please bring Eroc here so Gleador can make peace? Jayce thinks it’s a mark of civilization and right living to seek reconciliation and promises to bring Eroc forthwith. He returns, taken aback, to report that Eroc is not in her room. Gleador feigns worry. Jayce says not to worry, stay here, he’ll have her found.  Gleador and Lucia wait for what seems like a long time before there’s another knock at the door. Jayce isn’t there.  This is a servant they haven’t seen before: a petite female Tiefling. She wears a waterproof leather jacket and cap. The bill of the cap is narrow where it joins the cap to accommodate the two vertical horns that extend from her brows to just past the crown of her head. Her skin is red and curved tusks jut outward from her bottom lip. In contrast to Jayce’s perfect posture and diction, she slouches against the doorframe. (She probably works outside most of the time, away from polite company) “Hey, uhh, we found Eroc. She’s fine. Everything’s fine, but y’all need to stay in your rooms. Can’t chat tonight.  Maybe in the morning?” Our heroes thank her for the information and start to inquire further, but she’s already turning away saying, “Yeah, yeah” with a half-wave.

Gleador has scouted the party and brought trouble to his adversary for doing the same, both without implicating himself. That’s a good night’s work, and with no other pressing business, our heroes rest for the night. Gleador levels up and gains the ability to transform into pure elements. He can be a buffalo made of fire, or augment his already formidable stealth capabilities by turning into wind.

GM’s note: Gleador is insufferable to NPCs, which means he’s delightful to a GM, and this new power will only make that stronger. I look forward to scrambling to deal with the new level of shenanigans he’ll try in the future. Also, there’s a Druid power to imitate other humanoids, the shocking and unheard-of power that makes Andro so dangerous. Gleador didn’t take that power, thoughtfully preserving my NPCs raison d’etre.

In the morning Jayce brings a cart with trays of food on top and clean clothes underneath. He took the liberty of preparing traditional human and elven breakfast food.  Lucia gets delicious bacon and eggs. Gleador isn’t as pleased. He is served river fish, not sea fish like he would get back on the Sapphire Islands. There’s also the breakfast salad of lempins, leafy vegetables which are quite hearty, but less tasty than oatmeal. Jayce did add tasty berries, but Gleador is still telling himself “It’s the thought that counts”  When breakfast is over and our heroes are dressed again, they ask Jayce if they can greet Lady Evelynn as they leave.  Jayce says he’ll inquire and returns shortly to say that Lady Evelynn will see them off. He leads them to the front door, past Eroc’s room. The door is open, and a servant is already cleaning it. Jayce says she didn’t stay for breakfast.  Lucia suspects she never got back to her room after being discovered last night.

Lady Evelynn greets them at the front door wearing a fabulous dress in rose and purple with gold accessories. She wears small round rose-colored glasses that clip to her nose and have no earpieces. She accepts our heroes’ thanks for her hospitality.  Gleador prods Lucia and Lucia asks if Evelynn heard about the metal statue that disturbed the auction at Fairmeadow Fair. Evelynn’s lots were called before the statue was activated, so she got paid. Lucia starts awkwardly explaining the strange coins found in the statue’s possessions, and how they are trying to understand the mystery. Lucia produces the large rectangular coin they’ve been carrying, but Lady Evelynn has stopped listening. She sees the coin and says, “Oh no, there’s no charge. It’s my pleasure to host travelers.” Lucia insists. She wants to know about Saarland, the source of these coins. Evelynn instructs Jayce to point them towards the storytellers in town, and ushers them out the door.

As they walk the considerable distance from the front door to the gates of the estate, Jayce explains that Sugar’s Crossing is home to halfling storytellers, a combination of oral historian and actor. They have a multi-storey round building in town (it resembles Shakespeare’s Globe Theater from our world). They walk past a topiary garden. All the bushes are shaped like predators: wolves, eagles, and stranger beasts not native to this area. Lucia asks “What are those?” and Jayce helpfully explains that they are bushes that are grown in special metal frames and trimmed twice a week to maintain specific shapes.  With that, they reach the edge of Lady Evelynn’s property. The road before them leads to Sugar’s Crossing.

GM’s note: Most of the characters in this session were inspired by League of Legends characters! Lady Evelynn is K/DA Evelynn. Jayce is Debonair Jayce, and the tiefling is K/DA Akali.

← Session 12 | Campaign Summary | Session 14 →

#7DRL 2019, NiceRL

7DRL Challenge is a game jam with the goal of making a roguelike in seven days. Last year, I made Obliteration, which is fan-fiction for the movie Annihilation.

This year’s entry, NiceRL, has several goals.

  • Save a lot of work and get more practice with Python by using the libtcod library.
  • Flip the dungeon crawler on its head. Use the items in the dungeon to help its inhabitants, instead of killing them and haording their wealth.

I used a helpful tutorial from rogueliketutorials.com.  The code is available on GitHub, but I typed it most of it in myself, because that forced me to understand it. Do I use an underscore or a dot here? Does this function return a list or a dictionary? Those distinctions are easy to miss when copying-and-pasting, but when I type them in myself and have to solve the resulting syntax errors and crashes, I’m training myself to have good habits.

My goal of a helpful player improving the dungeon as he goes through it is inspired by Max Kreminski‘s Gardening Games Zine.  I don’t hit all the points in that zine. The player is still central because creatures can’t solve their problems alone. The space gets less interesting as t he player acts on it because once a creature is happy, there’s no more interaction available. Mechanically, using cookies to reduce a creature’s hunger to zero is identical to using arrows to reduce a monster’s HP to zero. Is changing the theme without changing the mechanics enough?

Once I had the tutorial code up and running, I started modifying it to fit my specific game. I built one emotion and one item that relieved it, then duplicated that code for two more emotions. After all that was working, I realized it was a bad idea. All the emotions behaved similarly. I collapsed them into one and added an enum to specify the emotion. A creature with with 15 units of sadness, who can be cheered by a toy is similar to a creature with 6 unit of anger, who can be soothed by a stress ball. Just make sure the type of the item matches the type of the creature. Any time I copy and paste a significant chunk of code, I have to stop and question it, because I’m probably making a mistake.

I think that systems are hard and content is easy. A flexible expressive system can handle any content one cares to throw at it, but a restrictive, clunky system will need constant tweaks and work-arounds as content exceeds its limitations. I’ve built several systems like this before, but in each case, I had a vast pool of existing content to pull in. For example, costumes at Dragon Con, or photo galleries from conventions.  Once I built the system for helping creatures with their emotional needs, I realized I needed to name all those items and all those creatures. I needed adjectives that showed escalating intensity of various emotions, and items that similarly escalated. It was much harder than I anticipated.

My content-generation worksheet

I had ideas for other kinds of improvements the player could make to the dungeon, but they were cut for time.  As you can see on the worksheet, I thought of lighting candles, arranging furniture, or repairing broken items. I actually wrote an AI for a table that looked to see if chairs were properly arranged around it. When the last chair was placed, the table became happy and threw food on the floor for the player to retrieve. Obviously not how dinner tables behave in real life, but it felt right to me. When the table is prepared, you can eat, not before.

Conveying information to the player is always vital, but especially when the game is doing something unexpected. In a standard dungeon crawler, a player may see something labeled “goblin” and know, from decades of games and novels and movies, that a goblin is hostile yet weak. But how should I deal with “peckish Sam” or “fuming Jaunita”?  Does a toy make someone less scared or less sad? A big part of roguelike tradition is not knowing how things work and learning by (painful or fatal) experimentation. I decided to err on the side of clarity. Not only will a person who is searching for a lost item will tell you what they are searching for, but if you find that item before meeting the person, the item itself will tell you who it belongs to.

A screenshot of NiceRL

Here’s what the final game looks like. Most of the screen shows an overhead view of the space. Below that, a scrolling message log details each thing that happens. On the right are stats about the player, the item the player is holding, and whatever the player hovers over with the mouse. You can see what each item does. I also have a README file listing all the inputs and explaining what each character on the map means.

So seven days after starting this project, I have a complete, playable game. It saves, loads, exits, ends when you are exhausted or when you finish all the levels. But you can’t play it. I mean, I can play it. It works, But you can’t, because you don’t have access to it. Despite all that I learned about Python and the libtcod library, I neglected to learn how to publish a Python program. The goal of 7DRL is to create and release a playable game in seven days, and I completely failed the “release” part. I forgot to even try.

So, was my 7DRL a success? Hard to say. I made a game, and it’s mostly the game I wanted to make. I learned more about Python and project management. But the game isn’t really fun to play. It’s not much to look at. It’s not challenging or deep. My verdict: the process was valuable, but the artifact is not. It’s good practice, like pages of an artist’s sketchbook that will never see the light of day. Not everything has to be glorious, and not everything has to have an audience. The important thing about this jam, to me, is that I keep working, keep trying, and keep improving.