Wednesday, October 21, 2020

ADHD Update: Two Classes Only!


Click the image to check out the new version!
So I know literally only last month I redesigned the magic system, but I did it again. Not too much has changed, but there are now only 36 spells available, split into 6 elements of magic for the convenience of rolling randomly.

The bigger change is that I removed Prophets and Rogues from the class list. This is likely to be a controversial opinion, but here is my reasoning:

Prophets didn't really have a decent reason for existing, at least in that state. They were basically just Sorcerers shifted slightly to the left. This is already an issue for me with Dungeons and Dragons, and I just amplified it by allowing all classes to use any weapons/armor. Just having a Sorcerer with slightly different abilities didn't make much sense aside from forcing into the world an arbitrary separation of divine and arcane magic, which historically didn't really exist.

So now instead of Sorcerers and Prophets there are just good ol' Magic-Users.

Rogues are gone because the only reason thieves/rogues/specialists/whatever you want to call them exist is to provide skills which can be used outside of combat. Now, I have issues with having skill systems that can only be used with one class, since it inherently limits the actions of others! Once you have a class with explicit rules for picking pockets, members of any other class without that skill can no longer attempt it.

Since I already use a simple "roll d20 under your stat" system for non-combat challenges, it didn't really make sense for me to have an entire class dedicated to having better chances at those challenges. The only other feature of the class was that they could make sneak attacks, and realistically I realized anyone should be able to do that. 

I also changed how stats work to be a little bit more simplified, with less penalties for lower stats as well. Someone with low stats will already have difficulty with challenge rolls, I figured its not worth it to penalize them much more than that.

So now, sneak attacks are a universal feature, there are no rogues, there are no prophets, and spells are more organized. I also took the liberty of extensively reducing in size the referee's section, as I began to get a headache from all of my own advice, and decided to cut it down to two pages. 

Does this mean you can't play a traditional cleric-like character using ADHD? Absolutely not! As an example, I rolled up one down below:

Name: Brother Timothy
Species: Human
Class: Magic-User
Background: Priest

STR 13 (+1 to hit and damage in melee combat)
DEX 10
CON 13 (+1 to Hit Points)
INT 10 (2 languages known)
WIS 14 (+1 to certain spell effects)
CHA 12 (1 follower maximum)

HP 7

Special abilities:
Grimoire (2 spells at first level)

Spells Known
Heal wound (2/day)
Strength (2/day)

Mail armor (medium, AC 14)
Mace (1 handed melee, 1d6+1 damage, +1 to hit)
Holy symbol
5 torches
Flint and steel
5 rations
10 stakes
Water skin
7 bandages

Wednesday, September 23, 2020

ADHD Update!

 I've been fiddling around with my OD&D based house rules; Adventuring in Distressingly Hazardous Dungeons, and I think they're ready to be shared in an updated form. 

Notable changes:

  • I've added a simple (and optional) background system to help flesh out characters.
  • I've changed the spell system, quite frankly I thought the spell point based method was a bit too involved and complex for my tastes. Now, spells are similar to those presented in Empire of the Petal Throne, with a limited number of uses per day depending on the spell. However, these spells in ADHD are also completely level-less, with exceptionally powerful spells having certain restrictions to avoid being overpowered. This does mean a level 1 Prophet can cast Resurrection though.
  • I've removed most of the playable species except for the core four of Human, Elf, Dwarf, and Halfling, since frankly I wasn't very pleased with how the others turned out, they might be added back later, but maybe not.
  • I've changed the level progression system and also added many optional rules for other level progression systems.
  • I reworked the referee's section to be much smaller and simpler, though as always it can be ignored for the referee's own personal preferences.

If you'd like to check it out, the link is down below! Thank you for reading!

Friday, September 18, 2020

XP For Gold Is Stinky

I don't like XP for gold because I like making randomly generated dungeons, and having a system where people gain in experience by how much treasure they acquire makes randomly generating treasure a lot more complicated and quite frankly I'm bad at math. 

XP for gold has the following upsides:
  • Provides a mechanical reason for players to want to acquire treasure
  • Encourages exploration and critical thinking over combat
It also has the following downsides:
  • Doesn't make sense from an in-universe standpoint (though leveling systems barely do anyway)
  • Doesn't make sense for certain kinds of characters (what does a hermit monk need all that gold for?)
  • Gives the player characters way too much money to play around with, which is only a good thing if you're trying to do some domain play
I propose this instead; for every 10 obstacles a character overcomes (obstacle being defined by the referee, for example a very easy fight with 2 giant rats might not be considered an obstacle, but successfully navigating through a storm in a Moon-beast ship would be), the character gains a level. This is summarized by the table below.

Level    Obstacles Overcome
1            0
2            10
3            20
4            30
5            40

Alternatively, if you want an exponential leveling system like that of traditional old school D&D, use the table below.

Level    Obstacles Overcome
1            0
2            10
3            30
4            70
5            150

Once I finish tinkering with the dungeon generation tables I've been fiddling with, I'm going to try to put these methods into practice in a home game, particularly the more linear system of character advancement.

Thursday, August 27, 2020

Can Orcs Be Fixed?

UPDATE: In view of recent discussions on the OSR discord server, I'm not sure how much I agree with this initial post I have made anymore. The basic gist of the argument against this post was that it is inherently a colonialist, white supremacist attitude to at all assign any species the role of being a killable Other for the purpose of the game. I'll have to rethink this a bit, but for now I am leaving this blog post up for the consideration of others.

Disclaimer: This article is written from the perspective of a white man, and as a result should be taken with a grain of salt, I am not and never will consider myself to be an expert on racial issues, and the voices of people of color should hold more weight than my own in this context.

D&D's orcs are racist caricatures. This is a bad thing and should not continue.

Those two statements form the premise for the rest of this post, if you fundamentally disagree with those two statements, I don't care about your opinion and I don't want to discuss it with you. If you comment disagreeing about this, I will delete your comment, because I don't care and its not what I want to discuss.

I want to discuss how to fix this problem, and if you have any input on that, I would be very happy to hear from you.

There seem to be two main groups of thought in how to fix orcs. The first is to portray orcs as complicated sentient creatures with emotional depth, rather than sacks of hit points with racial stereotypes tacked on. The second is to try and separate orcs from racial stereotypes, and to instead emphasize their purpose as sacks of hit points.

While the first idea is the most popular, the second idea is the one I like more, though I do understand the first solution and think it has merit and is a valid solution.

My reasoning is that D&D fundamentally needs monsters to fight in order to be a fun game, at least for the kind of game I want to run. And I don't like morally complicated things. Its partially due to the nature of my mental illnesses, which makes me have difficulty seeing in shades of gray, and partially because when I sit down to write or play a game, I do so out of a desire for escapism, and I don't want to have to make difficult moral choices (this isn't to say I want my games to be apolitical, sometimes escapism can be beating the shit out of fictional bigots, and anyone who tries to claim that arts/games/whatever can be apolitical I'm going to have to disagree with). 

So, it is very very obvious that orcs, as they stand now, are not good for my purposes, which is to be uncomplicated monsters. So how can I fix this? 

If I go the more popular root of humanizing orcs, I simply make orcs another species that exists in my world. However, there are three difficulties with this solution, at least for me.

1. If I wanted to go in the direction of portraying orcs as a fantastical version of people of color in a non-offensive and well thought out way, that is very very difficult. It is hard to present a fundamentally non-human being as an analogue for a person of color without it being incredibly racist and in bad taste.
2. Presenting orcs as an analogue for people of color, even if somehow done incredibly respectfully and in a progressive manner, still seems like a way of getting around just having actual people of color in your campaign world, and takes away the spotlight from them somewhat.
3. I still wouldn't have a group of 1 HD monsters for my players to fight without feeling bad about. Which, depending on the game you're running, could be a good thing, but its not what I'm looking for.

There are two other potential solutions that I find would work for me specifically much better.

Solution 1: Orcs as Fascists

Fascists are an easy target for morally simple violence, because a fascist is viewed as evil for good reason. A fascist is violent because they want to be dominant and in control, because they hate difference and want themselves to be the sole power in existence.

This solution is not without its problems, because presenting an entire species as fascists takes away the agency of the individual to be evil. It is essentially reducing the evils of fascism to "orcish nature" rather than the actual complex system of hatred, propaganda, and evil that it is. Nobody is born a fascist, they are molded into one by politicians and bigots.

A solution to this is to have orcs literally be human beings that are shaped by an evil ideology, one so corrupted and cruel that it physically twists their bodies into a crueler form. Half-orcs are those that were raised in the ideology but escaped soon enough to not be corrupted wholly, though the physical effects are still evident. Humans become orcs over time, and orcish babies start out as humans. This also fixes the "what to do with baby orcs" problem, since inherently it means that orcs are not genetically chaotic evil, so one has a moral imperative to save the orc babies and take them to an orphanage.

Of course, this physical appearance needs to be completely divorced from the racist depictions that already exist. This also applies to all the other solutions I have. Don't have your orcs have dark brown/black skin, thick lips, dreadlocks and wear "primitive" clothing. These fascist orcs I described might wear jackboots and armor emblazoned with the symbols of their cruel ideology, their skin color isn't really important, its whatever it was before they were turned, perhaps more rough and thicker though. They still have fangs and pig snouts, the better for sniffing out victims and ripping them apart.

Don't make your orcs look like this, especially the one in the middle. From the 4th edition D&D Monster Vault.

However, this solution does have the problem of potentially making those who were raised in bigoted environments feel like monsters, and that there is nothing they can do about it. You could have it that as a half-orc does good deeds and unlearns their ideology they become more and more human, both physically and mentally.

Solution 2: Orcs as Completely Non-Human

This is less of a replacement of orcish behavior and attitudes and more of a replacement of orcs entirely. Instead of having humanoids with piggish features and a militaristic attitude, there instead are literal bipedal boars that live in colonies similar to ants, and function on instinct rather than intellect. These man-pigs don't fight because they're evil, they aren't sentient, they fight for the protection of the Sow-Queen and to expand their colony.

The swine from Darkest Dungeon

Or maybe there is a sorcerer, putting demons into the bodies of innocents and forcing them to fight his battles, the demonic presence within them changing their body into one more suited for combat. These aren't war-like humanoids, they are victims of demonic possession, modified for war and designed to spread conflict. They have jagged fangs and claws and beady red eyes that reflect back fear and horror at their own actions, even as their bestial throats bellow forth war cries. Maybe the sorcerer is long dead, but his army still lives, wandering the world and inhabiting dungeons.
Not quite what I'm describing but the deadites from the Evil Dead franchise are close.

But What If I Want My Players To Negotiate With Orcs?

If you want your players to be able to negotiate and make peace with orcs, then why not just replace them with humans or some other, new species of your own creation? This article is about how to preserve the role of the 1 hit die cannon fodder that can be slain without guilt, for more complex characters like that, something else is required. Replace them with a band of cave dwelling bandits or descendants of humans that evolved to live underground and have been fighting out of necessity and fear. These both would make for interesting role playing opportunities.

But we can have a fun role playing experience without falling back on old stereotypes and bigotry in order to have "bad guys". We don't need to be old school in our rulesets AND our ideology. Yes, D&D is just a game, but games are art, and works of art reflect the beliefs (both consciously and unconsciously) of those who create them.

I understand the need for violence in a lot of old school games, I really do, its a core part of the pulp fantasy nature of the game. I'm not complaining about that. But we don't need the monsters that our characters fight be racist caricatures.

Wednesday, August 19, 2020


Its finally here folks! Thank you all so much for your support with this project, this was really a labor of love and the kind words y'all have commented have really helped me throughout this process.

This supplement isn't going to be for everyone, obviously the style and ruleset is going to be a little alienating, but I hope that given the restrictions of the OD&Desque format and horror influences I've made something that can be quite usable. 

Also, I wanted to make a quick note on how mental illness is treated in this supplement, since obviously anything that deals with"insanity" is gonna be a little weird. I'm mentally ill, I don't talk about it much but I suffer from Obsessive Compulsive Disorder and Attention Deficit Hyperactivity Disorder, among other symptoms which have yet to be given formal diagnoses. Part of what has drawn me to the King in Yellow and the Cthulhu mythos are the themes of obsession and being driven mad from forbidden knowledge, which to me feels almost relatable and definitely pretty close to home. Madness and insanity are core themes of these works, so if I stripped them out of Lost Carcosa it would be a bit odd. Nevertheless, I feel like works dealing with mental illness often treat the DSM-V like a monster manual rather than actually have tasteful and complex depictions of mental illness. I've tried to tend towards tastefulness here.

I hope you all enjoy this, and get good use out of it! If you want to, feel free to review it on your blog, I'd love to hear your feedback about it!

Saturday, August 8, 2020

Lost Carcosa Update: Nearly Finished!

This might be the last or second-to-last update I make about this, since I have good news! Supplement 🜏: Lost Carcosa is nearly finished!

The most recent iteration of the document is 64 pages long, but the finished product should be 70-75 pages long.

Here is a list of what is currently featured:

  • Descriptions of 14 deities to be worshiped or feared, ranging from the benevolent Bast to the vile King in Yellow.
  • Descriptions of 13 (or 12, depending on how you count horribly mutated fused royalty) NPCs which can be encountered in Carcosa.
  • 350 interesting things to find while exploring the wilderness of Carcosa, spread across 7 regions, along with random encounter tables for each region.
  • 36 monsters with combat statistics for old school fantasy games.
  • 11 new spells drawn from weird fiction.
  • 21 eldritch and unnatural magic items.
  • 3 new playable character species.
  • A mutation table.
  • A detailed system to generate the Dark Young of Sheol-Nugganoth
  • Shoddy, amateur layout!

By the time the supplement is finished, it will also feature:
  • Tables for creating small dungeon delves to be placed in the uncharted wilderness.
  • A small sample dungeon to get things started quickly.
  • Optional, simplified rules for hex crawling in Carcosa.
  • A list of Carcosan names.
  • Carcosan dungeon encounter tables.
Hopefully I'll have a draft done in a few days, after which I'll do some testing and revise it. After that, I'll be putting it up for sale on DrivethruRPG.

Thank you all so much for your advice and support, and I hope you will enjoy reading and using Lost Carcosa as much I did making it!

Tuesday, July 21, 2020

What Do YOU Want From Lost Carcosa?

I'd say I'm about 70% done maybe with Supplement 🜏: Lost Carcosa, and I want input as to what I'm going to focus on the most. Progress has slowed a bit as I've gotten somewhat more ambitious than previously expected. My original estimate for the length of the supplement was 60 pages, now I imagine it is likely to be a little bit larger than that.

Progress is also slow because I keep reading and rereading my sources of inspiration to make sure I get the tone I want and that I'm in the right head-space.

Also, I realized I wasn't clear about this, but this will be likely sold on DrivethruRPG for 4.99.

Currently, what I have left to work on is as follows:

  • Finish writing up in digital format the random tables and locations for the Forest of Ys, the Sea of Demhe, the Colour-Blighted Wastes, the Valley of Yhtill, and the Carcosan Underworld.
  • Write up a mutation table
  • Create a brief, easy to read history of Carcosa.
  • Write up information for the deities Yig, Bast, Cthulhu, Father Dagon and Mother Hydra, Naotalba, Thale, and the Phantom of Truth.
  • Write up information for the NPCs Mr. Wilde, Hildred Castaigne, Jeanne D'Ys, Cassilda and Camilla, the Woman in The Wallpaper, Aldones and Uoht, Keziah Mason, Richard Upton Pickman, Boris Yvain, Philip Castaigne, Hali, and Haita.
  • Maybe make a little sample dungeon?

Anyway, I want to know what y'all think are the most important things I should focus on, and so I've put together a little strawpoll below:

Thank you for reading!