Blog Posts

ANOINTED23, 1/15 (end of full week 2)

January 15, 2023
Dungeon23, Anointed23, Anointed

Picture of my planner, week 2
Picture of my planner, week 2

(Previous)

Day 15! Halfway through. Here's the daily for that:

  • Monday, 1/9: Point (1), the Sanctuary. (I'm going to be using the Sanctuaries to do two things. First is re-emphasize the Anointed's connection (via ritual) to the Church; second is to give some way to foreshadow some themes of the area. This is done from the description of it and a prayer set at each.) The place is new, but hastily-erected: it's half fallen apart. This Sanctuary's prayer is: "Pray for the forgotten, those left in the wake of disaster and war. May they find refuge and stillness." (If you're keeping score...nothing here has found refuge and stillness.)
  • Tuesday 1/10: Point (6), the walkway north. There's an encounter with 2 + 1/extra Scavengers on the way: by default half of them start behind you, but if you do something tricky on the approach you can avoid being surrounded. You can find a Wakizashi further up the walkway afterwards.
  • Wednesday 1/11: Saint Gratien, part 1. (This is the Major Threat in the area - because this is an interstitial region, he's optional, but you get some good stuff. Based on the Attribute combo, he's a Conviction/Knowledge enemy: relating to faith and corruption.) A tall, gangly man with no arms and desiccated skin. His clothes are half-rotted, revealing a carved lump under his skin under the right side of his chest.
    • Health 40, PD 1, MD 2, Poise 6. Pretty tough to stagger, pretty resistant to magic.
    • Trait: Any Mag. Harm received splashes to all nearby (at range 0B)
  • Thursday, 1/12: Saint Gratien, part 2. Gratien's actions are all Incantations. I pictured him as one of the original Anointed from the Age of Legends/Daggers, so he gets to have one of each kind: he learned Storm before it was a Blasphemy. (Will probably revise some of these in whatever cleanup pass I do, he's a little too anti-caster focused at the moment.)
    • Prayer for Wrath: Range 0T, Mag 2, Mighty 4, Forceful. (Uses when something's at Range 0-1.)
    • Invocation of Sanctity: Evade 3-, Spells only, reflects back at caster. (Uses when targeted by magic.)
    • Channel Storm: Range 2-4, Mag 2, Multi 5. (Uses when nothing is at Range 0-1.)
    • Dangerous Action: Projected Wrath: Range 1B-2B-3B-4B, Mag 4, Mighty 6, Forceful. Immediate: Move back 2, adds 1 to Encumbrance of all swamp tiles. (He'll initiate this at the end of a round when put below 30, 20, or 10: the Immediate thing happens, and then at the end of the next round the rest happens. It can be canceled by dealing 10 Harm or staggering him in the interim.)
    • His default Behavior is that he goes after anyone with Talismans.
  • Friday, 1/13: The Talisman of Saint Gratien (a reward for beating him) is a mass of bone embedded into his breastbone, carved into the symbol of the ancient Church. The corruption leaked into it causes it to repel magic in its vicinity.
    • Weight 3
    • 1 Tier 2 Slot: Prayer
    • 1 Tier 2 Slot: Invocation
    • 1 Tier 2 Slot: Blasphemy
    • Parry (Spell)
    • Having 1 of each is unusual, but less flexible than most talismans, and most don't have Parry of any kind. Most are also Weight 1-2 instead of 3.
  • Saturday, 1/14: Invocation of Implacability. (This is another reward for beating him.)
    • Tier 1, Conviction 3, 4F
    • You're immune to anything that would add extra encumbrance (beyond Encumbrance from your equipment Weight). Lasts until the Region Clock advances.
  • Sunday, 1/15: Made an NPC. Barnabas is a pious low-country sanctuary tender. He'll ask Anointed to put Gratien to his final rest, and teach them the Invocation of Implacability in exchange for it. He also unlocks all Tier 1 Invocations/Prayers for selection between Regions - my plan is to allow players to choose 1 thing from a list that starts with "everyone's starting equipment" and expands out as they meet NPCs or find things.

Next week, I'll put Gratien and Barnabas in points 7-8-9 and assess what we're doing from there. Might use that last week as a polish week if I run out of content to fill. We'll see!

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ANOINTED23, 1/4

January 4, 2023
Dungeon23, Anointed23

The Delta Sinkhole entry as above, now with a little map.
The Delta Sinkhole entry as above, now with a little map.
The Half-Dreg entry and two points, as well as two combat maps.
The Half-Dreg entry and two points, as well as two combat maps.

Three entries so far. Map is going on that first grid for space reasons. I definitely didn't screw up and write Point 1 on Jan 9th already. Ignore that (1) on the map for now. Combat maps for fights go on the grid on the right (they're hexes in the actual game, but the way I have it set up is basically hexes).

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Part 2: Escape from CICP-1 Scenario Teardown

January 3, 2023
Ttrpg Design, Liminal Void, Total//Effect

Ok. This is the part where I talk more firmly about the scenario. (See the map above.)

The goal of this scenario, as repeated from above, is the same goals as Level 0 in general:

  • Establish some "starting points" for characters, and give some playstyle options.
  • Figure out, through play, what kind of people your characters were and are. (The Background mechanic is the obvious version of this, but even more subtle decisions inform a character.)
  • Make sure the party is a persona non grata in some way.
  • Get the party a spaceship. That's a major part of the game going forward.

I had more to do here than just present a fun adventure. I was tasked to present a jumping-off point for the rest of a campaign! And I think it worked.

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ANOINTED23, 1/1

January 1, 2023
Dungeon23, Anointed23

The Delta Sinkhole entry.
The Delta Sinkhole entry.

For my first Region I’m making the swamp.

The idea I have is basically a downriver swamp that was enough of a crossroads to build walkways over it. Over time, it’s been clogged with the detritus of centuries of war from upstream: materiel, corpses, undying warriors left as waste. The near-constant flow had attracted scavengers, making it hard to maintain; and eventually there was nobody left to maintain the walkways.

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Liminal Void Quickstart and Scenario Teardown, Part 1: Background, Quickstart rules

January 1, 2023
Ttrpg Design, Liminal Void, Total//Effect

Map of CI Central Processing Station 1 (CICP-1)
Map of CI Central Processing Station 1 (CICP-1)

I'm in a posting mood because I'm putting off finishing writing a press release/kit so I figured I'd ruminate a little bit about how I put the Liminal Void Quickstart rules and scenario, Escape from CICP-1, together. Mild spoilers for the scenario under the fold if you care about that sort of thing, but most of the big scenario stuff is going to be in a follow-up post, but also it's just long and this seems polite.

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Dungeon23 tech showcase: cyclic dungeon generation

December 29, 2022
Dungeon23, Anointed23

Figured I'd get a little into the sausage on one particular thing I found that I'll be using quite a bit.

Cyclic dungeon generation is a really, really cool thing that I saw posted about on twitter (from @riseupcomus I believe?), and from there I've seen other people posting about it too. In general it's a great read just for picking out good design patterns for making little moments in a level, dungeon, etc - Zelda is described as the big influence but you can see this kind of technique for design going pretty clearly into a lot of soulslike areas, for instance. So I decided to give the randomization from it a shot! I'm intending a mix of bigger "destination" regions and smaller "interstitial" regions so I'm not terribly worried about the size at this juncture, but it's built such that you can pretty easily compound on it if you want.

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Liminal Void Phipps 23 Worldbuilding, Part 3

December 9, 2022
Worldbuilding, Liminal Void, Total//Effect, Phipps23

Ok, no more icons. Here’s the next step:

Integration

Name the following

  • Two Factions
  • A Settlement
  • A territory
  • A Dungeon
  • A Season

Your Icons and Inspirations should help a lot here. Be explicit about how your icons relate to these larger organizations or areas. You don't have to use all of them.


Given that this isn’t really a fantasy thing as such, “Dungeon” and “Season” are going to have liberties taken with them. And Factions are going to be very loose because I’m actively trying to avoid faction tech for this game: as fun as a more explicit Expanse-like game of Great Powers would be, the biggest players are mostly intended to be out of reach, these will be mostly groups of broad-strokes similar corporations.

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Liminal Void Phipps 23 Worldbuilding, Part 2d

December 8, 2022
Worldbuilding, Liminal Void, Total//Effect, Phipps23

Origin, 1+2a, 2b, 2c

Part 2d: Icons for “The wildly disruptive nature of independent ship ownership”

  • Event: In the early days of the Jovian colonies declaring independence from Mars, Mars had shut off all wormhole beacons in an attempt to starve them out. One lone sympathetic freighter, however, brought enough supplies via off-network beacons to keep them supplied so they could maintain their resistance. That ship is long since gone, but is celebrated yearly on the Jovian Independence Day on June 1st.
  • Landmark: The Deimos Travel Consortium’s logo which still emblazons that tiny moon. The Consortium collapsed after independent investigators with their own ship used it to uncover evidence that a mass transit disaster due to improper maintenance was covered up. Rumor has it they were paid handsomely by a competitor to look into it.
  • Person: Josiah Flake, the current CEO of Translunar Water, was once declared legally dead. It turned out that he had faked his death and, with the help of a ship’s crew, used the opportunity to turn the tables on a would-be assassin - and the only other person in line for the executive position once his boss retired.
  • Peril: If you’re supplying workers with the means to secure a better deal with themselves, watch your back. Businesses watch closely for pro-labor ship captains and find ways to make them disappear.
  • Treasure: It’s said that there are still the husks of ill-fated stations in orbit around Venus, but no company in their right mind would take the chance to salvage them. Which means they’re ripe for the picking if you’ve got enough thermal shielding.
  • Secret: A Terran shipyard has made a prototype of a nearly self-sustainable ship: it has a new kind of engine that requires no fuel and its air and water recyclers run at an absurdly efficient rate. It could change the limits of the galaxy forever if made at scale.

Icons done! Time to move onto phase 3.

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Liminal Void Phipps 23 Worldbuilding, Part 2c

December 6, 2022
Worldbuilding, Liminal Void, Total//Effect, Phipps23

Origin, 1+2a, 2b

2c: Icons for "Being thrust suddenly onto the fringes of society and having to figure out how to deal with that."

  • Event: When the Terran and Martian beacon networks were merged, a lot of stations became redundant. Everyone manning those stations were fired and reactors were deactivated as soon as the merger went through. The stations who had suitable engineering knowledge to restart them did so for the sake of everyone on the station, but for their trouble, they were blacklisted from all future corporate work.
  • Landmark: Adrastea station was the source of one corp’s experimental “study” into worker efficiency in high gravity conditions. When the study ended in a drastic failure, workers there were all forced to sign non-disclosure and non-compete agreements before receiving medical care. After receiving the bare minimum, they were all promptly fired.
  • Person: Barnaby Russell was a pilot who got fired from ferry duty due to having a management inefficiency pinned on him. On his way out, he stole a security patrol fighter and used it to hijack several freighters. He’s still at large, along with a few old friends he managed to recruit, and occasionally his crew will disrupt an ore shipment leaving the colonies.
  • Peril: Every once in awhile, someone decided to give a little too much control to an automated system. When that happens (and when it goes wrong), it’s quite standard for everyone involved in programming or maintenance to be let go and the mark put on their permanent record in spite of whoever made it happen.
  • Treasure: If your station gets attacked or cut loose, strip the place clean, then hide it well. What are they going to do, fire you twice? Just make sure you don’t take anything traceable…
  • Secret: A lot of corporations cut people loose or mark them as falsely dead on purpose. There’s a lot of things you can hire someone who doesn’t exist for.

(Read the original on cohost here!)

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