Showing posts with label Weird North. Show all posts
Showing posts with label Weird North. Show all posts

Monday, December 4, 2023

d66 Classless Kobolds Linktree (of sorts)

Hello! 

As of Summer this year, I have changed jobs to work as a middle- and high-school Humanities teacher for a classical Christian school. As such, I am constantly buried beneath looming stacks of Great Books written by all of the best old dead guys. Translate that to blogging, and I have increasingly less time to update here than I would like. I mentioned that a while back during a season of overall transition, but here I am, still trying to keep RPG projects on the back burner without them burning or going sideways. 

Stepan Alekseev; possibly casting a charm over my blog to revivify its consistent content updates...

What dawned on me earlier is that I have had a lot of projects and podcast appearances and such which have been lost in the shuffle over the last few years, so I want to take a brief moment to collate my blog highlights in one place. I will endeavor to update this over time as new items are added.

Saturday, September 3, 2022

GloryHammer as Weird North Canon

I once assumed the chaotic and majestic musical universe of GloryHammer was the default setting of Dungeon Crawl Classics, but the more I think about it, the more it could reasonably fit in the Weird North canon without issue.


What do you think?


Friday, July 15, 2022

Weird North is now available IN PRINT!

Title.

With the excellent aid of Jacob Marks, Weird North is not only formatted for print (finally, I know, I know) but already available for purchase from Lulu.com as a high-quality stapled softcover digest book. It's quite nice. As always, "WELCOME15" should work as a discount code, or the other various-and-often discount codes which Lulu spits out on the regular.

Storefront Link

Friday, April 29, 2022

Three Statlines for All NPCs

Jack made it clear that you can just use bears

I utilize this all the time in general handwave fashion, but when I specifically run Into the Odd/Weird North/Cairn/Monolith etc, I've landed on a three-tier measure of NPC power so as to better represent varying tactical levels of possible encounters. It's not rocket science, and it's not perfect, but it's what I do and it's been nigh-on effortless for me for years now.

There are three NPC statlines, and that's it. Ever.

Obligatory image because blogpost. Also because Stepan Alekseev. Artstation.

Friday, December 17, 2021

Weird West, or Some Hoot-Hollerin' Hijinks for Weird North

Mood Music

Far from the titanium citadels of the Necrothanes, the unblinking gaze of the Blood Moor obelisks, and the shadow of the dinomancer-ridden Dank Tower, a tumbleweed ambles like an aimless toddler across sun-choked plains of brittle soil. The world has changed so many times, shedding its skin like a desert rattler. What is old is new, what is new is old, and nothing is saved from the long finger of the weird. 

Falls of the Colorado Chiquito

Weird North is a setting. It is a cracked world. An old world. A new world. A place somewhere in the acid fantasy dreams of Jack Vance's cat who had to put up with years of listening to the author prattle on just so. Weird North is a cheater's setting, to be entirely honest. It makes sense in consistent meta terms, at least as far as shared history or global effects and parameters are concerned, but it is still a cheat. A cheat, because frankly neither I nor my players really care that everything must make perfect sense. Perhaps some call this gonzo, perhaps some call this amateur. Perhaps, well, perhaps I don't have much vested interest in what most folks think about my mental gymnastics. The Post/Post/Post Apocalyptic genre is a toolkit and sandbox fit for the kings of recess playgrounds and Saturday morning cartoons. It is, at least, useful for my daydreams.

Monday, December 7, 2020

My Interview with Alone In The Labyrinth

Short but sweet, Sofinho invited me to his podcast for a chat about my history with board and roleplaying games; Free Kriegsspiel and whatever the heck it means; the beats behind Any Planet Is Earth, Weird North, and Galaxy Far Away; and playing RPGs with little kids. All of this led to a larger conversation about imagination, it's training, and how to lean into it with new and old players alike.

The JIMTERVIEW

I make this post mostly to add the clarifier that DJ Kool's "Let Me Clear My Throat" is my headcanon theme song for Svarku the Efreet from Hot Springs Island, presumably surrounded by breakdancing combustarinos. That's all.

Friday, November 13, 2020

The Dank Morass: A Swampcrawl for Weird North

So, the Gygax 75 bit is supposed to be weekly. Well, this second installment of my attempt is, uh, monthly. I blame my infant, my seminary degree, and Hearthstone*. That's at least a start.

With the help of my son, Ted (who has starred in all of my RPGs With Kids posts), I put together the first of what I hope to be multiple regional maps/crawls/supplements for Weird North. A while back I pitched him "a spin on the Dark Tower," which, of course he doesn't know about, given that I don't recommend suggesting Stephen King novels to children. He thought I said "Dank Tower," and stuck with it. It cracked me up, so I decided, yeah, Dank Tower, in some awful swamp filled with dinosaurs and relics from a bygone era. The Dank Morass was born, and now I will attempt to translate it here for your rudimentary use as I slowly hone it for my own purposes. So, well, I guess this is my second offical "Gygax 75" post. Hoo boy. 

It's dank. Dank.

Monday, October 12, 2020

The Conceptual Beats of Weird North

Okay, so Ray Otus' throught-provoking Gygax 75 came out in April of this year. I was very intrigued by it, but didn't really have the time to commit. Now, with a bit more breathing room, I'm going to go for it week-by-week as a think-out-loud process of expanding the implied setting of my own Weird North. The world is assumed to be ancient, strange, and filled with layered mystery. 

1. Get/create a notebook

  • I'm using this blog for this purpose. Yes, I have and enjoy many moleskine journals, but when I write creative notes on paper they tend to disappear, get ripped in half, or outright eaten by toddlers.

2. Develop your pitch

  • The world is very, very old 
    The planet itself is ancient. Dozens of world-spanning civilizations have come and gone. The current populace mostly doesn't realize it's number X in a long line of successful occupants of the world. Bizarre and inscrutable relics from past eras are buried in the earth, or stick out of hills at random. Magic and technology are cruel and indistinguishable.
  • Many realms have links to the land
    Portals abound. Whether magical, mechanical, or entirely inscrutable, the landscape is perpetually connected to out-world, demiplanes, extant planets, and spiritual realities. Portals might be obvious (blazing gateways in plain sight) or obscured (crawl into that tree root and take a left).
  • Human power centers are not alone
    Many human outposts and lesser kingdoms have scratched out a living in and on the world's surface levels, but cabals of snakepeople, demon overseers, and eldritch abominations hold sway over the greater politics of the landscape whether by obvious or covert means. Every local plot tugs on strings leading into the shadows.
  • Magic is corrupting 
    There wasn't always arcana in the world. It came from outside. As the eons churned, more and more strange energy seeped into the planet itself, whether by portal, occult influence, or mechanical summons. There are extant masters of magic, but not one of them is human. Humans can't handle much magic before they begin to lose their humanity.
  • Mercenary ambition is the norm
    With apocalyptic events having peppered the world several times over, no one makes many lasting plans. Kingdoms are small or nomadic. Villages are transient. Artifacts, outsiders, and the planet itself are armed, dangerous, and paradigm-shifting. Everyone survives, no one thrives.

Friday, September 11, 2020

Weird North is LIVE

When Eclectic Bastion Jam was announced back in July, I decided I wanted to try my hand at writing a full-scale RPG hack based on Into the Odd. I'm all for pulpy fantasy like Conan the Cimmerian, Fahfrd and the Gray Mouser, and Dying Earth, so I set to work putting together a proper Sword & Sorcery hack of the Bastionland family of games.

At forty-five total pages, Weird North is a stripped down ruleset which is easy to learn, use, and adapt. 

- A simple but punishing inventory and encumbrance rubric forcing tough choices about treasure and lackeys.

- Corrupting magic with a chance to turn your players into snake people, demons, and eldritch pillars of otherworldly strangeness.

- More than a dozen generators for dungeons, warbands, pocket realms, NPC problems, and occult rites.

- Six archetypes for players to delve into the flavor of the world, such as the grave-robbing Sepluchrite, the weapon-mastering Contender, and the rat-controlling Dirtfriend.

- Genre-focused public domain art, clean layout, and a magnificent character sheet designed by Cosmic Orrery.

You can download the PDF in pages and spreads, the plain text rules under CC-by-SA 4.0 sharing, and character sheets in A5 and Letter size for $6.00 at DTRPG and itch. The DTRPG page has a preview of everything but the generators and gear lists. The full description is below.

Wednesday, August 5, 2020

(hopefully) Simple and (possibly) Universal Player Advice

As a short, sweet follow-up to yesterday's post on pared-down and generic referee advice, here are seven short maxims for players in any adventure game. Regardless of genre, these ought to prove helpful for framing the expectations of your game and either softening the crunch of tenured veterans or quickly bringing new players up to speed.

Stepan Alekseev, "50"

Agency: Attributes and related saves do not define your character. They are tools. Don’t ask what your character would do, ask what you would do. Be creative with your intuition, items, and connections. 

Teamwork: Seek consensus from the other players before barreling forward. Stay on the same page about goals and limits, respecting each other and accomplishing more as a group than individuals. 

Exploration: Asking questions and listening to detail is more useful than any numbers, items, or skills you have. Take the referee’s description without suspicion, but don’t shy away from seeking more information. There is no single correct way forward. 

Talking: Treat NPCs as if they were real people, and rely on your curiosity to safely gain information and solve problems. You'll find that most people are interesting, and will want to talk things through before getting violent. 

Planning: Think of ways to avoid your obstacles through reconnaissance, subtlety, and fact-finding. Do some research and ask around about your objectives. 

Ambition: Set goals and use your meager means to take steps forward. Expect nothing. Earn your reputation. Keep things moving forward and play to see what happens. Pull the lever.

Violence: Fighting is a choice, and rarely a wise one; consider whether violence is the best way to achieve your goals. Try to stack the odds in your favor, and retreat when things seem unfavorable.


Monday, August 3, 2020

(hopefully) Simple and (possibly) Universal Referee Advice

While pumping out more copy for Weird North (Into the Odd/Electric Bastionland hack for the Sword & Sorcery genre), I've tried to keep my referee advice as succinct and helpful as possible. Adages, not block text. Suggestions, not a manual. Common sense, not overwrought pedantics. Hat tip to Chris McDowall for spearheading many of these concepts for the thick-skulled and slow-brained, like me.

I adore Stepan Alekseev's art. That is all.

Tuesday, July 21, 2020

Six Weird North Archetypes for Bastionland

With BastionJam ongoing, I'm working on a full sword & sorcery hack of Into the Odd/Electric Bastionland. I'm calling it Weird North, and it is inspired by various pulpy picaresque tales, as well as my deep-diving into the monolith that is Astonishing Swordsmen & Sorcerers of Hyperborea (2nd Edition). As to the latter game, it's too crunchy for my taste (though I'd totally still run and play it!), but the flavor is on point. The gazetteer in the back, alone, is a goldmine. But, my preferences being what they are, it's Into the Odd or some close derivative just about every time, so that's the mechanical mold into which I'm pouring this atmospheric pulp novella goodness.

Armor, Odilon Redon
Jason Tocci and I discussed on the Bastionland Discord recently that we were both tinkering with soft classes/soft progression for Chris McDowall's games--not so hard that it forces some abstract compartmetalization of the game, but just enough to carrot-on-a-stick players in different directions through organic means. Then we both chuckled as Chris simply posted a more refined version of the same idea himself with Paralegal Bastionland. Kudos to Chris, as it's his game after all! Paralegal Bastionland affords a concise, actionable template for similar ideas, so I've decided to directly adapt it to Weird North.