Saturday, March 28, 2020

Open Game Content: REVISED Sorcerer for B/X - Old School Essentials

I got some good feedback from the B/X - Old School Essentials Sorcerer class I posted earlier this week, on both Facebook and MeWe, mostly relating to the XP table being too low, as well as needing to separate out the Spells Known and Spells Per Day on the level progression table. I did some tweaking, completely changed the spells known and per day section, and re-calculated the XP based on some great articles found on the Thoul's Paradise blog (tip of the cap to Tim Brannan for pointing me in that direction).

Given all that, I'm posting a revised version of the class, and also including a "D12 Sorcerer Subclasses" table, inspired by Dyson's Dodecahedron Blog and his series of D12 subclasses for B/X and other OSR type games.

To see the commentary and discussion on Facebook that led to this revision, see the following links:


You'll find a lot of great conversations and also new (free!) content for various D&D type games and other old-school games being posted at the Facebook groups linked above, if you're looking to distract yourself while being in isolation at home. 

Here's the revised Sorcerer, including the class requirements and write-up of the class abilities from the previous version. 

As always, I'm interested in your comments, thoughts, suggestions, and general feedback.

[Edit: Based on some great commentary from the creator of Old School Essentials himself, Gavin Norman, at the Old School Essentials Facebook Page, I have revised the written text behind the class to remove the comparisons to the magic-user class and also to fix an error indicating that sorcerers don't have access to the highest level spells, which was a hold-over from the previous version of the class.]

Hanging: At various points in my home office (laptop) and in the living room (pen & notebook)
Drinking: Tap water
Listening: "Whistling in Tongues (Todd Terje Remix)" by Felix Laband, from the album "Whistling in Tongues"














Sorcerers are adventurers who, due to some sort of mystical ancestry, have an innate ability to cast arcane magic spells. Sorcerers have more flexibility when casting their spells, but are limited in the number of spells they know at each level.

Arcane Magic
See Magic in Core Rules for full details on arcane magic.

Spell Casting: Sorcerers do not carry spell books, nor do they need to prepare their spells ahead of time. Instead, a sorcerer knows a number of spells as shown on the level progression table, based on the character’s experience level. Thus, a 1st level sorcerer knows one spell, selected by the referee (who may allow the player to choose). Sorcerers use the list of Magic-User Spells, from the Cleric and Magic-User Spells supplement.

A sorcerer may cast any spell known without having to prepare it ahead of time. The sorcerer may cast any spells known at any time, as long as the sorcerer has not used up the spells per day for that spell level, as shown on the level progression table.

Some sorcerers choose their spells according to a theme based on their magical bloodline, but this is purely for role-playing reasons and is not a requirement.

Combat
Because of their need for freedom of movement, sorcerers cannot wear armour heavier than leather and cannot use shields. Their weapon options are similarly limited to clubs, crossbows, daggers, spears, and staves.

After Reaching 11th Level
A sorcerer may build a stronghold, often in an area of magical significance or reclaiming an ancestral fortress. 1d4 apprentice sorcerers of levels 1-3 will then arrive to learn the ways of sorcery. The stronghold may also attract other followers or creatures (1d3 cultists, or 1d2 creatures related to the sorcerer’s magical bloodline as determined by the referee).

Magical Bloodline Ideas
Demons, Dragons, Dreamworld, Faeries, Holy, touched by the Great Old Ones, Shadows, Storms, “Wild magic”




D12 Sorcerer Subclasses







[Edit: After posting this, Dyson Logos, from whom I got the idea for the D12 Subclasses, commented on one of my social media feeds that he did not like the "Wild Mage" power, as any smart Sorcerer player would simply burn off all of his remaining spells each day, or even spend non-adventuring days doing so, with the goal of "mis-firing" so as to add a new known spell to their repertoire at no cost. That hadn't occurred to me, so if you foresee this kind of abuse in your game, you can limit the power to only one additional spell of each level, or implement other such limitations as fits the needs of your campaign.]




Wednesday, March 25, 2020

Open Game Content: Master Alchemist for 3.5e D&D

https://commons.wikimedia.org/wiki/
File:William_Fettes_Douglas_-_The_Alchemist.jpg
William Fettes Douglas [Public Domain]
At the beginning of March, I read about something called the RPG Blog Carnival over at the OSR D.R.E.A.D. blog. The idea of the Blogger Carnival is that it gives all different types of bloggers the same topic to write about, as a way to increase their visibility to each other and the community at large. 

This month's topic is Alchemy, which is perfect, because back at the beginning of the year, I had begun transcribing a lot of my old notes for a proposal I was writing for a book called the Quintessential Expert, a follow-up to the Quintessential Aristocrat, way back around 2004 or 2005. A decent part of that book was dedicated to alchemy and alchemists, because I've always liked the idea of them as a class and as a system of magic. 

While my intent had been to post two different versions of the Master Alchemist Prestige Class I created (one for the original 3.5 rules that it was based on, and then translating the core concepts and ideas into a regular class for B/X D&D), I wanted to at least get the ideas out here for the carnival before the end of the month. 

A couple months ago, I wrote another class called an "Alchemist Apprentice" for 3.5 D&D, Lamentations of the Flame Princess, and B/X - Old School Essentials. It includes a Craft Alchemy skill for LotFP (based on a general Craft skill posted at the Blood, Death, Satan & Metal blog, and also an Alchemy class skill for B/X or OSE. Each one works slightly differently. 

With that background, here's the 3.5 version of the Prestige Class I wrote for my original Quintessential Expert proposal. Note that the proposal and class write-up uses British English spelling since Mongoose Publishing is based in England (e.g., armour instead of armor). 

Hanging: Home office (laptop)
Drinking: San Pellegrino Sparkling Water
Listening: "Acknowledgement" by John Coltrane, from the album "A Love Supreme", 1965



NEW PRESTIGE CLASS: MASTER ALCHEMIST
The pursuit of perfection has driven man for centuries.  Scholars, philosophers, nobles, and priests have all sought to attain the perfect state of being.  None, however, have come as close as the master alchemist. 

The master alchemist knows that all things in the universe tend toward perfection.  He concentrates on finding ways to help items achieve their perfect state.  Many believe the alchemist’s primary goal is the transformation of base metals into gold.  This, however, does not even begin to scratch the surface of the alchemist’s true objective – the transformation of himself into a more perfect state of being. 

The master alchemist studies the interactions of various substances, chiefly metals, bases and acids, as well as gasses, liquids, solvents, and dusts, and through them learns how to create powerful potions.  Through processes of calcination, distillation, dowsing, gasification, smelting, and sublimation, he learns how to create compounds, alchemical dusts, and alchemical gases.  His experiments also expose him to the operations of the four basic elements – fire, water, earth, and air.  Finally, at the peak of his career, the master alchemist applies his total body of knowledge to achieve the ultimate perfection of his body, transforming himself into a perfect state. 

The master alchemist is not a spellcaster, and the various spellcasting classes do not continue developing their spellcasting ability if they become master alchemists.  Historically, many alchemists were monks or other religious men, who were the most likely to be literate and have access to the equipment and texts of ancient formulae in order to learn the secrets of alchemy.  In a fantasy campaign milieu, most master alchemists will come from the expert class. 

Humans and gnomes, and a few half-elves, are the most likely races to pursue the mysteries of alchemy, although dwarves sometimes take to the class as well.  Elves prefer the more traditional approach of arcane wizardry, and half-orcs generally lack the intelligence to become powerful alchemists.  Halflings are generally not very interested in sequestering themselves away in a laboratory to brew potions. 

Hit Die: d4

Requirements
To qualify as an alchemist, a character must fulfil the following requirements:

Skills: Craft (alchemy) 8 Ranks, Craft (glassblowing) 5 Ranks, Heal 5 Ranks, Knowledge (religion) or Knowledge (arcana) 2 Ranks
Feats: Alchemical Familiarity
Special: Must have used the Craft (alchemy) skill to make one of each of the Alchemical Substances listed in Core Rulebook I

Class Skills
Craft (alchemy) (Int), Craft (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Speak Language (none), Spellcraft (Int), Use Magic Device (Cha)

Skills points at each level: 4 + Int Modifier

Class Features
All the following are class features of the alchemist prestige class:

Weapon and Armour Proficiency: The alchemist gains no additional proficiencies with weapons, armour, or shields.  Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble.   



Brew Alchemical Potion (Ex): The master alchemist gains the Brew Potion feat for free and can use it to make any potions listed in Core Rulebook I even if he does not have any spellcaster levels.  For purposes of using the Brew Potion class ability, the master alchemist’s caster level is equal to half his ranks in the Craft (alchemy) skill plus his number of levels in the master alchemist prestige class.  For example, upon entering the master alchemist prestige class, a character with eight ranks in Craft (alchemy) would have a caster level of five (four for half his number of ranks in Craft (alchemy) and one for his 1st level in the master alchemist prestige class).  The master alchemist does not learn how to cast the spells he uses to make his potions.  He can simply use them to create the potions listed in Core Rulebook I, assuming his effective caster level would be high enough to cast the required spell for the potion being created.  The master alchemist uses his Intelligence bonus for any spell effects that are determined by ability score modifiers, and just like any other character using the Brew Potion feat, he pays any material costs and experience point costs as necessary.  In all other aspects, this ability mimics that of a wizard using the Brew Potion feat to create potions. 

At 2nd, 4th, 6th, and 8th levels, the master alchemist learns to go beyond the boundaries that restrict others who create potions.  He is able to create potions based on spells higher than 3rd level, assuming his effective caster level (as explained above) would be high enough to cast the spell in question.  The Games Master has final say over which spells can be made into potions.  The master alchemist’s effective caster level must be equal to the spell level multiplied by two, minus one, or else he is not high enough level to cast the spell.  For example, to make a potion from the equivalent of a 4th level spell, the master alchemist must have an effective caster level of 7th (4th level spell x 2 is 8th, minus 1 is 7th). 

Even though the master alchemist is not a spellcaster, the potions he creates are considered magical spell-like items, and therefore are affected by anti-magic zones and dispel magic spells. 

Calcinatio (Ex): Calcinatio is known as the fire operation.  By studying the basic elements, the master alchemist takes his first step toward transforming his body by taking on some of the qualities of the salamander, the traditional creature associated with fire.  He gains the ability to make a special Burn attack once per day.  When making a Burn attack, the master alchemist does an additional 1d6 points of fire damage on a successful hit in combat.  Those hit by a burn attack must make a Reflex save (DC 10 + the master alchemist’s Constitution modifier + ½ the master alchemist’s class level) to avoid being burned for an additional 1d4 rounds. 

Evaporation (Ex): At 4th level, the master alchemist learns the secret of evaporating his potions to create alchemical powder.  An alchemical powder has all of the properties of a potion, except that it is in powder form instead of in a liquid state.  The powder can be flung into the air to coat one object or person within a 10’ radius from the master alchemist (a ranged touch attack is required).  An alchemical powder costs three times the normal price of the potion upon which it is based.

Create Alchemical Dusts (Ex): Also at 4th level, the master alchemist gains the equivalent of the Craft Wondrous Item feat for purposes of making any magical dusts listed in Core Rulebook II (specifically, dust of appearance, dust of disappearance, dust of dryness, dust of illusion, and dust of tracelessness).  The master alchemist is considered to know the spells required for making the dusts.  His effective caster level is the same as that for the Brew Alchemical Potion ability (half his ranks in the Craft (alchemy) skill plus his level in the master alchemist prestige class), and this effective caster level must be high enough to cast the spells required in the description for making the magical dusts.  The master alchemist pays any material and experience point costs as normal. 

Solutio (Ex): The second of the elemental procedures to be learned, solutio, is the water operation.  Mastery of this operation allows the master alchemist to transform himself by taking on the abilities of the undine, the mythical creature traditionally associated with water.  Solutio grants the master alchemist the ability to Drench, as per the water elemental special ability.  His touch immediately puts out torches, campfires, exposed lanterns, and other open flames of size Medium or smaller.  The master alchemist can also use this ability to dispel magical fire as per the dispel magic spell, with his Caster Level equaling the master alchemist’s class level. 

Brew Compounds (Ex): After much experimentation with various potions and substances, the master alchemist learns the skill of combining two potions into one powerful mixture called a compound.  Only two different spell effects, maximum, can be added to a compound, and the resulting compound mixture is 50% more expensive than the sum of each individual potion separately.  For example, a master alchemist could create a compound that provides the benefits of both a potion of bull’s strength and a potion of bear’s endurance.  Such a compound would be worth 900 gold pieces (300 gold pieces for each potion separately, plus an additional 50%). 

Coagulatio (Ex): The earth operation, coagulatio, is the third of the elemental procedures the master alchemist learns.  He takes on aspects of the “mythological” earth creature, the gnome (not the gnome race as described in Core Rulebook I, but a mythological version closer to an earth elemental).  In this case, he is able to transform his body into a sturdier state, gaining a +2 bonus to all Fortitude saves and damage reduction 1/-. 

Cavitation (Ex): Through a complex process of decreasing the static pressure in a liquid potion, the master alchemist is able to form bubbles of gas, effectively turning a potion into an alchemical vapor.  The resulting alchemical vapor acts similarly to the potion upon which it is based, except that it is typically stored in glass vials which can be thrown as a grenade-like weapon (range increment 10’).  When it lands, the vial breaks, releasing the alchemical vapor that affects everyone in a 10’ radius (saving throws apply as normal if the effects are detrimental). Creating an alchemical vapor quadruples the price of the original potion upon which the alchemical vapor is based.  The master alchemist may not make an alchemical vapor out of one of his alchemical compounds (see above).

Craft Alchemical Gas (Ex): At 8th level, the master alchemist gains the Craft Wondrous Item feat for the purpose of creating the following magic items from Core Rulebook IIbottle of air, censer of controlling air elementals, eversmoking bottle, horn of fog, and incense of meditation.  The master alchemist does not actually create the vessel for the item (such as the horn for the horn of fog) but just the contents, which are typically stored in plain glass vials with stoppers.  The effects work the same as the magic item description, however.  In addition, the master alchemist can make a magical gas that mimics the effects of the spells cloudkill, solid fog, and stinking cloud.  Magical gases based upon these spells act in the same manner as the horn of fog, except as noted in the individual spell descriptions.  In all other ways, this ability functions similarly to the Craft Alchemical Dusts ability described above, including the calculation of the master alchemist’s effective caster level. 

Sublimatio (Sp): The air operation, sublimatio, grants the master alchemist a spell-like ability based on transforming his body to take on aspects of the sylph, the fey-like creature associated with air.  Upon gaining this level, the master alchemist gains the ability to use each of the following spell-like abilities once per day: feather fall, fly, invisibility, levitate.  His caster level is equal to his master alchemist class level, and he uses his Intelligence modifier for purposes of save DCs and spell duration. 

Perfect Transformation (Ex): At this stage in his career, the master alchemist has gone beyond the mere transformation of elements to attain the ultimate transformation – that of his own body.  The master alchemist gains immunity to all diseases except supernatural and magical diseases.  He also gains Resistance 5 to Acid, Cold, Electricity, and Fire.  Lastly, the master alchemist stops aging and no longer takes penalties to his ability scores for aging and cannot be magically aged.  Any such penalties that he has already taken, however, remain in place.  Bonuses still accrue, and the master alchemist still dies of old age when his time is up. 



NEW FEAT: ALCHEMICAL FAMILIARITY (GENERAL)
You were exposed to the secrets of creating alchemical items, and retained that knowledge even though you have not mastered the art of magic. 
Pre-Requisites: Intelligence 13+
Benefit: You are able to use Craft (alchemy) to craft alchemical items, even if you have no spellcaster levels.
Normal: Only characters with spellcaster levels can use Craft (alchemy) to create the alchemical items listed in Core Rulebook I.  

Tuesday, March 24, 2020

Open Game Content for B/X or Old School Essentials: Sorcerer

[Note: I updated this class with a revised XP progression as well updating the Spells Known and Spells Per Day, and I also added in a table for D12 Sorcerer Subclasses. You can find the revision here.]

In this post, I present an Old School Essentials (OSE) compatible version of the 3E - 5E Sorcerer (a spontaneous magic-user that doesn't have to memorize spells from a spellbook ahead of time). I also briefly discuss the upcoming OSE campaign I'll be running.

As I've been writing about, I'm working on a Dungeons & Dragons campaign to run for my daughter and her friends. I had planned to have our first session in person, but given everything going on right now, it looks like we'll have our "Session 0" on a video chat where I'll go over the rules and explain the basic principles of the game (none of them have played before and do not own the rulebooks), and help them roll-up their characters. I had dice delivered to them this week (in their favorite colors!), and I've been working on sketching out the bare bones of a campaign world based on some notes I found scribbled on a bunch of old NPCs I created back in the 1980's for a discarded world I never got off the ground.

We'll be playing OSE and while my plan is to start out by playing it pretty much by-the-book using the Classic Fantasy Genre Rules, I also just like to tinker with things. Coming up with house rules and variants is helping keep my brain engaged and help me pass the time and be less anxious with all of the Corona Virus news going on and being stuck at home (I live in California; our entire state is basically locked-down right now).

One of the things I've been searching for online, but couldn't find, was a B/X or OSE version of the Sorcerer class that first appeared in 3rd Edition. For those of you old-schoolers who never tried 3rd, 4th, or 5th Edition, a sorcerer is really just a small twist on a magic-user, allowing them to cast their known spells spontaneously, rather than having to memorize and prepare them ahead of time. As a "cost" for doing so, they know fewer spells overall and can't learn new spells from scrolls or spellbooks. There's a lot of flavor elements, in that they usually have some kind of magical bloodline (draconic being the most common) and sometimes the bloodlines affect the spells they can select, but that's really just window-dressing.

I've written before that I used to think the sorcerer doesn't need to be a separate class; just treat it as a magic-user, allow spontaneous casting, and maybe give them one fewer spell per level. While that is definitely a way you could go, and I think it could work fine, I wanted to write-up a more detailed version and work out the requirements and experience points, to make them fall more in line with the 3rd Edition sorcerer (more weapon and armor options being among them).

Below is what I came up with. I'd really like to hear your comments and suggestions on whether I missed anything, if the experience point progression looks correct, etc. In particular, I'm not sure about the limit to 4th level spells, but I was trying to come up with some options to make them different enough from a standard magic-user so that there was a cost for not having to memorize and prepare spells ahead of time.

To see more content I've created for B/X or OSE, check out these labels: B/X, Basic DnD, Labyrinth Lord, Old School Essentials, Open Game Content.

Hanging: Home office (laptop); on "stay-at-home" orders until further notice
Drinking: Alesmith Sublime Mexican Lager
Listening: "Blue in Green" by the Bill Evans Trio



Sorcerer













Sorcerers are adventurers who, due to some sort of mystical ancestry, have an innate ability to cast arcane magic spells. Sorcerers have more flexibility when casting their spells than a magic-users, but they are not able to cast spells of the highest level.

Arcane Magic
See Magic in Core Rules for full details on arcane magic.
Magical Research: Unlike magic-users and elves, sorcerers may not conduct magical research.
Spell Casting: Sorcerers do not carry spell books, nor do they need to prepare their spells ahead of time. Instead, a sorcerer knows a number of spells as shown on the level progression table, based on the character’s experience level. Thus, a 1st level sorcerer knows one spell, selected by the referee (who may allow the player to choose). Sorcerers use the list of Magic-User Spells, from the Classic Fantasy Genre Rules supplement.

A sorcerer may cast any spell known without having to prepare it ahead of time. The sorcerer may cast any spells known at any time, as long as the sorcerer has not used up the spells per day for that spell level, as shown on the level progression table.

Some sorcerers choose their spells according to a theme based on their magical bloodline, but this is purely for role-playing reasons and is not a requirement.

Combat
Because of their need for freedom of movement, sorcerers cannot wear armour heavier than leather and cannot use shields. Their weapon options are limited, but more varied than a standard magic-user.

After Reaching 11th Level
A sorcerer may build a stronghold, often in an area of magical significance or reclaiming an ancestral fortress. 1d4 apprentice sorcerers of levels 1-3 will then arrive to learn the ways of sorcery. The stronghold may also attract other followers or creatures (1d3 cultists, or 1d2 creatures related to the sorcerer’s magical bloodline as determined by the referee).

Magical Bloodline Ideas

Demons, Dragons, Dreamworld, Faeries, Holy, touched by the Great Old Ones, Shadows, Storms, “Wild magic”



Friday, March 13, 2020

An Update on my Upcoming "Weird Fantasy" Campaign (for Kids)

About two weeks ago, I wrote a post about different approaches to campaign world design (in short - "serious" or "gonzo") and why some people prefer one over the other.

I've also written about how I'm preparing a fantasy RPG campaign to run for my 10 year-old daughter and her friends, and how in working out the details of the campaign world, I'd like to adopt a bit more weird, unexpected, and fantastical elements to the world, to move beyond just a basic Medieval Western European pastiche with dwarves and dragons. While I had a few of my own ideas for building the world, I put up the question on social media (primarily Facebook and MeWe) and asked people for their "thoughts, suggestions, and recommendations on different sources that you use, or things that inspired your games to add more weird and non-standard fantasy stuff..."

I went on to explain that my daughter and her friends are only 10, so I wanted to avoid a lot of unnecessary gore and sexual situations. I also mentioned that I knew there was a lot of stuff out there in the OSR community that would probably fit the bill, but I just wasn't aware of it, and that there are also most likely older modules from the TSR days that I've forgotten about.

The response from people was great - I copied and pasted every comment I received into a Word document, and ended up with over six pages of comments and suggestions! Reading them was really inspiring and helped me start coming up with new ways to include a bunch of the ideas into my new campaign world, or to modify things I was planning.

I thought it might be helpful to share the comments I received - I ended up putting them into buckets of different topics to help organize them a bit more.

I've really missed the OSR discussions and sharing from the Google + days, but using a combination of Facebook Groups and MeWe Groups has helped fill that hole. Here are the groups and people who commented and shared their thoughts - I encourage you to browse these groups and/or request to join them to see all of the great new ideas and content that's being shared in the RPG community.

FACEBOOK
  • The OSR RPG Group
    • Comments/Suggestions by: Ralf Keller, Liam Black, Harrison Hunt, Maks Roman, Eduardo RiveraArce, Kristopher Hedley, Michael Ramoneda, Denis McCarthy, Red Orc, Daniel Norton, Jamie Perez, Alan Stewart, John Taylor, Peter Robbins, George Patterson, Tim Samwise Seven Harper, Ada Douglas
  • The THAC0 RPG Blog Group
    • Comments/Suggestions by: Charles Rockafellor, Ryan Marsh, Steven Jacobs
  • Old School Gaming Rocks! Group
    • Comments/Suggestions by: John Anthony, Michael Roe
MEWE
Thanks, everyone!

On to the different ideas. Hopefully these will inspire you all to incorporate some of these ideas into your campaigns, and please, continue to suggest your ideas here in the comments, or on Facebook, MeWe, or Twitter, and I'll continue adding ideas to this list and update it. I was particularly happy with the "Weird Fantasy Tropes" at the beginning as well as the "Other Inspirations" at the end - the "Monolith Metro" is a really fun idea.








  • Weird Fantasy Tropes:
    • Animal Companions
    • Constructs and Robots
    • Twisted Animated Objects (whimsical, colored furniture; living drawings and paintings; candy monsters; giant flying books; jacks-in-the-box)
    • Dream-world pink elephants
    • Undead that are put to rest when slain (e.g., sheet ghosts)
    • Lots of familiars
    • Potions
    • Traps
    • Puzzles
    • Portals
    • Mazes
    • Magic that changes reality
    • Fewer monsters that are harder to fight
    • Lots of running away from things that you can't possibly defeat
    • Getting trapped and escaping
    • Transformations
    • Blurring and crossing lines of reality
    • Getting small and getting big
    • Making the strange familiar and the familiar strange
    • Cults (they bring the ‘weird’ from somewhere else)
    • Vampires (lots of possibilities)
    • Rename lists of old fairy-tale monsters
    • Creatures don't have to be defeated by weapons alone - it could be with proper manners, saucers of milk, worn shoes, etc.
    • Magical dogs and cats (as players or NPCs)


  • Inspiring Literature:
    • Roald Dahl
    • C.S. Lewis: Narnia, The Space Trilogy (Out of the Silent Planet, Perelandra, That Hideous Strength)
    • Susan Cooper: The Dark Is Rising Sequence
    • J.K. Rowling: The first four Harry Potter books
    • Clark Ashton Smith
    • Jack Vance
    • Alice in Wonderland
    • Japanese Ghost Stories
    • Chinese folk stories: Journey to the West and the Tower of Myriad Mirrors
    • African folk tales: Palm Wine Drinkard and My Life in the Bush of Ghosts
    • South American tales: 100 Years of Solitude (Magical Realism); A Very Old Man with Enormous Wings
    • Ford's Faeries: A Bestiary Inspired by Henry Justice Ford
    • Philip José Farmer: Dungeon
    • J. M. Barrie: Peter Pan (specifically Neverland)
    • Wheel of Time
    • The Dresden novels
    • Witch World
    • Robert E. Howard: Conan/Kull/Solomon Kane
    • Andrew Lang (editor): The Green Fairy Book
  • Inspiring Movies:
    • “Faust” (Jan Švankmajer)
    • “Pan's Labyrinth”
    • “The Mummy”
    • “How to Train Your Dragon” series
    • “Frozen”
  • Inspiring Video Games:
    • Zelda
    • Mario Brothers
    • Wizardry
  • Non-European Cultures for Inspiration:
    • Middle East
    • Sub-Saharan Africa
    • Chinese Martial Heroes
    • Japanese Sengoku Period
    • Central America (Toltecs, Mound Builders, etc.)
  • Other Inspirations:
    • Infuse your dreams and nightmares into the campaign
    • Conspiracy theories
    • Anime characters
    • The Ancient Monolith “Metro” (Large magical monoliths; when you touch them, you are hurled through the air for miles to another monolith far away. Flying beasts who see you whizzing past may try to pursue you, but they cannot keep up. You may whiz past cumulus castles of cloud giants. There are three monoliths total in a great triangle. The overuse of this fantastical “Metro” has some delayed magical effect on the user.
    • Planetary Romance genre



Hanging: Home office (laptop)
Drinking: Coffee (cold brew, heated up)
Listening: "Tongue Tied" by Grouplove, from "Never Trust a Happy Song"
Related Posts Plugin for WordPress, Blogger...