Slip-Wreck Rock
"Island of Dragons Bones" by Zhang Li |
This Adventure Site was written as a thank you for a generous monetary donation that arrived during a moment of need!
Thank you so much for your support, Nebulabash!
32 he/they Vtuber, TTRPG Designer, Cake Decorator, Chicken Tender, Wife Guy. i am going to blog here
"Island of Dragons Bones" by Zhang Li |
This Adventure Site was written as a thank you for a generous monetary donation that arrived during a moment of need!
Thank you so much for your support, Nebulabash!
Welcome to the Underground (Minecraft Dungeons via Minecraft.net) |
Howdy, Farmhands
Yes, The Nether. Yes, like in Minecraft. No, I don't ever tire of making half-baked adaptations of media I enjoy separately from the TTRPG hobby. Here's what a Depthcrawl is. Here's what the Nether is. You're basically all caught up now.
The purpose of introducing such a thing into an OSR game is twofold. Firstly - the option to take a quick kip to HELL is just fun. There's resources and adventures to be had without needing to invest in a whole campaign centered around the setting. Second of all - the Minecraft Nether is famous for its ability to act as a shortcut for travel. In-game, every 1 block is equal to 8, allowing you to blaze (heh) past difficult terrain, so long as you're willing to risk a fiery death in exchange for time saved. In an OSR game where an area may be straight up impassable, a dip into the Nether might get you onto the other side of that mountain range, supposing you survive it.
This post is acting as a sort of proof of concept for now; some things like specific Adventure Sites will need their own pages with internal details, and I'm not about to sit here and write out an entire Minecraft Bestiary. What is going to follow is a series of posts where I take a Nether Biome, either from Vanilla or Modded (and won't that be a fun email to some poor coder, wondering what on earth I'm talking about when I ask permission to use their IP), and produce some simple tables with their unique content. Feel free to use as many or as few of these as you like for your own personal experience. I, for one, will be overloading myself until I burn out from the effort. Heh. Burn.
Until Next Time,
Farmer Gadda
Considering a third of this image is "blue haired anime guy with sword", it might not be the most appropriate to the topic but oh well. -Fire Emblem Heroes Official Art |
Not So Recently, I read SandroAD's blogpost, "Hirelings as Specialists." It's less of a gameable system, and more of a proof of concept for turning existing fantasy game skill sets into hireable NPCs, and thus allowing Players to access those abilities without needing to be of that class themselves. Slightly More Recently, I went down a bit of a Rabbit hole, beginning with Joshy Mcroo's blogpost, "A Campaign Where There Is One Of Anything." As the title suggests, it posits a fantasy world in which concepts, classes, monsters and the like are singular and rare. It's part of a longer discussion among multiple blogs, some helpfully listed at the end of Mcroo's post, about the nature of Monsters, the banality of 'generic' fantasy concepts, and ways to mitigate those issues. With both of these blogposts rattling about in the empty space where my brain should be, they were bound to eventually collide, which is where I find myself today.
In a game where There Is One of Anything, especially if Player Options are also uniquely limited, there comes a question of how literal that One is. Having The Bard doesn't mean there are no other sassily homoerotic lute players roaming the lands and getting gigs at taverns. Having The Witch doesn't mean the concept of a full Coven is an alien one. The impetus on creating a world Where There Is One of Anything is a matter of focus. Yes, there are "Paladins", knights that swear oaths to a higher power and follow a code of conduct. But for the purposes of your adventure? Your characters? Your party? There is only one that truly matters. Only one whose purpose and goals are truly divine in nature, and who's decisions will alter the path of history (or at least, do so where your players can see them).
Expanding on SandroAD's concept of placing class features into a hireable npc to feature multiple classes is fairly simple. The Specialist Point system they posit would need tweaking and balancing, but the base concept is sound. Each Hireling has a set of abilities with a point cost, which the players can trigger once a Dungeon Turn by paying it. There are a handful of passive abilities that make just having the Hireling come along a good choice, even if you never use their Point abilities in that specific dungeon. I could open any edition of DnD, blur my eyes, and come up with a bunch of these in one go.
For a DM who runs multiple campaigns, especially those with overlapping players, this system might already sound like an utter wash. Do you just make 12 NPCs, one for each core class, and reuse those over and over? Isn't that??? Boring? And to that I say no, not really. For starters, while Sandro details a specific Thief in his blogpost, none of the mechanical abilities are tied to that character's species, personality, or toolkit. I think this should be left alone on purpose. By keeping the mechanics the same (i.e. all thieves across games have the same abilities), but changing the context in which those abilities came to be, you create a familiarity with the Rules and their use, while creating a new social challenge for your players to overcome in order to attain them. Rannie the Human Thief may actively want to work for the Party in one game, while Yoseph, the Dwarf Thief might actively dislike a member of the party in another game. If the players already know what they will gain by convincing Yoseph to put aside their differences, they may choose to invest more time in that character in the hopes they can add his abilities to their toolkit.
Monsters rule, actually |
Result | Effect |
---|---|
1 | REBEL/INVERT |
2 | IGNORE/BE DISTRACTED |
3 | RETREAT/FLEE |
4 | REPEAT PREV. ORDER |
5+ | OBEY ORDER |
I refuse to raise an uneducated 'mon |
For Downtime spent primarily on Training your Bonded, roll a WIS save against the Creature. On a success, the Obedience Die is temporarily increased 1 Size until the next Downtime. After 3 successful Downtime Actions, the increase becomes permanent.
Creatures may also gain the benefits of Downtime Actions available at the table, such as Stat Improvement, Learning Spells, and Carousing. (please don't lead your pikachard to drink)
IMMA' MOTHER FUCKING TEEEEEEE-REX!!! |
Slip-Wreck Rock (An Island Adventure Site for your elfgame of choice.) "Island of Dragons Bones" by Zhang Li A simple jut...