Showing posts with label links. Show all posts
Showing posts with label links. Show all posts

Monday, December 16, 2024

Vestiges of the Past - Phantom Cogs and Forsaken Easter Eggs

Everything people make builds on what came before. The original edition of Dungeons & Dragons built on miniature wargaming rules as well as other recent attempts to repurpose wargames to explore imaginary fantasy worlds, attempts like Braunstein, Blackmoor, and the Dungeon! boardgame. Since then, there have been countless roleplaying games built off of D&D, both a few official new editions and iterations, and innumerable attempts by professional designers and interested amateurs alike to make their own bespoke version of the game they love, one that plays the way they want it to.
 
Our adventures too, build on what's come before. If you want to go explore a fantasy dungeon, well, you know what that's supposed to look like. You have examples in mind that show what a dungeon is supposed to be, along with maybe a few others that show you what not to do. The specifics may vary from person to person, but I bet each of us could make a list of the dungeons that inspired us, and I bet there'd be a fair bit of overlap, and also that your inspiration and my inspiration would both hearken back to some of the same, even earlier things. We know what dungeons are supposed to look like, and thus how to draw them correctly. We know what's supposed to go in them, and in what proportions
 
(This is true of any form of culture, really. If you're hoping to make a named kind of thing, then the idea of that thing already exists, and what you're making is a variation on that idea. This is fine. There are very few truly new things, and a lot of satisfaction to be found in making your own version of something, done the way you want it. Cultural change caused by iterations within genres isn't precisely the same as biological evolution, but it's not entirely dissimilar either.)
 
 
a "Nail House" in China - image source
  
So, when you're building off of something else, whether one game that you're updating, a pile of games that you're recombining and mashing up, whether it's something that someone else wrote, or just your own earlier versions and drafts, it's possible that things will get left behind. Things that made sense at one time, that maybe still seem to have a place, but that no longer serve their intended purpose, or don't serve any purpose at all.
 
Collectively, I think of these kinds of things as vestiges of the past. They're elements of a game that are vestigial, analogous to the human appendix or the goosebump response to cold or fear. Recently a couple of bloggers have started identifying and naming specific types of vestiges.
 
Clayton Notestine from Explorer's Design identifies phantom cogs - game rules that only serve to connect two other mechanics that could more easily be connected directly. Clayton defines phantom cogs as "any rule, mechanic, or procedure in roleplaying games that doesn't relate to the imagined world, its characters, or audience and instead obfuscates or manipulates other rules, mechanics, and procedures." They're "inelegant or 'extra' mechanics that only relate to other cogs."
 
Two of Clayton's examples are ability scores in D&D 5e and the difficulty scale in Numenera. Both are numbers that are theoretically supposed to be primary, that are supposed to be used to derive other, secondary numbers that will be used in play - the ability modifier and the Difficulty Class, respectively. But in practice, you'll often just know the secondary number you want to use in play and then have to work backwards to reverse engineer the supposedly-original primary number.
 
Nova from Playful Void identifies forsaken easter eggs - things hidden in a dungeon or other adventure that there's no way for the players to find, because they're not hidden in a way that anyone would guess, and there are no clues that would indicate that they're there. Nova explains that they "do not help the referee better run the module, but they are referee-facing rather than player-facing. They’re easter eggs, because they’re a secret message, and they’re forsaken, because they’re the one so well hidden that they’ll never be found by the kids on the hunt."
 
Instead of being left behind and getting in the way like phantom cogs do, forsaken easter eggs are left behind without any way to interact with them, because the information that would let you find the hidden thing never made it out of the previous draft (and I think most likely, never made it outside the dungeon designer's head). If you've written and are running your own dungeon, you might remember to include clues in your descriptions that aren't written on the page, but in published adventures, where the person refereeing the dungeon isn't the person who wrote it, forsaken easter eggs are like buried treasure with no X and no map.
 
 
a "Nail House" in Shanghai - image source
 
Can we think of any other types of vestiges? In video games, it's fairly common for glitches, hacking, or player access to the source code to reveal hidden areas of the map that there's no way to reach through normal game play. There aren't many examples of abandoned levels in pencil and paper games though. There's one Choose Your Own Adventure book with an ending that can be found by paging through the book but can't be reached by following any of the narrative pathways, but only one. I suppose you could create an abandoned level within a larger dungeon, by accident, if you made a level or sublevel on your map and then forgot to include any doors, staircases, or other connectors that would let the players reach that area. I'm not aware of any published examples of that sort of thing though.
 
We can also imagine an opposite counterpart to vestiges, to describe things that used to be present in earlier games, that might still be useful, but are simply no longer present, although I'm not sure what to call them. All the biological equivalents I can find, like blind cave fish losing their eyesight, are called things like "devolution" and "degeneracy," and it kind of seems like eugenicists and other racists care way too much about them. I might use a term like "phantom rules" where the analogy is the phenomenon of a phantom limb, a thing that is no longer present but still felt and missed, but that would sound too much like Clayton's term, and create confusion.

Monday, July 15, 2024

Congratulations to All the Summer Lego RPG Setting Jam Participants!

The Summer Lego RPG Setting Jam has officially ended. Congratulations and thank you to everyone who participated! Nineteen people submitted entries between May 8th and July 8th, including my own entry makes an even 20! I'm so pleased and happy to see them all. Let's take a look at what everyone turned in!

Unofficially, if you still want to make an RPG setting based on Lego, there's no reason not to go ahead and do it. I received so many messages from people about how much fun they had writing theirs - you might enjoy writing one, too! And I hope, in the fall, we'll see a few play reports from people who manage to put one of these settings to use at the table.
 
 
 
Legojam Castle Hexcrawl map by Rise Up Comus
 
The first entry came from Rise Up Comus, who helped get the whole project off to an exciting start! He wrote the Legojam Castle Hexcrawl, a regional sandbox based on Lego's original line of Castle sets. Playing with the idea that Legos are toys, this is a setting where all the NPCs are dressed up in costumes and forced to reenact a child's idea of a rollicking medieval adventure, complete with knights, bandits, and a dragon.
 
 
 
Azure Archipelago map by Tales of Escia

Tales of Escia wrote the Azure Archipelago, a wavecrawl full of early modern pirates and an imperial navy ... and advanced magitech Atlanteans. The three factions are competing for control of the region and access to arcane crystals, and their conflict has the potential to determine the fate of an active volcano on the brink of eruption!
 
 
 
Lego Adventurers Dino Island map by Farmer Gadda
 
Farmer Gadda gives us their take on more recent theme with Lego Adventurers Dino Island, a pointcrawl setting where freelance archaeologists compete against mustache-twirling aristocratic villains to find treasure on an island full of dinosaurs, and another active volcano.
 
 
  
Canton of Ochesbad by Tales of the Lunar Lands
 
Tales of the Lunar Lands wrote Cedric the Bull and the Canton of Ochesbad. The canton is a region at war, full of siege engines and war machines. It's medieval, but a very different feel from the Castle Hexcrawl. At the heart of the chaos is Cedric the Bull, a bloody-handed warlord who wants to be an honorable nobleman, which is a nice sort of internal conflict for a villain to have with himself.
 
 
 
6411 Sand Dollar Cafe via Brickset
 
Switching genres in a couple ways, Prismatic Wasteland wrote a modern-day murder mystery at the beach in Trouble in Paradisa. He treats us to nostalgia for the Lisa Frank neons of the early 90s, and the plethora of vacation-themed prime time soap operas of the 1980s. As a bonus, the whole thing is formatted as a trifold zine! He also wrote a nice retrospective about his design process.
 
 
 
Creatown map by The Lonely Firbolg
 
The Lonely Firbolg gives us another modern entry, Creatown, a neighborhood designed following the principles in Electric Bastionland, and using a dozen of Lego's multipurpose Creator sets to produce some truly quirky and memorable city encounters.
 
  
 
Challenger Crater by Xandeross
 
Taking us into the future, Xandeross wrote Moon War 2199, a small setting of warring cities and factions surrounding a large crater on the moon. Xandeross used some of the same Lego Space sets I grew up with, and provides us with a couple tables of random events to help feed the escalating tensions as the situation worsens.
 
 
 
Slizer / Throwbot Planet map by Faber Files
 
Arch Brick draws on a theme from Lego's Technic sets to bring us the World of Seven Slizers. This is a world divided into seven elemental realms - where two of the elements are energy and city!
 
 
 
Darth Skull, Foreman Mike, Astronaut, and two Ninjas by Benign Brown Beast
  
Instead of a setting, Benign Brown Beast takes us on a nostalgic tour through The Bootleg Lego Star Wars of My Youth. It's fun getting to see the idiosyncratic way he interpreted Star Wars as a kid, misremembering and reimagining key characters and scenes, incorporating elements from other Lego sets, blending it all with kid logic. Although my own childhood fantasy world looked totally different from this, it was assembled from mismatched parts in exactly the same way; reading this really took me back!
 
 
 
Big Mouth by Save vs Worm
  
Half Again as Much gives us a deep cut, with The Monster (Pod) Manual, featuring 20 different monsters, all built from one of Lego's short-lived X-Pod sets. Save vs Worm provides some nice illustrations of each of the monsters.
 
 
 
Dragons High map by Seed of Worlds

 
Seeds of Worlds gives us a delightfully thematic conflict in Dragons High. We get a world that's home to nature loving, dragon riding elves, being invaded via interdimensional portals by an unstoppable army of mechanical sea monsters!
 
 
 
Towers of Trumbagar zine by Leviathan Crossing
 
Leviathan Crossing wrote a very old-school little zine with Towers of Trumbagar, which includes lists of towers, simplified vertical maps of three, as a few encounter tables to liven them up.
 
 
 
Aquanautica map by Old Grog
 
Old Grog made a zine as well, and it's amazingly professional looking for a first effort! This might be someone to watch. Aquanautica is another wavecrawl, this one based on Lego's undersea Aquazone sets, which look a lot like underwater spaceships, which is to say, they look really cool.
 
 
 
Something Bricked This Way Comes by Rogue Wave Arcade
 
Rogue Wave Arcade also brought the professionalism when making Something Bricked This Way Comes, a pamphlet adventure that collects some classic monsters for spooky monster-hunting action!
 
 
 
6160 Sea Scorpion from Brickset
 
VDonnut Valley actually wrote three posts to describe an underwater setting. The first post describes the general setting, Sea Scorpion. In the second post about Sea Scorpion Locations, we see a half-dozen locations, their resources, and how events unfold in each one over time. The third post, Sea Scorpion Crews, introduces us to several different undersea adventuring groups, who again change over time. The temporal component here seems interesting; I'd like to know how it works in action at the table.
 
 
 
A Legend Returns map by Noriksigma
 
Noriksigma wrote an impressively detailed setting, A Legend Returns, based on the Matorans from Lego's Bionicle line. I think he wanted to write something longer, including barrens outside the city, but there is plenty to see and do here already.
 
 
 
Island of Tyn Mava map by Noise Sans Signal
 
Noise sans Signal also hoped to write something longer, but still produced the Island of Tyn Mava, City of Weather Vanes, a pointcrawl with a dozen locations. A fuller setting may appear someday! One thing I find really interesting here is that this isn't based on childhood memories of playing with Legos, but rather viewing random Lego sets and using them as sparks for creativity.
 
 
 
Knights on the Borderlands map by Scriptorium Ludi
 
Scriptorium Ludi put together a zine, Knights on the Borderlands, that pays tribute to Lego's Knights Kingdom series and the classic D&D adventure Keep on the Borderlands. This is the second entry that comes with a helpful companion post describing the design process!
 
 
 
Scary Monster Madness map by Knight at the Opera
 
Knight at the Opera uses, I think, the same classic monsters as Rogue Wave Arcade, for the pointcrawl adventure Scary Monster Madness. Here the players take on the roles of documentarians, reporting on the way a major movie studio is exploiting a rural, monster-filled European backwater to make horror movies with no special effects. Like Rise Up Comus's hexcrawl, I think this one is playing with the toy-ness of Lego, depicting an environment where many of the NPCs are themselves acting an playing roles.
 
 
 
I will share my own Lego-inspired setting soon, but I wanted to share the list of other entries as soon as possible. I'm so glad that so many people participated, and felt inspired to make something of their own. I also received a lot of messages from folks asking questions, sharing their favorite Lego tips and resources, and reminiscing about their childhood favorite Lego sets. This was no Dungeon 23 or Gygax 75, but it was small, and it was fun, and I'm very happy with the outcome. 
 
If you have the time and energy and to try want another summer project, why not join Prismatic Wasteland's Barkeep Jam, which is open until August 14th?

Friday, May 31, 2024

Helpful Links for the LEGO RPG Jam

Hi everyone! I have two announcements about the ongoing Summer LEGO RPG Setting Jam, still open until July 8th. First, several people have reached out to me with links that might be helpful for anyone working on their own entry. And second, the first few entries have been submitted!
 
 
71469 Nightmare Shark Ship image source
 
I'll talk about those in just a moment. But first, my friend and colleague Prismatic Wasteland is also hosting an game jam this summer - the Barkeep Jam, which will be open from June 14th to August 14th, inviting you to add your own location (or other contributions) to the already-overflowing Barkeep on the Borderlands.
 
I wrote one of the original bars, but I'm going to try to come up with another to enter in the jam. I'm thinking of playing with the similar sounds in cocktail and cockatrice, although I'm not sure exactly where that will lead yet...
 
In the mean time, let's talk about Lego!
 
  
6494 Magic Mountain Time Lab image source

 
I have been using Brickset as my primary interface for locating and looking at older Lego sets. It's not the only way to search them, but I've found it very helpful.

Certified Lego fan Farmer Gadda has a few recommendations! First, Rebrickable is a site where people can post instructions for their own fan designs, reusing old pieces in new ways.

Next, Brick Owl is an online marketplace for buying and selling Lego pieces and minifigures.
 
BrikWars hosts a community of people who use Lego to play wargames. There's a complete ruleset, a wiki for lore, and forums where people talk about and post pictures of their games.

And the BrickLink Studio is a downloadable program from the official Lego website that allows 3D modeling of Lego pieces and sets, and can output .png files.

Knight at the Opera discovered that the official Lego website also has some great history articles, including accounts of the original Castle, Pirates, and Space lines, along with plenty of other topics.

I also got a great link from Mindstorm -  a really detailed overview of the Lego space factions from the 1990s and 2000s from the almost overwhelming Rambling Brick blog. This covers the period when I was most into Lego as a kid, as well as the time right afterward.

And finally, Prismatic Wasteland found a link to a review of the inspiring 1992 Lego catalog, and discovered that Brickset also has a way to browse old Lego catalogs, from 1966 to 2011.
 

4970 The Chrome Crusher image source

So far, there have been four contest entries (that I know of! if you've seen others, please share them in the comments!) 

The first past the finish line is Rise Up Comus, who wrote the Legojam Castle Hexcrawl. This is 27 hexes of medieval adventure, populated by people forced to reenact and relive the same heroic drama year after year, with only the player characters able to break free from the eternal recurrence of the same.

The aforementioned Farmer Gadda wrote Lego Adventurers Dino Island, which pits pulp-style explorers and criminals in a race against one another to capture a dinosaur before the volcano explodes...

Dr Curious VII went a different route and found monster designs from a Lego boardgame. In The Monster (Pod) Manual, DC7 offers ideas on how to describe and use 20 of these little beasties as roleplaying adversaries. I'd really like to encourage this kind of creativity! If you don't want to write a setting, but have another idea for adapting Lego to use with D&D, please know that you're welcome.
 
And in the most recent entry, for now, Tales of Escia gives us The Azure Archipelago, a 36 hex ocean setting where pirates, ghosts, and a royal navy all compete with ancient high-tech Atlanteans to find arcane crystals that will fuel their various factional goals.

There's still plenty of time to join the jam, and plenty of room for more ideas. Don't feel discouraged if you want to write something smaller, or if you too want to write about pirates or knights! I'd love to see what you can make!

Monday, January 24, 2022

My Weird & Wonderful Interview with maxcan7

At the start of the year, or maybe it was the end of the last one, maxcan7 of Weird & Wonderful Worlds messaged me to ask if I'd like to participate in his ongoing interview series. I agreed, and in the last couple weeks we found a time to sit down for a chat.



Thank you to maxcan7 for the opportunity to participate in this project, and for the chance to talk about myself and my views on the online RPG scene.

Thursday, December 30, 2021

My First 6 Months with Bones of Contention

About six months ago, I announced that I was joining the Bones of Contention blog. Although this has been one of my least productive blogging years, I did manage to get a few posts in.
 
 
 
 
For my first post, I decided to review one of the first adventures put out by the prolific minimalist Nate Treme. In addition to a careful reading of the gamebook, I was able to base my review on some actual play experience with my regular Friday night game group. This one also features something that I hope I can still make a somewhat regular feature of the column, a section where I put the procedural adventure generators in the book to work and run them through their paces by generating an entire setting.
 
 
 
One of the interesting things about Bones as a blog is that we have multiple authors. The Cryptic Signals series of posts tries to use that to offer a series of short vignette reviews of several different game books. I went ahead and organized this one, and wrote two of the reviews, including for the Pokemon-like browser game Google released to celebrate the 2020 Summer Olympics. My review of Mausritter included another test of adventure generation procedures.
 
  
 
When I wrote my Ghost Star review, I mentioned that I had been hoping for a setting like William Hope Hodgson's Night Land, which led Trey from From the Sorcerer's Skull to recommend this Night Land to me. Aside from the name and the basic premise of a weird, futuristic land stuck in eternal darkness, this adventure doesn't borrow much from Hodgson, but I'm still glad I read it. 

I feel like mentioning the book in my first two columns makes it seem like I'm obsessed with Night Land, and I'm sure I'll review more science fantasy in the future, but I promise that every column won't be about how another game designer has failed to sufficiently remind me of Hodgson.



This was our most thematic Cryptic Signals so far, and to be honest, I liked that so much I hope more of them will have some sort of unifying theme. I picked my second favorite review from the book. I didn't review my favorite - yet - because I don't want to pigeonhole myself as only writing about Mausritter. I'm hopeful that we'll do another batch of reviews from Dissident Whispers though, and if we do, I'll be sure to review it then. The process of writing my three "mini reviews" so far makes me wonder if I'm constitutionally incapable of writing an actually short review, but it is good practice reining in my tendency to wordiness.



My last review of the year looks at the free, public materials for the upcoming Root roleplaying game. I backed the Kickstarter, so I have the pdfs for the full game, but I wanted to base what I wrote on the parts that people can actually play. I wished I could have included this year's Free RPG Day adventure, but I didn't pick it up in person, and the pdf still isn't publicly available. 

I'm glad there was an adventure to review though. It could be tempting to fall into a trap of just reviewing rulesets, but I think the most interesting part of this project is looking at the more actionable advice that shows up in adventures. I want to note that Root actually has a small system for procedurally generating the campaign area, but I didn't bother testing it out, precisely because the availability of pre-written villages makes the random generator to create them less important.



My final contribution to Bones for the year was to make an index of the reviews so far. For next year, I hope to use my Cryptic Signals entries to highlight some zines that I think have done something interesting, but that maybe don't rise to full review status. I also hope to try out the Folie a Deux format that Gus and WFS pioneered. I think they're another good way to use our numbers, and I have a couple already tentatively lined up. I just need to come out of my shell enough to get them written.

Tuesday, August 10, 2021

Blogs on Tape 4 - Resources 4 All

Nick LS Whelan has started the fourth season of his Blogs on Tape podcast, and I'm honored to have one of my posts included as the first episode of the new season!



Another round of big thanks to Nick for the entire Blogs on Tape project, and for including my work in it!

Friday, June 18, 2021

Bones of Contention

I recently joined the Skeleton Crew of a new blogging enterprise - Bones of Contention.

  
The overall goal of the blog is to serve as a repository of reviews written by a group of people who have at least somewhat similar taste in RPG adventures.

Individual motives for participating probably vary from person to person. My motivation is to take a closer look at the kind of adventures that interest me most, to understand how they work, and to think about how they could be improved.

My initial plans are to focus on adventures that use procedural generation, and to look at some of the new "heartwarming" rulesets that are being released. I may expand my list as I go. These are things I've been meaning to look at more closely anyway. So for me, joining Bones of Contention was originally mostly  an excuse and a motivation to actually go forward with that intention.

That said, I think there's something valuable about creating a miniature community of reviewers, and I'm curious to see how our tastes will evolve over the course of the project. Will they converge? Will they grow apart? Will any of our reviews produce valuable aesthetic or game-design insights? I'm excited to find out.

You can read the introduction, and meet the other Skeleton Crew members, here.

Wednesday, May 19, 2021

Gygax 75

There's a worldbuilding challenge called Gygax 75 that's been making the rounds on the blogosphere. I decided to try to look its origins and follow the people who undertook it, as is my way.
 
 

The earliest origin of the Gygax 75 challenge is an article written by Gary Gygax in the April 1975 issue of the Europa fanzine. Gary lays out a 5 step process for building a new fantasy campaign. I think it's fair to say that this 45 year old piece of ephemera isn't the immediate source of most blogger's participation in the challenge, though.
 
 
 
 
Initial credit goes to Charles Akins from Dragons Never Forget. Charles is the one who found the long-forgotten Gygax article on the Internet Archive and shared the link with the blogosphere. Charles is also the one who called this worldbuilding method "Gygax 75" and threw down the gauntlet to make it into a blogging challenge.

 
The Gygax 75 challenge is a 5 step process that's supposed to take place over 5 weeks. Dragons Never Forget describes these in much better detail than me, laying out the parameters of the challenge, but permit me to at least briefly outline them.

Week 1 - decide on the thematic basis of your campaign and pick out some inspirational materials that you can refer to whenever you need help populating your campaign with details

Week 2 - draw a region map of the wilderness adventuring sites that will surround the dungeon that will form the heart of your campaign.

Week 3 - draw your dungeon! in one week! Gary recommends starting with some overview planning to pick themes, monsters, and architectural oddities for each dungeon level, and then setting out to draw and key the first few levels. in a week! I would argue this should be an 8 week challenge, with week 3 devoted to planning and perhaps mapping, and weeks 4-6 given to keying levels 1, 2, and 3.

Week 4 - design a "home base" for your players, replete with factions, NPCs, and rumors so your players can engage in social intrigue in between trips to the dungeon.

Week 5 - design the larger world around the starting region. you don't need a detailed map of the whole world, but you should know the other regions that can be reached from the current one (either by overland or magical travel) so that you can start writing rumors to entice your players to travel to them.
  

The Gygax 75 Challenge Introduction - Charles links us to the original Europa article and provides links to his other posts in this series.

1 The Setting of the Campaign - summarizes Gygax's worldbuilding advice and lays out his own campaign inspirations, setting the stage for post-apocalyptic science-fantasy.

2 The Map Around the Dungeon - Charles creates his starting region, the Valley of the Three Forks.

3 How to Build the Gygax 75 Dungeon - summarizes Gygax's dungeon-creation advice. pick your themes, place your setpiece treasures and encounters, then write or borrow random tables and procedurally generate the rest.

3 Dungeon Level 1 - the top dungeon level is a ruined, abandoned temple

3 Dungeon Level 2 - the next level features a hall of statues and a giant chamber full of pools

3 Dungeon Level 3 - a prison level, with an exit leading down to allow for further expansion

4 The Local Town and All the Trouble - Charles goes over Gygax's town-building advice and comes up with a list of neighborhoods and the most important shopkeepers in each one.

5 The World Plan - describes three important factions that will be encountered outside the Valley

0 Conclusion and Links to Other Challengers - Charles once again encourages us to take up the Gygax 75 challenge, and points us to Viridian Scroll and Beyond the Gates of Cygnus.
 
 
 
 
As is often the case in these kinds of situations, the person who created the challenge and the one who popularized it are not the same person. Credit for successfully spreading the word goes to Ray Otus of Viridian Scroll. If you've seen another blogger taking on the Gygax 75 challenge, they've likely been directly inspired by Ray. If you've seen a single-link version of the challenge, it's probably been to Ray's free pdf version on itch.io. Ray fully credits Charles, but Charles inspired a couple bloggers, while Ray inspired at least a dozen. I should note that Ray's pdf contains both more detailed instructions and a workbook to follow along in, so the work he put into the presentation might explain his greater success in popularizing the challenge.

As we'll see in a minute, Ray and JJ from Beyond the Gates of Cygnus did the challenge at the same time and recorded several episodes of the Plundergrounds podcast about their experiences.

0 The Gygax 75 Challenge - Ray describes the premise of the challenge and links back to Dragons Never Forget and Europa.

1 The Gygax 75 Challenge Week 1 - gathering together inspiration, Ray envisions a world where Iron Age humans in city-states reside uneasily alongside communities of monstrous humanoids.

2 The Gygax 75 Challenge Week 2 - Ray sketches and then finalizes a vibrantly-colored map of a desert region, Timuria, the Land between Two Rivers.

3 The Gygax 75 Challenge Week 3 - more iterative sketching results in a single dungeon level based loosely on a Hindu temple. 

4 The Gygax 75 Challenge Week 4 - released more retrospectively than the others, this one covers setting up the town of Addak, which matches the vaguely Babylonian naming scheme of the other cities.
 
 
 
 
Over at Beyond the Gates of Cygnus, Cinderella Man JJ used the Gygax 75 challenge to create a setting for a Delving Deeper campaign.

0 Creating a Delving Deeper Campaign in 5 Easy Steps - JJ announces the start of the challenge, which he's completing simultaneously with Ray Otus from Viridian Scroll.

1 The Overall Setting - in addition to using the Delving Deeper rules, this setting will be inspired by the band Rush.

2 The Starting Area - a town called Willow Dale, a Necromancer's tower in the heart of dead forest, and the River Dell leading to the Down Mountains.

3 The Dungeon - JJ creates the most important details for the Necromancer's tower dungeon.

4 The Home Base - the basic features of the town of Willow Dale.

5 The World - more Rush albums are brought in to help define nearby regions of the gameworld.
 
 
 
 
The Plundergrounds podcast is a collaboration between Ray Otus and JJ. In addition to taking the challenge at the same time, Ray and JJ met once a week to compare notes and talk about their worldbuilding progress.

1 The Gygax 75 Challenge Week 1 - introducing the challenge and comparing sources of inspiration.

2 The Gygax 75 Challenge Week 2 - drawing the starting area maps.

3 The Gygax 75 Challenge Week 3 - starting dungeons that will continue being updated over the next couple weeks.

4 The Gygax 75 Challenge Week 4 - working on the starting villages.

5 The Gygax 75 Challenge Week 5 - thinking about the wider worlds, and looking back on the challenge.
 
 
 
 
Not everyone who starts the Gygax 75 challenge decides to finish it. Most people, in fact, seem to stop after a couple weeks. The next person I found who started the challenge was Italian blogger Omnia Incommoda Certitudo Nulla. They were apparently inspired by a post by Shane Ward on a message board called OSR Pit

1 Gygax 75 Challenge Week One - the starting pitch here is for a campaign world inspired by The Hobbit, but also by Dracula and The Rocky Horror Picture Show.

2 Gygax 75 Challenge Week Two - a starting map, largely without features, and a wandering encounter table emphasizing human antagonists like duelists, cultists, and bounty hunters.
 
 
 
 
Shane Ward from 3 Toadstools Publishing was the first person I saw who took up the challenge because of finding Ray Otus's itch.io. He got scooped from being the first person to start it without a personal connection to Ray because he managed to inspire OICN to try the challenge before starting it up himself.

0 The Gygax 75 Challenge - Shane announces the challenge and starts brainstorming, drawing on ideas from Piers Anthony and fantasy botany.

1 The Gygax 75 Challenge Week 1 - a more developed start to the setting, inspired by Xanth, Shanara, and Disney's Robin Hood.

2 The Gygax 75 Challenge Week 2? Sorta - Shane begins drawing a region map, listing possible encounters, and thinking about character classes
 
 
 
 
Verbum Ex Nihilo also briefly attempted the challenge.

0 The Gygax 75 Challenge - about the potential benefits of structure and deadlines in worldbuilding, with the challenge as one way to impose them.

1 The Gygax 75 Challenge Week 1 - about the process of selecting a notebook, creating a mood board, and attempting to conquer writer's block by looking for structures to build one idea off another.
 
 
 
 
Dave from Blood of Prokopius was the next to complete the challenge. Dave comes in with his own ideas and methods for creating sandboxes, keying dungeons, etc, so an interesting part of his commentary is about trying to set his own approach aside to try it Gary's way (as interpreted by Charles and Ray).

1 The Gygax 75 Challenge - introduces Dave's inspirations, science fantasy pitting the forces of Heat & Light against the forces of Cold & Dark.

1 Laser Guns and Plasma Swords - defends adding scifi weapons to this particular fantasy setting.

2 The Gygax 75 Challenge Part 2 - Dave draws a fantasy map loosely inspired by Kyrgyzstan, starts stocking his sandbox, and creates a very Lost World random encounter table full of dinosaurs and cavemen.

3 The Gygax 75 Challenge Part 3 - a general plan for a dungeon of caves atop a glacier atop a crashed alien spaceship.

3 The Gygax 75 Challenge Part 4 - keying the dungeon with monsters and treasures, and writing a wandering monster table.  

4 The Gygax 75 Challenge Part 5 - Dave names his starting city Darkport.

4 The Gygax 75 Challenge Part 6 - Dave creates a random name generator to name two shops, and observes some differences in the equipment lists of Basic and B/X.

4 The Gygax 75 Challenge Part 7 - human and elven factions for Darkport.

5 The Gygax 75 Challenge Part 8 - Dave builds out his world by adding three more factions and developing a key NPC for each.
 
 
 
 
King Brackish actually attempted the challenge twice, first starting it on Tomb of the Wandering Millennial (apparently inspired by Verbum Ex Nihilo), and then restarting and finishing it on Brinehouse.

1 Gygax 75 Challenge Week 1 - Brackish proposes a setting inspired by Berserk and Dorohedoro, among others.

2 Gygax 75 Challenge Week 2 - the city-state of Evangelos, surrounded by the Blackmange Forest and the Sancana Steppe, and a random encounter table full of megafauna, necromancers, and skeletons.

1 Gygax 75 Challenge Redux Week 1 - Brackish restarts the challenge with a similar, though not identical list of inspirations.

2 Gygax 75 Challenge Redux Week 2 - a new region map with the port city of Dis on the coast of an ocean, surrounded by three distinct forests. the new random encounter table emphasizes boars, wolves, dragons.

3 Gygax 75 Challenge Redux Week 3 - Brackish outlines the three-level Temple of the Swine God.

4 Gygax 75 Challenge Redux Week 4 - the village of Mun, along with 10 shops and 5 NPCs.

5 Gygax 75 Challenge Redux Week 5 - more worldbuilding, including a sun god, rumors of dragons and falling stars, and religious-themed magic treasures.
 
 
 
 
Andrew Sawyer from Seven Deadly Dungeons is the last person on my list to finish the challenge. 

1 Gygax 75 Challenge Week 1 - Andrew's plan involves creating a fantasy postapocalyptic Meso America.

2 Gygax 75 Challenge Week 2 - the region contains an active volcano, a ruined city, and several places where ghosts are on the haunt.

3 Gygax 75 Challenge Week 3 - Andrew has a pretty cool dungeon concept here. the whole complex is a superweapon meant to kill angels. the top level is filled with ghosts, the middle is a star chart that functions as the weapon's targeting system, and the bottom level is a site for the blood sacrifices needed to power the weapon.

4 Gygax 75 Challenge Week 4 - NPCs from the character's home base, all of whom have terrible injuries, which is presumably meant to communicate something about the danger of this place.

5 Gygax 74 Challenge Week 5 - encounter tables for three terrain types.
 
 
 
 
I've noticed religious themes, and especially postapocalyptic settings have come up in several of these challenges. Justin Hamilton from Aboleth Overlords picks a decidedly Biblical apocalypse to set his game in the aftermath of.

1 Gygax 75 Challenge Week 1 - human civilization has returned to a late bronze age in the aftermath of a Deluge that drowned the world.

2 Gygax 75 Challenge Week 2 - the setting gets a name, Umbroea, along with a list of villages, geographic features, possible dungeons, and encounters. 
 
 
 
 
I'll admit that Liche's Libram's Tlon setting is the one that excites me the most out of all of these. It's one that they were working on before, and seemed to use the Gygax 75 challenge as a way to continue building out their setting. Tlon reminds me of Dying Earth fiction, but transplanted from Earth to a Dying Mars.

1 Tlon Week 1 Gygax 75 Challenge - an overview of the setting's themes. everything is old, civilization is crumbling, water is the most important treasure.

2 Tlon Week 2 Surrounding Area - a visually compelling map, accompanied by descriptions of two cities, a couple geographic features, and a necropolis.
 
 
 
Rob Magus from Penny Ventures decided to make a setting in the aftermath of a cyberpunk apocalypse. I like the image he conjures of whole forests of solar-panel trees.

1 Technoccult Gygax 75 Challenge Week 1 - the opening setting pitch. images of demon-haunted computers and ghost towns of still-functional neon lights.

2 2d6 Electric Devil Skeletons Gygax 75 Challege Week 2 - locations for the Technoccult setting and a random encounter table with a number of undead cybernetic monsters.
 
 
 
Like Liche's Libram, The Eternal Slog was already working on their Zorn setting when they discovered the Gygax 75 challenge, and started it as a way to do a bit more worldbuilding on an ongoing project.

1 G75 Challenge Week 1 Zorn - the setting here is a previously undiscovered island that rises out of the ocean in 1936 on the even of WWII. various countries send explorers to the island to plunder its ancient occult treasures to use in their war effort. a pretty solid pitch!
 
 
 
 
Jim from d66 Classless Kobolds is an interesting case to me. He published his Weird North game in August 2020, then started the challenge in October to start making a campaign setting for the game.

1 The Conceptual Beasts of the Weird North - human Vikings on an alien planet that resembles Earth's arctic north, full of ancient tech and extradimensional visitors.

2 The Dank Morass A Swampcrawl for the Weird North - a rather nice-looking pointcrawl map and a random encounter table full of dinosaurs and robots.
 
 
 
 
Mihau from Fractal Meadows of Reality started the challenge to work on a far-future alien world setting. One interesting thing about going through these challenges is getting a chance to see where the current campaign setting zeitgeist is at. Science fantasy, post apocalypses, aliens instead of demihumans, and magitech meets stone-age all seem to be en vogue right now.

1 Attempting the Gygax 75 Challenge Week 1 - inspiration from videogames and an online art book that looks very cool to me. humans and aliens on a distant world ruled by satellite gods.

2 Gygax 75 Week 2 Plains of Eyes and Hands - the Ascendancy of Teal arcology sits aside the Plains of Salt, and an encounter table full of megafauna and cavemen.
 
 
 
 
Phoe of Magic Trash is the most recent person I've spotted to start the challenge. His proposed setting is inspired by extremophile biology and vernacular architecture - a winning combination as far as I'm concerned!

1 Gygax 75 Week 1 - no humans, no humanoids, only talking animals and extremophile aliens, each building unique cities.

2 Gygax 75 Week 2 The Legend of Gygax's Gold - a few points of light in the wilderness, with attention given to the architectural style of each place.