Monday, August 12, 2024

D&D 5.24 Backgrounds - broken

Hot take:  D&D 5.24 Backgrounds are a broken kludge of a system that does nothing more than shift the sin of racism to classism.

In the case of D&D it's actually Classism, as in Character Class.

In order to avoid (but not eliminate) the specter of racism from our beloved game, the creative team made two decisions: one as an overcorrection and the other as a half-measure.  

The overcorrection was renaming the classic D&D Races as Species and eliminating the half-races such as Half-Orcs and Half-Elves.  It's actually a minor overcorrection. Species is entirely too scientific of a term for a fantasy-based game and sticks out like a tiger in a pride of lions, and the elimination of half races does nothing but piss off more people  than it placates (including those who found these half-races as representational of being a misfit of any stripe as opposed to being problematic) for no benefit to anyone, which I guess you could say makes it the ultimate compromise.  But the overcorrection isn't the point of my analysis.  It's the half-measure correction.

The half-measure was shifting the Attribute score bonuses that were formerly attached to which 5E Race one picked, be they +2/+1 or +1/+1/+1.  Typically, people use these bonuses to enhance their Character Class choice, and for that reason in order to play a certain Class, you were naturally inclined to only pick the Races that enhanced the primary Stats of your aspiring Class.  Want to be an archer or a thief?  Pick the Race that enhances your Dex.  Want to be a spellcaster that needs hit points and concentration for your squishy ADD self?  First you have to pick a Race that enhances your Intelligence and your Constitution.  Good luck with that - your only choice is Rock Gnome.  This is what is called bio-essentialism.  WOTC was right to decouple Attribute bonuses from Races for both moral reasons and mechanical reasons.  It stifled creativity across the board and had no added benefit.  In fact, they should have just eliminated them altogether and had people pick from the standard array or use the classic random generation (4d6-lowest, reroll 1s, arrange to taste, being my preferred method since 1980), but I digress.

Instead they implemented a half-measure. (Ironic that they should implement a half-measure while simultaneously eliminating Half-Races.  Irony tastes delicious, but it isn't always good for you.) Now Stat bonuses, instead of being completely decoupled and free-floating, are now bound to Backgrounds.  An oft-neglected and mostly-useless facet of character creation, Backgrounds usually gave you a couple Skill proficiencies and a minor beneficial quirk for role-playing enhancement like getting a free round of drinks if you met another Pittsburgher in the one Steelers bar in Denmark - yes, they and it exist, but chances are you'll never visit it.  It's so miniscule of a bonus, it's the quark of quirks.  

Backgrounds are supposed to represent your character in the Before-Times of being An Adventurer.  Be it a Farmer or Criminal, Sage or Urchin (oh wait, sorry, Wayfinder - puh-leeze) these limited options of limited importance frequently represented either your social class or professional trade (or both) in the prescribed milieu of civilization, which like the Background feature, the players, and player-characters, never revisit or refer to again except once in a blue moon, like using trigonometry from your junior year of high school after you've declared yourself an English major and a math problem involving sines and cosines is the key to solving a murder mystery in your wanna-be Agatha Christie first-novel.  And don't get me started on the wanna-be Myers-Briggs personality traits of Flaws, Bonds, et. al. (intimately tied to your class and trade by the way - also problematic and also eliminated - but I don't think it was eliminated for any upstanding moral reason).

So in order to give Backgrounds some mechanical weight (i.e. a reason to even frakkin exist as a formal thang in an RPG), in addition to the skill and tool proficiencies you now have your Stat bonuses tied to your Background (in addition to a 'new' concept called an Origin Feat - more on that later). Why they made this choice, I don't know.  Evidently something in your Background (as opposed to the Foreground - more on that again later) enhanced the two defining Attributes that you'll eventually need the most for your life as an Adventurer as you abandon civilization and the stifling constraints of law and order, despite the fact that your life has evidently prepared you perfectly for your station in life as a Farmer or a Sage.  (In other words, you're a spoiled brat who took a skip-year to Europe to practice your five years of expensive prep school French and never left Paris for the next decade.) Or maybe they just thought Stat bonuses needed to go somewhere and weren't allowed to exist as its own separate thing, because that would be too many steps and decisions.  If that was the case, they've failed miserably, because now you have to take not your Race into account, but your societal Class (Background/Trade/pick-your-moniker) when it comes to picking your character Class, and if you pick incorrectly, it's supposedly a good thing, because we all know that constraints are frequently great for spurring creativity.  Newsflash:  while the latter is true, these presented Backgrounds aren't artificial restraints; they're design flaws.  The Backgrounds that you would pick for the Stat bonuses also frequently give you skill proficiencies that you already get when you choose your Character Class. So all they've done is trade one stereotype for another, shifting the blame in poor game design choices from Race to (Societal) Class.

This is further compounded by the inclusion of Origin Feats, also tied to your Background.  When I was first introduced to D&D 3.5 (which was not my first exposure to D&D - I've played since the Blue Book days beginning in 1980) I asked my DM Joe (R.I.P my dear, sweet, Archivist) WTF are these Feat thingys?  His answer is something I took to heart and mind and keep with me to this day.  Feats are formal breakings of game mechanics, canonical exceptions to a rule found in your Race or Class that let you do things such as express a magical flavor where you had none (sub-classes weren't a thing yet) or go twice when you could normally only go once.  Awesome!  I was allowed to add mayonnaise to my hotdog without someone giving me side-eye.  For reasons both formal and informal, getting a Feat at first level in 5e became the default for most players (and the Racially superior customizable Humans because demihumans don't just don't come custom, like windows), despite Feats being an optional rule (that supposedly nobody played, even though everybody did - it just didn't register on D&D Beyond because the coolest Feats were locked behind the paywall that nobody paid.  Instead of reading tea leaves or coffee grounds, WOTC evidently reads farklies).

I'm not against Origin Feats at all.  I think they're wonderful, actually.  Before 3rd level, every Cleric is like every other Cleric, and at 3rd level, every Tempest Cleric is like every other Tempest Cleric.  Feats are mechanically intriguing and exceptionally flavorful.  That's what they're designed to be -  wonderful exceptions, not standardized rules.  But in their infinite lack of wisdom, what they've done by tying them thematically to Backgrounds is make them Standardized Rules.  Now, stereotypically, you'll get Sagey Stats, Sagey Skills, Sagey Feats and Sagey Tools.  Fine, if you want to be a Magic User.  It wouldn't be so bad if it weren't for the fact that the Stat array you're offered only speaks to your probable primary Stat and ignores your probable secondary Stat, and that the Skills you get from Background overlap with the ones you got when you picked your Class (which you now do first instead of last in some strange nod to Back to the Future, I suppose), necessitating the extra steps of unpicking it from your list and picking another skill if any are available.  Real efficient, that.  

It also doesn't help that the Origin Feats are horribly unbalanced right out of the gate.  Now everyone is encouraged to pick Musician so they can play two instruments and hand out Ecstacy pills to their fellow party members all day long.  WOTC evidently wants everyone to be grunge rock garage band where everyone gets their one round solo and a round of applause.  They are in Seattle after all, so I guess it fits.

That, my friends, is Classism.  It's so much more acceptable than Racism, don't you think?  Not.

"But wait!" you say (go ahead, say it), "custom Backgrounds were promised and are coming in the DMG!"  Yes, they are.  And it doesn't take a genius to extrapolate how they'll work (unless they manage to screw that up, too).  To create a custom Background, at the mechanical level, you'll pick 1 Tool proficiency, 1 Origin Feat, 2 Skill Proficiencies and create a pool of 3 Attributes from which you'll most likely only need two, but one should be kind and think of others who might be interested in also picking this Background (even though those people probably don't really exist, because they'll use it but tweak it themselves anyway).  This is all subject to DM's approval of course (couched in the phrase 'in collaboration with your DM.'  Newsflash - it's not a collaboration, any more than your hokey idea to open a Red Hots lemonade stand out of the back of your mom's minivan is a collaboration when she emphatically says no.)  "This opens up an infinite number of combinations when you create your Background!"  Well, it's not infinite, but it might as well be, as the number is pretty large.  Here's the math (pool size for each calculation is based on a guesstimation of the actual number of elements):

a set of 3 Attributes out of a pool of 6: 120 total (6 * 5* 4)

a set of 2 Skills out of a pool of 16 (minimum): 306 total (16 * 15)

1 toolset Skill out of 24: 24 (minimum)

(There are actually multiple tool subsets, but it's not necessary to be exhaustive here)

1 Feat out of 10 (minimum): 10 total (I presume that there will be more Feats in the future)

Grand total combinations = 120 x 306 x 24 x 10 = 946,080 (and that is a minimum).

So what's the problem? It's too large to have any meaning as a "Background," let alone not addressing the problem of coming up with enough adjectives to use as categorical labels (such as Farmer or Sage).

Backgrounds are basically a form of Typology, as one would see in something like the Myers-Briggs Type Indicator or some interpretations of the Big Five Personality Traits. Too few Types and you risk stereotyping. Too many and it ceases to have any applicability or meaning. The MBTI describes 16 basic Psychological Types. For some, that's too few and they feel 'boxed in' by the descriptions. Those 16 Types are a result of the rules of how the basic 8 attributes in Jungian psychology (called function-attitudes) are arranged in order of preference, and only focus on the top two as being meaningful to discreetly describe the differences between the Types. Unshackle the theory from those rules and you get a result of 40,320 combinations (8! or 8 factorial or 8 * 7 * 6 * 5 * 4 * 3 * 2 *1). Pretty big number, but not exactly unmanageable. Much more manageable than 946,080, don't you think? Rather than being prescriptive, it becomes descriptive only to a point when the numbers are that large, if you know how to massage the language, but you better have a pretty good command of the language.

[Interesting side note: If there are 8 billion people on the planet, you would effectively have the same MBTI psychological profile as 198,413 other people on the planet using the unshackled theory.]

But it's also not the point.  If you have that many combinations (in Typology or Backgrounds), the terms Type or Background become nominal, and if Background can mean anything to anybody, it quickly means nothing to nobody, because who would use it?

Including the Stat bonuses in the Background is also a problem of mis-application.  One could choose not to pick the optimized choices for your +2/+1, but why would you hobble yourself out of the gate when the difference between a +2 and a +1 bonus from your primary Stat is so important so early in the game?  For the interesting narrative purposes of being an underdog?  That stands a pretty good chance of being a very short story indeed.  Putting the Stat bonuses in the Background is the wrong place to put it.  It belongs in the Foreground (see? I finally got around to addressing that term I mentioned at the beginning).  That Foreground (the present, not the past) is when you choose your Adventuring Class.  Narratively, those bonuses represent either the training you underwent to become that Class (something that was part-and-parcel to early versions of D&D where leveling up required some narrative backup, and has been lost in this era of video game glow ups as leveling).  The level-up you get from being a level 0 character to a level 1 character are those Stat boosts.  Again, Foreground, not Background.  So let's remove them from the equation:

(306 skill combos) x (24 toolsets) x (10 feats) = 73440.  Much better, but not enough.  It's roughly double the theoretical maximum number of Jungian Types, especially if you include the toolsets that I didn't.  Let's take out the number of Origin Feats (10) since they're exceptions to the Rule, not a function of the Rule of Backgrounds.  Now we're down to 7334 skill and tool set combos.  If you squint hard enough it sounds an awful like a Trade or Profession if you ask me.  One could easily say that there are at least 7334 different kinds of Jobs in a neo-medieval setting if you got creative.  It is Fantasy after all.  But why bother?  There's no added benefit to making them up.

So at this point we have pretty much deconstructed any reason to have Backgrounds as a mechanical benefit or a step in the character creation process.

This post is long enough for today.  I think there's a great system out there that also eliminates any vestiges of bio-essentialism and racism and classism, and that's the Heritage system by Ghostfire Gaming that is currently being playtested and has appeared in a previous form in their Arora setting.  It could also eliminate the steps of choosing skills and feats above by combining them with the Heritage system, which was develop to replace the Races throughout 5E, creating a much more rich and robust system.



Wednesday, July 10, 2024

Kraken vs. Kraken

This post is how I used a Reverse Storyboard technique to choreograph the encounter.  

The scenario?

Kraken A is attacking our Adventurer's ship, the H.M.S. Intrepid,

but then another Kraken (B) starts attacking A, leaving the ship caught in the middle.  

It wasn't until I was done setting up the scene that I realized it parallels the plot of the 1979 movie, Kramer vs. Kramer (which, ironically, I have never seen).  

So the title of our movie is (drumroll please...)

                                
          Kraken          
              vs.              
          Kraken          
                                

(not a spike lee joint)


KvK:  The Climax ... and the beginning?


You may ask yourself "How did I get here?"

To begin the process, I took all the parts and pieces that I had assembled and put them ALL on the board.  I included all the extra critters just to see how many could fit on the board.  (When I was a little kid, this is how I frequently played with my Fisher Price Little People sets and later my Star Wars toys)

One piece of advice I heard from an author was "write the ending of a book first, then reverse engineer how you got there throughout your writing process."  I'm going to use a variation of that advice with all of the pieces - keeping in mind that I want to trick the party into thinking that they're fighting one Kraken until it's too late.

Step by step, I removed pieces from the board, reversing time.  Then I snapped a picture.  
Removed another piece.  Snapped a picture.  
Wash, rinse and repeat until only one piece was left on the board - the Beige Shark.  
To establish the timeline of the encounter, I then reversed the sequence of pictures 
so it shows the buildup from an empty field to a very crowded one.  
If you want to see the original order, go to the bottom of the page then scroll up.

 
 KvK Step 1: Beige Shark as Red Herring


KvK Step 2: Enter the Kraken!




KvK Step 3: 2 arms, 1st attack



KvK Step 4: 3 arms, 2nd attack


KvK Step 5: 3 arms, Head & Claw



KvK Step 6: 4 arms, Head & Claw.  Arm vs Arm??  WTF?!


KvK Step 7 : All Hell Breaks Loose -  Kraken vs. Kraken, Salamander and Snake!


KvK Step 8:  All the pieces are on the board - but wait, where's the 8th arm?

It turns out that I forgot the last tentacle on the board (I'd left it in my backpack).
No problem - plot twist!  Kraken A lost one of his tentacles, Kraken B knows it and is looking to challenge the older male.  If your players overthink it, they'll be expecting the last tentacle for the entire encounter, possibly holding back when they don't need to.

So here is the end (that was actually the beginning) seen from three angles.




With all of these components, we're going to need help keeping track of all of it.
Next post - my next cheap project - the initiative/turn tracker!


(Starting with these cute clothespins I got at Target for 2 bucks)


Monday, July 8, 2024

Kraken Week parts

The first part of this adventure was detailed in the post Kraken Week mini.

So, one of the themes of TabulaSordida (the Dirty Slate), is that Re-cycling, Re-Using, and Re-mixing stuff is cool.  For my entire life, I've been dumpster-diving, thrift store-shopping and re-imagining my toys for something else.  This post is all about my little adventure with crafting this scenario and doing it as cheaply as possible.  I am fortunate (for me, but not my pocketbook, as cheap as it is) to live down the street from the absolute bestest craft store in the universe - The Center for Creative Re-Use, where they have shelves and shelves and bins and barrels of vintage, surplus, and second-hand supplies of, well, everything.  It is attached to Construction Junction, an equally wonderful warehouse of salvaged, vintage, and surplus building supplies.  I also visit cheap dollar stores for stuff, and we begin the adventure there, at Dollar Tree.



These 3 toys above were actually the last pieces that I purchased while buying some art supplies.  I couldn't resist the shark (30') nor the salamander (45'), nor the snake from Kung Fu Panda (5' x 10' base and 25' long uncoiled) (total cost - 3 x. $1.25).  Staining the wood pieces later is going to be fun.  There were also bags of cheap tiny multi-colored feathers there, but I'll get them next time to attach to the salamander - to turn it into a coatl-something.


At the Center for Creative Re-Use, they have barrels and barrels full of old trophies, and the parts that go into making them.  In the above picture, you see the trophy bases (10' x 15' if you care), the screws (I have a large handful of various lengths, the tallest of which is to the far right) and a ferrule, the silver piece, in which you screw the posts and then mount to the trophy base (I learned a new word today).  I got at least a baker's dozen of everything.  The trophy parts are in the bulk supplies section, so the price is measured by volume, not weight or number of items (a small gift-bag is 6 bucks, max).  But not today!  Little did I know that the trophy supplies were on Secret Sale that week.  Secret Sale?  That meant they were all free!  Seriously. Because they had such a surplus, they were thinning out inventory.  Many of the bases are traditional marble, but some are rubber and some are plastic, so lightweight.

They have bags of shells at the Craft Store too.  They'll be nice random decor and eventually I'll glue them to tiles (sized to the trophy bases, with an added hole in the center).  I'm not gluing them to the bases themselves, because then I can swap them out with other terrain that I make later.

The light-blue thingies (seen above and below) are also from the Re-Use store - in the science supplies section.  I wanted to get corks that have holes in them (I have a few from a previous visit), but they were out of them.  Instead, I found a bag of Rubber Bulbs from Fisher Scientific (used for eye droppers) - they're squishy rubber, with a hole in the bottom and are the perfect size to fit into the bottom of the finger puppets (like a finger tip), and the ferrule trophy parts fit into the bottom of the bulbs as snug as a bug in a rug. When assembled no glue, bolts or anything else is needed - I didn't even need the screws.  A bag of 24 Bulbs was 8 bucks - 33 cents apiece and I only need a dozen (for 12 finger puppets - 8 tentacles, 2 claws, and 2 brains - 2.50 apiece for a total of 30 bucks).  I'll have a full accounting of what I've spent at the end of the series.




Just below where I found the animals at Dollar Tree, there were cheap balls of yarn.  I was originally going to buy a ball of string for the encounter (more on that later), but the yarn ball laying on top looked exactly like seaweed to me. ($1.25 and more yards than I need).  It looks so 'effin cool hanging from a tentacle - they are measured to the same length as the uncoiled tentacles - 40' (plus a little to wrap around the base) but you can make them any length you want if the dimensions of your creature are different.  We're using them to symbolize the reach of each tentacle, like you would in free-form wargaming.  

Again, at Dollar Tree, I found these light metal Adhesive Rinks (whatever those are).  The bracket is the same diameter as the trophy ferrules, so the screws also fit (loosely).  They're going to be the bases for the two masts and the two crow's nests (eventually - I'm not making them today).


And lastly, I grabbed one of the Deco Squares (plastic adhesive fake wood-looking panels) that I got at a Family Dollar years ago that I use as shelf liners for my milk-crate paperback-bookshelves (more Re-Use!).  I quickly sacrificed one square and cut it up into their panel parts.  This is for our Intrepid Adventurers' boat.  Eventually I'll make some permanent bases and peel off the adhesive backing, but they'll do for now.  I was going to draw a grid on them, but I put it off and have since changed my mind altogether, for reasons you'll see later (each of the long panels is 15' x 45' - they'll be arranged to be 30' x 90').


This last photo was actually taken at the very end of the day, after I put all the pieces and parts back in the box - it's just a typical delivery box, perfect height for the bases on their side.  (10 x 13 x 2")  It takes up less storage space than a typical board game, and I still have room for more small accessories.


I'll end today's post with a time-jump to the climactic Infinity-War-esque moment whence all of the pieces are assembled and on the board, and it's clobberin' time.  Why the time jump? Because that's how the encounter actually started.  The next post is going to be about how I set up what I can only call a "Reverse Storyboard."


P.S.  If your OCD has been irritated by the third column from the left being out of synch with the rest of the tiles, you're not alone, and I apologize.  I didn't notice it until all the pieces were on the board, and I wasn't about to go back and fix it - especially because in the end, they just don't matter for the rules of this encounter.

~






 

Wednesday, July 3, 2024

Kraken Week mini

This is my little oddball contribution to Kraken Week 2024: a narrated step-by-step pictorial of putting together some toys that I have purchased from gift, thrift and dollar stores.  These are excellent pieces to use with your miniatures.  I love to go shopping on-the-cheap for things that can be used as set pieces.  I just happened to buy these a couple weeks ago.

I wrote a version of this article yesterday, but like an idiot, I misspelled Kraken as Karken in the title, and Blogger is a pain when it comes to fixing title links.  I was going to fix it today, when I saw that Treantmonk posted a video describing a Kraken encounter, so I incorporated some lessons from him and added some links and republished it today.


The complete Kraken Week '24 YouTube playlist is embedded here.  Over 100 videos to date! 

I got the toys at a locally owned card, game and gift shop (Kards Unlimited) a few weeks ago, before I knew anything about Kraken Week.  They're finger puppets of octopus tentacles, as well as crab claws and a disembodied brain.  They were $2.50 apiece (so don't pay any more than that - I've seen them both cheaper and more expensive.)


Naturally, I bought eight tentacles, two claws, and two brains to make an octopus and a crab.  
I wanted to buy a brain for each tentacle (like octopi have), but I was spending enough money as it was for an impulse buy (30 bucks, my largest expense for the whole caper)!


I did some further googling, and it looks like a lot of different companies make these finger puppets, but Handicat and McPhee are the brand names/import companies that pop up the most often.


They're 40 ft long if I adhere to scale - but you don't need to stick to that length for the actual purpose of measuring 'reach' - make it anywhere from 10-40 ft. during combat, depending on your need - these figures are not literal, just special effects.   I straightened out the tentacle below to show the full outstretched length by inserting a chopstick into it.  In the future, I may use something like a wire coat hanger if I want to change the shape, but I don't think it's worth the trouble because again, representational, not literal.

I do want to make a base for them, weighted so that it doesn't tip easily.  
I figure a heavy 10' square base with a pedestal insert would work.  
A nice blue ceramic tile would be perfect, but I have a better idea, 
and I know exactly where to get the pieces.  
I'll let you know what I find in a later post, when I actually make them.

I happen to live down the street from two excellent stores that specialize in the salvage of construction and other crafting materials.  I visit them weekly for oddball supplies to create gaming accessories.
Check in your area to see if you have any wonderful organizations like these:

Construction Junction:
https://cjreuse.org/

Pittsburgh Center for Creative Re-Use
https://pccr.org/
(edit: went to the craft store that afternoon and found all that I needed, and much much more.)

Back to the Kraken mini:

A Kraken this size would easily overpower and destroy the typical ship on which our adventurers would find themselves.  To spice things up, I'm going to use the props to create two Kraken.  Four of them mounted vertically with a nearby claw surrounding the ship would be gnarly, dude.




This Kraken is not a typical octopus.  It is a creature that not only has tentacles, but also claws.  For purposes of combat, only one claw is large enough and equipped for battle, much like a Fiddler Crab, or this relative of it:




Illustration of a modern-day southern giant crab, Pseudocarcinus gigas, which can reach the weight of a small child.

 

The Picture Art Collection/Alamy Stock Photo



It is unknown how many tentacles this Kraken actually possesses, but only four at a time are ever used for grabbing and combat. The rest are presumably being used for propulsion and swimming underwater, or are legs.   Instead, substitute the four front legs on the Fiddler crab for tentacles.  So from bottom to top, it has four legs, four tentacles, a large combat-claw, and a beaked brain case at the head of the shell.

The brain pieces can represent the approximate location of the head/brain case for purposes of combat, or the location of the bite attack, if you decide to give it one.  Describe the head of the tentacled crab above like a grell - a brain-looking shell with a large beak on the front.

This is one Gnarly Kraken.

I'm not a combat encounter designer, so the rest of this is just spitballing random narrative ideas for how to treat combat.

The-Kraken-attacking-the-ship is an obvious scenario, and therefore quite boring.  Let's mix it up - these are two male Kraken battling each other for territory or mates (4 tentacles and a claw apiece) and our intrepid explorers' ship is caught in the middle of a fight (but the party doesn't necessarily need to know that).  In fact, start the scenario with just two to four tentacles, leading the characters to think it's one Kraken attacking them, before the tentacles start attacking each other (WTF?!) and splits off to reveal it's actually two Kraken fighting over their meal of the ship.

Treat each tentacle as a separate creature with its own HP, but if the pool of HP drops below a certain percentage, all tentacles begin to suffer attack penalties.  Every 25% of damage per tentacle reduces the reach and movement accordingly (the tentacles are retreating) Since the head/brain case is an obvious target, hold off on revealing its location for a couple rounds of combat.  This helps drain the party of resources at the beginning, but provides a quick method of ending the fight towards the end if the party works well together.

Stat blocks are not my forte, so go to town making your own!

Or better yet, watch Treantmonk's excellent video that he just released today for Kraken Week (I wrote the bulk of this article last night, and I've already edited it based on his video, fixed a spelling error in my title and republished this today.).  His Kraken has ten tentacles - so in my case, since I only 8 tentacles and 2 claws, I could treat the claws as arms instead, or adjust my monster accordingly.  It's a mythical creature that has never been seen in its entirety - you can make it anything you want!  I still like my original idea of two 4-armed, 1-clawed feuding males, though.

https://youtu.be/4401XqsP5J8


This is my first post showing my homebrew crafty ideas from stuff I find.  I've been procrastinating doing this for sometime, but Kraken Week is a good excuse to get the series started.  I just uploaded the next post where I do more shopping and put stuff together here:  

https://tabulasordida.blogspot.com/2024/07/kraken-week-parts.html

~

Tuesday, July 2, 2024

Kraken Week

This was my first draft article for Kraken week.  Skip to the next one for the corrected and updated one here:  https://tabulasordida.blogspot.com/2024/07/kraken-week-mini.html


This is my little oddball contribution to Kraken Week.  A pictorial of some of the toys that I have purchased from gift, thrift and dollar stores.  These are excellent pieces to use with your miniatures.  I love to go shopping on-the-cheap for things that can be used as set pieces.

I got them at a locally owned card, game and gift shop (Kards Unlimited).  They're finger puppets of octopus tentacles, as well as crab claws and a disembodied brain.  They were $2.50 apiece (so don't pay any more than that online - I've seen them both cheaper and more expensive.)


I naturally bought eight tentacles, two claws, and two brains.  
I wanted to buy a brain for each tentacle (like octopi have), but I was spending enough money as it was.


I did some further googling, and it looks like a lot of different companies make them, but handicat and mcphee are the brand names and import companies that pop up the most (for all of the finger puppets - there were other kinds at the store.)


They're 40 ft long if I adhere to scale - but you don't need to stick to that length for actual purposes of measuring 'reach' - make it anywhere from 10-40 ft. during combat, depending on your need - these figures are representational, not literal.   I straightened out the tentacle below to show the full outstretched length by inserting a chopstick into it.  In the future, I may use something like a wire coat hanger if I want to change the shape, but I don't think it's worth the trouble, again, representational.  

I do want to make a base for them, weighted so that it doesn't tip easily.  
I figure a 20' or 30' square base with a pedestal insert would work.  
A nice blue ceramic tile would be perfect.

Four of them mounted vertically with a nearby claw surrounding the ship would be gnarly, dude.



A Kraken this size would easily overpower and destroy the typical ship on which our adventurers would find themselves.  To spice things up, I'm going to use the props to create two Kraken.  

This Kraken is not a typical octopus.  It is a creature that not only has tentacles, but claws.  For purposes of combat, only one claw is large enough and equipped for battle, much like a Fiddler Crab, or this, a relative of it.




Illustration of a modern-day southern giant crab, Pseudocarcinus gigas, which can reach the weight of a small child.

 

The Picture Art Collection/Alamy Stock Photo



It is unknown how many tentacles this Kraken actually possesses, but only four at a time are ever used for grabbing and combat.  

The rest are presumably being used for propulsion and swimming underwater.  

The brain pieces can represent the approximate location of the head/brain case for purposes of combat.

The-Kraken-attacking-the-ship is an obvious scenario, and therefore quite boring.  Let's mix it up - these are two male Kraken battling each other (4 tentacles and a claw apiece) and our intrepid explorers' ship is caught in the middle of a fight for territory or mates (but the party doesn't necessarily need to know that).  In fact, start the scenario with two to four tentacles, leading the characters to think it's one Kraken attacking them, before it splits off to reveal it's actually two.

Treat each tentacle as a separate creature with its own HP, but if the pool of HP drops below a certain percentage, all tentacles begin to suffer attack penalties.  Since the brain case is an obvious target, hold off on revealing its location for a couple rounds of combat.  This helps drain the party of resources at the beginning, but provides a quick method of ending the fight towards the end if the party works well together.

Stat blocks are not my forte, so go to town making your own!


This is my first post showing my homebrew crafty ideas from stuff I find.  I've been procrastinating doing this for sometime, but Kraken Week is a good excuse to get the series started.  Keep checking back. 

~











Monday, July 1, 2024

#pittsburghhasnohillsonlyvalleys

This is a special post in my Pittsburgh Has No Hills Only Valleys series. At the foot of the Homestead Grays Bridge. I have crossed those tracks that border the Waterfront hundreds of times, most of the time at proper crossings, oft' times not! (Notice the path of to the right?) That oncoming train means that I'll be five minutes later (if not more!) for work, at which time I and my co-workers would simply text <Train!> to each other if we were caught on the wrong side.
But back to the topic - The only flat places left in pgh (other than the horizon line!) are the riverfronts. It's the reason the steel mills and farmlands and the highways and rail lines were located there. Now it's an island of commerce. From this angle, The Homestead Stacks (truly massive when you stand next to them) kiss the flat top of the surrounding valley, as does the Whemco Steel Casings building to the left (I think the tallest building left on the flats?). But it's only because of the perspective that they seem even that tall - their immense height is dwarfed and it's incredible to think just how "underground" you truly are!

#pittsburghhasnohillsonlyvalleys


 https://www.facebook.com/groups/CityofPittsburgh/permalink/2993280294145399/

Thursday, January 25, 2024

Type and Archetype

 

Many years ago I developed what I called the Room with Four Views:


Then I applied it to software virtual spaces:

Then I met Lenore Thompson, who described another kind of Room with Four Views (and later 8)
She then mapped these to Jungian Archetypes
And then mapped the Jungian Archetypes to the Tarot 
The following are the classic Jungian Mental Functions
Then even later, I discovered that 
Ken Wilber's 4 Quadrant Model 
mapped to my Room With Four Views!


































Magic and Post-Apocalyptic RPGs

 Here's a conversation I had with someone on Reddit about merging magic and tech in a Post-Big-Oops World:

Homebrew Help
byu/DoomsdayLilly inGammaWorld

Psionics

I've never been totally satisfied the with psionics systems that I have encountered.  

Given my background in Jungian psychology, my personal take on psionics is largely based on Jung, which I find appropriate given the descriptions of mental energies in both Jung and Psionics.  

In literature, Julian May's metaphysics is the best 'detailed-without-being-too-detailed' expression of psionics that I've ever read.  Anne McCaffery's series involving Talents and her other milieus were properly "vague but evocative" (thank you, ms. kingsmill).  The Ethereal Dreamscape in the Darkover books helped color the Mental Plane for me (and if the setting I'm involved with has an Ethereal Plane, I make it the source of psionic energy).

My goal is to create a psionics system for my version of Gamma World and the world of Mutations and Powers found in humans, animals, and plants.  I sort Mutations into two kinds - Mundane and Psionic.  

If a Mutation found in GW is found anywhere in nature, it falls into the Mundane category (and is included in my Mutant Maker, found elsewhere in this blog).  Everything else falls into the Psionic category.

Super-hero and X-Men mutant powers are the ultimate extrapolation of psionics, but that ultimate extrapolation/expression also tends to become much like spell systems that are found in fantasy games, which I'm trying to avoid.  Spell systems are complex, and complexity leads to no-rhyme-or-reason and makes a system prone to gaming.  I also dislike the deus ex machina tendencies of magic (which I frequently shorten and just call them machinations).  Psi has always been found in even the most hardened of sci-fi, including Heinlein and Niven and Asimov.

The first step to designing my system is to analyze and identify the fundamental concepts that I find in all psionic systems, and I think I've identified two axis that are common to all.  These two axis also map nicely to the fundamental "forces" of Jungian Psychology.

The first axis of psi is the also the first axis of Jungian Psychology - Introversion (i) vs. Extraversion (e).  Another way to look at (i) and (e) is Defense and Offense, if in combat.  Introversion is about one's self, and Extraversion is everything else outside of one's self.  It also indicates the direction of energy, in or out.  Introversion and Extraversion also maps to Subjective and Objective, or Individual and Collective.

The second axis of Jungian Psychology is that of Perception vs. Judgment, which in another blog entry you'll see mapped to the Mental and Physical Attributes (INT, WIS, CHA and STR, DEX, CON respectively), and which can also map to the two fundamental "forces" of Telempathy (Tm) and Telekinesis (Tk).

If you square (i) and (e) with Tm and Tk, you end up with four quadrants: Tm(i), Tm(e), Tk(i), Tk(e).

Psionics

Direction

Introverted

(i)

Extraverted

(e)

Mode

Telempathy

(TM)

TM(i)

TM(e)

Telekinesis

(TK)

TK(i)

TK(e)

Take any mutation or power, and you can categorize them in one of those four quadrants, and frequently no more than one.  There are of course exceptions that can be applied either inside or outside of one's self, or that take a combination of Tm and Tk to utilize, such as healing (or scarring) of the mind or body as seen in the power of Redaction in Julian May's books.  Affecting the physical bodies of others (for good or ill) can be seen as a combination of i and e as well, such as when someone is attempting to stop another's heart, or healing one's wounds at a distance. (e) can describe how far away someone can do such feats, or how strong against someone's will (i) one can force it.  You can get quite into the rabbit hole of just how much a given power is (i) and (e) and how much resistance one can exert to such powers.  For now, it's not important, as we haven't gotten to the game mechanical layer of analysis or application yet.