Enough discussions of “immersion” and “metagaming” have sprung up recently that I wanted to write my thoughts, so I at least have a place to point to on the topic.
Continue reading Gaming is MetagamingTag: osr
Session Report: Gradient Descent 2
Roster
- Caius Lovelace – Computer Scientist and Great Great Great … Great Grandson of Ada Lovelace
- Jedidiah Bidwell – A Wanna-Be Prospector, Teamster, Rigger, and Pilot
- Dr. John – Botany Expert
- Miotaurex-001 – Android and Hacker
- Darius Beck – Gritty Marine who has turned to Relic-Hunting
- Ex Mortis – A Marine “Of Death,” ready to deal doom and die
Events
- The group continues from an Android Replicant storage facility into a Uniform Fabrication lab.
- After some time, they successfully replicate the jump suit they witnessed a security android wearing, as well as generating Jedidiah a cowboy’s outfit, with quite a large degree of anachronisms.
- Searching around, the crew finds a secret entrance into a Organic Observation Deck, but when they try entering into it, the AI Monarch contacts them, telling them that entrance to this area is restricted to her employees only.
- The group turns down an offer for employment – a job involving the termination of two entities known as “The Minotaur” and “The Mind Thief.”
- Leaving the fabrication lab, they proceed west into seminar room – with a bunch of gaudy leather seats, thin client terminals and a large black television.
- Thoroughly investigating the area, the party finds a map of the floor they are on (the third floor of the Deep), as well as hidden print outs of thousands of pages of poetry generated by Monarch.
- The group contacts Monarch about this, and she offers them safe passage to the fourth floor if they sufficiently destroyed this material.
- Caius Lovelace tries reading Monarch her poetry, she hijacks the crew’s comms and replicates Caius’ voice, expressing hatred for his ancestors.
- The group debates destroying the material among themselves, deciding to try to fool Monarch into thinking they had destroyed it, while retaining the poetry to trade to others as a means to “understand” Monarch.
- The party finds a Personality Reassignment Room, with a few androids hooked up to monitors being generated a new personalities. They successfully hack one of the terminals, finding a means to fiddle with some of the personality nodes.
- Not understanding the nuances of Artificial Intelligence AI, they modify some of the procedures and successfully give three of the androids the impulse to leave doors open.
- The party finds these androids newly awakened, and they convince them that they are the “hosts” of the Deep, and need to lead them through initiation. They then use these androids to open doors and check for traps.
- They go through a large warehouse with many broken down scan booths, finding one that is still standing, containing a small lead box containing something equivalent to a steampunk heart and an old datastick.
- Continuing on towards the Ore Crushing Factory, a place they think they can convince Monarch that they’ve destroyed her poetry, they find a war simulation room.
- Darius plugs the datastick into one of the servers generating a hologram of an ancient battle, and a projection of an eldritch, screaming monster is projected over the table.
- The group freaks out, and rips the datastick out of the computer.
- Finding a room their map labels as the Warhead Storage, Monarch warns them to not enter this area, and the group complies.
- We end here.
Thoughts
A fun session, a lot of searching, investigation, navigation and goal setting. I especially loved how the party, when trying to hack the android personality stations, found a good compromise on something they could impart into some of the reset androids, and they did a great job convincing them that these droids needed to be “initiated” by following them.
Also the random generation of Monarch’s poetry becoming the focal point of the session was great, and I like the players doing a ton of work trying to convince this seemingly monolithic AI that they’ve destroyed thousands of pages of AI-generated poetry.
I am looking forward to session three!
Session Report: Cosmic Wound 2
Players
- Ald Sunhelm, thief and cooper
- Dravein, traveling outlander
- Glühbirne, mercenary strong-man
- Maeric Fairwind, itinerant folk mage
- Osric, the holy initiate of the Order of the Luminarch
Events
- The adventurers continued through the forest to discover the small village of Gothi.
- They witnessed dozens of villagers going about their day-to-day
- In the center of town, a ceremony was being conducted, where a large ash pole, topped by a mirrored crest of two wolves was being pivoted and paused between the cardinal directions.
- They entered into the village, and convinced the peasants to take them to the village elder, a yellow-eyed wiseman known as Gaedra.
- Parleying with the priest, they learned that their liege’s family had made a pact with pagan wolf spirits, offering a sacrifice of live young, to be raised by the wolves.
- Since Thane Oswyn was remiss in his side of the bargain, the village has taken village children by force, citing blasphemy to those that resist.
- The characters decided to make their way out of the village before any trouble could begin.
- Returning to Oswyn, the Thane decides to call for the strong folk of his domain, and conduct a ceremony under the watch of his wisewoman, Beoth.
- Maeric and Ald take part in the ceremony, making boasts of harming the wolf spirit patrons of the village of Gothi.
- The others follow the words of the Thane’s priest, citing it to be tempting fate and taking power from demonic forces. They have the priest bless their weapons in the morning.
- Six men-at-arms join the party, although they suffer a hangover by drinking too deeply at the ceremony.
- Venturing back into the woods, the party tracks towards the den of these primordial wolves, and stumble upon a Gothi villager posing as a woodsman.
- After seeing through this villain’s ruse, the party jumps him before he is able to alert the village, bound him and toss him in a cart.
- The troupe discovers a cave being guarded by four brawny looking villagers, and they can see faint light within the cave, and the scent of incense from Gaedra’s hut.
- Attempting to draw these guards out, Dravein shoots at them, but when the struck guard immediately fells, the remaining guards retreat into the cave.
- Glühbirne charges the guards, and the party, along with their henchmen enter into melee within the mouth of the cavern.
- As their adversaries, and the hung-over men-at-arms being to fall, a disembodied voice emanates from deep within the cave, and the fallen warriors begin to arise as the hungry undead.
- Combat continues to unfold, and once the revenant’s numbers are thinned, Gaedra appears, seeking a parley.
- We end the session there.
After Thoughts
A fun session. We had a bit of back and forth, and I think I was able to introduce to the players more of the folklore-ish tone of the setting. As always, the players either saw through traps ands conflicts, or were able to figure out ways to leverage the odds, which is always a fun experience for a referee, in my opinion.
Session Report: Gradient Descent 0
Another in a quick session report, we got together, explained Mothership, talked about the themes of Gradient Descent, made characters, and got a little bit of play in.
continue readingSession Report: Cosmic Wound Session 0 + more
I recently pivoted my almost-two-year OD&D open table to two different open table campaigns, this one, a sort of eldritch, dark fantasy game inspired by stuff like Averoigne, Berserk, We Are All Legends, Lovecraft, and plenty more, titled “Chronicle of the Cosmic Wound,” and a campaign of Gradient Descent. Eventually I’ll write a retrospective on the OD&D game, but for now I’ll go over Cosmic Wound’s session zero, and the hour or two we got to play before our time limit was reached.
I pitched Cosmic Wound as a dark fantasy setting I’ve been working on for some time, although “lower” magic than the OD&D game we had been playing, with a higher emphasis on stuff like Hammer Horror and some Cosmic Horror stuff. To serve this premise, as well as to hopefully address some of the open table issues I was having, I decided to turn the BRP nob on my home system WAY up, using effectively a homebrewed version of OpenQuest 3e, plus some Dark Ages Cthulhu and Mythras material in it.
My players had all voted for this game via a pitch doc where I outlined the CATS of the game – so they were at least familiar with the pitch. Here is the text of that pitch content:
continue readingA Blight Upon Sombreval Prelaunch
The adventure I have been playtesting quite a lot recently is ready for prelaunch on Kickstarter, while I get some of the landing page in order. If you’re interested in dark, investigative horror fantasy modules feel free to check it out.
Thank you!
“OSR is dead” is nonsense gatekeeping
I think if you need any proof that the OSR is living is to see how much naysayers continually feel the need to tell you that it is in fact, dead. Now you might provide obvious examples to all their arguments – there are still new and changing ideas coming out of it, and there are more people playing the “style” (by which I mean old school games and games inspired by such, I am referring to a much larger player base than just people who quote the Principia Apocrypha) than ever.
One of the most important points about the OSR is that it was not a recreation of some mythologized past. When you play an OSR game, you are most likely not playing how they did in the 70s. Granted, the styles of play were so diverse that maybe you are playing something in the ballpark similar to one particular campaign back then, but most likely that’s not the case. And there was certainly not one particular style, probably from the point that Dave ran a game for Gary & co., and then Gary started running for his players.
This “OSR is dead” as a whatever scene is doing similar mythologizing – it’s pointing to a hyped subsection of one OSR scene as the scene. It’s usually saying either the scene you participated in, or the scene your friends talked about was the real OSR, and since current OSRs are different, they’re obviously artistically or stylistically or thematically or whateverically “dead.”
It’s straight-up saying “the past I remembered was the one true way, and anything that existed contemporaneously to that wasn’t really part of the OSR, and anything after it is dead/undead/unliving.”
Go grab three random adventures or games or supplements prior to 2019. Go jump on a blog, a forum, and a chat room at that period. Grab Assault on Blacktooth Ridge and The God that Crawls and tell me that those two are part of a single, centralized artistic movement. Try to tell me that the K&KA OSRIC folk were part of some central discussion with the GLOG kids.
One of the killer features of “the” OSR was that it was decentralized, so I don’t see how saying “well there are more people now so it’s even MORE decentralized” is any further indication that this concept is dead, if anything it’s proof that its growing.
I have yet to see any argument that the OSR is dead is anything more than “the past that I remembered has more positive qualities than the past I didn’t participate in, or the present that is different from what I remember or was told about.”
Doomed Reach Session 3
Two-thirds of the party meet a grisly end.
Characters
- Florby the Elven Alchemist
- Wulfwig the Ponderous, Cleric of Light Above
- Yarlexia the Elven Witch
Downtime
Throughout a week and a day, Florby decides to get completely blackout drunk, never having done so. They ask for Wulfwig to chaperone them, but the good cleric refuses. Yarlexia joins, and they meet a treasure seeker who found an ancient megalith about 40-50 miles to the southeast, ruled over by actual Harpies.
Wulfwig felt that the fortress did not have an adequate place for the followers of Light Above to worship, so he rented out a small plot of land near the market, and begin making plans to install a shrine.
Yarlexia continued to tell fortunes, and was graciously rewarded with a minor crystal ball by Lady Lecit, a residing noblewoman down on her luck.
Hirelings
Our group decided to interview quite a large number of hirelings, taking into service Hildo (lol name generators) the Aescetic, Carmox the cat-toting peasant, Fulco the Hobbit who worships a divine badger and seeks were-badger-dom, and Stalforth the archer who had been a slave to some inhuman monsters in the reach.
Yarlexia decided to sacrifice Hildo, who was noted as “having nothing” to summon yet another demon. She called out to a Prince of the Abyss, who was so offended by this offering he cursed her with a blunted intellect.
She resigned to resummoning Betsy, who gladly consumed the hireling.
Adventure
The adventurers made their way back to the caves, on the way encountered a small community of hobbits immigrating to the reach. Yarlexia paid them a sizeable portion of silver and pointed them towards the villages surrounding Fortress Solace, so they “blessed” the party by playing them a moving tune, and allowed each member to take a bite of their heirloom scone, baked ages ago and passed down through the generations.
They made their way back to the caves, where the fallen corpses had been stripped of flesh, but their bones remained. They made their way into the cult’s cave but found it strangely unguarded. To the south, where once lay a pit of zombies instead had a bubbling pit of gore, seemingly the flesh from the deceased turned into some unholy, roiling slurry. The group decided to not prod this, and made their way south to a large, vaulted room carved of dark stone. At the far end of the room sat a black throne whose seat held a large ruby, carved in the shape of a grinning skull – the symbol of the Sanguine Skull. All along the west and east walls stood twelve skeleton statues, painted red.
The party decided this was a trap, and thought to solve it after investigating the rest of the complex. Yarlexia instead convinced the demon Betsy to sprint in with her, grab the ruby and dash. As they made their way across the floor, a pit trap opened – Betsy falling to her apparent demise, while Yarlexia held onto the edge. The party intended to throw a rope to their Elven witch, but were shocked and surprised when the skeleton statues animated – they made their way over to Yarlexia and slew her, dumping her corpse in the pit. They also used their stone swords to knock Wulfwig to the floor, and then decapitated him. They also stabbed Solforth, who winced in pain and remained shocked as the party made a hasty retread back to the fortress.
Florby had grabbed Wulfwig’s head on the way out, and intended to place it in the cleric’s shrine. When the Elf confronted the Bishop Cadriel who had sent them on this mission, he was not pleased with the Bishop’s remote and uncaring response, cursing the priest and storming from the church.
Low Trust “Traditional”
I don’t know why I have been seeing a recent uptick in discussion on the “blorb” principles method of refereeing, but it seems like it has made its way back around Discord and the various microblog scenes as of late. This is not a style I would normally comment on – I see it very outside of what I like to play, especially when the author gave a very bad-faith hot-take on FKR.
But people have been making assertions about it that seem puzzling to me – they’re recommending it as an OSR prep style, for one, where I cannot fathom how it gets associated with the very emergent, high-trust style refereeing we strive for in various OSR communities.
blorb is extremely low trust – it’s a style that proposes a rigid hierarchy for the referee to follow, going so far as to hypothetically allow players to audit prep or a module to make sure that the referee didn’t supersede prep with emergent tools or fiat. It’s effectively the same sort of justification you see in communities that will allow for toxic play to flourish under the banner of “designer intent”, only the designer, in this case, is your prep.
The whole point of the referee in traditional roleplaying and adventure games is to utilize a source of higher fidelity rulings to step in when the mechanics or situation may produce fictionally inauthentic results. Or when they could use their experience, creativity, subject knowledge, and tools to arrive at a ruling quicker than mechanization could, often with a higher degree of specificity in that they as a human could take into context more elements than any rules text could.
Take for instance this example:
You have prepped a dungeon where a maniacal gnome has created a death trap dungeon. You placed a secret door to a treasure room off of some room – you have some reason why you selected this particular room and secret door setup.
Now let’s say in play that you realize your prior location is not suitable – maybe its in a place that would be generally inaccessible or dangerous for the gnome or its minions to reach. Maybe it does not line up with other emergent properties set forth by tools. Perhaps it doesn’t make structural sense once you examine the dungeon in play.
Now, you see a room that makes perfect sense for this. No sweat – the players have yet to find any hint of this secret door. They’re still at the entrance or fiddling with other elements – you can take a break and just shift the whole thing over to a place that will be more fictionally consistent with the dungeon, as well as the established elements of the gnome – such as it being an architectural genius.
By using your in-flight creativity and expertise around the fictional world you have course corrected a fictionally-inconsistent element into one that fits the setting and established lore. If you used blorb’s rigid adherence to prep you would be introducing fictional inconsistencies.
Having had this discussion with a few of the principles’ adherents, the argument I have received around this is pretty demeaning. It leverages the above as a critical mistake that the referee must work to improve (later… in other forms of prep, but never during the game). It plays into some impossible notion that one will never prep inconsistencies, or run a module that has mistakes in it.
All of this is hogwash, of course. What is better – to assume “perfection” (which I think is a demeaning way to phrase it and one that sorely misassumes the role of the referee), admonish “mistakes”, and force people to play a game that makes less sense in lip service to some arbitrary manifesto. Or is it better to allow for flexibility, trusting a referee to use whatever tools they have at their disposal, and to trust the players to converse, negotiate, and question elements to clarify the understanding of the world – to recognize that not everything is going to be perfect in prep or play, and to allow for the referee to follow their intended role and run the best game possible?
Doomed Reach Session 2
Our party eliminates half of the Cult of the Sanguine Skull.
Characters
- Florby, the Elven Alchemist
- Apicius, the Farming Gorumond Fighter
- Brother Murray, the Cleric of Light Above
- Yarlexia, the escaped slave-turned-Witch Elf
- Wulfwig the Ponderous, Cleric of Light Above
- Steven the non-descript, an average mentalist mage
Downtime
Florby spent the week of downtime adventuring. They were abducted by a mad noble and their entourage looking for a tournament. Arriving at an abandoned monastery that had been turned into a statuary, the noble challenged a statue, which rose to meet them and struck down the crazed gentry. In the chaos Florby escaped, but had no chance to steal any goods.
Apicius proposed that Labrix the hireling wed his cousin, and tend to his farm, and in exchange, Apicius would eventually give Labrix his own sheep flock. The hireling agreed, and in the revelry of the wedding, Apicius became drunk and got into the losing side of a knife fight.
Brother Murray spent the week training his animals to obey simple commands, as well as investigating the locked box the party had acquired last session, finding it magical.
Yarlexia told fortunes and read tarot, receiving a working wage of silver.
Wulfwig decided to drink the week away, falling in with some bandits known as Hegrit’s Harpies, and suffered a massive hangover.
Session Report
Florby tried to pick the lockbox but got sprayed with acid, receiving notable scars to their torso, inhibiting breathing for a while. Inside lay an iron statue of a dwarf, carved into it a curse one could levy at an adversary to “ruin their fingers.”
Yarlexia attempted to summon a demon, slaying a scoundrel from the Copper Cockatrice to do so and called into her protection a humanoid pig/owl demon named Bechisi, who Yarlexia renamed Betty.
The group returned to the cult’s hideout, finding a massive wasp nest on the ascend, and ambushing the two huntsmen who served as guards, learning a bit more of the cult’s intentions, which mostly dealt with traversing through cycles of undead and rebirth.
Yarlexia took the form of one of the hunters and investigated the cave, while the others prepared to tumble rocks and even the tower if need be when enemies were drawn out.
Yarlexia spoke the cult’s secret phrase given to her by the hunter, which turned out to be a signal – the cultist she was conversing with sounded an alarm, ran behind a portcullis, and unleashed a horde of zombies. She began her escape back to the entrance, but as she made her way down the hallway – guards from the other direction were marching at her with bows, she decided to unleash Betsy upon them and make her way out of the cave.
The party waited as zombies followed out, saving the avalanche for the many cultists who came later to see if their pets had dispatched the invaders. The flesh of these dead cultists drew the zombies, and the party made quick work of them as well.
They also witnessed unusual, chaotic operations in the gully before the cult’s cave – dogmen crawling out of a bubbling pit of earth, and a massive bull-headed man disgusted by the carnage before the cult cave.
Entering into the cult complex, they found Betsy had fallen into a pit trap, and freed it – but were immediately attacked as the demon was no longer bound to Yarlexia. In the combat, Yarlexia continued to intone pacts and words of command and was eventually able to wrest Betsy back to her side.
The group proceeds north, finding four acolytes in a store room. They enter into combat and their hireling Hingle is decapitated by an acolyte. Eliminating two in combat, they get the other half to surrender, and piece out a few more details of the cult before delivering justice to these foul necromancers.
Having eliminated half of the cult’s numbers, losing a hireling, and taking some damage from the combats, they decide to make it back to Fortress Solae and recuperate before a final? assault on the cult.