Showing posts with label FKR. Show all posts
Showing posts with label FKR. Show all posts

Thursday, October 17, 2024

I Ran Fever Swamp!

The players were M, N, and U. Both and M and N had played before, albeit not in the sort of games I usually run, and U had never touched a roleplaying game.

There were a few days before the scheduled session and, as I was feeling particularly lively and excited, I banged out more prep than usual.
 
 
In preparation I reread the module several times, feeling out which areas were satisfactory out of the book and which needed a little more. The first thing I did was draft up some hexcrawling procedures, as the ones in the book didn't have enough oomph. For one I made each hex a 1/2 day of travel (with the option to travel an addition hex at night at cost, which I think I borrowed from one of Gearing's blogposts) which didn't alter the map size too much but made travel feel like it had more player choice involved and nicely broke down the day which would (and did) aid in the "feel" of exploration. Next, I solidified the encounter procedures and procedures for getting lost (2 in 6 chance and 1 in 6 chance each half-day respectively) and worked out how rations would work, since it wouldn't be a good swampcrawl without such constraints.

All of the above are baseline procedures which would/will/did inform how play unfolds at the table. I wanted a gritty session about an expedition into a horrible swamp, so I chose to use procedures and mechanics (see: fatigue) that would have players be making choices that matched the tone.

From there I decided to flesh out the town of Clink a bit more, as it seemed the natural entry point of players into the swamp and the premise deserved a bit more thought. I decided that the cult shouldn't be uniformly the villains and so stole the SINS format from this I Cast Light post to make my own table in case players decided to throw their lot in with the cultists.

 For each DEVOTION collected fill an inventory slot
  • 1st Devotion : The sea kills and the sea loves: cannot be drowned by a hostile hand
    • Sacrament : Drown a man by your own hand in saltwater, afterward all freshwater chokes your throat.
  • 2nd Devotion : Dreams of the abyssal kingdom: speak to fish once/day
    • Sacrament : Forego dry land, to set foot on solid earth is to die, gasping and choking like a fish out of water.
  • 3rd Devotion : The sea embraces me, in its depth I will find him: reborn as a Deep One
    • Sacrament : Throw yourself into the open sea and share in the dead dreams of your waterlogged god. If you survive you will wash ashore transformed; a herald for the new age.

Then, because I was inspired by the same post, I fleshed out the cults roster which was useful because it gave me a better idea of who players might run into in the swamp.
  • Initiates (melee, special) yet to partake of the first sacrament, eagerly run down victims and attempt to drown them; mancatchers
  • Musketeers (ranged, dmg) faces hid by salt-encrusted veils, bandoleers bouncing on their chest; muskets, fight with machetes in the press
  • Priests (ranged, special) white robes, veils, necklaces of fish-bones; break a bone to break a target's limb, otherwise: machetes

I did the same for the People (autocthonic inhabitants of the Fever Swamp), and also made up a pejorative for the inhabitants of Clink to use when talking about them: wetlings. At this point I was picturing a situation where a fringe of criminals and outcasts were acting as the colonial vanguard to expansion of rice plantations which were slowly clear cutting and burning the swamp away (which vibes with Grandfather Rotte's deal). Which folded neatly over into the little "Buying Things in Clink" subsection I wrote up--I flavored the rations as ricecakes and salt pork. This included wages for guides as tracking coinage and day to day wages of hirelings (as well as having hirelings) felt significant to the expedition style play.

Some more scribbled prep, pre-rolling the route of the Corpse Pile etc., and I decided on (really I had been deciding during all of the above) what mechanics to use. Namely, hits + fatigue (á la Skorne or my own Perfidious ruleset), an eight slot "significant item" inventory

I chose this because Hits style violence carries a nice economic logic to it in play (fitting in with the rest of expeditionary beancounting) and can be fairly gritty. As well, fatigue rules nicely carry the load in terms of adding a grinding pressure to player expeditioning and I could plug other procedural elements (such as travelling at night) and fictional circumstances (such as starving) into the rule/s.

It was here that I made the unfortunate choice here to up the number of hits to six, figuring that there would be lots of enemies in the swamp and players would lose them fast. This was a poor choice and did not work very well in play, players didn't think about hits for the most part and the immediacy of fights came solely from in fiction, rather than being bolstered by a mechanical logic. Going to stick to three hits from now on if I'm not using variable damage, anything hire makes the mechanic into a distraction from the fiction.

Fatigue, however, fared much better. It was stellar even, and players reported that it had the exact grinding feel that I was hoping it would lend play. It nicely reinforced their decisions about when to fight, when to flee, when to rest, and the like.

For my basic resolution in face of a situation whose outcome is up in the air mechanic I chose a simply d6 roll versus a target of four, because four felt like a nice odd to beat and I didn't feel the need for anything more complex.

I also decided to run magic mostly in the fiction, but with a magic word type system for spells and combining them because I though that would be flexible but restrictive enough for expeditionary play.

The very last bit of prep I did was make a list of backgrounds and equipment to roll up, for which I plundered several other Early-Modern(ish) games for their background lists and equipment tables.

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THE CAST :
- M. as Dax the Enabler, a drunkard magician with a grimoire containing sleep, protection, and invisibility
- N. as Richard Dirkman (Dick to friends), armed with a pistol and oil flask
- U. as Rob, a fifty year old, pot bellied, musket and prybar armed graverobber

The session opened in media res, on the road that was more like a causeway to Clink. The players introduced their characters with a little description and agreed they all met at an inn a ways back where they had heard about the bounty on the head of Gert von Hammer. Bit by bit the rice plantations grew more sparse and the cypress trees thicker and shaggier with moss. The drone of mosquitoes filled the air. When the causeway become nothing more than a rickety boardwalk through the swamp they knew they'd arrived in the town of Clink.

The first thing they noticed was that all the houses were up on stilts, faded and ramshackle. A couple men, all branded as thieves, sitting high up on one of the houses' porch were sharing a drink and eyeballed the newcomers. Dax decided to march over and ask for a drink. The men looked dubious, but grinned and tossed the bottle down. Pure rotgut. Dax knocked it back and the men warmed up to them. While Dax and Dirkman haggled for a pirogue, U decided to have Rob poke around the circle of houses that made for a town "square" of sorts and look for moneymaking opportunities. To one side is a house with some kind of still, to the other a hut with a crudely letter sign reading: general store. Lastly, a house tightly sealed up, its windows shuttered, with a carven lintel-piece like that found on many of the more simple Imperial temples.

Rob decides to explore the last house first, climbing up the ladder and hammering on the door. The gods on the lintel-piece looked like they'd been defaced. A panicked voice responded from inside, crying out for mercy and promising that he would leave town immediately just don't kill him for the love of all the gods (this was Nickolas, the priest).

Rob unsuccessfully tries to cajole the priest into letting him inside, then starts to break the door down with his prybar at which point the priest panickedly delivered up some information about the town, but remained frustrating vague on why he was so frightened ("They'll kill me if I tell!").

His attempt at breaking and entry unsuccessful, Rob wandered over to the distillery where a young boy was feeding the fire below the still and above on the porch a man was smoking some sort of mushroom from a long pipe. Rob inquired after a job with the smoking man (Jason, the distiller) but was too disgusted by the low wages paid to the common labourer. The distiller was amused. Rob rejoined his companions who had, in the meanwhile, haggled one of the drinking men down to cheap(ish) price for a pirogue.

After inspecting their new means of transport, the players figured they wanted to get into the swamp and hunting for Gert von Hammer as soon as possible and for that they needed supplies. At the general store they met Daniel, a hulking but sad man with the tattoos of a penal legionnaire. They talked to him about prices and supplies amid the piled up dry goods. He was sad but not surprised to hear they were heading into the depths of the swamp. As for the bounty, von Hammer had passed through two weeks ago. The players asked him for advice on guides (Daniel had hinted most of the townsfolk were not to be trusted) and got recommended Young Jimmy, who worked for the distiller, and Old Man Mallows.

The players decided to talk to Old Man Mallows first, finding him in a mossy, almost sunken shack on the edge of town. A lean old man who bragged about how he'd been here since the first tree'd been felled and knew the swamp like the back of his hand. He didn't suite them, so they decided to talk to Young Jimmy, but were stymied by Jason the distiller after they let it slip that they'd been sent over by his hated enemy, Daniel, to "steal his employee."

Fixed on hiring Young Jimmy nonetheless, they conceived a plan to come back later and distract the distiller in talk so they could converse with the boy. In the meantime they returned to the general store, purchased supplies, and stocked their pirogue. It was getting onto evening now, and Dax ambled over and apologized for his friends comportment. He hoists up a bottle of wine and asks if he and the distiller could compare vintages. Jason is amused enough to accept and (after taking fatigue for getting painfully intoxicated and probably poisoned by menthol) Dax manages to drink him into a stupor. Dirkman and Rob scuttle over to talk to Young Jimmy, who boasts that he was born in the swamps and knows them like the back of his hand, and agrees to meet them at dawn-light in exchange for the going-rate for guides and share of loot. "Anything to get away from Mister Spittle up there.'

The party retires to the general store, where they pay to lodge on the floor. Daniel shuts the house up tight for the night and all fades gently away.

Sometime in the depths of the night, Dirkman awakens to a flicker of light through the crack in the shutters. He gets up, deciding not to wake anyone else yet, and creeps over to look out. On the rickety boardwalk below, a procession of white-robed figures marches past. They are carrying torches and wear salt-encrusted veils. He watches as one, unmasked and surrounded by a knot of others, walks past. She wore heavy necklaces of fish-bones and is scarred all over her face (this was Jasmine). Eventually the whole procession troops past and disappears into the swamp outside of town, from which comes the sound of drumming and flickering torchlight. Dirkman decides to go back to bed.

The next morning they rise bright and early. Young Jimmy meets them at their pirogue with a bag of supplies and a machete. Briefly, they debate whether to investigate the clearing outside of town where Dirkman had seen the white-robes march off too, but decide to get out of town fast instead.

They head southwest the whole morning and afternoon, paddling between cypresses and oaks shaggy with moss. That night Young Jimmy finds them a bit of high ground to encamp on and they pass the night beside their damp fire, listening the myriad croaks and cries that echo through the swamp.

The next day they continue southwest. Around midday, they come across a clearing of sorts (like an expanse of open water) with a massive dead tree at its center covered in shelf fungus, the gills swaying in the breeze. After Young Jimmy identify the mushrooms as edible they cut down as many as they can reach to use as rations.

A pirogue slips out of the treeline. Two men in loincloths pilot it, wetlings spits Jimmy. The pirogue turns, aiming right at them, and the two men began paddling with grim determination. With his wizard eyes, Dax sees a a sort of host of spirits blossoming out of the two men; puppeting them. Not wanting to fight, the magician works his magic. He takes a swig from his wineskin, washes it around, spits, and wiggles his fingers; casting sleep.

Immediately the two men fell down fast asleep, draped over the gunwales of their pirogue. The party paddles over and peers inside, where they spy several spears and club. A debate ensues over what to do with the prisoners and the pirogue. U wants to try and take the pirogue with them, but is hesitant to split the party between the two canoes. N wants to interrogate one of the two warriors. They end up tying one of the prisoners to the big dead tree and wake the other one up. He groans and opens his eyes. Upon seeing the faces of the party, he sours and spits, cursing them in broken Imperial. They ask him, with the help of Young Jimmy's rudimentary grasp of the indigenous tongue, what happened and why he attacked them. The man protests that the last thing he remembers was paddling a ways away from here then, seeing the pile of collected mushrooms and the big tree, laughs and tells them it serves them right for disturbing the spirits and its a pity he wasn't able to work their vengeance for them.

(I had rolled a two man People patrol as the encounter which the spirits formerly inhabiting the mushrooms would possess)

They ask him about Gert von Hemmer (a bearded man) and he confirms that the bounty had passed through, heading south or southwest. Then the players tied the warrior up and left him with his companion in their pirogue, after taking the spears. They decide to head south.

That night they couldn't find solid land and slept, uncomfortably huddled together in their pirogue after tying it to a tree root.

(each night they mark down one ration, the players had bought 10 rations each, further supplemented by the mushrooms they'd harvest--and now we're too afraid too eat)

The next morning they headed south again, planning on curving to the southwest later in the day (I had given them a piece of paper with a hex grid to do their mapping, in order to simplify navigation) but about midday they found themselves in a strange part of the swamp. The trees were dense and tall here and the water choked with hyacinths and green weeds, Moss grew heavy and shaggy and there was a rotting scent to the air. Huge bugs buzzed past. There is a weight in the air, the presence of something vast. Rob looked behind them while paddling and realized they were being followed by a lot of logs, nope, a total of eighteen crocodiles were calmly trailing behind them.

(random encounter roll = a shit ton of crocodiles)

Alarmed, but not immediately endangered, the party debated way to do. Briefly Dirkman proposed pouring oil on the water and setting it alight, but they settle on simply shaking the slowly pursuing crocodiles off (at cost of all marking down fatigue for fleeing). Which they successfully do, the lazy animals peeling off one by one till they were alone once more.

In their blind evasion, the players inadvertently blundered into an area of particularly dense foliage, marked by a strange mossy mound rising out the water and two cavernous holes, side by side, in it. Dax catches sight of something small and green splash into the water.

Curious, they row up to the rightmost cavern's lip and step ashore. A warm fetid wind blows out of the cavern, then is sucked back in, buffeting them. On the soggy ground are bits of gnawed fish bones and small clay pots. They venture deeper into the cavern only to find it disgustingly moist and narrowing the further back they go. The in-out wind stops, then blasts out at them, blowing out their torch. They stumble back to the entrance and step out into the sunlight.

A spear flies through the air and strikes Young Jimmy in the shoulder (they'd retreated in reverse marching order). Dirkman catches him in his arms as the boy falls, Dax flings himself down as another spear flies overhead, and Rob raises his musket to return fire. Small, green figures gleep and swim in the water before the hump, effectively blocking the players and their pirogue in.

One of the green things (a Scumboggle) pops out of the water to hurl a spear, and Rob's musket barks. The ball smashes its head and it falls dead. Blood blossoms in the water. Rob ducks down, and U loudly proclaims their intent to get the corpse with Rob's net.

Meanwhile, a plan has been concocted. Dirkman pops up and splashes his flask full of oil past the pirogue then lights it, sending a sheet of flame racing over the water. A shudder goes through the swamp, a vast convulsion, but the players put it out of mind for now (Grandfather Rotte reacting to damage to his swamp). Next, all three pop up and leap into the pirogue, dragging the wounded Jimmy with them. Lying flat in the hull of the pirogue, Dax begins to cast two spells. First, he applies invisibility to the pirogue itself. The hull turns transparent to them and suddenly they can see under the water at the swimming, child sized forms of the scumboggles. Then Dax casts protection, this time on himself, and he jumps up, hurling his grapple as he does. Lodged firmly in a tree, he uses the rope and grapnel to haul the pirogue off the nostril-cavern edge as spears skim harmlessly off his skin. They get enough momentum for him to duck down and grab a paddle and paddle them to safety. The pirogue and players flee (taking fatigue) away into the swamp.

Licking their wounds, they debate whether to head back to Clink before deciding they have enough supplies and turning southwest after patching up Young Jimmy's shoulder. The night is passed in sleepless watches nestled in a hollow between three towering trees. The next morning they find out Jimmy's caught a fever, his wound infected (poor Jimmy rolled badly). Rob feeds him an extra ration to help the boy heal.

They head southwest, paddling down wide avenues of scum choked water between shaggy trees. Late in the evening three giant wriggling grey leeches leap from the water at them. Rob shoots one with his primed musket. Another is beaten to death with a paddle. They players shudder. That night they encamp on a small rise and wonder where the hell Gert von Hammer is...

+++++

Conclusions!

U had an amazing time, as did the others, but I have the inkling they (U) would enjoy a door-kicking, puzzle-solving dungeoncrawl more than an outdoors adventure based on how they played and what they expressed to me. Fatigue worked amazingly, players debated over whether they could afford to flee or do strenuous actions. Rations haven't gotten tight yet but are on the players minds.

The magic was used cleverly but I feel that it needed a better resource loop than spells per day, as the half-day structure is the equivalent of dungeon turns for a hexcrawl like this.

I really could have used some tables for swamp scenery and flavorings, as after a while my descriptions started to become the same ol'. Likewise, I think that I should have prepped a table of non-combat encounters, or omens, to spice up travel.

Also weather. Just a weather table would have done a lot.

Lastly, the players could have used more directions and rumours about where stuff was in the swamp. They had a guide, Young Jimmy, but I struggled to balance information and mystery with what he would know. Either I should not have offered guides or I should have better thought out what they would know.

All around a fun time! It's a good module, lots of meat to to work with.

Saturday, December 16, 2023

Free Kriegsspiel & The Flat Circle Of Time

FKR (Free Kriegsspiel Roleplay) is a new appellation for an old playstyle, one with a diversity of roots, a limb of which lies in the 19th century among the wargames of the Prussian officers. Indeed it is this limb which donated the first two letters of the acronym FKR. 
 
Free Kriegsspiel, as practiced by the Prussians, did away with much of the humdrum of "Dice, and Tables of Losses, and Rules." in favor of relying on Referee (Umpire) jurisprudence and adjudication. One of the primary documents we have from the period which describes this style is "Beitrag Zum Kriegsspiel" or "The Tactical Wargame," of which an English translation made in the same period can be found here. 

While the whole of the text is interesting from a historical perspective, what I chiefly want to share in particular is several segments of the two prefaces which have proven themselves to be rather timeless.

To quote my friend Weird Writer (of the blog Roll To Doubt):
 
"The Elusive Shift presents the flat circle as starting after the publication of OD&D, but it seems we're one century late on repeating stuff"

Without further ado, a series of excerpts from "The Tactical Wargame."

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"The General, it will be seen, holds the view that the elaborate rules for deciding certain results by the throwing of dice are needless and that the Umpire may well be left to settle all doubtful questions arbitrarily. Whether he is or is not correct in this is not, for the student, of great importance. The principles of the Game are the same whether the Umpire is left entirely free to decide all the issues, or has in certain cases to to resort to the dice. There is no difficulty in applying the recognized "tables of losses," &c., to a Game played on the lines laid in the present treatise." (page 6, italics mine)  

The fiction takes precedence over the method of adjudication used.

"The utility of the War Game is universally acknowledged at the present day. Nevertheless, cases are often met with in which attempts to practice is have been very speedily abandoned... Now, when I have inquired into the reason, I have, in most cases, received the answer, "We have no one here who knows how to conduct the game properly." (page 9).

A classic problem which no doubt resonates with many nowadays.

"For what the Game especially requires is a knowledge of the capabilities and fighting power of all arms, as well as of their principal accepted formations. Now, the elementary training of an officer ought to have laid the foundations of these acquirements; and even what it has not sufficed to do so, the very playing of the Game would develop more fully such knowledge as might be already possessed." (page 9, italics mine).
 
Playing the game is the best way to learn it.
 
"It is, indeed, only by severe toil and a great expenditure of time that any one who has not learned the Game by actual practice can, through unassisted study of the books of instruction, so thoroughly master the subject as to be competent to undertake the conduct of an exercise of this kind. So it comes about that there are assuredly in the smaller garrisons many officers who should be especially fitted, from their position, to take the matter in hand who utterly shrink from doing so." (page 10, italics mine).

As above, the game exists as a social game which is best learned via actually playing rather than merely reading, and the style of Free Kriegsspiel is a method which allows for a greater ease of entrance into play.
 
"I in no way underrate the service which the received books of Instruction, with their Rules, Dice, and Tables of Losses have rendered, and will render in the future. It consists chiefly in this, that the Umpire finds in the Rules, fixed principles by which the limits of the capacity and fighting power of the troops are defined, that the effective use of weapons gains full credit by means of the Tables of Losses, and that the dice, which give to chance its due influence, provide an apparent security and partiality in the decisions." (page 11, italics mine).
 
Rules and procedures still have their places as tools for the Referee.

"In the exercises on the ground itself, when it becomes necessary, for example, to say to an officer, "Imagine that you see a column of infantry debouching from that village on to the high-road," it is often found that very good officers who, when they see the enemy immediately know what they ought to do, find it very difficult or even impossible to think of him in a given position. The reason of this is, that they want the needful imagination, and this defect is generally overcome by the placing of the pieces." (page 13).

Theatre of the mind not working for your players? Use some minis!
 
"The following pages are only intended to assist those who may not happen to have learned the Game in the third form." (page 14).
 
Rulebooks, play examples, and the like are means for introducing players who lack a group to learn from via play.

"I write especially for those of my brother officers who, it may be, have been hitherto frightened away by the Dice, and Tables of Losses, and Rules." (page 15).

Once again, a statement which resonates with many who, in the current era, will cite similar reasons for having been drawn to FKR as a playstyle.
 
+++

As you can see, many of General v. Verdy's thoughts and comments have a kinship with those of the present day. Throughout the history of the hobby FKR as a playstyle (or rather its many antecedents upon whom the appellation is backwardly applied in this case) has proved itself a well-used option to those issues that arise in games which drift away from the world and into the mechanics of play, which under a Free Kriegsspiel derived playstyle remain but tools. 

Tuesday, October 4, 2022

How I Run Diceless Violence

I enjoy using Hits, their simple and effective lending themselves well to decisive combat with clear stakes. Generally I give player characters 4-6 hits (depending on the degree of grittiness) and have 2-3 hits as the "base damage" from blades and simple weapons or so such.

Hits are an ongoing event, not a thing you Have. It's an abstraction to tell you what sort of effect to expect. It's more about showing the effect violence will have, rather than an individuals resistance to it.

Conversely you can treat hits more traditionally, as dramatic points of saving grace, if you were so inclined. I would argue however, it is easy to give a bit more cinema to fight simply by upping the number of hits (as Skorne does) while keeping their impact. A more horror-violence approach, would use less and place more cost onto actions. To do something will cost something, to do nothing will cost more.

***

The "I pick, you choose method"* where one side declares their intent and the opposite decides whether to let it succeed or take exchange damage. With the small margins that Hits give a player this becomes a very attractive bargain. And vice versa for npcs, monsters, and so forth. 

Riffing off this we come to more general dilemmas, "suffer hits" becomes an easy mechanisms of imposing costs onto choices. I personally mix it up between pick and choose and entirely player facing costs.

Example :

Margot is brawling with a guard. She has the option to take 2 hits, while giving none, but ensuring the opponent is pinned down and takes it; wrestling the guard to the floor despite his slashing knife...
 
Example :

While dueling a pig-man, Lot is charged and given the option of taking 3 hits, or getting bowled over the parapet edge onto a nearby roof, and out of the fight. Lot chooses his own skin over blocking the walkway and takes the tumble...

Two men are wrestling on a bridge as one of them holds a knife and the other is bleeding

Don't think of fights happening in discrete segments, like a turn-based video game's trade of blows, actions flow into and from one another; momentum and weight matter. The previous positioning informs further actions and positioning.

Example :

The dragon slams Jorge into the ground, knocking the wind from him and crushing ribs (-3 hits), he drives his sword into the wyrm's leg as it pushes down, and the wound makes the dragon recoil (-2 hits),dangling Jorge in the air as he holds onto his sword...
 
Alternatively fights can be abstracted out, hits taken can be elaborated into broader pushes and retreats or the tallied results of a dust-cloud obscured brawl. Likewise time can be stretched and contracted as needed.

Example :

Pent and their hirelings held the line against the grub-dog onslaught suffering 2 hits each in the process, while Maureen cut her way to the capstan, taking 1 hit, and released it, dropping the gate closed...
 
Note also how in the previous example a numerically superior enemy is treated more as an environmental hazard than as discrete individuals. 'Blobification' of monsters and npcs (friendly or hostile) is a useful tool. For visual reference consider Kurosawa film where large groups move as one, and repeat emotions and movements for larger impact.

When running proper blob on blob violence; that is, unit skirmishes; said 'blobs' or detachments, to steal a turn of phrase from Into the Odd, can be assigned with stats as an individual. Maneuvers for units should be broader and more basic, retreats, pushes, and holds mainly. Consider morale heavily, when units break (at 0 hits perhaps), and so forth. A handy way of handling large scale fights is to treat them as series of decisive clashes, punctuated by retreats, regrouping, and repositioning.

Example :

Holland holds the road with his spear armed villagers against the mercenaries, the two groups collide and the villagers fall back having suffered a whopping 4 hits, but held firm thanks to Holland's exhortations. They retreat behind the nearby stonewall, and Calliope's villagers ambush the pursuing mercenaries, bloodying their noses (-1 hit) and sending them back onto the road...
 
Individuals in mass combat, unless targeted, can come out suffering a lesser form of whatever was inflicted on the detachment. So an individual fighting in a shattered unit might come out with musket ball through the leg and bleeding from a head wound. But a character fighting with a lightly scuffed unit may come out perfectly hale.  

Hits should renew frequently with rest, in fact it may be best to have them automatically renew any time there is an interval between fights. Rely instead on injuries and effects to have lasting consequence and inform future conflicts. A grievous leg injury, for example, would effect a fight.
 
This is of course suited for a grittier aesthetic approach.
 

Tuesday, March 30, 2021

Collaborative Biopunk FKR Setting


A collaborative (me and my good friend Wendi!) setting in the vein of d66 Classless Kobolds' challenge.

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Genre: biopunk post-apocalyptic


Context: Ever so long ago the old world of metal and machinery faded away into this landscape of growing, thriving, modifying mechanorganic beings. Picture abandoned skyscrapers covered in organ-vines, cities built in the shells of long-dead Leviathans, seemingly bottomless caverns made of pulsing flesh. Biotech gone wild.


Almost all the tech you’d think of as made of shiny steel has its organic equivalent here, or has been taken over and twisted by a myriad of lifeforms in their own image. Here, the post-apocalyptic landscape is not the home of robotic overlords, nor a barren desert wasteland, but a vibrant, biting world where wildly different biomes overlap in seemingly random patterns while humans try to coexist with the remnants of a prior civilization that relied entirely on biotechnology and organic manipulation. Feisty meat wizards, lonesome spider shepherds, durable gut-rope harvesters, wandering mantis bladesmen, and so many others, all are welcome in this world. Because nature is anything but boring.


Random Tables: 

d12 modifications, mutations & quirks

1

1d6 eyes where they don’t usually belong

2

Chitinous exoskeleton with added pincers

3

Wings made of flesh (flightless, glide-only)

4

Ballistic Projectile teeth

5

Poly-ceramic armoured skin

6

1d6 extra limbs

7

Extra caustic hardened gut

8

Prehensile tail/s

9

Rebreather Parasite

10

Venom spit-sacs

11

Manipulatory tentacles/tendrils

12

A fungal colony that lives inside your brain and serves as a companion intelligence (not very smart)


d10 random encounters

1

Migrating lichen-beast forest

2

Questing spider-shepard

3

A pack of tripping mushroom-zombies

4

Parasitoid-infested old world Metal Demon

5

A mutated sapient flying snake

6

Veiled monks of the Genome Goddess, preachy

7

MEAT-MONGER of the Butchers Guild, suspicious

8

Caravan riding elephantine crab hybrids

9

An euphoric Sarcomancer

10

A group of desperate Corpse-Harvesters


d6 things you find in a Sarcomancer’s lair

1

Sentient tumour, mildly annoyed

2

Rapid-growth hormone spray

3

Scalpels and bonesaws

4

Detailed instructions on how to make a flesh golem

5

Ooze helper companion

6

Map to a place deep inside the Larvae Fields


d20 tech you can find here

1

Living buildings, self-repairing and -growing, but hungry

2

Radio-communication parasites

3

Adaptable, multi-use slime mold

4

Wasp gun

5

Spider-sheep silk textiles

6

Sentient, whispering bio-suits

7

Mining-modified plant roots

8

Portable Banshee sonic weaponry

9

Chitin-ceramic blades

10

Ant-derived wound stitchers

11

Gland-farming 

12

Pheromone Control Units

13

Kraken and Leviathan class sentient submersibles

14

Jellyfish Minefields

15

Squid-helmets

16

Meat Puppet Live Theatre

17

Fungus spore explosives

18

Ancestral memory storage in brain-banks

19

Bioluminescent plant light-sources

20

Single use implantable tapetum lucidum


https://surrealismtoday.com/wp-content/uploads/2015/10/moebius-aka-jean-giraud-32-of-41.jpg


d8 places to visit

1

Cathedral of Decay

2

The brain-dead body of an ancient god, not dead but dreaming

3

Lady Long’s Lizard Lovers Lair

4

The Bottomless Caves of Flesh

5

The ruins of a pre-war biotech weapon manufactory

6

A cemetery of Failed Chimeras

7

Lichen Ribcage Forest

8

The Pit of the Ever-Glowing Slime


Tropes: 

  1. Biopunk is -punk. This means: radical, antifascist, anticapitalist, antinormative, DIY-inclined, loud, political. It’s about making the world a better place, not killing creatures and looting corpses (nothing wrong with that, just not what this is about). It’s about punching nazis, tearing down structures of oppression and having fun while doing it.

  2. Body-Modification. Forget those neonliberal tropes of “changing your body makes you less human” shit. Biopunk is all about doing whatever you want with that sack of flesh you’ve got. Want some boobs? Go get them. Maybe some horns, or a tail, maybe some prosthetic tentacles? No problem. Mutation is not an unwanted consequence, a sign of corruption or the horrible effects of magic gone awry - it’s a choice.

  3. Organic instead of metallic. Instead of machines, try to think about what their organic counterparts could be. Make up weird biotech. Think of fleshy pits instead of the same old rocky caverns. Life is weird and fascinating, try to push that up to 11. Why firearms when you could have flesh-eating squid launchers?

  4. Humanity is part of nature. Forget the nonsense anthropocentric idea of a nature/humanity divide. We’re part of it, even if we try to pretend we aren’t. And in this post-apocalyptic example, this is way more obvious and literal. What separates you from nature if you live in a symbiotic relationship with a sentient fungus? If all those skyscrapers are now so overrun with organ-vines that they’ve become part of its organism? If your ship has feelings, how do you treat it? This kind of setting invites us to questions like those. Your sword may be a sentient, pacifist companion. Your dead friend could suddenly come back, but different.

  5. The Weird and the Other are not necessarily scary, but fascinating. Why fear the unknown? The Weird and the Other here are things to be explored, things that shatter our understandings of the world. Embrace them.