Showing posts with label campaigns i want to run. Show all posts
Showing posts with label campaigns i want to run. Show all posts

Thursday, October 1, 2020

Recent Campaign Settings - Underwater Exploration, Arconauts, Alternate Planets, Pangaea, Karmic Depth, Un-Forest

Recently I've noticed a few people announcing big, bold campaign ideas. They're in various stages of progress - some have been used in play, some have mechanics, some are still just ideas in progress. But they're new and exciting and they all possess a certain science-fictional sense of wonder.
 
 
Diver by Aleksandr Plikhta
 
A Distant Chime proposes an underwater campaign they're calling Point Nemo. Currently this exists as a set of rules and recommendations for playing underwater. The concept art, focus on resources, and commentary around the rules all suggests a campaign of deep sea dungeon crawling, perhaps something akin to the Maridia region in Super Metroid.



The Light Fantastic by Josh Kirby
 
Sheep & Sorcery proposes Arconauts!, a campaign of Space Wizards exploring the Void. Players take on the role of apprentice wizards on the asteroid of Merlin's Rock, preparing to depart on the first-ever multi-person space mission launched by the College of Wizardry and Void Exploration. The wizards get a shared starship, and magic that works like the suite of abilities we expect from a well-equipped scifi character. The tone here seems to be lighthearted fun, somewhere between gonzo and silly. The idea of conducting playful, cartoony wizard science reminds me of Scott Anderson's short story "The Study of Anglophysics".  

(If you need additional stopping points for this campaign, you might consider checking From the Sorcerer's Skull's random planet generator, and I Don't Remember That Move's recent list of unusual planets.)

 
 
Alien Landscape by Jason Coates
 
Worldbuilding & Woolgathering's whole blog is devoted to the world of Terrae Vertebrae, and most of that is focused on the region of Punth. But what really caught my eye was a post about the alternate planets that surround this world, and their correspondences to alternate metals, both inspired by Latin, but also allowed to become their own fictional things. The Qryth are clearly inspired by the Green Martians of Barsoom, so perhaps there'll be more interplanetary content in the future.
 
(The rules for this campaign are based on Roles, Rules, & Rolls' 52 Pages rules.) 
 
 
 
Sol by Luka Rejec
 
Stuff by Solaris 242 offers a third interplanetary setting. The Mappae Solis is an setting that spans the entire solar system. The posts in this series are all descriptions of planets and their primary fantastical inhabitants. The writing mixes scientific terminology and the style of technical writing with a bit of ironic detachment and literary prose. This time it was Pangaea, with its continental desert and kingdom of Archaea, that caught my eye.
 
(Both the alternate planets and Mappae Solis remind me a little of From the Sorcerer's Skull's delightful Baroque Space campaign setting.)
 
 

Chamber of Mirrors of Retribution
 
Weird & Wonderful Worlds has developed an entire game called Maximum Recursion Depth around their new campaign setting. The players are Recursers, people who able to consciously draw upon the supernatural powers of their own Poltergeist Forms, who search for lost Poltergeists wandering the Earth and return them to the appropriate Court of Hell. The player characters are also all deeply flawed people, and players have a goal of trying to fix their own characters' Karma as much as solving problems out in the world. One quick warning, the game takes place in a setting where reincarnation is both real an automatic, and where it's a viable strategy for a character to commit suicide in order to reincarnate.

(Incidentally, the image above is one that maxcan7 selected. It looks old enough to be in the public domain, but I don't know the artist. It depicts a layer of the Diyu, the realm of the dead in traditional Chinese belief. Diyu is ruled by 10 different kings, each with their own courts, and it's divided into 18 layers - or 18 Hells - and while that number stays consistent, there appear to be at least three different versions taken from different literary sources. Imagine if Dante's Inferno had two major competitors with their own variant Circles of Hell! Wikipedia's description also makes Diyu sound like a place that might interest gamers: "Diyu is typically depicted as a subterranean maze with various levels and chambers."

 
 
timelapse from Plant Earth II - episode 3 "Jungles"

Profane Ape has a conceptually dense setting idea. In a world filled with different types of magical fire, one type, Un-Wildfire, burns in reverse, creating hideous forests of Un-Trees grow backwards in time, assembling out of ash and smoke. The campaign is set on a plateau dominated by an Un-Forest, full of poisonous lichens, giant feral hairless cats, friendly giants who enjoy caber-tossing, and an evil wizard with an army of servitors that are like living statues made of lead. Phew! I'm especially curious to see how this one develops.

 
 
The Vaults of Vaarn blog header, art prooobably by Moebius?
 
Bonus, the entirety of the Vaults of Vaarn blog as it exists currently is devoted to a single campaign setting, which I would describe as "graphic novel mash-up of Jack Vance's Dying Earth stories and Gene Wolfe's Book of the New Sun as illustrated by Moebius". Excitingly, there appears to be a zine coming out in the very near future. Update: the zine is out!
 
 
There's some other interesting worldbuilding going on with bloggers trying their hands at megadungeon building and the Gygax 75 challenge, but I'll talk about those another time ...

Wednesday, April 1, 2020

Urzya Powder Keg 2 - Boltinka Nakogard

Boltinka Nakogard is a city in the heart of the Northern Devastation Zone, far from the Capital, beyond the frontier of the Borderlands, a city of perpetual winter huddling alone in Urzya's frozen wastes.

The city is home to two great households, both alike in dignity, both ancestors of the Dragon. The great houses were once vassals to a vampire queen, but the Noble is aged and ailing, and her authority has failed. Now the two houses' enmity flirts with open warfare, and each house dreams of a new era, and a new heir to the Dragon to rule over all.

Boltinka Nakogard is a city of migrants. Miners come to dig for prism-stones. Treasure seekers search for crystals that can imprison the living magic of the wastes. The work is dangerous and the workers desperate, and the wind at night howls in mourning for the dead.

This is a city, too, of missing children. At first few, now many. At first only orphans, now more and more migrant children have disappeared.

Boltinka Nakogard is a city about to explode.


The Forbidden Lovers and the Lost Child

Tension between the two great houses has been high for sometime, but the current state of open vendetta began with the elopement of a pair of young lovers, one from each house. The two youths hid in the slums while their families went to war over the disappearance. Each side blamed the other, alleging abduction, seduction, and worse. When the pair were finally found, each spouse was executed by their own household for their treason, but the war between the houses hasn't dimmed, it's flames fan ever brighter.

Rumor has it that the lovers bore a child who was spirited away by an accomplice right before the pair were captured. Due to complicated legal and genealogical reasoning, most people believe that the child, if found, would be the rightful ruler of both houses. The public assumes each house wants to raise the child so that she will grow up loyal to them and bring their rivals to heel. If this story is true, the lost child was the first of Boltinka Nakogard's child disappearances. (I've intentionally left the timeframe a little vague here. If the child is an infant, she has no real agency of her own; if she's a teenager she becomes more of a full-fledged NPC.)


Imprisoning Spells

The reason for Boltinka Nakogard's existence is the presence of living spells howling amid the winds of the northern wastes. These spells can be imprisoned, and gemstones containing a bound spell at their hearts are a valuable treasure and invaluable tool of war for the vampire Nobles.

In generations past, the czarina and her army ruled the city absolutely. Her dragonborn vassals harvested the perfect prism-stones from the mine; her dragonmarked servants cut these stones into the ideal gem-prisons for trapping living spells. As she's weakened, her grip has loosened, and with the two houses unwilling to cooperate, the industry has all but ceased. The dragonmarked have no reliable source for stones; the dragonborn no especial skill for cutting them.

The price of even a single bound spell is enough to attract migrant workers. They forage for uncut stones along the edges of dragonborn territory, they make the simplest of cuts by copying the dragonmarked's discards. They scour the wastes looking for gems left by previous migrants and pray to find one already imprisoning a spell. But try searching a snowblind field for buried stones! Try distinguishing a prism-stone from a simple rock or shard of ice! Migrants have lost limbs from the frost and their lives to exposure. And the cold is less deadly than the living spells.

Leave an uncut gem with the correct prismatic dimensions to sit in the snow of the northern wastes, and rarely, so very rarely, a living spell will crawl inside to make its lair there. You can increase your chances with a properly cut gem-prison. You can increase your chances more by fighting the spell until it is defeated, until it is at the brink of disappearing. Then it might retreat inside the stone. Or it might slip away on the wind. Teams and pairs used to work the snow fields together, the dragonborn fighting the spells with their magic breath, the dragonmarked using their skill to bind the spells to the stones. The migrants almost always work alone, each seeking their own fortune, few willing to share the ultimate prize with their neighbors.

The railway company brings the migrants in to work. The railway company traps them in Boltinka Nakogard with exit tickets too expensive to afford.

If any one faction in town could assert authority or control over the others, production could resume, and great fortunes could be made. Increasingly, the thought is heard, once whispered, now sometimes spoken or shouted aloud, that if the rivals cannot be quelled then they should simply be killed, and let control go to the survivors. This is a thought that would drown the city in blood.


The Child Disappearances

No one but the criminals themselves knows who is behind the child disappearances. At first it was orphans who vanished. Then migrant children with living parents. Recently, Boltinka natives have gone to their children's rooms in the morning and found them missing. Recently even the children of the great houses and the railway company aren't safe.

Why are the children disappearing? The rumors are many, and seem to conflict. 
Some say the czarina is searching for an heir to take over her throne.
Some say the dragonborn and dragonmarked are looking for the lost child.
Some say a cult within the church is looking for a dragon goddess reborn.
Some say the railway company is simply sending the children away on night trains - but back to safety or onward to greater servitude?
Some say desperate gangs are working the children on the snow fields at night, using them to attract living spells.
Some say ruthless traffickers are serving any or all of the above, kidnapping children to sell to whoever actually wants them.

Any or all of these seem possible. Opinions about the fate of the children are a popular topic of argument. To be partisan in defense of one's chosen rumor has become a way to cope with one's inability to prevent the disappearances.


The Districts

Grand Hotel Vanna - An opulent palace, the crown jewel of an earlier era. The vampire czarina's estate. She hold court in the building and her knights still control the grounds. Her authority outside this district is limited.

Government District - City hall, courthouse, aldermens' house, home to the czarina's disinherited dhampirs. Ostensibly the seat of city government, but largely ignored.

Spa District - Bathhouses, clinics, and resorts, all controlled by the dragonborn house. Bred for warmer climes, they love petroleum spas.

Industrial Quarter - The gem-prison mine, several petroleum wells, abandoned manufacturies. Nominally controlled by the dragonborn but mostly fallow. Migrants sometimes sneak onsite to search for prism-stones.

Financial District - Banks, jewelry stores, the mercantile exchange, home to the dragonmarked house. They're more ambitious than the dragonborn, not content with the Nakogard's current decadent state, and seek allies among the dhampirs and the railway executives.

City Center - Home to most Boltinka natives. Members of the great houses who choose to live here have only tenuous relationship with their family's seat of power.

Slums - Home to most migrants, especially the widows and orphans of slain treasure seekers. Overcrowded, vulnerable to disease, and the site of most child disappearances. The migrants, formerly disorganized, increasingly look to each other for assistance and support.

Propiska Railway Station - Company headquarters the railway. The upstairs of old railway hotel is home to the executives, the downstairs has been converted into barracks to house their security guards. The best organized and most efficient business in Boltinka.

Orthodox Cathedral - The seat of ancestral Dragon worship, segregated internally between the dragonborn and dragonmarked seating areas. Recognized as sanctuary and neutral territory, the elders of the great houses conduct sensitive business here.

Research Hospital - An abandoned university campus, centered around the hospital, fenced off and quarantined from the city. Regarded as poisonous and unclean, home to a small population of mutants and other exiles, each living in near solitude. Recently taken over by the Daughters of Tiamat, a cult determined to resurrect the Dragon Goddess, they could unleash toxic horror by accident. The townfolk have barely begun to notice that something is amiss.



Adventurers in Boltinka Nakogard

My instinct is to say that the role for player characters at the start of the campaign should be to arrive in town as vagabond spell-hunters, then become increasingly entangled in affairs and intrigue. Every native they talk to will want to gossip about the Lost Child, the child disappearances, the faction conflicts, etc. One side or another could try to hire them to commit plausibly-deniable odd jobs. There are plenty of mysteries and perils to get inveigled in.

And as they make their fortune, they'll begin to realize, for individual miners, there's good money to be made selling imprisoned living spells to various faction elders to add to their stockpile of munitions ... but for the city as a whole, there's much better money to be made restarting the mass export of the gem-prisons to the Vampire Nobles in the far off Capital.

If the players want their characters to be natives, they could play more-or-less the same game by creating a mixed-faction coalition of townspeople, representing the Nakogard's middle class, rather than the migrant underclass like the original scenario. Being embedded in the town's factions and conflicts from the very start might give this game a greater sense of urgency. Start the game with the discovery of the Lost Child, and you're off the races from the moment the starting gun fires.

A final option would be for the players to agree to all belong to the same faction, and to mercenarily advance their faction's agenda at the expense of all the others.

Friday, October 25, 2019

Campaign Setup - The Price

The Star Trek: The Next Generation episode "The Price" would make a pretty good set-up for a campaign. I feel confident saying that because apparently the makers of Star Trek thought so too. This episode is a microcosm of the set-up that became the entire series Star Trek: Deep Space Nine, and a single unanswered question left lingering at the end of the episode is enough to launch a second entire series in Star Trek: Voyager.

In terms of ideas that have generative power, "The Price" might be the most fecund forty-five minutes of television ever put on the air.
 
 
 
You might not realize it if you watch the episode, because it appears to be all about a love triangle between Riker, Troi, and a boyfriend-of-the-week character named Ral. Ral is a freelance negotiator, and like Troi, he has empathic abilities that let him sense other people's emotions, and also like Troi, he uses his abilities to do better at his job. The character story here is all about Riker proving to himself that he can do Troi's new boyfriend's job better than he can, and Troi proving to herself that she uses her psychic powers more ethically than Ral does, and also kind of about Riker and Troi reaffirming that even though they're not dating right now, they still like each other better than either of them likes anyone else.

So that's whatever, but it's these negotiations, and what they're all negotiating for that are campaign gold. Because at it's heart, what you have here is a great prize that is controlled by a weak faction, three stronger factions competing to win an alliance with the weaklings and control of the prize, and the weak faction themselves trying to maintain some semblance of autonomy in the face of the others' territorial ambitions.

And just like in Tales of the Grotesque and Dungeoneque's recent post about using Dune as a campaign set-up, "The Price" presents a situation that you could reskin to match whatever campaign aesthetic you favor.


So the key elements of this set-up are:
 
 
The great prize - A location of great power to whoever controls it. In "The Price" it's the Barzan Wormhole, an unstable gateway to the far side of the galaxy. In Deep Space Nine, it's the Bajoran Wormhole, which is a stable gateway to the far side of the galaxy.

The prize can be anything valuable enough to be worth fighting over, and too tied to it's location to be feasibly relocated, so it could be an oasis, or an oil well, or the sole planetary source of Spice. Although I will note that if you want planar travel in your campaign, the precedent is already there.
 
 
 
The weak faction - The people indigenous to the place where the great prize is located. Notably, when I say that they're weak, I mean that they're too weak to militarily defend the prize from anyone who wants to take it by force, and too weak to economically exploit the prize for their own benefit. So they're in the market for a benefactor. It's sort of a shotgun marriage though, because they have to choose one of the stronger factions, because they'll invaded if they don't pick, and would probably be decimated if the stronger factions fought a war with each other over control of the prize.

In "The Price" the weak faction is the Barzans, an alien-of-the-week faction we've never heard of before and will never hear of again. In Deep Space Nine, it's the Bajorans, who we actually have heard of before, and who, you know, stick around for the entire series. The Bajorans are a pretty religious people. They have a theocratic government, believe in the importance of revelation and personal experiences with the divine, they oppose secular education and other non-religious public institutions, and oh yeah, their key representative on the show, "our hero," is a former terrorist who loves to tell stories about her "good old days" of waging terror. (The show plays a bit differently today than it did back before September 2001, is what I'm saying.)

Anyway, your weak faction can be deferential or defiant, but what's important is that they seemingly cannot hold onto the great prize without picking one of the stronger factions as an ally. They aren't exactly the protagonists of either show, but this faction wouldn't be a bad choice for your player characters to belong to. They're the belle of the ball, they have their pick of the litter, and who knows, maybe they can figure out a way to refuse all three suitors, or arrange shared custody, or find some other way to subvert the restrictions of the scenario to achieve a better outcome for their faction.
 
 

The distant empire - One of the strong factions, arguably the strongest of the three, but the great prize is at the very edge of their territory, and they're stretched a bit thin out here. So while they might win hands down closer to home, here they're forced to compete on much more even footing. The distance involved might be one of the only reasons why the weak faction isn't already a part of the empire, in fact. They represent the promise of civilization and the threat of assimilation. If the weak faction picks this ally, they'll be welcomed into the local pinnacle of culture and refinement, but at the potential cost of being forced to give up their cultural distinctiveness.

In both "The Price" and Deep Space Nine, this role is played by The Federation, who are the protagonists and "good guys" of both series. You could follow that lead and assign your player characters to this role. If your players take on the part of any of the stronger factions, the campaign becomes a mission to perform tasks that will impress the weak faction, and do espionage to subvert the other two strong factions. Part of me feels like the weak faction deserves to be given the agentic role in the campaign, but there might be more for your players to do if they're the ones wooing rather than the ones being wooed.

A key creative task here is to decide on some kind of incompatibility between the empire and the weak faction. Because they're the strongest, because they come bearing all the wonders and comforts of civilization, because they're offering equal-status membership alongside the other nations in their union, this faction seems to be making an offer that there's no good reason to refuse. So you need to make sure there is a good reason. In "The Price" it's not really clear, we've never met the Barzans before, and their ambassador just seems kind of wishy-washy. In Deep Space Nine, the Bajorans are religious where the Federation is secular, they worship "Prophets" that the Feds see as "wormhole aliens," and they just recently managed to kick out the previous occupying conqueror (via the aforementioned campaign of terror), which makes independence seem much more attractive than membership. In your campaign, the weaker faction might not want to give up their gods or their language, they might believe in different economic  or political arrangements, they might have different perspectives on gender or sexuality, or they might be a society of fish-people unsure about joining an empire of land-dwelling mammal-peoples. Or maybe they're more like the Roman Empire and "membership" isn't going to be on anything like equal standing. Whatever works for you.
 
 
 
The merchants - A second strong faction, they have a plan to use the prize to make money, and they're willing to cut the weak faction in for a small slice of the pie if they're granted control. Both the other two strong factions mostly seem to want to prevent each other from getting ahold of the prize, the empire might have some noble-sounding but probably-slow-moving plans to use it for the betterment of all humanity, but only the merchants really have a plan to really do something with the prize, and that something is going to make everyone involved very quickly very rich.

In "The Price" and Deep Space Nine, the Ferengi take on the role of the merchants. In "The Price" they aren't chosen pretty much just because they're the "bad guys" of the episode. In Deep Space Nine, they actually do get the chance to launch trading expeditions through the wormhole, and make a lot of money for themselves and the Bajorans when they do so, although later there are consequences.

The merchants offer the most economic benefit for the prize, but otherwise occupy a kind of middle-ground between the empire and the conquerors. They don't want a political union at all, just a contract that apparently maintains the weak faction's sovereignty and autonomy. Like the empire, they're offering a kind of equality, although they also inspire a kind of queasy feeling that things won't really be as equal as you're being promised. There's a sense that, like the conquerors, they're going to move in an make themselves at home. The real threat of the merchants is the threat of unrestrained capitalism, and all the ills that can accompany it - pollution and environmental destruction, the landscape is changed beyond recognition, foreign workers who speak a new language and practice new customs, foreign soldiers who commit crimes and behave as though they're above your laws, entertainments that you consider "vice" spring up to service the outsiders and some of your people get a taste for them, an influx of cash transforms your society by rewarding some of your people while impoverishing others, a simple increase in population and traffic turns your town into a city, you can't go "home" because that no longer exists.
 
 

The conquerors - The final strong faction. In "The Price" this part is played by the Chrysalians, another alien-of-the-week we've never seen before and will never see again. The Chrysalians are a bit of a cypher. We know they hired Troi's boyfriend-of-the-week to negotiate for them ... aaand that's about it. In Deep Space Nine, we get the Cardassians, a species of fascist reptile-people whose government appears to be modeled after 1984. They previously occupied Bajor and subjugated the Bajoran people, but never did much of anything with the prize while they held it. The threat of retaliation by the other two strong factions is the only thing preventing them from trying to reinvade.

Because of the major differences between the Chrysalians and the Cardassians, there's no single strong precedent for this faction, although since I named them "the conquerors" you can guess which model I recommend. I will say though, that I think this set-up will work better if they have a reputation for being conquerors elsewhere, but haven't actually the former occupying army who used to have their boots pressed against the weak faction's neck. There's not really much temptation to make an alliance with the conquerors if they previously conquered you - although it does pile on the pressure to ally with one of the other two.

The Chrysalian option makes this faction kind of a wildcard. Their promise and peril could be pretty much anything you want. If you do model them after the Cardasians, I would say that their promise is protection. They have a strong military and will use it to defend you. No one else is going to be allowed to hurt you anymore. The peril is that these people are unrepentant autocrats and their government is a tyranny. Before the ink is even dry on your agreement, you won't be allowed to say anything critical of the conquerors, and if you ever feel like the deal has been altered, you'd better pray they don't alter it further. While the empire and the merchants are both likely to seem a bit libertine compared to the weak faction, the conqueror's laws are going to be more restrictive, and probably something the weak faction enjoys is going to be made illegal. The conquerors also don't really want to use the great prize, they just want to have it, and to make sure no else has it.
 
 
 
That's the main set-up, and as I said, it should work with whatever genre reskin you wanted to put over it. The campaign starts with the courtship with all the counter-espionage and corporate intrigue between strong factions you desire, in due course, the weak faction makes the decision and picks a partner. How they choose probably ultimately depends on what they want - do they want culture? do they want money? do they want to be powerful, or to feel protected by someone powerful? This alliance will be tested, and might endure, or it might fail, leading to a new alliance. The losing factions might attempt to seize the prize directly. And of course, the happy couple will want to use the prize to accomplish a goal.

You could also add a few extra complications if you wanted. The space station Deep Space Nine becomes the fortress. It turns out that to control the great prize, you really need to control the fortress. Long-term, holding the fort requires being on friendly terms with the natives of the weak faction, but short-term anything is possible. The Klingons could serve as the mercenary army. They're ostensibly allied with the empire, but a new warlord might give up fighting for pay and start fighting for conquest and/or the joy of fighting. They have a decent shot to capture the fortress no matter who's holding it, and the opportunity to recapture it might tip the balance of power. The Romulans could serve as the royal spies. A highly trained group of infiltrators and saboteurs, they're on friendly terms with the conquerors, but as with the mercenaries, their loyalties could shift.

And finally, there's my favorite faction, and a key reason to make the great prize a portal to somewhere - the people from the other side. These could be djinn- and ifriti-people who live at the bottom of the oasis, archaean natives of the deep hot biosphere at the bottom of the oil well, or my personal favorite, extra-planar entities from the other dimension the portal links to. Because the wonderful thing about making the prize a portal is that you get to go to the other side and see what's over there. It also means that the people from the other side can come to you, which is also exciting. In Deep Space Nine the people from the other side start out as just another faction, and eventually grow into an unstoppable army who seem impossible to defeat. They don't have to be that way in your campaign though. They just have to be interesting enough make the possibility of planar travel seem tempting rather than forbidding.
 
 
 
Planar travel, incidentally, is the answer to that lingering question, I mentioned in the very beginning, when I said that "The Price" also inspired Star Trek: Voyager. The Federation and the Ferengi both send crewed shuttlecrafts through the Barzan Wormhole to the far side of the galaxy. The far end of the wormhole turns out to be unstable, and the Feds barely make it back through in time. The Ferengi miss their chance, and are forced to try getting home the long way, a trip that will take 70 years at top speed. "What if a Federation crew got trapped by a one-way wormhole?" is the question that becomes Voyager.

I started thinking about campaign set-ups after reading Tales of the Grotesque and Dungeonesque's post about a faction-heavy set-up. Jack's two most recent publications, The Liberation of Wormwood and Dirge of Urazya are also campaign set-ups. Evlyn at Le Chaudron Chromatique has also written quite a few of these. Because what occurred to me is that a campaign set-up is different from a campaign setting. It's the same way that character motivations are different from character occupations.

A campaign setting is a world where adventures can take place. It's a lot of fun to imagine what those worlds might be like. But there's something missing when all you have is a campaign setting, and that missing piece will leave you saying "it's a nice place to visit, but I don't know what you'd do there." A campaign setting, by itself, is not enough. You don't just need characters, and a world, you need characters who have a place in the world and a goal that sends them out into it. Without that, all you have is a travel guide. The same setting, incidentally, can probably host many different campaigns, which are made different by their differing set-ups.

Friday, September 6, 2019

Non-Core Underworld & Dungeon Alphabet Dozen

I was going through some old files on my computer recently, when I came across an idea I had before I started blogging, one that I actually continued to write about even after I started my blog, although I never posted it about here before.

The idea was for a "non-core campaign" - a campaign that excludes all core classes, monsters, magic items, and spells. Non-core gaming would use only supplemental materials, only additions and extras, and no core-rules materials at all. (I suppose you could also call this a "peripheral campaign", after the core-periphery binary from geo-politics, but I like sound of "non-core" better, personally.)

There are as many possible non-core campaigns as there are core rulesets and coherent bundles of supplemental material, but in addition to thinking about non-core gaming as a general concept, at the time, I was also thinking about a specific non-core campaign set in the Mythic Underworld, using only the supplemental materials from 1st edition AD&D, as well as the things added new in AD&D,  and the things from OD&D and the two Basic editions that weren't included in AD&D.

Although it was something I used to think about, it wasn't originally my idea. I got the idea from seeing a series of posts about gaming using only the classes from the Unearthed Arcana, and only the monsters and gods from the Fiend Folio.

Jeff's Gameblog first proposed the idea of running a game using only materials in the AD&D module S4 The Lost Caverns of Tsojcanth. Then years later, Jeff's Gameblog again suggested running a campaign using only the gods and deities from the Fiend Folio.  Around the same time, Vaults of Nagoh created wandering monster tables using only the Fiend Folio, and City of Iron considered what it would look like to only allow spellcasters to use the spells contained in Unearthed Arcana.

So I'm hardly the only one to toy with these ideas, although to-date, as far as I'm aware, all anyone has done is toy with them. At one time, I fancied myself the publisher-to-be of this project, although I've since abandoned that idea. I like to write, and I would like to publish, but I don't want to become a publisher. Also, depending on your perspective, publishing anything for this project is either unnecessary, or inevitable, or something that's already been done.

It's already possible to run this particular non-core campaign using the original supplemental rulebooks, and I have no doubt that as long as Necrotic Gnome continues to exist as a company, they will eventually publish versions of these materials, doubtless in their trademark smartly organized two-page spread format. The logic of the Old-School Essentials project makes this inevitable. (Especially since he already expressed interest in the idea back when he was City of Iron.)

Also, the more I've thought about it, the more I think that Veins of the Earth is essentially a non-core campaign, using the canonical non-core races of the Underdark, but combined with False Machine's own supplemental bestiary, which is mostly better than the admittedly hit-and-miss menagerie inside the Fiend Folio. (Whether he intended it that way, I don't know, but the result is that Veins fills a very similar niche to what I'm talking about.) It's also inevitable that, sooner or later, someone will publish another non-core campaign setting in the vein of Veins of the Earth - it was simply too popular to not inspire both imitation and response.

So this idea actually has been given form - at least a kind of form - already, and it's likely to appear eventually in a form very close to what I originally imagined reading those old blog posts. This is a project that doesn't need me to do anything.

However, what I find most interesting, thinking about the non-core underworld, is trying to imagine its implied setting. Over the years, I know I've seen many people discussing the "implied setting" of OD&D - the kind of world that's implied by the available classes, lists of spells, monsters, maps, and campaign-building advice. Semper Initativus Unum did a particularly through examination. Aside from one post by Swords & Dorkery however, I've never seen anyone ask about the implied setting of the non-core underworld, which is a shame, because it's worth asking about.

I mean, what kind of world has barbarians, cavaliers, paladins, and rangers, but no ordinary fighting-men? What kind of world has assassins, bards, and mountebanks, but no regular thieves? Druids and monks, but no clerics? Illusionists without general magic-users? Half-elves and half-orcs, but no elves and no orcs?

What kind of setting has all the weird latter-edition spells, but none of the originals? All the extra monsters, but none of the basic ones? No familiar magic items, but crazy high-tech gizmos from S3 Expedition to the Barrier Peaks and random artifacts from the Dungeon Master's Guide? A pantheon of "gods" who're all arch-demons and lords of elemental evil?

The non-core underworld is gonzo AF.

By now, most of those additional classes, spells, and monsters have become nearly as canonical as the originals, but there's still something inherently weird about making them stand on their own, without any original material alongside them. There's still something unsettling and uncanny about an Underdark-only campaign, where the most familiar entities are like funhouse parodies of the ones we really know and love.

By this point, I consider most of what I originally wrote for the non-core campaign (back when I still had "when I grow up" dreams of being the next star publisher of the OSR) to be unneeded, or derivative, or both. But there is one bright spot in my old files. For awhile, I worked on my own "dungeon alphabet dozen" - a combination of the Dungeon Alphabet and the Dungeon Dozen as a way to generate gozno content to help fill out the campaign world. After all, if good artists borrow, and great artists steal, then surely the greatest artists of all time are those who do mash-ups, right?

Anyway, back then I actually finished a few of the 12-item lists I started, and wrote a decent amount for a few more. I never put any of them on my blog before, because I was both afraid of success and afraid of failure. I was afraid that if I posted them and people liked them, that I'd attract the wrong kind of attention, and become subject to harassment. I was also afraid that I'd disappoint people. I feel like there's an implicit promise when you start something like this, that you'll post every letter, in order, in a timely manner, and they'll be good. I think maybe I was always more afraid of success than I needed to be. As for failure, let me make you an explicit promise - I probably won't post every letter, and they definitely won't be in order, and it definitely won't be in a timely manner. As for their quality, I'll trust that if I like them, you'll like some of them, though maybe not all.

So for now, until Michael Curtis and Jason Sholtis team up to take me for a long walk off a short lawsuit, viva la non-core underworld!

Tuesday, August 20, 2019

Reverse Engineering Random Tables - Campaign Events & Minor Magical Items

Two of my favorite random tables are Dreams in the Lich House's Campaign Events for the Black City and Dungeon of Signs' Starting Minor Magical Items for Darkly Haunted Noble Characters.

I like them so much, in fact, that I want to learn how to write my own tables like them. And the way to do that, I think, is to take them apart and see how they work. Having done that, I should be able to put my own lists together in the same way to achieve a similar effect.
 
 
Let's start with the campaign events. I've found that having something happen "in town" during the player characters' downtime expands the scope of the game a little bit and makes the campaign world feel "alive" - and by extension, when I've run ongoing campaigns without events, it can start to feel a bit too much like the characters are the only people in the world. (I mean, they sort of ARE, but you don't necessarily want it to FEEL like that. Suffocating claustrophobia is fine INSIDE the dungeon, but you want the outside world to feel more open.)

Lately I've come to appreciate that running a sandbox game requires giving players a surfeit of choice. If you want your players to choose their own goals and objectives, then you have to offer them a longer list of ideas to narrow down from. You need a map that shows them places they could go, you need a basic concept (at least!) of what each of those places is like, and you need to populate your world not just with monsters, but with people, with factions and NPCs who have names and personalities and agendas of their own.

And random events help with all that, because they mimic the unpredictability of a world where things happen because other people make them happen. I've used the Dreams in the Lich House random event list before, and liked it, so let's see what John Arendt is doing with this list:

1-2 Astral Conjunction
3-4 Bad Weather
5-6 Beached Whale
7-8 Bear Attack
9-11 Blood Feud *
12-14 Bragging Rights *
15-16 Dire Omens
17-18 Disappearance
19-20 Favor of the Gods
21-23 False Identity *
24-26 Fire *
27-28 Food Shortage
29-30 Foreigners!
31-32 Gold Rush
33-34 Great Weather
35-36 Herd of Caribou
37-39 Inflation *
40-41 It Came from the Ice
42-43 Long Live the King
44-46 Marvel Team-Up *
47-48 Massacre
49-50 Meteor
51-52 Missionary
53-54 New Sub Level
55-56 New Trade Route
57-58 New Trade Town
59-60 Pod of Whales
61-62 Population Change
63-64 Prize Fishing
65-66 Rampaging Monster Back Home
67-69 Rescue Mission *
70-71 Rival Wizard
72-74 Robbery *
75-76 Ship Lost at Sea
77-78 Sickness
79-80 Skilled Laborer
81-82 Stolen Map
83-84 Stormy Seas
85-86 Supply Problems
87-88 The Enemy Among Us
89-90 Vermin
91-92 Visiting Ship
93-94 Wandering Monster
95-96 Wars and Rumors of Wars
97-98 Where's the Wizard
99-100 Whirlpool

There are 46 events on there, most with a 2% chance of showing up, a couple with a 3% chance. I've marked the more-common events with stars. Reading through each entry, I tried to group them in a way that I think makes sense of what each event is doing for the game. With a very small amount of rounding, we get this:

10%  - positive event
10% - rival NPC interactions
20% - faction event
30% - sidequest opportunity
30%  - negative event


The specific events that make up those categories go a long way toward defining the environment. If you wanted to set your campaign somewhere that wasn't a Viking outpost beside an alien city, then you'd want to alter or reskin the individual entries. But the overall proportions are what interests me here.

About 10% of the time there's an event with a positive impact. Most of these are for one session only, a couple are ongoing. Notably a couple of these look like NPC events, but the effect is primarily an improvement of conditions, like when a skilled laborer opens a new shop in town, or when a new trade route adds a whole menu of foreign luxuries to the shopping list.

About 10% of the time, the player characters are forced into an interaction with some rival NPCs. These interactions can pose an immediate problem (like when the NPCs accuse the player characters of a crime and demand redress) or they can provide an opportunity for exploration (like when the NPCs offer to join the PCs on a joint mission, providing the personnel to do something more dangerous than usual) or they can just be a goad to spur the players to action (like when the NPCs are bragging about their own exploits). Regardless, this sets up a session where the players can do a bit more roleplaying. It also requires you to invent, or have on hand, some NPCs capable of serving as rival adventurers.

Roughly 20% of the time, there's a faction-level event happening. Unlike their rival NPCs, the player characters aren't necessarily forced into getting involved in whatever's happening - but it will change the social environment of the town going forward. Maybe one faction leaves town, maybe a new faction arrives (or a whole second town springs up!), or maybe there's conflict between two or more of the existing factions. The players could try to ignore that, offer to mediate it, or join one side against the other. For this to work, each faction needs a somewhat distinctive identity, and probably a couple representative NPC members. Because none of these events involve the player characters directly, they get more freedom to decide how to interact with what's going on. As Necropraxis suggests, let the players decide who their enemies are.

Roughly 30% of the random events are opportunities to go on a sidequest. (The default main quest being looting the megadungeon ruins of the alien city.) Most of these involve the temporary appearance of a new adventuring site or a new quest activity - check out that meteor crater! or catch that whale! Some of these seem like negative events, but the effect of them turns out to be a chance at redress, rather than a reduction in the living standard. You might try to investigate what happened to someone who's lost (and rescue them, if possible) or make a plan to kill a monster who's built a nearby lair. What defines these events is the opportunity to go on a mission that varies your routine, whereas the negative events generally don't open up new venues for play.

The final 30% of events impose some kind of negative impact. Again, most of these are single-session events, but a few present an ongoing problem that doesn't necessarily have a solution. Some of the negative events target the player characters directly (like if their campsite is robbed or catches fire), while others are of a more general nature. The key here is variety. I love that good weather provides the opportunity to narratively describe the setting a little differently - and makes travel and digging harder because of the mud. Some problems, like pests or disease, help contribute to the hardscrabble feeling of the environment. Others - like price increases, goods shortages, or offshore weather that makes leaving the island impossible - emphasize the isolation from society. A couple problems are magical, but most of them are mundane, quotidian. They're the kind of problems that remind the players why their characters took up the adventuring lifestyle in the first place - to get away from the poverty and filth of a mundane world that dirty and broken.

I don't know if I ever would have hit on this 10-10-20-30-30 distribution of events if I were making my own list, (I'm certain that I WOULDN'T have attempted a 3-to-1 ratio of negative events to positive, left to my own devices), but I've used this one, and it seems to work well in practice. It requires pretty minimal bookkeeping to run, and still allows the players to impact the game world, by deciding how their characters will react to events not of their own making. More complicated, and deserving of a post of its own sometime, would be the task having dynamic lists so that the frequency and severity of negative events responds to character actions. But as I said, that's for another time, so for now let's turn our sights to something else, instead.
 
 
Specifically, let's refocus our attention on the enjoyable task of handing out treasure to the player characters. What Gus L has written is a table of treasures. He intends to give them to starting characters from aristocratic families, to give those characters a sense of inheriting heirlooms from their noble house. I really like this idea, and it certainly fits with Metal Earth's advice to make starting characters special right out the gate. You could also use a table like this to award treasure during play.

There are a couple reasons to use treasure tables instead of inventing what kind of treasure is found on the spot. The first to maintain a sense of fairness and to avoid the appearance of favoritism when handing out treasure. You, the referee, aren't letting your personal feelings about the players determine what treasure they get, you're letting the dice decide, and your campaign is better for it. The second reason, though, is that it can be difficult to imagine treasures, especially new magic items, right there on the spot. A key reason to plan anything in advance is to end up with something better than you'd get from inventing it in the moment at the table.

Anyway, as with Dreams in the Lich House's random events, my sense is that Dungeon of Signs's starting treasures offer a nice mix in a good balance, and that I could learn something by looking closer at it. So let's do that:

1 Jewel Moth Robe
2 Distilled Chanteuse
3 Dueling Cane
4 Butler's Fork
5 House Sword
6 Healthful Wand
7 Fanged Idol
8 Masquerade Helmet
9 Simian Automaton
10 Vestarch's Crest
11 Remonstrator
12 Ring of Hate
13 True Liturgy
14 Uhlan's Armor
15 Sack of Coinage
16 Seraphim's Pinion
17 Revivifying Tipple
18 Parfume d'Maudlum
19 Porcelain Steed
20 Magister's Snuff Box

Again, it's worth noting that the treasure table, like the random event table, is a good place to do some worldbuilding for your campaign. The names, the style of language, the imagery all help to establish what sort of place these treasures come from, and I think just looking at both lists, you can see how different the two campaigns are from one another. The baroque, decadent flavor is obvious from the names alone. As before, I'd like to try putting these into categories:

20% weapon
15% combat trick
25% armor
25% tool
10% retainer
5% cash

4-in-20 of the treasures here are weapons. We get a good variety - a sword, a club, a wand, and a point for a spear.

Another 3-in-20 are combat tricks that provide some kind of advantage. Again, we get a good variety - one facilitates escape, one temporarily incapacitates your enemies, one reduces their initiative and gives a penalty to their attacks.

5-in-20 of the treasures are armors or protective items. We get a robe, a ring, a helmet, a suit of plate armor, and a talisman. Some improve AC, one improves saving throws, a couple offer protection against specific types of damage. One of the items also grants an additional benefit besides protection, and another imposes a penalty.

5-in-20 treasures are what I'm calling "tools" - they're all items that mimic the effect of a specific spell and provide a utilitarian benefit. We get a lockpick, a divination device, a healing potion, a scroll to turn undead, and a blood-drinking idol that lets you re-cast an already-used-up spell. Like the combat tricks, the healing potion has a limited number of uses; the scroll, I think, can only be used once; and the lockpick, like one of the weapons, has a chance to become useless until next session. The idol can be used freely, but imposes a price in hit-points for each use. A variety of restrictions, alongside a variety of functions, makes each item feel distinct from the others.

2-in-10 of the items are retainers. One is a monkey butler that can't be used for combat, the other is a magical horse (also blood drinking, a repetition that contributes to a sense that these items come from similar sources).

And finally 1-in-20 treasures are just cash money. The amount is enough to buy a magic item if a market were available, so presumably you could substitute another "magic currency", like Eberron's dragonshard crystals or Black Powder Black Magic's demon ore, to achieve a similar effect.

With both the lists here, the point is not necessarily to become beholden to someone else's design decisions, but rather to better understand what those design decisions actually were so that you can make better-informed decisions of your own. As I said, it wouldn't have occurred to me to make so many campaign events negative, but looking at the list, I can see the logic. I also don't know if I'd have thought to make so many tools, and I know I wouldn't have thought about combat tricks, if I hadn't been looking at this treasure table.

A huge percentage of the events on Dreams in the Lich House's list are goads to spur the players to leave town and go explore, whether it's something negative that pushes them out or something positive that pulls them. These aren't just random events with no impact on play, they're events that make one session feel different from the rest, and continuously open up new possibilities for adventure. Even if you don't want the "dung ages" feel of rats and pestilence in your setting, it's good to think of ways to remind your players that their characters aren't homebodies, they're meant to get out there and do things.

Another sizable portion of the events entangle the player characters in the affairs of NPCs. Populating your game world with other people and giving your players reasons to interact with them prevents their dungeoneering from feeling like a totally solipsistic activity.

The entries on Dungeon of Signs's treasure list are all quite different from each other. There's no "ho hum, just another magic sword" or "great, another unidentified mystery potion" here.

They're also all items that are meant to be used during play. There's no incentive to hoard these items, you'll want to use them, even if it means using them up. Half the items have some impact on combat, where you'll be willing to use them just to stay alive. Most of the others have an obvious use in a common situation where using the item prevents hitting a frustrating dead-end. Others are "always on" or have more open-ended applications.

The fact that many of the items do have limitations also helps prevent a handful of early treasures from totally dominating the rest of the campaign. You're not going to stop adventuring because you've already found as much as you could ever carry, and you're not going to turn up your nose at later treasures because they're inferior to what you already own. If you really like an item, even finding another that has the same effect with a different restriction would be a boon. At the same time, only one item is a "one and done" so you do get some sense that your character is defined by the things they've found so far, just not to the extent that you are only defined by what you've already found.

Sunday, April 7, 2019

Toward an Appendix N for Interplanetary Fantasy

Consider this the start of an "Appendix N" of inspirational materials for inter-planetary (but not inter-stellar) adventures.
 
The Solar System is much cozier than here. The planets are closer together. Being in "space" is like being atop a high mountain. The air is thin and cold, but breathable and survivable, although you probably want an airship if you plan to navigate the luminiferous ether, and having access to an alchemist who can speed things along wouldn't hurt. Science in general works more like the way people in the 19th century thought it did. In fact, the culture and decor are pretty much Victorian as well.

The planets are more or less like nations, and interplanetary intrigue looks a lot like Ruritarian romance. Adventures are almost certain to involve at least one hop from one planet to another. In addition to humans, there are alien natives on every world in the system, some like flora and fauna, some fully sentient.

This genre is adjacent to 'rainbow fantasy'. It's normal for the protagonists to have extraordinary powers. And, although the fate of nations and worlds may be at stake, our heroes are unlikely to come to serious harm. For example, if they lose a fight, they'll almost certainly be captured and imprisoned, rather than killed.

One element I'd probably drop from these materials are the long narratives of space-flight. I'm not even sure how much I really enjoy reading nautical tales about tying knots and learning self-reliance; I know for certain I don't want to dwell on time spent in transit while I'm at the gaming table.


Novels
    
Arabella of Mars, Arabella and the Battle of Venus, and Arabella the Traitor of Mars by David Levine


Celestial Matters by Richard Garfinkle

     
Larklight, Starcross, and Mothstorm by Phillip Reeve & David Wyatt


Radiance by Catherynne Valente


The Revolutions by Felix Gilman


Sun of Suns, Queen of Candesce, Pirate Sun, The Sunless Countries, and Ashes of Candesce by Karl Schroeder


Graphic Novels

The Brass Sun by Ian Edginton and INJ Culbard


The Sand Warrior, The Cobalt Prince, and The Red Maze by Mark Siegel & Alexis Siegel


The Space Race of 1869 and The Moon King by Alex Alice

 
Games and Other Materials

Mega Man V (Game Boy)

      
Mickey's Space Adveture (Commodore 64)


National Geographic Atlas of Our Universe by Roy Gallant

 
Twilight Calling by Tom Moldvay

Saturday, March 9, 2019

Campaigns I Want to Play - Dead Travellers, Psychedelic Cosmonauts, & Full Parsec Five

A couple years ago, at this point, there was a meme going around Google Plus of people posting screenshots of a randomly generated Traveller character made using the Devil Ghost website:

Here's an example. Generate your own.
Yes, I did keep going until I got a woman
who died during char-gen.

So, my friend Peter, who runs the Fantasy Heartbreak Workshop blog and the Starship Graveyard tumblr ended up having a couple conversations about the idea of playing dead Travellers. Since Google Plus has crashed into an iceberg and is current taking on water as it disappears beneath the waves, I'm going to transcribe part of those conversations here.

It started when Peter shared a tweet from Dennis Detwiller (no relation, as far as I know, to the immensely talented Dirk Detweiler Leichtey), and I responded with interest: "I want a game where you play Traveller Ghost PCs who died in character generation trying to save others from gruesome fates."


   
PETER: I never played Traveller (thought it always sounded cool enough) and games focused around ghosts generally seemed to abstract for me to wrap my mind around. But this idea gives it interesting focus.

The idea of a ship's ghosts trying desperately to prevent the crew from re-enacting an Event Horizon type incident or some similar catastrophe, seems really appealing. 

ANNE: Alternatively, the ghosts don't interact with the living at all, they just go off to have their own super-phantasmagorical adventures IN SPAAACE! 

PETER: I was going to say that seems a little abstract for my tastes.  But, you know what, might be cool.

ANNE: Yeah, I mean the idea of having the ghosts be on the same ship as the living characters (who are NPCs?), unable to interact with them, but somehow trying to save them from danger sounds kind of challenging to play. Like, that kind of thing works on tv and in books, but I don't know at the table.

(Maybe play the scenario once as the living characters, keep really good records, then play again as the ghosts who can "see" what the living characters are doing? I dunno, it's more work that I would want to do, especially because...)

The idea of playing ghosts who encounter crazy weird hallucinatory stuff on outre science-fantasy planets just seems so much cooler and more fun. I don't know if the heroes would be anything like Space Ghost, but the villains could totally be like the things Space Ghost finds and fights.

PETER: Yah. The dead among the living could be tricky. I'm not entirely sure how to structure it perfectly so the PCs have some capacity to influence things, but have to do it subtly.

The bizarre space phantom situations you suggest are the sort of thing I'd always pictured more for mortal Astral plane travellers. No reason one couldn't split the difference though.

You haul freight for the Imperium for half a lifetime. It isn't until death your real voyage begins...

He went on to suggest that a good starting adventure for this campaign would be Astral Marines - Patrol Sector Omega, a community-keyed hexcrawl, apparently inspired by a Luka Rejec post, with map by Gus L, and published on the Save vs Total Party Kill blog by Ramanan S.

Astral Marines - Patrol Sector Omega map by Gus L
 
Incidentally, one of the comments on that initial tweet was a link to one of my favorite Threadless shirt designs, "The Madness of Mission 6" - which included the following, appropriately insane text as part of its artists' note:

In 1976, Cosmonaut Nikolai Peckmann was sent alone to an orbiting space station for what would be called Mission Six- to study the radiation levels and strange circumstances that killed all four crewmen of the last research mission. By the third day, Peckmann’s broken transmissions were coming back to ground control filled with increasing paranoia and delusion. He claimed that the spirits of the dead cosmonauts were coming to claim him, and that he had to keep moving to evade them. He shouted that if he could capture consume these spirits himself while he still had strength, he could move to the next level of consciousness…Truly the rantings of an insane man. Indeed, video recovered later would show Peckmann running around the confined but maze-like station, downing emergency sedatives like a madman….pausing in a corner momentarily, only to throw back vitamin pills and give chase to his invisible demons. He had exhausted the entire cargo of vitamins, pills, and fresh fruit well ahead of schedule…It was determined that another mission to recover any remains or gather any more research would be a waste of the people’s money, and the station was allowed to drift out of orbit and into space- a failure never to be mentioned again. It was ordered and assumed that all video and paper evidence had been destroyed.

Madness of Mission 6
 
Anyway, so Peter and I both liked the idea of this game, but neither of us have played Traveller before, and both of us are sort of busy with other gaming and/or life projects.

Eventually my interest was rekindled when Peter posted an image of some appropriately awesome 1970s scifi art. I think it was around this time that I began to think of this as the "psychedelic cosmonauts" campaign.

Found on the 70s Sci-Fi Art tumblr
 
ANNE: This makes me think of our idea to do some kind of psychedelic space adventure with dead Traveller characters.

PETER: Every now and then I'd been puttering away at a little work on this sort of setting. There are usually about half a dozen different settings warring for attention in my brain, but I carved out a little time to separate this one from the pack into a mini-supplement for Minimal d6 system. It had gone on the back burner for several weeks until you reminded me about it tonight and I finished up a few details.

Not exactly what we discussed, but maybe you'll still find it of some interest:

What he posted next was a Google Plus link to a blog post. I'll post the blog link in a second, but it's worth sharing what we said at the other link as well.

PETER: Full Parsec Five is a sort of undead space opera setting for the Minimal d6 / Miso-Six systems.

Thanks to Anne Hunter jogging my memory tonight about our discussion that inspired it. Finally gave me the kick in the pants needed to add a few more details and get it up on the web.  Still think it would be great to give it a more thorough treatment some day. But perfect is the enemy of extant, so...

ANNE: I'm really digging the four types of astral space. I also think you're right that although they were ordinary astronauts before they died, they need the chance to become as weird as the things they're fighting/exploring.

The link Peter posted was to his blog entry on Full Parsec Five, a very rules-light ruleset he put together as a potential starting point. He also put together a list of other space opera RPG systems.

At the time, I wasn't sure what rules, if any, would be a good fit for the campaign we had in mind. Peter, meanwhile, was busy collecting links on his Google Plus feed. I won't lose much when G+ dies. I mostly posted links to my own blog, and mostly wrote a lot of "cools" and "thank yous" on other people's posts or in response to their comments on mine. I won't miss these archived conversations evaporating like snow on a too-sunny day any more or less than I regret the fact that none of my spoken conversations have transcripts. But I will miss this ongoing conversation with Peter, which is why I'm archiving it here. And it was Peter's own use of G+ to reshare so many links that first got me worried about the effect of the shift away from blogs and onto social media, long before Google announced that it was letting the air out of Plus and allowing it to float off into the atmosphere. Any social media feed may archive your thoughts, but without the ability to go back through that archive, search through the depths, or link back to anything, those thoughts are already as good as lost.

Anyway, Peter compiled quite a list of inspirational material, so I'm going to link to it here, so it's not lost. I have some of my own inspirations, and my own thoughts about rules, that I'll share next.

Giant Evil Wizard - D12 Things What Just Fell Out Of The Orbital Rust Belt

Monster Manuals Sewn From Pants - Plane Scrap

Markerslinger - The Mind Mine

Robert Moorehead - Space Hulk Generation Rules

Gorgo Mormo - Demons of the Outer Dark

Sheep & Sorcery - Tables for Derelict Space Ships

Cavegirl's Game Stuff - Astral Projection for OSR Games

Tarsos Theorem - Derelict Deserted Dreadnoughts

Tarsos Theorem - Sci-Fi Adventure Location Generator

In the mean time, the things that have inspired me have been images of people wearing salvagepunk spacesuits, or wearing spacesuits to explore dreamland, the afterlife, or other planes.
 
On Stranger Things, Eleven wears a diving suit to enter a sensory deprivation tank...
 
... and then psychically travel to another dimension called The Upside Down.
 
Psychics on The OA use a slight different kind of underwater suit to travel to the afterlife.
 
I don't know where the Euthanauts travel, although I would guess it's also the afterlife.
This is basically the plot to Flatliners and The Discovery too, right? Just without the space suits?
 
Prospect so makes me want my own space suit...
... so so sooo so want it.
 
I live in a noxious, pollen-filled atmosphere beneath a scorching, lethal sun, too.
Should I be penalized just because I live that way on Earth?
 
Also in the meantime, some more scifi gaming rules have come out that I think might be suitable for playing this campaign. The first is Highland Paranormal Society's "In the Light of a Ghost Star" ruleset. I think it was actually one of Peter's links that first made me aware of Nate Treme's art and gaming materials. This one is also pretty rules-light, but it's based enough on D&D that it seems intuitive to me, a person who is familiar with D&D.

 
The second is the "Mothership" game by Failure Tolerated. People looove Mothership. Throne of Salt loves it. Dungeons & Possums loves it. Tarsos Theorem loves it (and continues making cool scifi stuff unrelated to it at the same time.) I haven't seen people this excited about a ruleset since I noticed the existence of the GLOG-o-sphere (and actually, there's some overlap in the fandoms here...)  Mothership uses d100 ability scores and checks, which means that it's compatible with Eclipse Phase, and probably with Grand Tapsetry's Urutsk setting as well. Like Ghost Star, Mothership gets top marks its graphic design. It also has Stress and Sanity mechanics that might be useful for any kind of space-horror gaming.


But if I'm being really honest with myself, the rules that most excite me as a possible basis for a psychedelic cosmonauts campaign are Troika's. I'm not familiar with the older British games that Troika's rules are modeled after, but one peek at its gorgeous, utterly bizarre artwork (by Andrew Walter the aforementioned Dirk Detweiler Leichty), one glimpse of its text about golden barges and crystal spheres, and I'm already smitten. The art-heavy reprinting is called the 'numinous edition," and it is numinous indeed. The character occupations are so great I'm adding them to my list of favorite lists, and Dirk's art brings them to weird-Baroque life. Sure, you can play as a burglar or a questing knight, but you can also end up as a Rhino-man, as escaped servitor created by a dead wizard, or a robot powered by a mechanical analytic engine. I'd need to re-read the rules to fully understand them, but it seems like Brits my age are nostalgic for Fighting Fantasy the way Americans are for 1st edition AD&D (or maybe for Choose Your Own Adventure? the exact analogy is a little unclear to me) so I assume the mechanics are easy enough to learn and provide satisfying resolution most of the time.

Troika Numinous Edition cover by Andrew Walter
  
Lonesome Monarch by Dirk Detweiler Leichty
  
Monkey-Monger by Dirk Detweiler Leichty
 

Ultimately, the choice of rules will probably be up to Peter, or whoever the two of us can strongarm into running a the game for us, because while most of the entries I tagged with "Campaigns I Want to Play" are really campaigns I want to run, "psychedelic cosmonauts" truly is a campaign I want to play. Or maybe Peter will talk me into it. Or I'll talk myself into it. Time will tell.

What adventures do I think would work well for this sort of campaign? Well, not-so-coincidentally, I think In the Light of Ghost Star, Mothership, and Troika all have adventuring scenarios that look eminently rob-able.

I suppose my go-to mental image is something like the strangest episodes of the original Star Trek, combined with the various "only one person notices the rest of the crew has gone crazy" episodes of Next Generation, mashed up with AE Van Vogt's Voyage of the Space Beagle - where the crew first meets a giant displacer beast who takes over the ship, then flies too close to a planet of psychic bird people whose mental noise-pollution drives everyone but one crewman crazy, then meets an extradimensional alien assembled from spheres and cylinders who takes over the ship, then flies too close to a psychic nebula who drives everyone but one crewman crazy...


 
I'm also partial to some of the ideas and imagery from the new Shade the Changing Girl comics series, where human emotions are like drugs aliens take to get high, and madness is both a physical place you can go to, and a sort of unstoppable force of chaos that reacts to our actions and moods.

   
So far, so inspiring. And I think Peter's suggestion to use Astral Sector Omega is very solid. The initiating adventure for a campaign like this could be something completely doomed and hopeless - these are dead astronauts, after all, so Black Sun Death Crawl or Null Singularity are both pretty viable options.

 
  
The adventures that tempt me both, primarily on the basis of their reviews on Ten Foot Pole, are Paul Keigh's entries in Geoffrey McKinney's Psychedelic Fantasies series - Dreams of the Lurid Sac, Streams of the Lurid Crack, and Gleams of the Vivid Crack. Truly regrettable names aside, TFP's review suggests that these probably have the level of gonzo alien weirdness that I'm looking for:

"This thing has a core concept and it is focused on it. Elements of this adventure have been found in other adventures in bits & pieces, but no other adventure has, I believe, put them all together in one shell. You’re adventuring inside of a creature, the titular Lurid Sac. Remember Fantastic Voyage? The interior sets looked … alien? Weird fibers, colors, flows, creatures. Well that’s what’s going on here. Most of the “adventuring inside a create” things I’ve seen have been half-efforts. There are doors, or stairways built in, or something like that. None of that is in this one. No stairs or doors or comforts of home brought in by travellers. This is a truly alien environment … exactly the way an alien environment should be. Imagine a hundred overlapping bubbles, on maybe three layers. That’s the map. Where they touch you can massage the membranes to get through. Some of the bubbles have special purposes: the cortex, the mouth, the neck, the 'sponges' that allow access to the outside, and so on. The rest of the bubbles are procedurally generated, as are the contents. There are random monsters, events, contents, humours … you get the idea."

 
So that's what I want. The ghosts of dead astronauts exploring an invisible galaxy full of aliens, monsters, nightmares, madness, and phenomena that defy classification, forever.