Let’s make goblins unique

When a goblin is encountered (or a bunch of the nasty beasts), roll a set of 6 dice (d4, d6, d8, d10, d12, d20) for each of a few of them, or at least their leader. And see what happens.

D4 Personalities

  1. Mischievous
  2. Lazy
  3. Neurotic
  4. Reckless

D6 Physical Features

  1. Long, wiry hair
  2. Crooked teeth
  3. Tattoos all over her body
  4. Bulbous and unusually large nose
  5. Patchwork leather armor
  6. Missing an eye

D8 Secrets and Rumors (50/50 chance to be true)

  1. Former noble transformed into a goblin
  2. Was banished from goblin society for a forbidden romance
  3. Knows the location of a forgotten underground passage
  4. Can speak to spirits of the forest
  5. Servant to a powerful demon
  6. A talented illusionist
  7. Wants to be a hero
  8. Plotting to betray her tribe

D10 Skills and Abilities

  1. Skilled archer (+3 bonus)
  2. Expert at setting traps (4 in 6 chance to set, find or dismount)
  3. Gifted storyteller
  4. Snake charming abilities
  5. Skilled cook
  6. Excellent climber (4 in 6 chance)
  7. Clairvoyant dreams
  8. Knowledgeable herbalist
  9. Proficient in mimicry
  10. Plays an oversized lute; she’s good

D12 Possessions and Equipment

  1. Tattered cloak
  2. Worn pocket watch
  3. Wooden flute
  4. Tattered spellbook (1d4 really weird spells)
  5. Pouch of enchanted marbles (she can cheat in marbles games easy)
  6. Hand-carved wooden figurine
  7. Polished multicolored stone
  8. Vial of mysterious liquid
  9. Tattered journal
  10. Small mirror
  11. Feathered hat with a broken buckle
  12. Jar of flies

D20 Goblin Quirks

  1. Graffiti artist (paints dicks mostly)
  2. Hides behind allies in combat
  3. Always singing/humming off-key
  4. Eats dead insects as a delicacy
  5. Constantly tells bad jokes¹
  6. Wears a mismatched pair of shoes
  7. Holds grudges for years
  8. Hates hats to the utmost extreme
  9. Draws faces on everything she finds
  10. Sleepwalks
  11. Believes she is cursed
  12. Has an imaginary friend
  13. Hoards buttons and small trinkets instead of coins
  14. A huge raven as a pet, badly trained, tells dirty words
  15. Afraid of her own shadow
  16. Speaks fluently in a made-up language
  17. Hides under beds during thunderstorms
  18. Obsessed with counting things
  19. Refuses to step on cracks in the floor
  20. Wears heart-shaped, oversized glasses

Cross any taken result and write your own.

¹ “How do goblins make coffee? They start with some grind-stone and move on to the spit-roast!”, “Why did the goblin cross the river? To see if the other side was swampier!”

Combat Techniques for Spellbook Nerds

Once a magic-user has used her spells for the day, she is no longer a useful member of the adventure, and the player controlling her may be relegated to a mere spectator for the rest of the session, especially during combat. Nevermore! From now on, a magic-user can unlock new combat abilities.

These abilities are magical, but they are not spells. Thy must be acquired or learned. Two suggestions are given for each (almost), but the referee may prefer other ways to grant them that are more appropriate for a specific campaign.

1. Amber Fluid

The magic-user empties her bladder at will (she wets herself, you see), and the liquid travels on its own for one round, snaking its way until it reaches an enemy (chosen by her). When it reaches the enemy in the next round, an electric shock from within runs through the thread of urine, dealing 1d3 damage, plus the target must make a saving throw vs. paralysis or fall to the ground in convulsions for one round.

Risks and limitations: Once per day. The magic-user may not carry a metal object larger than a small weapon, or the discharge will be nullified.

How to acquire: The magic-user must survive an electric shock; or she must wear at least 500 gp worth of amber jewelry in the form of piercings or subdermal implants in all the usual areas of the body, including the erogenous zones.

2. Dagger of Evil Eye

The magic-user inflicts a wound upon herself and sacrifices all but 1 hp. From the next round on, each successful attack will cause her to regain the same amount of hp that she dealt to her enemies.

Risks and limitations: As many times per day as her Constitution modifier. Only with a dagger, which is now considered unholy.

How to acquire: The magic-user must survive a mêlée without using magic and without suffering any damage; or she must perform a blood ritual of fertility and blood during a new moon, alone.

3. Evil Face

The magic-user shows her true face and terrorizes her enemies (and perhaps allies). Enemies up to one level above her have their morale reduced by 1. Enemies below that level also have their morale reduced, but they immediately make a morale check. Allied NPCs will have their loyalty to her or even the party (whichever makes sense) reduced by 1.

Risks and limitations: As many times per day as her Charisma modifier.

How to acquire: She must kill an enemy in combat, and that death must cause a morale check on the opposing party; or she must research it as if it were a new spell.

4. Lightning Strikes Twice

The magic-user makes herself a small wound to the wrist or chest and sacrifices 1 hp. The next round, she can make two attacks, one on her initiative with an extra +1 bonus, and one at the end of the round without that bonus.

Risks and limitations: As many times per day as her Dexterity or Constitution modifier, whichever is higher. Only with a staff.

How to acquire: The magic-user must have been near death in combat (taking maximum damage without dying); or must sacrifice a total of 10 hp in combat (causing wounds to herself).

5. Magic Barrier

The magic-user summons her willpower for a number of rounds equal to her Wisdom modifier. During this time, she takes only half damage (cumulative with other forms of damage reduction).

Risks and limitations: Magic-users without a positive Wisdom modifier can’t use this ability.

How to acquire: The magic-user must bathe in the blood of an enemy killed with a mêlée weapon; or it can be given as a gift when sacrificing a friend or loved one in honor of Lucifer or Mictlantecuhtli or Hades or any other god of the underworld.

6. Parasite

The magic-user releases the parasite in her brain. Her mouth opens unnaturally and a black centipede with a demonic face or alien features emerges. The magic-user can now make 2 attacks per round, a normal attack or spell, and a parasite attack: a bite that deals 1d6 damage and requires the target to make a saving throw vs. poison.

Risks and limitations: Although the magic-user has full control of her body and mind, she can no longer hide the parasite, so it’ll be very difficult to go unnoticed or deal with other people (a benevolent referee may find a way to remove it, but it certainly shouldn’t be easy).

How to acquire: The magic-user must introduce a centipede into her brain through her ear and survive a saving throw vs. poison (the type of venom determines the damage taken if the throw fails, as well as the damage dealt by the parasite); or she can… honestly, I don’t have a good alternate idea, I really like this one.

7. Rejection of Death

The magic-user pays a pending debt: a piece of her soul is torn off and she immediately loses one magic-user level. If the caster dies in combat (now or at any other time, but it must be in combat), she will remain dead for only one round, and then will come back to life with her HP and spells of the day restored.

Risks and limitations: Once in a lifetime.

How to acquire: The magic-user must make a pact with a demon or god of death; or she must commit an act of absolute evil that colors a fragment of her soul to necrosis.

8. Scorpion Sting

The magic-user runs the blade of her dagger across her tongue, causing it to bleed. The dagger is now poisoned, and the victim of an attack with it must make a saving throw vs. poison or die immediately between convulsions and curses.

Risks and limitations: As many times as she wants, but she must use the same dagger, and after the first time, she must also make a saving throw vs. poison or die.

How to obtain: The magic-user must be stung by three scorpions on three consecutive nights, and survive (she can use antidotes); or she must give a newborn baby to a colony of scorpions to be eaten, and they will grant her the gift in return.

9. Shadow Step

The magic-user summons her inner shadow and gains a +2 bonus to her AC for a number of rounds equal to her Dexterity modifier, when dodging attacks as if they were attacking her shadow and not her.

Risks and limitations: Once per day. Magic-users without a positive Dexterity modifier can’t use this ability.

How to acquire: The magic-user must sacrifice her own shadow in a defiled temple of the setting’s major religion; or devour the shadow of a priest of that same religion.

10. Stroke of Grace

Knowing that all is lost if she doesn’t do something, the magic-user channels all her concentration and training into a crushing blow. Her next attack will have one of two effects: either the attack roll will automatically succeed, or the attack will cause the maximum damage possible from her weapon (but she must succeed the attack roll).

Risks and limitations: Once per day.

How to acquire: The magic-user must survive a mêlée without using magic; or she must train with a Fighter at least one lever above her for 6 weeks and pay 100 gp each week.

11. Time Rupture

The magic-user can alter her own perception of time and space for a number of rounds equal to her Dexterity modifier, automatically gaining initiative (the rest of the group makes group initiative rolls normally; she rolls separately for now).

Risks and limitations: Once per day. Magic-users without a positive Dexterity modifier can’t use this ability. She must drop everything she carries except a small weapon (and small shield, if carrying), and she must be wearing light clothing.

How to acquire: She must survive three combat encounters with nothing but a small weapon and underwear or similar clothing; or she must eat the beating heart of a cheetah or other fast creature during a full moon.

12. Transmigration

The magic-user chooses from those present the one who will be her new body. Once chosen, she must cut her own jugular vein and bleed to death (1d3 rounds). Once dead, her soul, spirit, psyche, identity, eternal essence, or whatever, will attempt to enter the new body. The target must make a saving throw vs. magic with a modifier equal to the difference between his HD and the magic-user’s HD (as a bonus if his HD is greater than hers; as a penalty if it is lower). If the saving throw fails, the magic-user has a new body with new stats, retaining only her original intelligence; although she has the same level as the original magic user, her HD is equal to the HD of the creature taken. If the saving throw succeeds, well, oops, right?

Risks and limitations: Once per year. All spells that remained in the magic-user’s memory when the body died, are activated at the same time, with the body as the epicenter.

How to acquire: The magic-user must eat only caterpillars, butterflies, and moths for 33 days; or she must mark an ankh with white-red iron on her head (4 hp damage) and renew the mark on the same date each year (same damage).

Note: If you want your magic-user to have any of these abilities from the moment you create her, send me $10 to give you the official authorization.

Dragons have gemstones in their brains!

While reviewing Isidro de Sevilla’s Etymologies, I came across the following description of the dracontites:

The dracontites is taken from the dragon’s brain but does not harden into a gem unless the head is cut from the living beast; wizards, for this reason, cut the heads from sleeping dragons. Men bold enough to venture into dragon lairs scatter grain that has been doctored to make these beasts drowsy, and when they have fallen asleep their heads are struck off and the gems plucked out.”

Naturally, role-playing ideas began to sprout in my head like dragons’ gems.

The dracontites is a red gem, like a carbuncle. An adventurer must obtain a dracontites directly from a dragon’s head and carry it with them at all times to benefit from its properties:

  • Good Luck. Once per adventure (or session), the player may make two rolls and choose the best result.
  • Healing. Recovers 1 HP every 8 hours, up to the maximum.

If the dracontites is stolen, lost, or sold, there is a 75% chance that it will lose each of its properties (make a roll for each). If the stone is given away, there’s only a 25% chance. If it’s given away for the second (and any subsequent) time, the probability is 75%.

Artwork: Virginia Frances Sterrett

Colonialist D&D is post-apocalyptic

I’ve been reading Cal Flyn’s Islands of Abandonment and I found this fragment:

One type of D&D campaign revolves around exploring lost cities, taming the wilderness and bringing civilization to poor savages and barbarians who don’t know better. For many people, this racist trope is problematic. I have written before about my position, as a Mexican, on racism. But that’s not what I wanted to share here.

I mean, you see? D&D is a post-apocalyptic setting!

I don’t find vanilla D&D very appealing. I dislike halflings and elves and dwarfs as playable classes. But sometimes I find something that makes me think again about it. Like this here. The wilderness is only wilderness because your parents and grandparents perpetrated a genocide 50 years ago, destroying a civilization, causing their culture to be abandoned, which lead to nature to return and take the land back.

Sometimes, I find something that makes me want to play the game (as a referee, of course) as written, only because as written it’s stranger, darker and less safe than we usually think. This vanilla has some chocolate within. So the party think they’re heroes and saving civilization, only to find out there used to be a civilization here, in the past, that was murdered by their daddies and grampas. Will they ignore that legacy? Will they search forgiveness or offer repair? Will they side with the few and scattered survivors?

Because, let me tell you, these survivors, they are elves, they are halflings, they are dwarfs. And now players can use them as playable classes. Ok, ok. Maybe only one class.

Who’s your Nahual (guardian or totem animal)?

A Nahual (in Nahuatl: Nahualli ‘hidden, concealed, disguise’) is a guardian or totem animal. Each person, at the moment of birth, has the spirit of an animal, which is in charge of protecting and guiding him/her. These spirits usually manifest themselves only in dreams or visions, or with a certain affinity to the animal that took the person as its protégé.

When you create a new character, roll on this table to find out who’s your Nahual and the gift it gives you. Optionally, you can receive one of these gifts if you make a pact with a spirit animal, who then becomes your Nahual.

Roll 1d10

  1. Centzuntli, the one with four hundred voices (mockingbird). You have a beautiful voice and can make a living singing or giving speeches. Look for your highest ability, now your charisma has the same value. If charisma was already your highest ability, add one point; if it reaches 19, your modifier is +4.
  2. Tlotl (sparrowhawk). You have excellent eyes and Spirit Sight: You can make a Search roll (modified by wisdom) to see the spirits of the dead, if there’s one present, but you have to roll again to leave this state. A failure means you have to wait a turn before you can roll again. While in this state, you can talk to the dead.
  3. Axolotl, the water monster. Once you come of age, you never get old and never lose your smile. When you sleep, you recover one extra hit point. If you lose a limb, there’s a 1-in-6 chance (modified by your constitution) you can regenerate it whole in 1d4+6 days, but you need to rest during this time.
  4. Koyotl (coyote). You have a great ability to adapt and it is not easy to kill you. When you die for the first time, you are left for dead, but at the end of the combat, you’re miraculously still alive and retain one hp. From the second death, you must pass a saving throw vs. poison with a penalty equal to your current level (at level 2, the penalty is -2, at level 5 it is -5, and so on).
  5. Tekolotl (owl). You are a bird of ill omen, wherever you go, something bad will inevitably happen. But you’re also wise and can smell death in the living. When you create your character, you gain one point of wisdom. You can make a Bushcraft roll (modified by wisdom) to determine if a person will die within the next 48 hours.
  6. Tsinakan (bat). You have two great loves: night and sex. Sex is at your discretion, but during the night, all your rolls related to exploration have a +1 bonus. In the dark you don’t have better vision than others, but you do have a better sense of direction, and you always know where the south is, and therefore, the other cardinal points.
  7. Sayolin (fly). You grew up in a filthy plaza, where you could see pieces of old mats, shoes and hats in the streets. The uneven cobblestones, the mud in times of rain, the filth in plain sight, the dishonesty in all its impudence, the rotting cooked meats being sold, the insects attacking the people, the most insufferable stenches made the square a truly shameful place. In these environments, your charisma and wisdom gain a temporary bonus of +1. Once per day, you can summon a swarm of flies that will attack a target, causing damage equal to your first HD; you gain the same number of hp.
  8. Xoloitzcuintle (hairless dog). You are smaller than average, which grants you an extra +1 bonus to your AC. You are really good at hiding, which grants you one extra point to your Stealth skill.
  9. Tlakamaye (bear). Once a month, you can invoke the help of your Nahual for a maximum of one hour. It can participate in combat or provide other non-humiliating help (it’s not a beast of burden). If the favor you ask is humiliating, it will abandon you and you will never be able to call it again. If your Nahual dies while helping you, make a saving throw against magic for each ability greater than twelve. Each failure means that the value of your ability becomes its opposite, 13 becomes 8, 16 becomes 5, 18 becomes 3, and so on.
  10. Ozomatli (monkey). Your mother died giving birth to you, you were sent to an orphanage or a monastery, where your origin was kept secret: you are of nobility, but you have no way to prove it. Queen Ñuñuu Dzico-Coo-Yodzo (Lady Six Monkey) appeared to you in a dream and revealed the truth of your origin. During character creation, choose one: Immediately gain Climb +3 or Sleight of Hand +3.

Note: Skills are based on LotFP’s Specialist skills. Click here for how to convert to vanilla Thief or Rogue.

Communion: At your referee’s choice, you are visited by your Nahual, either in dreams, hallucinations, or even in real life. In either case, your Nahual will offer guidance, advice or protection (maybe a magical +2 AC, whatever makes sense).

Monsters should break the rules

What makes a monster a monster and not just a particularly ugly or strange animal? It doesn’t seem like a difficult question, but entire books have been written to try to answer it*. Leafing through some of these texts, we find several interesting things.

1. A monster is menacing

The monster in a work of fiction can be friendly (Monsters Inc.), heroic (Swamp Thing), genial (The Munster Family), ridiculous (Scooby-Doo). But in horror, which is generally intended to frighten, or cause discomfort or discomfort to the reader, the most notable characteristic of this creature is to be menacing, i.e. dangerous.

A) Dangerous in a concrete way

The most direct way to make a monster dangerous is to make it lethal. A creature that can kill or maim is a good example of a menacing monster. Literature is full of them: The cenobites in The Hell-bound Heart (Clive Barker), the human/fish hybrids in “The Shadow Over Innsmouth” (H.P. Lovecraft), the monster in Frankenstein (Mary Shelley), the vampire in Dracula (Bram Stoker), the daddy in The Shining (Stephen King), the mansion in The Haunting of Hill House (Shirley Jackson), even the cat in “The Black Cat” (Edgar Allan Poe).

The monster in literature can be an ordinary human (King), a supernatural being (Barker, Stoker), an animal (Poe), an object or thing (Jackson) or what we would call an aberration (Lovecraft, Shelley).

B) Dangerous in an abstract way

Sometimes, the monster is not physically menacing, but psychologically, morally or socially. They’re beings that don’t destroy the body (or not only the body), but the identity (“The Horla” by Guy de Maupassant), that disrupt the established moral order (Lost Souls by Poppy Z. Brite), or that seek to impose a new social order (“The Shadow Over Innsmouth”).

Also menacing are monsters that reactivate in the protagonist and the reader some childhood fears, such as the fear of being devoured or castration (Stephen King’s It; Ray Bradbury’s Something Wicked This Way Comes), or that threaten to make sexual fears and traumas conscious (Joseph Sheridan le Fanu’s Carmilla; Charlotte Perkins Gilman’s “The Yellow Wall-Paper”).

2. A monsters is impure

A common characteristic among monsters in horror literature is the repulsion they cause on a physical level; in other words, the protagonists of these stories react with disgust or rejection to these creatures, and do their best not to come into contact with them. This is due to the interstitial or contradictory nature of monsters, which present a conflict between two or more cultural categories. It is like being in the presence of dirt or human waste in a space that should be clean, such as a kitchen or living room.

The impurity of literary monsters, is achieved in 5 different ways, to wit:

A) Fusion

Fusion activates conflict through the combination of two or more opposing cultural categories, which may be visually perceptible or of an ontological order, for example: life/death (vampires, mummies, zombies); animal/human (“The Fly” by G. Langelaan; the pig men in William Hope Hodgson’s The House on the Borderland); animate/inanimate (haunted houses, the puzzle in The Hell-bound Heart); intelligence/instinct (“The Black Cat”); tangible/intangible (“The Horla”); innocence/evil (“The Decapitated Chicken” by Horacio Quiroga).

Fusion is constructed by condensing two or more opposites in the same character (or object), which in horror literature can be none other than the monster.

B) Fission

In the case of fission, the contradictory elements are distributed in different but metaphysically related entities, as occurs with the double or the changeling.

Temporal fission. Fission divides a being in time. For example, the figure of the werewolf, where beast and human occupy the same space/body, but at different times; this monster embodies a categorical contradiction (animal/human) that is distributed in time. The Strange Case of Dr. Jekyll and Mr. Hyde is the most famous example of a monster created through temporal fission.

Spatial fission. This is two separate but related bodies, a fission that divides a being in space, multiplying it. For example, the double in Oscar Wilde’s The Picture of Dorian Grey, or any work about the doppelgänger. This fission takes place in two modalities:

  • The double. It represents the dark, the hidden or repressed that comes to light, and causes horror by contradicting accepted cultural, moral or social categories. The double performs the evil acts that the original would not commit. Poe’s “William Wilson” and E.T.A. Hoffmann’s The Devil’s Elixirs are examples of this form of fission.
  • The imposter. The monster is either a replacement for the original (usually human), or an impostor trying to impersonate it. If the impostor really is, it is an emotionless being. If there’s been no such replacement, and it’s only imagined by someone, it’s a psychotic disorder, known as Capgras Syndrome. Horror comes into play when the boundaries between the two are unclear. The Case of Lovecraft’s Charles Dexter Ward is paradigmatic on the subject of the impostor.

These divisions turn the characters into symbols representing categorically distinct or opposing elements, while in the fusions, contradictory elements are amalgamated into a single symbol that contains them. Condensation and division allow for the projection of themes of interstitiality, cultural contradictions and impurity.

C) Magnification

To cause horror, we can take a real creature, associated with a feeling of revulsion, or that has unpleasant characteristics from a cultural point of view, and increase its size considerably. Giant spiders would be the most obvious choice. Spiders are creatures that cause repulsion to most people even at their original size. Increasing their dimensions, even to the size of a dog, let alone a building, has the power to increase the horror experienced. An example of a larger than normal, though not colossal, spider is found in M.R. James’ “The Ash-tree,” and in Brian Lumley’s “Cement Surroundings,” there are some huge worms.

*Reduction. One variation is reduction, as evidenced by stories about goblins and evil elves, or Horacio Quiroga’s “The Feather Pillow”, where the typical vampire figure is taken and reduced to the size of an insect.

D) Multiplication

Instead of taking these beings and making them giants, it’s a matter of multiplying them in number. The mass of these creatures becomes the monster. Attacks by spiders, ants, locusts and rats are among the most popular. These hordes not only cause distress because of their repulsive nature, but are driven by an evil intelligence that seems to seek the annihilation of human beings. Lovecraft’s story “The Rats in the Walls” comes to mind, as does Hodgson’s “The Voice in the Night,” where evil fungi sprout everywhere and threaten to cover the entire world.

E) Horrific metonymy

The monster doesn’t need to be repulsive in itself, it’s enough that it relates to repulsive beings and objects to cause horror. Count Dracula is a figure who, physically, does not appear abnormal, and in some readings may even appear seductive, but he surrounds himself with rats and other nauseating creatures, which’s enough to make him repulsive by association.

In Clive Barker’s The Damnation Game, the monster has a normal appearance, but his assistant is a zombie who throughout the novel goes through a process of putrefaction that consumes him more and more. In “The Abominations of Yondo” by Clark Ashton Smith, the monster is the desert of Yondo which, although not a living being, becomes a cause of horror because of its association with all kinds of abominations, such as corpse-colored insects that chase the protagonist, to the eyeless creature similar to a dog and at the same time to a spider, which tries to hunt him using its sense of smell.

3. So… break the rules

A monster must be, by default, threatening, this is achieved by making it dangerous. A monster can also be impure. Impurity is what turns a monster into a monster of horror. This is achieved through: Fusion and fission, which allow the creation of horror biologies; magnification and multiplication, which are ways of increasing the power of creatures already associated with repulsive feelings and rejection; and horrific metonymy, which is a way of emphasizing the impure nature of a creature by associating it with reviled beings and objects. Monsters in horror literature are a compound of danger and disgust.

Some of the most interesting creatures are those that use more than one of these categories. In the aforementioned “Las abominaciones de Yondo” we not only have the metonymy of horror by associating the desert with repulsive beings, we also have the multiplication by multiplying the horrors that the protagonist encounters. In the same way, Dracula is not only a repulsive being by association with rats and spiders, he also incurs in fusion by being an undead, and in temporal fission, by becoming a wolf.

Monsters break the reality rules of fiction. In the same way, monsters in a role-playing game, if we want them really scary and horrifying, must break the rules of the reality of this other fiction. A monster is not created in the same way as a player character and should not follow the same rules.

If you wish, a monster can attack several times, or regenerate its life points, or be immune to certain kinds of attacks, or whatever madness comes to mind. Of course, in the hands of a fair and impartial referee, a monster, even if it breaks the rules of reality, will not break its own rules.

*Suggested reading: Noël Carroll, The Philosophy of Horror Or, Paradoxes of the Heart; Mary Douglas, Purity and Danger: An Analysis of Concepts of Pollution and Taboo; W. Scott Poole, Monsters in America: Our Historical Obsession with the Hideous and the Haunting; y Phillip Athans, Writing Monsters.

Now go make some nasty monsters!

Suggested soundtrack

The role of food in adventure

These are the rules on the use of food in my campaign world:

  • A ration is equivalent to a more or less correct portion of water and food.
  • An adventurer should take at least one ration per day.
  • Eating three rations in a day gives a +1 bonus the next day on 4 rolls of the referee’s choice.
  • After spending at least two days in a city or town, and enjoying the food, drink and fun that the place has to offer (i.e. after spending a good amount of money), the next time the character goes on an adventure, she will receive a +2 bonus to any roll she chooses, as well as +1 on 4 rolls of the referee’s choice. This benefit remains active as long as the character takes three rations per day. If one day she fails to take her rations, the next day the benefit will disappear.
  • After 3 days* without consuming at least one ration, each day in the morning the character must make a saving throw vs. death. If she fails this roll, the character will be so weak (-2 to all rolls) that she will die of starvation during the night, unless she consumes a ration. If she survives (she succeeded in the roll or ate something), she’ll have a -1 penalty on all rolls of the referee’s choice. This drawback will remain active until she consumes 3 rations in a single day. (*Jonathan Becker has made a good point showing 3 days is way too short a time. He’s right, so these 3 days can actually be any number you think fits your campaign, and some races can keep going without food for longer periods than humans.)

Oh, and when food runs out and PCs start dropping like flies, there are options.

Notes

In reality, this is intended to incentivise spending money, so that characters don’t accumulate such a large amount they could dominate the world.

I honestly haven’t experienced that (starvation), it’s mainly a random number, although I think if it was, say, 6 days (instead of 3 days as written), then it would be irrelevant, as most characters will at least eat some junk before that.

On the nature of goblins

The life of the peasantry is hard. The taxes are high, the work is exhausting, the rewards are minimal, sometimes non-existent.

The promise of a happy life in “the other world” in exchange for working the land is almost never enough. You have come to wonder why God sends this torment to your children, and you come to doubt His infinite goodness.

When no angel of death comes to strike you down with his bolt of justice in punishment for your doubts, you wonder if there really is a god. And if there isn’t? Are you going to devote your life to serving a man who told you there is a god? Are you just going to take his word for it?

But hunger rages. You, your wife and your fourteen children need something to eat. The work doesn’t provide enough. You must do something.

The idea that there’s no god has settled in your brain, and guilt for thinking so has given way to cynicism. Your children no longer seem like a blessing from heaven, but simply a deception to perpetuate the comfortable life of the few, at the expense of the suffering of the many.

But you’re no fool. That morning you took your two youngest children, went into the forest with them, carried them as far as your courage would carry you and slipped away quietly, stealthily. In a final show of kindness, you allowed them to keep their boots.

You knew your sons were too young to find their way back. But without a god to punish your act of evil, could it really be considered an act of evil? Parents abandoning their children and leaving them to fend for themselves is the rule in the wilderness. What separates you from the animals, now that god is dead?

Eventually you forgot. Or you managed to convince yourself that you had forgotten. Things had improved a bit. Two less mouths in the family meant one more portion on your plate.

And above all, neither god nor the devil had come to claim your soul.

This certainty invaded the minds of others. No one would admit it, but everyone knew that the others had done the same as you: abandoned the youngest in the forest.

The village itself looked different. Maybe having all the children God wanted to bless you with hadn’t been such a great idea. Your neighbours and fellow villagers looked healthier,

This well-being lasted for some time, but it could not last forever. The guard’s shouts woke you up. “The goblins are coming!”

The goblins? No doubt the guard got drunk again during his patrol, it wouldn’t be the first time. But something had to be going on, judging by the commotion in the streets. You peeked out the door. The fire had soon spread. Your house would be consumed in no time. There was no time to do anything for your wife and children.

Then you saw them. Little figures were running around, their mocking, evil laughter overpowering you. A stone in the head put you to sleep. It saved your life.

You awoke with difficulty. You were the only survivor. You watched them walk away. Without daring to sit up, you saw something that made your blood run cold. Two of the strange creatures were wearing your children’s boots.

Goblins are feral kids

Why go on adventures? | How to buy into the OSR game loop

The most common game loop in OSR is the sandbox, which consists of a large area that the characters can explore as they please, with virtually no restrictions. None of these areas are mandatory, nor do they all have to be explored in any specific order.

But so much freedom can be paralysing, because in the absence of an intrinsic reason to accept the game loop, players must come up with a justification, or simply “just because it’s fun”, which is not bad, honestly, but it can put some people off.

In general, this is not a problem. Players know what they’re getting into when you invite them into an OSR sandbox, but if they don’t, how can you convince players to accept this loop without making it seem arbitrary or meaningless?

Without a raison d’être, why would a character be interested in exploring a sandbox? It’s simple:

  • You’re a peasant, a serf, a chancer, maybe a leper.
  • You hate your life, you hate your lord, you hate your spouse and children, and you don’t wanna die in these conditions.
  • You take a hatchet, your boots, your last coins, some bread and cheese, and go into the old mine (any point of the sandbox, actually). You know you might die, but who knows? Maybe you’re lucky and find something valuable you can sell for more than what you make harvesting potatoes.

In other words, you’re too lazy for a proper job, so you’d rather take your chances cajoling wizards.

 

‘Seriously, just give me a gold coin. Guaranteed!’