New Kickstarter: Yochai Gal’s Beyond the Pale. Also, Dragonmeet!

TL;DR: Yochai wrote a book. I’m producing it. It has sick art. The kickstarter goes live tomorrow. Day one backers get a free iron-on patch.

Need some convincing? We have a video!

Look at some pretty mockups to whet your need for beautiful books.

Ok, we can all make a cute cover, but this book is pretty also on the inside.

Yes, one of the dungeons is shaped like the Tree of Life. We also have a really powerful angel-summoning book detailed inside, with sigils, and powerful powerful magic requiring a heavy heavy price.

We need your help, so if you like pretty books please back the project. I hate to say this, but Beyond the Pale is a pretty book, and to make it we need to pay our fancy Estonian printer and swanky Swedish paper mill. Also, and the all-Jewish team has bills to pay too (I’m the only gentile that worked on the book).

Now, let’s take some time to discuss how this bad boi of a book came to be. Let’s begin from the beginning.

Last spring I was doomscrolling on twitter, when I see Yochai posting memes.

I’m a basic girl as there are many and I love my esoteric/dungeon/silly intersectional memes. Also, yes, the writing and art was almost done, but there is done, and done-done.

Then I see this:

Then I look at the images and… is this the most majestic goat I’ve ever seen?

Yeah, it’s Azazel. Yeah, it’s hella majestic. Yeah, it’s a goat.

Guess who slid immediately into Yochai’s DMs, half-drunk, at the local trans bar karaoke night?

Yes, me.

(Come to think about it, it might have been Lady Gaga night. I might have been tipsy at queeraoke doomscrolling while singing VENUS by Lady Gaga. Sometimes I really need to stim).

So, yeah, we are doing this thing. It’s a pretty pretty book with some pretty grim things inside. Not the same kind of grim as Gaub: different grim, different themes, and overall not only a horror book.

Somewhat related: we’ll be at Dragonmeet! All hardcover backers that come to our table at Dragonmeet will get a small freebie (while supply last). How to find us? With the map!

For a change, this year we’ll be at the Upper Trade Hall.

Should you lose the map, you can find the Lost Pages table because we have a 4.5 metres tall banner. That’s 15 feet for my metrically-impaired readers: I bough by mistake an outdoors banner, and it’s HUGE.

It does not even fit in selfies. In photo it might look big, but in person it looks positively stonking huge. I’ve been forbidden to put it up at UKGE for health and safety reasons. I’m not even kidding.

It’s also black and has a giant eye, yes 🙂

Anyway, see you at Dragonmeet. And, maybe, consider helping us with making Beyond the Pale a real book?

Beautiful Yet Lost: finding Home and restoring a culture

For the past several years my insomnia has grown to making me useless during the day so I might as well write at night.

A city is not only a bunch of buildings full of people. Cities become cities when keeping all those people fed and healthy becomes a big and messy affair, the effort so big it spreads to the hinterland. A city is a bunch of buildings full of people plus a whole lot of external infrastructure to feed them.

This is a lot of work, and it’s difficult. So difficult that cities, until relatively recently, were places where more people died than were born, their inhabitants growing only because of migration from the countryside. So, being terminally overcrowded places that generate little food, cities are kept alive by what lies beyond them.

When a city dies, its support network dies too. Food does not get paid to be delivered to the markets anymore. Structures and roads are not maintained and become unusable. The whole area becomes unsafe, as violence is not monopolized until another hegemon squeezes its iron fist.

Cities fall, and in their death throes they destroy what is closest.

* * *

To make a home
You need many things
You need a courtyard, green with ivy and ringing with starlings
And a small fountain, for warm afternoons and tired travellers
And a comfy parlour, to welcome neighbours, family, friends
And a cozy kitchen for those big feasts to better remember
And a quiet library filled with lore and wonder, for the profit of all
And a few fruit trees, heavy with citrus, almonds, pomegranates
And a couple of bedrooms for rest, slumber, intimacy, dreams, tears
And that makes a house, a hollow shell, an empty nest
Fill it with people, people you love, people you care for
Fill it with people that make it better
But, the first thing it needs, is a good heart
As plants and friends, quiet and rest, water and food, books and blooms, birdsong too
Are grey and sad if you don’t pour your heart in your home
With no heart the biggest palace is but a hovel

* * *

Home was a city. Our city. Then it fell.

We left the wreck, refugees reaching out for the safer neighboring lands. Many, poor or vulnerable or weak or old or without support or many or all of the above, did not manage, and died. As her people were displaced, Home scattered, and soon became a nowhere to avoid.

Home, empty, stopped being a city. Sad and discarded like a husk, Home could not bear life anymore.

We survived, and tried to make the best of the difficult circumstances. Some of us even prospered. Still, the feeling of being away from Home was too much.

Nostalgia strikes the migrant: not necessarily the hardest, but surely the bitterest. As times passed, occasionally some of us would travel back Home, only to find dusty ruins where once a civilization thrived.

Some went back to recover something important left behind. Some, one might say the most desperate, went back to find a way to heal the downfall and restore our Home. Some went only to visit their old, lower-case, home.

Amongst the ruins, they found some structures still in perfect conditions, but deserted. Kept safe by protective wards, some buildings as immaculate as when Home was still a bustling place. Maybe there is hope.

* * *

Beautiful Yet Lost mourns of nostalgia and diaspora with a hopeful tone. I started the manuscript a few years ago, during a very dark time. As I moved from accommodation to accommodation, I lost a home, and then lost the manuscript, and then I lost myself.

And I could not work on this. Beautiful Yet Lost is not a project that one can hack through. It is a cry, it is wistful, it is cherishing, it is about what makes home. And I did not want to write it without feeling it fully, because I could not unwrite it and write it again, once more, with feeling. It would not be the same thing.

It took me years, but now my house is a home. Finding a home, in it I found myself again: worse for wear, a few white hair, with less hope but much less need for it. So I’m on this again. Home beckons.

I made a few copies of a 12-page version and brought them to Tabletop Scotland. I got some positive feedback from people I look up to for game writing, but I have no idea if this will be a 32 pages zine, or a 100 pages book, or what else. It needs more work to shine the way I want.

Payment for the Treacherous Journey to the Hidden Valley

Money is not that useful on the way to the Hidden Valley. And, who knows, you might not even like money. Regardless, you agreed to go, even if the payment you agreed might not be what you wanted.

yes you might get a good girl
  1. A little green frog with expressive eyes that soon develops a liking to you. It’s clingy and a bit clumsy and falls off things easily, but it will never fail to hang on to you. Once, when you are in a difficult situation in the Journey, you can be more like the frog, and either try again any roll and take the best result or, you know, just hang on.
  2. A bell of a granny. It’s a small brass hand bell, it rings true, and will be clearly heard over any other noise by those feeling even a little bit guilty, as the noise unearths discomfort like a granny’s disapproval.
  3. So much high-quality leftovers, as if someone threw a stupidly extravagant banquet and decided you were the way to not waste all the uneaten food. They are carefully prepared so to keep for the journey, in small individual packages of waxed paper or small jars, and stashed in a big rainproof satchel for your convenience. You won’t have to worry about food, only about overeating, and with much left to share. By the way, you have no idea what’s inside, but neither does the Referee: decide on the recipe for each morsel as you go through the delectable stash.
  4. A copy of the Junior Hidden Valley Traveler Guidebook, a somewhat scuffled copy of the first edition. Rather than a proper survival handbook and guide it is more of a leisurely read, full of disorganized tips and advices and seemingly random pieces of knowledge. As you read it to get some sleep you’ll learn some useful tidbits, which the Referee will helpfully bring up the night before as a good advice to handle an encounter the next day. Yes, this is helpful foreshadowing.
  5. A soul! in a sealed glass jar. It glows. Sometimes it whispers. Might not have been a good person in its previous life, but now it has limited agency. Not always up for conversation. Really not up for being clotted into mana-tar. Not that it has much choice, given the circumstances. Roll reaction rolls when you interact, as you develop a rapport.
  6. A wood carving knife with a small curved blade. Good for beginners and experts alike. It makes whittling small items out of wood really easy and chill, nay, a pleasure. Green wood is still suitable but will not make quality nor durable items.
  7. Wollie, a big goofy Bernese hound (photo above, stats as a bear). Does not really understand much, but she’s a lovable mountain of a dog. Yes, you can pet the dog. Wollie will bring you to a safe(r) place if you pass out, but if the circumstances are truly dire she might not survive the ordeal herself. Yes, you will cry.
  8. Somehow they own that cottage with a nice garden, complete with a shed and a porch, in that perfect location, that you’ve been dreaming about for so long. Turns out they do not want it, so it can be yours. Right now you only have the key on a piece of string, but it already feels like home if you hold it.
  9. They did some legwork and reached out and put in some good chat, and you are presented with a good friend you thought you had lost. Roll a companion character, come up with a backstory of friendship that, somehow, was interrupted for a while. Misunderstanding, circumstances, bad feelings: whatever it was that kept you aside it’s now resolved.
  10. Nothing, you owe them. So not only you repay your debt, but you also make yourself scarce, as you’d rather risk the journey than stick around. The relief makes you good humored, hopeful, and I dare to say even incredibly posi. This makes you find solace in small pleasures, which in addition to be good for your soul also lets you rest even in uncomfortable situations.

A Farewell to Russ Nicholson

It’s been a few days, and right now the loss has not hit me yet, the pain a weak thrum. I wish I was a more cogent writer, and better at being in touch with my grief, so I could do him justice.

Instead, you have me.

Russ Nicholson died. He left behind his closed ones, an incredible amount of great art, and many fans that love his work in a way that is, frankly, unique. Russ was a cornerstone of old D&D aesthetic. He gave us his vision, and managed to draw absolutely iconic illustrations that we remember forty years later. And those were not cover pieces for some important handbook: they were interior black and white art for the most absolutely ridiculous b-side monster manual ever made, the Fiend Folio. Russ made some wonky gripplies into absolute icons: without him the Fiend Folio Brigade would have been largely forgotten. Instead, we are still utterly terrified about a flying tentacled brain with a parrot beak.

What made Russ art special? Sheer emotions. Russ had a way to transmute ink into feelings. His drawings made me feel emotions, mostly fear, in a way that few of his colleagues manage. Russ might have not been the most representationally skilled artist that made D&D what it is: Russ, however, made us dream.

My experience with Russ, and possibly the best thing I can say about him, is how approachable and keen to pick up new work he was. Even from absolute nobodies, like an Italian weirdo self-publishing from their bedroom in Glasgow, the city he was born in. And this made me feel a bit more legitimate at a time when I probably needed it. I’m so happy that I managed to work with him.

I want to end this post with a small silly anecdote, a levity, because I’d rather remember those that left us in mirth rather than in sadness. For Macchiato Monsters I hired about twenty illustrators to do coffee art. I suggested themes, but let them pick the subjects, because I love to be surprised by artists running wild. Russ pitches: dragon, naiads, troll. Dragon and troll arrive, and were great. Naiads took a while more. I end up writing him the dreadful “No big deal, but Dragonmeet is coming and I need to go to press next week” email because I really really wanted those naiads in the book.

And he delivers, and my jaw drops.

Do you know about naiads? Gods of rivers and lakes, they tend to not wear many clothes, largely because ancient Greek myths be like that. I ponder whether I should print it.

Russ answers: “Damn. My wife said cover up… too many tits… Sorry!”

AND THIS IS HOW RUSS MADE ME PUT NAKED LADIES IN A BOOK

They broke the mold after they made him. And he’s gone.

Aw. Fuck, it hurts now.

TARO: a lifepath tool – XVI The Tower

Tarots are incredibly fascinating. A tapestry of life, art bringing knowledge, hidden behind symbolism.

I do not know about you, but I love the metaphor of us going through our life journey beginning as Fools, in the hope of becoming whole with the World. The whole thing is definitely not linear, and at times it loops and folds, and it’s never quite clear where we are in the journey at a given time.

It is our life quest. It is pain, it is joy, it is mystery, confusion and clarity, loneliness and companionship, death and survival, creation and loss. The Tale of Tarot is the iridescent weave of our lives, the Arcana our warp and weft.

I’ve always been fascinated with Tarot cards, and have been reading them on and off for about 18 years, beginning soon after I moved to Scotland. Much has gone by since then, the relationship between me and the transcendental waxing and waning several times. Last year, though, I had the luck of falling in love with a witch, a spark that made me reconnect with the occult. The fire is blazing again.

This little project started an afternoon doing watercolours together. I had no idea what to do, and drew a thing, and then drew the Tower over it. And, while painting, the writing appeared spontaneously. A little setup, and number of questions, mostly aimed at the persona of a young wizard, initially nothing more. A system-neutral journaling game, a reverse tarot reading, using the cards not as events, but as explanations querying you for the event.

But it’s not only a game. It’s also an introspective tool, ready to ask questions when you need to give answers from yourself. It will work, whether you believe or not.

So, here we are, making clumsy, little watercolours, and writing some questions, vibing.

Let’s see the Tower. The most cursed card, the scariest, say some people. For me it’s not scary: the Tower is the collapse bringing freedom from ignorance, is the catastrophe resetting the situation to a more sustainable baseline, is the letdown bringing you down to Earth.

The Tower is, crucially, the break-up that came ten days after it was painted.

XVI – The Tower

How did it feel, how did it feel reaching for the sky? Upward! Upward! Ever upward! Light headed, merry, intoxicated by the rush? No more! You are now falling, screaming, broken, free.

What made you so optimist? What was the brilliant plan? What made you blind? What was the lightning bringing the downfall?

And now, falling:

what are you screaming?
what is your pain?
what is your shame?

Dawn of New Thaumaturgy: Abstract Magic & Concrete Magic, or the Maxilor-Passwall index

This post was originally written for Knock #3, and it’s been amended somewhat. It’s also part of the Dawn of New Thaumaturgy series of posts, which is taking literal years because most of its posts are unfinished drafts.

Classic Dungeons & Dragons is a game with a lot of very abstract rules. Combat is resolved with one attack roll per round, and success deals damage. Finding secret doors takes one turn and succeeds 1-in-6 times. Spells are cast spending their slot and performing the rite. All these mechanics are fairly high level, easy to resolve, and while there might be some modifiers they are very granular and ignore lower-level choices. This is not an oversight, but deliberate: the game is not about combat, or finding that secret door, or casting that spell, but about having an adventure. The rules do not care about any finer detail: choosing to strike the enemy at the legs to slow it down, carefully using a candle to verify if that crack in the wall hides a passage, or harvesting the mistletoe with a golden sickle do not have a direct impact on the outcomes, but are abstracted away.

The issue, though, is that these details are abstracted away: the details to support the narration at the table are absent. One way to solve this is to have more complex game mechanics, but it makes the game experience slower, more cumbersome, and rewards system expertise: I love GURPS, but it’s often too much. Where are we left? An option is to add some narrative flourish, for example how in combat we might say “the bravo swiftly steps to your left to avoid your shield and slashes at your shoulder, 4 damage” rather than just “4 damage from the thug”. Another to zoom in to a puzzle of sorts, like we often do to find secret doors and traps by deliberately poking and pulling things. Both are approaches that help push the game narrative forward and enrich our experience.

For magic, the situation is different. Spells have a greater impact and their slots are scarce, so they already have bigger chances to be momentous. The issue with spells though is that most D&D spells are both abstract and dry as hell: in the Theatre of the Mind, abstraction dries passion, and does not help with meaningful stories.

Concrete Magic: the Passwall-Maxilor index

Does anyone remember Passwall? Straight from fantasy fiction, the spell creates a magic passage in a wall. You can go through it. It’s really helpful to delve deeper, bypass a door, escape a situation, provide tactical opportunities. If the spell ends whoever is left inside the passage is crushed (or spit out, depending on the edition). It’s a good, useful spell that some GM hate because bypassing encounters is “bad”, while I think bypassing problems is great.

The Spell of the Subterranean Gullets (by Brendan S., published in Wonder & Wickedness) is an invocation to the great chthonic god Maxilor. All subterranean cavities, tunnels, and pits are his mouths, throats, and visceral cavities. This spell (or perhaps prayer?) compels Maxilor to open one such opening in stone. At the end of the spell the passage closes; whoever is still there is lost, probably devoured by the god.

The two spells are mechanically the same. They have the same effect on the game world.

Yet, one is barely a sleight of hand involving a wall, while the other is an awesome experience stepping in the moist, holy maws of a greater god, and possibly being eaten alive. The spell achieves this by virtue of being concrete: it starts with an invocation to a god, and the god has a very clear and relevant context (the subterranean gullets). The chance of becoming a tasty morsel provides some emotional colour, and also ties the spell to the Classical tradition of offering buried sacrifices to chthonic gods*.

Just add Concrete Sauce

How do we make magic more concrete? My suggestion is to write concrete spells and use those, or rewrite spells in a more concrete way. That can be a whole lot of work, possibly left only for folks as obsessed as the author (or anyone writing in KNOCK!, I would add. — Eric). The other option is to make blanket changes in how magic works: it’s more effective effort-wise, but might require more finangling later. We are introducing meaningful elements so we can have more opportunities for interesting play.

This segues into another advantage of concrete magic: as we can make more sense of the causes and effects, adjudication in complicated situations becomes a source of shenanigans, the dream fuel of OSR-style emergent play.

Here are a few ways in which you can pour concreteness into your magic. They are mostly inspired by historical European and Mediterranean esoterica, and they do blend into each other, so I strongly recommend to mix them for full potency. Find in these proposals what makes sense in your worlds and brings meaning to the table.

1. Natural Magic: the natural world has intrinsic magic qualities ready to be exploited. For example, a tree stuck by lightning makes excellent wands to cast Lightning bolt: nature (or the god of thunder) chose it for reasons that we do not understand, but we can exploit its cozy relationship with lightning nonetheless. The easy way to make this work is to add more meaningful components – verbal, somatic, material – to spells. Fly is useful, but what if you whooshed through the skies propelled by feathered fans? Web is great, but it would be much better if you needed to draw extra eyes on your face and eat a bag of flies before you can spit out strands of sticky silk from your nose? Tenser’s Transformation turns you into a fighting machine, but what if it required you to don the skin of a ritually slain bear and tear into your flesh with your nails to become a beast? Suggestion is great at convincing people to go away, but it would be even better if it was a funny limerick about that lad from Bonnyridge who jumped off the bridge (of course you’d need to come up for a rhyme that works for your circumstances). Fear is a powerful spell, but what if you cast it shouting, while drumming on cymbals?

Strive for iconic and meaningful: without going in details about sympathetic magic, use mimicry, metaphors, and similes as components. It’s not a lot of effort: it adds a note of colour to spells. It also paves the way for small adventures when gathering components. Do not make simple components hard to find, maybe just inconvenient! (Like head feathers from a dire swan, for example.) However if your wizard wants their spells a bit stronger there are plenty of adventures looking for griffon or phoenix feathers for their fans, or drums made with wolf-skin or tiger-skin or tyrannosaurus-skin.

2. Emanations & Alignment: The influence of stars and planets is an excellent source of magic. These are somehow completely absent in D&D, their role taken by alignments, planes, and gods. True to its heritage of a game created in a strongly aligned world on the brink of mutually assured nuclear annihilation (the 1970s were a fun time), D&D pits the conflicting structures of reality of Law & Chaos and Good & Evil against each other in a struggle neverending.

Let me spell one important thing out: I’m not a fan of alignments as moral compass, and moral relativism is something that many of us take for granted. This is not how the premodern mind works, though. Most of humanity in history knew gods and demons and their powers were real, exactly as we know nuclear missiles and their programmed holocaust to be real. They bow to their gods, as most of our world bowed to one or the other side during the Cold War.

The biggest direct evidence for this is that Dungeons & Dragons is a game with an in-world literal moral compass: the Great Wheel is real, the moral compass pointed by scores of Gods Enthroned. Them, and the myriads of demons, and angels, and chaos frogs dancing for them are all real as the screen you are reading on. Good and Evil and Chaos and Law are, in the game, immanent.

PCs can avoid the struggle, stay Neutral, and have their spell election reduced, or join the struggle and become aligned, therefore gaining access to aligned magic, better suited to eternal war. I believe any other use of alignments in D&D is source of much wailing and gnashing of teeth at your table. I also only use Chaos and Law.

This gives a huge opportunity to ground spells. D&D’s Un/Holy Word is a good example: spelling out the pure truth of divinity is harmful to the uninitiated exposed to it (the differently aligned), certainly too much for their heathen souls, hurting them possibly to the point of death, as clearly shown in Raiders of the Lost Ark. Turning Undead is another very good example, but limited by the history of the first D&D cleric being a vampire-hunter. Turn Undead is an exorcism, and humans through millennia cast exorcism on many, many things beside the living dead: demons, diseases, spirits, ill luck, feral beasts, the evil eye, possibly even invaders, certainly bad intentions. It’s easy to make exorcisms more diverse, more relevant to alignment, and available to aligned casters, or swap them for other rites. The key here is to find the mood or objective of the alignment and have the exorcism/rite work toward that. Also, it would maybe be possible to grant a small boon to those of the same alignment present during the rite, maybe a small bonus, or a bit of healing, or advantage on a roll.

Aligning spells might make them concrete enough, or they might require some minor alteration. A low hanging fruit is clear from the examples above: aligned magic can tell apart friends and foes. As a matter of fact, the caster won’t be able to stop it from doing so, and the issue here is that the friend-or-foe identification is not decided by the wizard, but by the spell. The wizard trades power for agency, becoming stronger but more of a conduit, a tool instrumental to an end, as the stronger-willed spells make decisions for them. And if you think the struggle is only a concern for casters, do not forget that the best D&D magic swords are aligned too, sharp gears of war eager to enroll worthy fighters into the deadly struggle, and take over their agency too.

This kind of approach can also be used with other “factions”: it works perfectly for a struggle between the four elemental-aligned factions (you might have heard of a cartoon stushie involving firebenders). One last thing: unfortunately in vanilla D&D this kind of emanations are oppositional, but they do not need to be! Maybe in your world there is space for a mingling of the opposites that does not result in permanent cosmic war?

You can also ignore all of the above, and add planets and moons: their phases affecting their spells’ effects. While you are at it, introduce star signs and give each character a random, situational, and really quirky modifier.

3. Animism: instead of channeling power to affect reality directly, you beg or summon a god, spirit, or daemon (a servant spirit) to do the job for you; for all intents and purposes these beings all lie in a continuum of increased power and crotchetiness. To start summoning daemons in your games the easy way is simply to get the spell list and associate some (or each!) spell to daemons. The daemon could be summoned either in normal casting time (to get the standard spell effect) or as a longer ritual spell, in case the summoner require the daemon do to something more involved, like teach their arts, give advice, or craft something. If you want a good example, the Ars Goetia in the Little Key of Solomon lists scores of daemons, along with aspects, personalities, competencies, a personality, and a whole lot of knowledge.

The hard part is to actually get the daemon to do your bidding (as games folk, we want to compensate for the increased flexibility). Try a reaction roll every time you make a demand: a positive result means compliance, a negative one snubbing or worse, a neutral one a delay, as the spirit demands something in return. Of course daemons would be more cooperative when it comes to carrying out tasks that please them, and sacrifices and other appeasement might make them more pliable, giving permanent reaction bonuses. You might also threaten them into compliance: in this case roll again, but at the price of a permanent negative modifier. And if the roll is particularly bad the daemon might decide to not go away, and possibly haunt the caster. Banishing it becomes the next adventure goal!

Another approach is to require spiritual intercession: for example to cast elemental spells, you need to ask an elemental spirit. This means bringing with you a live fire to cast Fireball.

* Puppies at crossroads for Hekate, or so they say.

On the last HP left [cw: physical trauma]

The wizard took so many cuts and bruises, yet did not care. If there was still a scrap of life left, that’s all that matters. One more damage and the wizard died, thus concluding the match of Magic: the Gathering.

The joke in MtG is that all hit points are irrelevant. except the last one. The game can be seen as a race to achieve victory before your life runs out. Often this entails directly attacking the opponent’s life total, some other times it’s way more complicated.

D&D feels sort of the same, sometimes. The narrative of HPs is that they are not simply wounds, but a mixture of stamina, bruises, tenderness, encroaching disabling pain, and real wounds. And until they all are gone characters can perform.

Perform normally? Probably not. Truth is, humans can take stupid amount of damage before stopping. I walked a week on a broken leg. A few years later, while bouldering, I had a bad fall and broke two ribs, yet I kept on climbing, even if in pain. I discovered my ribs were broken only weeks later, when I went to the hospital as the pain was still intense. I was informed that my lungs were not collapsed, which is great because it happens quite often when you break your ribs. No, most people do not notice. And these experiences are completely normal. I might say they are even quite mild.

Probably at that last HP you can hear your heart pumping like crazy, you are gnashing your teeth to avoid screaming in pain, and you might be about to faint, Still, you are holding on to dear life, trying to keep stabby sharp metal away from your body, running even if your legs are burning and your lungs have given up, in the hope that you’ll make another day. Because that is the kind of otherwise insane tenacity dying people routinely display. They will keep on going until they collapse, are overwhelmed by pain, their limbs give up, or their morale breaks. If they do not, and are in a dangerous situation like a melee, falling down, or slowing down, or routing is as good as dead.

There are ways to get better at this. The little martial arts I’ve done (some karate, a few months of HEMA, and an exercise routine that often was “20km on the bike and then punch the sack 600 times because I cannot punch bullies”) seems to point in the direction of familiarizing yourself with pain, and normalizing it. At some point you give up not being in pain when you exercise or when you spar. It’s in a way similar to the typical workout soredness, and similarly you learn to push through it, but the kind of it’s sharper, longer, and for what I’m concerned entirely different in its essence. That kind of pain is just in the nature of spending time being in fights: you train to fight and get covered in bruises while doing so, and then train covered in bruises. Sparring is soaking in pain: fighting will be carried out in pain too.

And this is why fighters have more hit points, by the way. They are just used to having the living crap beaten out of them, can stab you even when stabbed, and are less overwhelmed by the terrifying taint of approaching death.

Ok, now some rules on HPs that I have been using for the past 5 years or so. They give the player the certainty that they are really out of everything and the next blow is going to put them down:

You can perform normally even at 0 HP. If you were to go under 0, if the blow was hella mighty you just die, otherwise you stay at 0 HP.

At 0 HP, however, you know another wound will be your end. If you are hit at 0 HP you will definitely die, or if you are lucky you will collapse and/or be mutilated. In the latter case, use this table.

Updates: Book of Gaub Kickstarter, Into the Odd, plus Necropants

Ciao y’all!

I’ve got a couple of saucy updates, plus necropants:

GAUB!

The Book of Gaub kickstarter is going well, with about 48 hours to go! Production is ahead of schedule and and we are about to achieve the last two stretch goals: a soundtrack by the amazing Zoey McCullough and releasing the book as Creative Commons.

Zoey has already done a couple of tracks for Gaub, here’s a study on the antimemetic Finger that is Not There.

Only two days left! Only 20£ for hardcover, and 8£ for digital!

Into the Odd

After August 31st, the current version of Into the Odd will no longer be available to buy in print or pdf, so this is your last opportunity to pick it up!

There will be an announcement on bastionland.com on September 1st regarding the future of Into the Odd. 

Necropants!

I recently visited the Icelandic Sorcery Museum, and in this picture you can see me learning about Icelandic Sorcery with a pair of necropants in the background.

In the picture you can see me reading about a resurrection rite, with in the background a magic pair of long johns made from human skin, with an attached (yet out of frame) magic bawbag.

Yes, the magic of the necropants is that the pouch is always full of coins.

No, they are not genuine human remains.

Yes, I am looking into a Fjords & Sorcery book. 😀

Soon: the Book of Gaub kickstarter!

A finger trails the letters across a dusty tome.
A finger points the way down a dark haunted alley.
A finger feels for the pulse of life on a long decayed corpse.
A finger scratches the floorboards beneath your feet.
A finger chewed down to a white bone.
A finger that is not there.
A finger catches a shed tear and slides it into a bottle.
These are the Seven Fingers of the Hand of Gaub.

We are making a new spellbook, written by a team of seven authors, filled with magic and microfiction.

It is creepy, it is uneasy, it is woven with a warp of screaming nightmares and a weft of sheer terror. It’s cobwebs in your face and nails on a blackboard, it’s getting lost and getting hungry, it’s the attic you want to forget and the basement you locked up, it’s Babadook, it’s Scary Stories to Tell in the Dark, it’s Misery and The Shining.

It is the Book of Gaub. Seven is Seven.

Launch is in a few days, click on the image to get notified when the campaign starts. If you want more details, subscribe to The Dreaming Eye, the super-low-traffic Lost Pages newsletter.

Spells without levels, dropping clerics, healing wizards, and design space

My games do not have clerics. They do have clergy, and the mystic warrior archetype is fulfilled by Mageblades: if you need healing or other things that clerics do (like removing curses or diseases) you go to a witch or wizard and hope that they can help you.

Why? Why not? D&D has been a trendsetter in wizards not being able to heal, and pretty much any other RPG not inspired by D&D (especially early ones) has healing wizards. From B/X onward I never understood why the jock wizard that is less good at magic gets to heal and the weakling nerd wizard that is better at magic do not. Or why healing is divine and fireballs are not: why do healing requires divine allegiance?

The answer: the biblical Jesus was a wandering preaching healer, and a whole lot of clerical spells derive from biblical miracles. The Bible has also a lot of bad stuff to say about wizards, of course, so that’s probably the reason of the split between Jesus magic and wizard magic. Similarly Christianity preaches that true healing comes only through the divine, so I guess that helps.

Unless you are writing a Christian game, tho, there is no reason to split magic this way. I’m not against splitting magic amongst classes or schools of course, and for example both the three Moon-influenced schools of Dragonlance and the easy/difficult magic of Arcana Unearthed are great: the first has the right wizard schools split across three magic guilds that really do not like each other, while in the latter all casters cast the easy spells, and the hard spells are reserved to various subclasses (fire witch gets fire magic, etc). What I’m saying is: restricting healing to armoured faith healers baffles me. Why is this the limit?

This is exactly the logic behind Marvels & Malisons. Of the 5 disciplines within, 2 are the basis of cleric replacement: Apotropaism and Healing.

Apotropaism is, literally, turning stuff away. Bad stuff. Amongst the spells there are replacements for warding spells, remove curse, spirit binding, exorcism against demons and undead, and of course a spell that turns the next malison aimed at you you onto your goat. Excluding the goat, this is all traditional cleric fare, but this magic work, also in the real world, has not been confined to clergy or the divine. Including similar stuff involving goats cast out of cities.

Healing has healing spells. A few of them cure some condition (for example poison). with the extra effect of curing HPs. These spells were interesting to write: some are clearly more effective at low levels and some at higher levels. This was done to provide players with a panoply of effects, curing HPs only one of many: naturally there is also value in having all of them, for those who really care about healing. As a side, in my games there is mana points but no memorization, with the downside that casting the same spell twice in a day is complicated: extra spells doing similar effects are much valuable.

Curiously, the most effective healing spells at level 1 is Seven Steeped Stones, from the Cunning Folk discipline. The spell enchants seven one-use sigils stones that can be used as magic sling stones or to heal 1 hp each. Alternatively it’s possible to keep on boiling the stones in milk (do not ask me! the spell, like most of the book, is inspired by real world magic) and then drink it to get an extra save against a curse or illness. So, yes, it cures 7 hp at level 1, but it takes 7 rounds, and the stones must be cooked in milk in advance. It’s work! It also fills a gap in the design space: a sigil healing spell that can be cast in advance and consumed later, also doubling as last ditch magic weapon. It’s also a healing spell in a non-healing school.

At any rate, casters seem pleased by the increased choice of magic, yet at the table do not feel pressured to actually pursue healing magic: a lot of our parties do not have healers, and get by with herbalism, potions and surgery. Some players tho really double down and play herbalist healers surgeons with port-a-stills. As for myself, I normally play exorcist healer girls trying to capture demons in brass lanterns, who occasionally might throw a fireball or lightning bolt. Those who want to play a jock caster have fun with Mageblades.

Regardless: how much should spells heal in a spell-without-levels paradigm?

Should spell damage be more or less than spell healing, per slot? Combat economy suggests damage should be higher to avoid healing dragging out combats, but healing also allows a longer exploration phase (as opposed to a downtime phase), and that is welcome. So for the purpose of this post I’ll strike a balance and call a healing spell baseline as 2d6, exactly as a maleficence. As maleficence can be cast on an area, healing could be the same: maleficence can blast an entire melee, friends and foes alike, and because of that i have it rately seen used in melee. Right before melee, tho, when the enemy group is at a good distance, I see it used all the time.

So healing 2d6 on a melee would also be interesting: while it would see a lot of use after combat, you could also cast it during combat, albeit healing some of your foes too. Maybe that would be the beginning act of parlay?

Maybe there is another way tho: make healing a class power, like maleficence and magic shield (also from Wonder & Wickedness). This would make all sorcerers heal 2d6 as much as they can blast 2d6 or raise a magic shield. This is probably not a bad use of mana, and allows more casters to share the burden of healing, while leaving healing spells still very useful as they also treat other illnesses.

The bad side of giving healing to all sorcerers is that by giving more powers to all sorcerers all sorcerers become more similar. As each sorcerer now shares the power (and responsibility) of healing, sorcerers become less diverse. I’m not super keen on this.

There is an easy way out tho. We could make powers tied to magic disciplines, requiring familiarity with its spells in order to master it (2 or 3 spells would be adequate, while in Mageblade it would be tied to a perk). Studying Cure could eventually unlock the power of Healing. Maleficence blast (the melee-wide attack) could be unlocked by studying elementalism, maleficence ray (single target) for necromancy, magic shield for apotropaism, wizard eyes for spiritualism, turn/control undead for necromancy, tame beasts for vivimancy, esp for psychomancy, and never be freaked out by spiders for arachnomorphosys. I’m not sure about the other disciplines but something could be worked out.