Showing posts with label setting. Show all posts
Showing posts with label setting. Show all posts

Apr 22, 2021

Four picture prep



 




As I upload these sketches and as I type in the title of this blog post, I start to wonder if you could use only four pictures for all things in session - that is, that's the prep for the night.

The four pictures above would then - for the whole session - all represent:
  • The adventuring party
  • Random encounters
  • Loot
  • Plot hooks
  • Room descriptions
  • NPC personality traits
  • etc
For instance, you need to roll for a random encounter. Roll a 1d4 and either just use that picture as is ("You meet a knight in a never before seen armour; the knight waves at you and greet you all with a monotonous "HELLO EARTHLINGS!"), or rip off the various pieces found in the picture ("You find animal horns and hair - lots of hair").

(Now I need to get back to work. Ta-da)

Nov 20, 2016

PuterPlane (an extremely tiny setting): landmarks: MATTERHERZ

MATTERHERZ


  • Looks like mountains, but aren't
  • Actual a short sound sample (22 KHz, 8 bit, mono) on pause
  • Each Matterherz pseudo-mountain belongs to one specific being on the PuterPlane, be it person, animal or AI. Upon death, the sound sample will resume play, and thus change the landscape
    • The sample is potentially loud; been known to knock people on their arse, and even make certain bots skip a cycle










Aug 30, 2015

Care Bears inverted

The bears live in the land of Care-a-lot, named ironically after their apathetic inhabitants.

Each bear embodies a spell.

Each bear controls a part of the land - and inhabitants - through that particular spell. The spell shoots out from their belly, a ritual wrongly called the Care Bear Stare. The Stare is actually a hollow-eyed greeting demanded of the inhabitants. Ignore the stare and face the lair, as the old saying goes.

The color of their fur dictates the bear's natural/favoured environment/realm.

# Name Spell Fur color and realm
1 Bedtime Bear Sleep Blue; The ocean floor
2 Birthday Bear Create food and water Golden yellow; Dry desert
3 Cheer Bear Prismatic spray Pink; City of Flesh Golems
4 Friend Bear Charm person Orange; The abandoned theater
5 Funshine Bear Hideous laughter Sunshine yellow; Beneath the Burned Sundial
6 Good Luck Bear Obscuring mist Green; The Furthest Forest
7 Grumpy Bear Storm of vengeance Dusty blue; Twilight Towers
8 Love-a-Lot Bear Fear Light pink; Heart-shaped Shores
9 Tenderheart Bear Detect hostile intent Brown; The Mud Moraine
10 Wish Bear Meteor swarm Light teal; The village of winged houses

Each bear is a demigod.

No bear care for the others.

Aug 15, 2015

PuterPlane (an extremely tiny setting): monsters

ABC 80-WAYS2DIE
  • Djinn-ish
  • The tornado-like body is actually smoke coming from overheated circuits inside its monitorhead.
    • It can only maintain this form for 30 mins before it shuts down and needs to cool for 10 mins
    • When in cooling mode it looks like an ordinary puter, turned off
    • The overheated smoke-body-mode is achieved by running this small program:

      10 GOSUB 20
      20 GOSUB 10





Keyed Cobra
  • Snake-ish
  • It attacks with its keyboardhead, trying to punch in command sequences to curse its subject
    • Each successful hit will leave a mark on the targets forehead in the shape of a letter (key)
    • When the last letter in the command sequence is typed into the targets forehead, the curse activates
    • Some command sequence examples and their effects:

      FORMAT C: (memory loss)
      CHCP 864 (target changes language)




Tandy Tentacles
  • Octupus/blob-ish
  • Oracle
    • Those brave enough may ask a question by typing it in reverse on its keyboard
      • The reversed typing is due to the fact that the Tandy Tentacle reads from the other side of screen, much like a mirror
  • Lives on cowhide



Commodoreberus
  • Hound-ish
  • Gatekeepers
  • Each monitorhead runs its own program, that helps the creature overall
    • One head runs the past events-program (e.g. remembering stuff)
    • One head runs the planner (e.g. how to move its legs, shortest route to places, avoiding danger, etc.)
    • One head runs the monitoring program (e.g. are we hungry? are we overheating? are we being attacked? are we hurting?)
  • The three monitorheads shares the same processor (found in its body), so each head only gets 1/3 of the processing power
    • Cutting off/terminating a head does not make two new ones grow out, but it will give the remaining ones more processing power (for example: from 1/3 to 1/2)