A Cat of Tindalos

A Cat of Tindalos

Sunday, February 25, 2018

Sunday, February 18, 2018

New Monster-of-the-Week Mystery: Dinosaur Hunt

What happens when I end up watching a Jurassic Park/Reservoir Dogs  Double Feature recovering from the flu?:

Dinosaur Hunt: https://drive.google.com/open?id=1YHFqavhHjsQhwv_7ldHcvHGZZ81mqg4F

Feedback and war stories are, as always, very welcome! Happy Hunting!


Friday, February 16, 2018

Chupacabra

ChupacabraGroup, Organized
Drains Blood (d8 damage 1 piercing)6 HP0 armor
Close

The chupacabra or chupacabras (Spanish pronunciation: [tʃupaˈkaβɾas], literally "goat-sucker"; from chupar, "to suck", and cabra, "goat") is a legendary creature in the folklore of parts of the Americas.The name comes from the animal's reported habit of attacking and drinking the blood of livestock, especially goats.The most common description of the chupacabra is that of a reptile-like creature, said to have leathery or scaly greenish-gray skin and sharp spines or quills running down its back. It is said to be approximately 3 to 4 feet (0.9 to 1.2 m) high, and stands and hops in a fashion similar to that of a kangaroo. 

Instinct: Drains blood
  • Hunt
  • Call the pack
  • Ambush prey

Geek Wisdom

Brandon Lee's tombstone:

Because we don’t know when we will die, we get to think of life as an inexhaustible well. Yet everything happens only a certain number of times, and a very small number really. How many more times will you remember a certain afternoon of your childhood, some afternoon that is so deeply a part of your being that you can’t even conceive of your life without it? Perhaps four or five times more, perhaps not even that. How many more times will you watch the full moon rise? Perhaps twenty. And yet it all seems limitless.” 

-Paul Bowles



Altrusian

AltrusianSolitary, Small
Crystal dagger (d10 damage)3 HP2 armor
Close
Special Qualities: Ancestor of Sleestak

The ancestors of Modern Sleestak were the Altrusians. Their civilization fell approximately 1,000 years earlier. The Sleestak sometimes use the term "Altrusian" to refer to themselves and sometimes to refer only to the true Altrusians. Physically, the Altrusians were similar to Sleestak, with the former marked by a shorter stature, an extra finger on each hand, and a golden yellow skin tone. Intellectually they were very different, however. The Altrusians possessed advanced psionic technologies based on light crystals and understood a great deal about the operation of the Land of the Lost. They strove for calm emotionlessness and as a result could be both cooperative and quite callous. Altrusians have a very strict code of honor: they cannot allow others to show more self-control or make greater personal sacrifices than themselves. Occasionally, a Sleestak will be hatched that is a "throwback" to their Altrusian ancestors, being born with greater intelligence and with an innate knowledge of Altrusian history and technology—though not, for some reason, knowledge of the pylons or matrix operation. The other Sleestak regard these throwbacks as a threat, and so they are also sacrificed to the Sleestak god when detected. 

Instinct: Investigate ancient technology


Thursday, February 15, 2018

Marek Golonka's Monster of the Week Roadhouse reply to my review and my reply

  • Marek Golonka's profile photo
    Thanks a lot for your review! I understand your viewpoint, I must admit that "can something for a single MotW session be so large" was one of my main points of doubt when writing these mysteries. I tried to write them so that the situation presented on those 20+ pages will be deeper but not heavier than in typical few-pages format and I see that in your opinion I didn't succeed – sorry to hear that but good to know your opinion!
    Do you think that the idea of writing anything that long as a session setup for MotW (or PbtA games as a whole) is a failed idea by itself or that I simply took a wrong approach? And, if I might ask, is Blood in Budapest in any way better for you than The Haunted Case? I tried to make it much more actionable, with less fluff and more ideas that directly translate to the quality of the session (custom move lists etc.).
    As for the topics of the mysteries – I think Eleonore’s story as I presented it is good for PbtA games because it allows a total freedom of approaching the case while also having a good pacing thanks to the poltergeist haunting the hunters. Over many playtests it almost always turned out both non-linear and dramatic, a good mix for a session.
    And as for the vampires, I didn’t aim for an “ethnic” story about the Central European origin of vampires. I wanted to write a background text about the Buda castle dungeon being a prison for historical Vlad the Impaler and how it might connect with vampiric spells cast over the city in the mystery but I found out the mystery doesn’t really need it. I choose Budapest mostly for it dual nature – I needed a city split into two distinct halves for the story – and simply because it’s much easier and more interesting to set RPGs in places you know personally. It was also a mild nostalgia case - I rarely see RPGs set in the part of the world I'm from and I wanted to change it somehow.
    So, thanks a lot again for you review and I hope you’ll like my other materials more :)
    And, by the way, I already plan one publication in the short mystery collection format you’re proposing – an arc happening in Poland with a few mysteries 2-4 pages long each.

    6h
  • Mark Tygart's profile photo
    +Marek Golonka You are very kind to be so understanding about a less than overwhelmingly favorable review. I do worry I was too harsh. I also did not play test with a group; so the mysteries may play much better than I imagined. I can imagine a 30+ page adventure working, but not as a standard mystery. A good example would be the Torso murder case adaption from Trail of Cthulhu I posted recently as it required a lot of background. Even then I imagine two 15 page mysteries would work better for this type of thing.
    If I had played the Eleonore game it might have run much better than I imagined.I rarely use a "poltergeist" or "ghost" monster because for me it seldom works well. This may be a personal fault or illustrate a lack of my own imagination.I almost always have a likable ghost that was murdered.The "devil" like poltergeist would also not work well for me; I still live in an area where some people still think RPG players do worship the devil :(! As a result I avoid such mysteries and ask my players to imagine they are in a "movie".I do think the case was very interesting as a historical matter.
    I do feel that the Vampire mystery would play better with groups I know. I did want less generic vampires and the vampires do not seem "native" to Hungary to me. I do think it worked better as a " MotW RPG mystery" as a but also seemed less interesting or unique. When you write something that has both qualities I believe you will accomplish something really special.
    Your talent is not in doubt; you just need to find the proper format for proper adventure writing in this game system. I'm trying to find my way there myself.
    • Marek Golonka's profile photo
      +Mark Tygart Your review might be unvaforable but it's also constructive and polite :) The only thing I regret is that you had no chance to actually playtest because I put a lot of effort to make these two mysteries Keeper-friendly and I hope a playtest might alter your judgement.
      I've just found your Torso material and I'll read it soon.
      As for Eleonore - I see the problems with a poltergeist as a monster but I also see great potential and I hope my advice in the mystery is enough to avoid the biggest pitfalls. And I think MotW is great for poltergeist cases thanks to harm moves - flying objects can do much more interesting stuff than just causing damage and hunters are in real risk of fainting, dropping something important etc.
      In Poland the panic about RPG being "satanic" or something probably never was as strong as in the US and even when it surfaced it was mostly connected with WoD and not RPGs as a whole. Do you think that a lot of gamers share your reservation about using devils in their RPGs?
      As for Budapest... you see, to me vampires are urban fantasy/horror stock characters and I think that they don't need to be less generic in Budapest than they are in New York or Toronto. If I understand your words correctly you'd like vampire story set in Europe to somehow use the European legends about vampires - legends that are, indeed, more commonplace in Serbia or Romania than in Hungary.
      But from my European perspective Budapest is a city just like those English and American cities where lots of generic vampire stories happen and there's no need to stress their folklore origin when setting such a story in Europe. I wanted them to be interesting and challenging, but not necessary connected to any local folk legends.
      "Your talent is not in doubt; you just need to find the proper format for proper adventure writing in this game system. I'm trying to find my way there myself." Thank you very much for such kind words and good luck with your search! You're totally right that my adventures need more experimenting, I hope you'll like the upcoming ones much more.

    • 16h
      Mark Tygart's profile photo
      +Marek Golonka In general the US is a more religious society than Europe so I have to worry more about such "devil" issues possibly offending people...

Wednesday, February 14, 2018

Monster-of-the-Week Mysteries Review

The Haunted Case of Eleonore Zugan by Marek Golonka (Grade:  C)


Blood in Budapest by Marek Golonka  (Grade: C)


I wanted to like these mysteries much more than I did. They deserve praise for professionalism in the face of almost no published examples to draw from and an outside author bravely entering a foreign language market. I was advanced free copies for review with no strings attached. The author solicited feedback from both Michael Sands and the Dungeon World Tavern community. All of this should be applauded.

The mysteries are not horrible, I have written far worse. However, I did not expand any of my fan mysteries to thirty pages and then charge a reasonable fee.  I am now convinced this idea itself was a mistake. Most Monster of the Week mysteries are simply not strong enough in my opinion to alter the standard mystery format and support a full thirty page treatment.  Say ten mysteries in the standard format with some sort of unifying theme would have been far better. An exploration of the Monsters and Legends native to Eastern Europe with a unique Campaign Arc I might have found promising and compelling.

While the Eleonore Zugan module is something like the Eastern European version of the infamous American “Bell Witch” case; neither historical events to my mind dramatized present mysteries ideally suited to the Monster of the Week  role playing game.

The Blood in Budapest presents Hungarian vampires. Why Hungarian and not Romanian or Serbian in following with the actual history of vampire mythology? Budapest is a lovely city but then so is Toronto and I find the idea of extremely polite Canadian vampires far more amusing. I think Marek Golonka is a promising author who I hope will soon present us with Role Playing adventures that are exceptional as opposed to merely routine.I wanted to like these mysteries much more than I did.


Monday, February 12, 2018

Star Trek TOS "Way to Eden" Fan Posters


"Are you One, Herbert?"

Space HippiesGroup, Intelligent, Planar
Alien Dagger (d8 damage)6 HP0 armor
Close
Special Qualities: Annoying

Several scholars have discussed the "space hippies". Like the acolytes of Leary, Charles Manson, and other negative counter-culture leaders, these bizarre and stereotypical alien flower children are "under the spell of an unknown "charismatic but dangerously unhinged leader"(chosen by the GM) and "stand for a sixties generation in the thrall of misled idealism." The group shows a disrespect for authority and demands to be taken to a planet they call "Eden" (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them "Herberts" and begin to loudly mock them.Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity. 

Instinct: Guide innocents to destruction
  • Chant
  • Seek "Eden"
  • Make an oval "symbol of peace" greeting hand gesture
  • Announce "We are one."
  • Replay Woodstock



Sunday, February 11, 2018

Denevan Neural Parasite Swarm

Denevan Neural Parasite Swarm Horde, Tiny, Devious, Planar
Infecting Bite (d4-2 damage)3 HP0 armor
Hand
Special Qualities: Pain Enslavement

A Denevan neural parasite was roughly disc-shaped, about thirty centimeters in diameter and two to four centimeters in height. The edges were thin and yellowish; towards the center, the creature was thicker and redder. Occasionally, they pulsated. Parasites had no detectable external or internal organs. Spock described a parasite as "resembling, more than anything, a gigantic brain cell." Looking -- and moving -- like a half-digested Frisbee, these creatures are part of a large organism that takes over humans' nervous systems and forces them to infect other planets, kind of like Borg without the fashion sense. (This is also the episode where we learn that Spock has nictitating membranes. That doesn't have much to do with the monster. It's just creepy.)Denevan neural parasites were capable of clumsy flight. They attacked by making physical contact with a target and stinging it as does a bee. The stinger injected a strand of tissue that infiltrated the victim's nervous system very rapidly, entwining about the nerves. Leonard McCoy described this entwining as "far, far too involved for conventional surgery to remove." Once the parasite infiltrated a host, it pressured the host to obey its commands by inflicting enormous pain. There seemed to be some level of pain even when the host obeyed, but the creature could increase the pain it inflicted to bring an uncooperative host to heel. Exactly how the creature communicated its desires is unclear, but that it could do so is evident: Spock, while infected, attempted to land the Enterprise on Deneva, despite the fact that (as he knew) this was impossible. Later, he was able to end the pain through mental discipline and convince the crew to let him collect one of the parasites to run tests on. Eventually, this continuous painful stimulation could lead to insanity and death. Infected victims cooperated in working towards the parasites's objectives. This, and their enormous resistance to harm, led Spock to theorize that all of the parasites were parts of a single organism. How the parts communicated without a physical connection was not made clear. The parasites were so alien that Spock also theorized their origin was a place where different physical laws applied, outside of the Milky Way Galaxy. 

Instinct: Destroy
  • Infects
  • Enslaves
  • Sunlight or magical healing kills



From Trek to Dungeon World

OrionGroup, Stealthy, Intelligent, Hoarder
Long Daggers (d8 damage) and Nets6 HP0 armor
Close
Special Qualities: Female charm

Orions are famous slave traders known for their distinctive green skin, although at least some have a pale grayish complexion. Orion males were typically bald and, on average, taller and more muscular than the average Human male. Orion females could have black, green, or red hair. Orion females were very animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction. In Orion society, the males were slaves to the females. As a means of deceiving outsiders, the Orion males maintained the facade that the females were the slaves. This went as far as to sell Orion females on the slave market. Once sold to a male, the Orion slave girls used their unique physiology to their advantage; their highly potent pheromones accelerated the metabolisms of males of many species, raising adrenaline production to dangerous levels which caused aggression and, ultimately, a form of delusion. Its most significant effect was to make them susceptible to suggestion. Not long after, the "owner" males began taking orders from their "slave" females. The pheromones' effects were cumulative; the longer exposed, the more pronounced the results. Females react negatively to those same pheromones, experiencing headaches and often manifesting a strong dislike of the female Orion “slave”...

 Instinct: Enslaves
  • Trades slaves
  • Females charm male humans
  • Not to be trusted


From the Land of the Lost to Dungeon World

SleestakGroup
Crossbow or Nets (d10 damage)6 HP2 armor
Close, Far
Special Qualities: Slow

The Sleestak are a reptilian bipedal humanoid species. They have a thin but wide-set mouths and large, round black eyes that are averse to light. Covered mostly in green scales, their bellies are yellow. Sleestak also have claws on their feet and on their hands, with a horn protruding from the top of their heads. They breathe with a pronounced breath sound as if breathing through congestion. This is probably due to their wide set mouth and flat nostrils.At one time, in the distant past, the Sleestak were known as Altrusians. They were a very peaceful and intelligent race. They eventually grew into an advanced civilization, and had seemingly mastered many (if not all) of the secrets of the Land of the Lost. They created cities and temples. Unfortunately, the Altrusians lost control over their emotions, and destroyed their civilization becoming known as the Sleestak. The Sleestak now are a degenerate race that have lost much of their knowledge and culture. The Sleestak are accomplished in the arts of building, foraging, and hunting, and make and use crossbows and nets to hunt. The crossbows are no larger than the size of a Sleestak's forearm. 

Instinct: Devours
  • Slow
  • Fearful of fire
  • Seek to capture men for alien rituals


Saturday, February 10, 2018

Star Trek Gorn Fun







The Classic Star Trek TOS killer space ape for Dungeon World!

MugatoGroup
Pummel (d8+2 damage)6 HP1 armor
Close, Forceful
Special Qualities: Venomous bite

Mugatos were large, intimidating animals that could reach a height of two meters (not including their horns). Covered by a thick pelt of white fur all over their bodies with the exception of their faces and hands, they were similar to the great apes of Earth in their physical proportions and prehensile hands and feet. All of their teeth were sharp and serrated and their fangs contained a strong venom that was fatal within a matter of hours without magical healing. Mugatos had large, thick horns projecting from the top of their craniums as well as smaller spikes running down the spine. They usually traveled with their mates.The Classic Star Trek TOS killer space ape! 

Instinct: Hunt
  • Ambush
  • Bite with Venomous fangs
  • Devour

Friday, February 9, 2018

New Monster of the Week Space Nightmare

Denevan Neural Parasite (Star Trek TOS)
Description: A Denevan neural parasite was roughly disc-shaped, about thirty centimeters in diameter and two to four centimeters in height. The edges were thin and yellowish; towards the center, the creature was thicker and redder. Occasionally, they pulsated. Parasites had no detectable external or internal organs. Spock described a parasite as "resembling, more than anything, a gigantic brain cell." Looking -- and moving -- like a half-digested Frisbee, these creatures are part of a large organism that takes over humans' nervous systems and forces them to infect other planets, kind of like Borg without the fashion sense. This is also the episode where we learn that Spock has nictitating membranes. That doesn't have much to do with the monster. It's just creepy.
Type: Destroyer
Power: Mental Possession (Controls Victim via pain leading to insanity and death), Flight
Weakness: Ultraviolet Light
Attack: Bite 1-Harm plus Mental Possession Infection
Harm Capacity: 1
Armor: 4

Denevan neural parasites were capable of clumsy flight. They attacked by making physical contact with a target and stinging it as does a bee. The stinger injected a strand of tissue that infiltrated the victim's nervous system very rapidly, entwining about the nerves. Leonard McCoy described this entwining as "far, far too involved for conventional surgery to remove."
Once the parasite infiltrated a host, it pressured the host to obey its commands by inflicting enormous pain. There seemed to be some level of pain even when the host obeyed, but the creature could increase the pain it inflicted to bring an uncooperative host to heel. Exactly how the creature communicated its desires is unclear, but that it could do so is evident: Spock, while infected, attempted to land the Enterprise on Deneva, despite the fact that (as he knew) this was impossible. Later, he was able to end the pain through mental discipline and convince the crew to let him collect one of the parasites to run tests on. Eventually, this continuous painful stimulation led to insanity and death. Infected victims cooperated in working towards the parasites's objectives. This, and their enormous resistance to harm, led Spock to theorize that all of the parasites were parts of a single organism. How the parts communicated without a physical connection was not made clear. The parasites were so alien that Spock also theorized their origin was a place where different physical laws applied, outside of the Milky Way Galaxy.


New Dungeon World Monster: Gray Philosopher


 Gray PhilosopherSolitary, Devious
None (Malices: 1d4d each)16 HP0 armor
Far (Malices)
Special Qualities: Undead, Incorporeal

A Gray Philosopher is the undead spirit of an evil cleric who died with some important philosophical deliberation yet unresolved in his or her mind. In its undead state, this creature does nothing but ponder these weighty matters. The gray philosopher appears as a seated, smoke-colored, insubstantial figure swathed in robes. It always seems deep in thought. Flying through the air surrounding the philosopher are a number (1d8) of tiny, luminous, wispy creatures known as Malices. They have vaguely human faces, gaping maws, and spindly, clawed hands. These vindictive creatures are actually the philosopher’s evil thoughts, which have taken on substance and a will of their own. The Gray Philosopher cannot be turned by a cleric but has no attack of its own; it will not defend itself. Unlike the philosopher, Malices constantly search for victims on which to vent their petty but eternal spite. Malices do not stray more than 120 feet from their philosopher but may pass through the narrowest of openings in their ceaseless flight. A malice immune to being turned and may not be damaged while its creator exists. However, all these creatures vanish instantly if their philosopher is destroyed. When a Gray Philosopher falls to 0hp, it looks up with an expression of malicious enlightenment on its face, then vanishes with a lingering shriek of evil delight. 

Instinct: Creates Malices
  • Ponders
  • Generates 1d8 malices
  • Only damaged by magic or enchanted weapons
  • Will dissolve if given solution to problem

Wednesday, February 7, 2018

New Dungeon World Adventure Conversion: Shambling Throne of the Death Cult King

Will Doyle's classic one page adventure: https://drive.google.com/open?id=1W-4IrcB8Elb_xUsDYO3U2x1J6GJoDnmG

My Dungeon World Conversion: https://drive.google.com/open?id=1evg6DA2MVYxIuDliYCav2Bm3uGoQk7cz





Monster of the Week Mystery: Elvis Has Left The Building

https://drive.google.com/open?id=1Q-XI5zFxXi1t4GxoryXx-Z6Edlddoe_G

Feedback as always is appreciated!


The most requested photo in the U.S. National Archives is not the first moon landing or the burning twin towers after the attacks of Sept. 11, 2001.

It is actually a picture of President Richard Nixon shaking hands with Elvis Presley in the Oval Office in December 1970 after the meeting between two pivotal figures in 20th century America.There are no records of what exactly happened on the day when Presley requested a meeting with Nixon in a bid to become an undercover federal agent-at-large, and found a bond with the president over a shared dislike of the counterculture.Nixon had not begun his secret Oval Office recordings, so historians relied largely on first-hand accounts from Presley confidant Jerry Schilling and Nixon aide Bud Krogh.  For your hunters this photo is about to come to life!