Sunday, July 25, 2021

DOPESMOKER: The Game

Click the images for the full-size versions. Partake sensibly and make sure to blare some doom metal. And if you actually play this, PLEASE let me know how it went.


 

Wednesday, July 21, 2021

Starsailor: Computers' Calculations

When you play as a Computer, your greatest tool will be Calculations- mystical workings upon the numerical underpinnings of reality. When you advance to a prime-numbered level, you gain the capacity to learn more Calculations. You can choose which ones, and learn them from any Computer textbook. Learning a Calculation takes a day of study.

Starsailor: Holy Primes and Computing Orders

[...] and from this we may deduce that our Gods are essentially detectable in nature, in those laws that govern us and our number systems, in the uncurling of ferns and the spiral of florets, appleseeds and snailshells, all that which grows and flourishes upon our low world. They are the very base units of the Heavens. A mathematician would call a God a ‘prime number’, such as may be defined as a number which may be divided into no components but itself and Unity. Though each shall have a chapter devoted to it, I offer a brief introduction to the divine nature of the first 97 Gods [...]

Fragment from the lost treatise A Practical Guide to Geometria, 1964.

Thursday, July 8, 2021

GLOG Class: Vernian Science Hero

Jules Verne was probably the first writer whose books I truly loved, and most definitely the one whose work has influenced me most in life. It’s doubtful I would’ve become such a science nerd at a young age if not for his books making it seem cool. I won’t claim that his writing style was particularly great; perhaps three or four characters in his immense oeuvre actually stand on their own as characters and not just narratively-convenient cliches. But the Vernian Science Hero has become an archetype in himself, even though he usually just served as a convenient exposition mouthpiece in Verne’s own works; here’s a basic Science Hero class. They would suit a game with exploration-as-XP well. 

Vernian Science Hero 
You are a dreamer, an optimist, and- most essentially- an expert. Magic and violence are the domains of fools; all you’ll ever need is to keep your wits about you.

 Start with a dandy’s formal clothes, 2x your system’s normal starting funds, and a few widely-respected research papers already published. 

 A 
 You are an expert in [INT mod] scientific disciplines. Do not declare these at character creation; instead, you will decide what they are as they come up in play. Should your INT mod increase, you will be able to learn more things. You know absolutely everything there is to know about these topics at your setting’s current technology/knowledge level. This may only include magic if magic is a widely-accepted field of rigorous scientific study in your setting. These areas of expertise also count as skills, of course. 

 B 
 When you attempt to do something ridiculous and totally improbable, but you have a decent science-based explanation for why it should work, you can test INT to see if it works. If it falls in the domain of an area of your expertise, you automatically succeed.

 C 
 When you discover something totally new and unknown to modern science, you can ruminate upon it for an hour to intuite 1d4 true facts about it (2d4 if it falls within your areas of expertise). 

 D 
 Whenever discovering something new that falls within one of your areas of expertise, you may immediately declare one fact about it; as long as this fact is within the realm of pre-established possibility, it becomes a provable truth. 

 1d8 Example Scientific Specialties 
 Astronomy 
 Marine biology 
 Mechanical engineering 
 Geology 
 Paleontology 
 Chemistry 
 Medicine 
 Botany

[GLOG/Buckets of Blood Class] Archdrude

It's been a while since I posted about Buckets of Blood; I've been quietly working on the boring parts of writing the game and some ...