My first blog post proper!
Backgrounds for folks that might want to explore Titan of the Fighting Fantasy books via Troika!
https://mrstag.bearblog.dev/d66-titan-backgrounds-for-troika/
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My first blog post proper!
Backgrounds for folks that might want to explore Titan of the Fighting Fantasy books via Troika!
https://mrstag.bearblog.dev/d66-titan-backgrounds-for-troika/
Smartitude is knowing the difference between a classic game, an OSR game, and an OSR-inspired game
Wisdomness is knowing that it doesn't matter
20 hours to go to become the monster you've always dreamed of. And then punch in for your adventurer-slaying entry level job at Dungeon, Inc., the greatest corporate megadungeon of all the land!
It is an age of darkness, uncertainty, and chaos. Would-be kings, violent tyrants, and bloody barons bring war to isolated fiefs, leaving destruction and death in their wake. The only source of succor for the people is the knights. They are the gleaming beacons of hope and justice, piercing the gloom with steel and silk.
https://www.kickstarter.com/projects/mottokrosh/knightcore-the-rpg
And we are on for Dungeon, Inc.! I'll be spending the day worrying, looking at numbers, and making sure my last edits pass was throrough before we can send it over to @coalhada.

Good news, Dungeon, Inc. crew!They're letting us go! Ben and I have been chained to involuntary intern desks here on level 21 of the Dungeon for, well, I'm not sure⊠there arenât any windows here and they only feed us the odd leftovers of halfling stew. Looking back, we should have guessed something was wrong when they insisted to have us escorted to this âurgent strategy meetingâ by twelve bugbears armed with blackjacks. Ah well. We're being escorted to the planar gate later today so let's chalk it up to XP and get on with the news.seriously, Kennon James wins at bugbearsLast 70 hours!It's been a busy four weeks, but with your help we made it to the end of the campaign, and very successfully so. The whole team is extremely grateful for your trust and your enthusiasm sharing the project. (But please keep it up! There's bound to be a good number of people who'd be into the game but will miss the campaign amid the daily flurry of nerdy news.)Progress updateOlivier is in the process making the changes suggested by Tomâs proofreading pass. Ben and myself have used the telepathic nose rings provided by our benevolent employer to make some final decisions together. Weâve also polished some late material like the rules glossary and the d20 table of mission complicating events (hanging out in the Hosting Section break room has been invaluable to collect entries for the latter, actually). Very soon, the rulebook will be Hundred Percent Done. Meanwhile, Tom is working on the Mission Booklet, which means we'll have the PDFs ready for you in the next few weeks as planned.How to campaign in Dungeon, Inc. With a high concept steeped in parody and a mission-based game loop, Dungeon, Inc. can easily be dismissed as a one-shot, hazy IPA and sourdough pretzels game. The one your friend breaks out when you're missing a player for your serious, character driven campaign about elves and tieflings saving the world by killing monsters in a dungeon while looking sexy AF.But it's not that game. Of course, the mission framework makes Dungeon, Inc. a great choice for one-shots or loose series thereof, but the game was developed from the start to support campaign play. From the very beginning Ben always wanted to make it about the life of low-level corporate workers. He'll say that's because of a setting thatâs untapped in TTRPGs but I think he just needed to work out a lot of professional trauma.So, dubious jokes apart, Dungeon, Inc. comes with quite a bit of support for campaign building and running. In the Campaign Play chapter, youâll find two whole methodologies as well as advice and examples.of course there is a d20 table to help!Campaign threads are for GMs who like to run a campaign the trad way. A thread starts with a big bad and their nefarious plot, or two factions at war for a McGuffin, or simply some sort of internal threat to the Dungeon. You roughly plan the steps of the arc, including possible conclusions and aftermaths depending on what the players do. This doesn't need to be very complicated, as players never do what theyâre reasonably expected to do anyway. The rulebook provides three outlined campaign threads:- An Inconvenient Denizen is about a powerful monster who discovers the truth about the Dungeon and stirs trouble for its own benefit. This one comes with random tables to help you figure out where this is going.- A Worm in the Apple is the classic embezzlement scenario. Someone high-up is lining their coffers with company gold. Trust your players to look for a way to somehow turn this to their advantage.- The Secrets of Mister Noir deals with the company's mysterious founder and Overseer-in-Chief. It decides which of the many rumours about his origins are true and sets in motion an evil scheme of epic proportions. Whatever way this all ends, expect your campaign world to change significantly.Of course, you don't have to limit yourself to a single campaign thread. It is probably better to mix and match, mixing in your own plots as you go, to see which ones piques your players' interest. Railroading is not what we do here.it fits on the one spreadThe Movers & Shakers method is more procedural. It uses risk dice (our riff on The Black Hack's usage dice) to provide dynamic, off-screen conflicts. Movers are competing NPCs and factions with their own goals. Each one has a plan featuring a list of steps and actions to achieve their current gioal. Shakers are non-personalised threats, with a timeline of worsening events. You roll the movers and shakers risk dice between adventures and interpret the results with the help of your notes and a couple of random tables. This leads to a new situation, which you can feed into the game via missions, rumours, and office life events. This part of the chapter doesn't give you any pre-written movers or shakers, but there are examples.But Iâll let you in on a secret that isnât in the book: there is no need to plan anything before you start running. I for one am a big fan of the classic OSR campaign building method, also known as just-start-playing-and-see-where-it-all-goes. You know when you drop^a bunch of 1st levels in a dungeon, then later draw a small map around it with more dungeons, and just generate encounters, events, and factions from what happens in play? Well, we wonât stop you from doing that in Dungeon, Inc. too. Run a first mission, then run another one. And if everyone is having fun and wants more of it, start planning the way you always plan. Between the written material, the collaborative bits, our many random tables, and the chaos at the table, youâll have more than enough to get something cool going. You can use either one of our methods â or both â to organise it, and as long as youâre one session ahead of your players, youâll be golden.To wrap up what is possibly the longest campaign update in Mushmen history, I should note there is a complete, 100-page campaign for Dungeon, Inc. in the original French. I actually co-wrote it with Ben, and we had a lot of fun sprinkling D&D history nuggets everywhere. If you like and play the game, and if we can build a community together around the game, we very well may translate and expand Dungeon in Flames.art by NydenlafĂ©eA bunch of mushfriendsHa! I lied. This is the last update until PDFs time, and I want to plug some projects we like from people we like. Theyâre all small things you can impulsively back, so youâre welcome.KNIGHTCOREFrequent KNOCK! contributor, Hypertellurians creator, and all-out Berlin weirdo designer Frank Mottokrosh Reding is making a game inspired by the knightcore (or castlecore) aesthetic. You might think it is going to be yet another take on the dark medieval fantasy genre, but look at them vibes! The zine will be illustrated with real photos and the mechanics look like a lot of fun -- there's even a statistic for your knightcore fashion style.the shoot must have been hilariousGUNS MAGES CORPSESKobayashi, aka the Game Making Machine, is at it again! Guns Mages Corpses is a mashup of cyberpunk and dark fantasy. Demon satellites, necromantic AIs, oneiric information superhighways, and your characters surviving in the shadows as Slayers and Mages. What else would you expect by the author of Black Sword Hack? This is the first game I didnât know I needed since CY_BORG (which says a lot about me, I know). The campaign is only a couple days old but we're a few eddies from unlocking a Creative Commons license. love the energy in this Alistair Jones art!SEXY NEW TROIKA! INITIATIVE CARDSDan Sell, the mind behind Troika! and the lord mayor of Melsonia is about to launch a quick project to help with some US tariff woes: Troika! Initiative Cards with new art by Shuyi Zhang. If you play Troika!, you can't have enough of these. And if you don't, you should (it's cheaper than a London coffee on DTRPG right now). Or you may just want to support one of the most creative publishers in the whole Kingdom of Brexitia. For example, preorder the new edition of Stay Frosty!, it's about to get released to non-backers. Or just talk to your friends about weird indie adventure games - it costs nothing and it helps every last one of us.almost forgot: these double as regular playing cardsFLAIL BY GAMES OMNIVOROUSYou may know Andre Novoa from the beautiful Mausritter boxsets he's published, or from gorgeous bags and box full of illustrated hexes (love these things!). Well, Andre is about to launch his own ruleset called FLAIL. Who needs another O/NSR system, you ask? I do. I like quick and efficient mechanics, like combat where you stack d6s hoping to roll 1s. Have a look, and can decide if this game is for you: you'll get the PDF for free as soon as you've followed the project on Backerkit. eight classes! what is this, 3E?HEY THERE'S OUR THING TOO!I refrained from shilling this during this campaign but there's no time like the present: No Devil's Land is a Merry Mushmen adventure module I'm writing for Old-School Essentials Month on Backerkit (do check it out, it's full of cool projects by people you know). This will be a Bruno Prosaiko illustrated hexcrawl in a lost part of Hell where time went all topsy-turvy. There is a race to revive a dead demon lord, there is a lot of anachronistic gear, a river of lost souls, and plenty more such nonsense. If this sounds like your cup of demon-juice, please make sure you're subscribed as you won't get the handy automatic KS notification for this one.i'm so looking forward to all of the BP artThank you again!That is all for this campaign. Iâll have some sweet digital loot for you next time I invade your inbox. If you can share it one last time, or reach out to that friend who loves playing murder goblins, we'll owe you one. Take care!-e
RE: https://dice.camp/@TMushmen/115898671447787096
We're getting really close...
RE: https://dice.camp/@TMushmen/115870835647330860
I would be remiss if I didn't quote post myself (video inside!!). Here, done. Now back to the last pass of editor's checks.
Depuis son apparition il y a un peu plus de 450 ans, lâinfection bzz a transformĂ© un certain nombre de Schtroumpfs. Beaucoup dâinfectĂ©s ont Ă©tĂ© rapidement soignĂ©s ou sont morts. Lâinfection exacerbant lâagressivitĂ© de ses victimes, leur espĂ©rance de vie sâen trouve forcĂ©ment rĂ©duite.
Tout cela laisse quand mĂȘme une petite population de Schtroumpfs infectĂ©s en activitĂ©. On pourrait se dire que cela mĂšnerait Ă la crĂ©ation dâune communautĂ©, et donc Ă des Schtroumpfs infectĂ©s de naissance. Pourtant il nâen est rien. Les Schtroumpfs infectĂ©s perdent leurs capacitĂ©s de reproduction, et de surcroĂźt ils sont beaucoup moins sociaux que les autres Schtroumpfs.
Donc, ni communautĂ©, ni mycĂ©lium, pour le moment du moins. Vu la frĂ©quence des Ă©vĂ©nements magiques Ă©tranges dans le Pays Maudit, on nâest pas Ă lâabri dâune mutation magique qui permettrait aux infectĂ©s de devenir une communautĂ©. Va savoir Ă quoi ressemblerait un tel village.
Pour le moment le seul moyen de reproduction des Schtroumpfs infectĂ©s, câest de transmettre lâinfection. Il y a dâailleurs eu quelques cas tragiques dâenfants Schtroumpfs infectĂ©s. Ceux qui ont survĂ©cu ont terminĂ© leur croissance et sont parmi les infectĂ©s les plus agressifs. La Schtroumpfe infectĂ© que vous voyez sur lâillustration ci-dessous est une des trĂšs rares enfants Schtroumpfe infectĂ© Ă avoir atteint lâage adulte. Elle fut infectĂ© alors quâelle nâavait que 6 ans.
Le Schtroumpf Ă ses cĂŽtĂ©s est le doyen des infectĂ©s. Il sâagit de lâĂ©lĂšve du Vieux Schtroumpf qui fut atteint en premier par lâinfection bzz, en quelques sortes son patient zĂ©ro.
Ces deux lĂ et quelques autres infectĂ©s furent capturĂ©s par Gargamel il y a une douzaine dâannĂ©es. CâĂ©tait la toute premiĂšre fois que le sorcier mettait la main sur des infectĂ©s et cela faillit lui coĂ»ter la vie.
Il faut dire quâĂ ce moment lĂ Gargamel nâavait plus Azrael Ă son service, puisque le Schtroumpf FĂ©roce venait de le tuer. Il cherchait dĂ©sespĂ©rĂ©ment un moyen de ramener son familier Ă la vie. Câest ce qui le mena Ă faire des expĂ©rience sur des Schtroumpfs infectĂ©s, mais ça, on en parlera dans de prochains articles.
https://francois.badbuta.net/sword-n-smurfery/a-propos-des-infectes/