Showing posts with label random. Show all posts
Showing posts with label random. Show all posts

Sunday, January 10, 2021

d100 Morrisonic bits from Doom Patrol: The Painting That Ate Paris in this hex (fantasy edition)

Once again, I give my deepest thanks to my patrons Darius, Ferny, Jaina Bee, Dave, Casey, and Keeper.  In this new year, you are the foundation of my work.  If anyone reading this would like to give your intrepid author a belated holiday gift, please become a patron on my Patreon.  Whether you can give a dollar a month or five hundred, I appreciate it greatly!  As one of my religions says:  Haec est unde, haec est unde, haec est unde uita uenit.  Haec est, haec est, haec est uita uenit!  (This is whence, this is whence, this is whence life comes.  This is, this is, this is life coming!)


I've yet to really run a true D&D (or Deadlands: Hell on Earth or Rifts or Traveller) hexcrawl, but I've been thinking of doing so lately.  My mind has been drawn to my as-yet-unnamed sensual psychedelic fantasy setting over the past month or so, and I am getting something of an itch to run a hexcrawl within it.  The blame for this recent obsession might be laid at the feet of Critical Role's travels through Eisilcross.


A big part of hexcrawl play are the emergent stories that come from random encounter tables.  Matt Mercer's been using such tables excellently during this arc, epitomized by the sudden appearance of Avantika and the effect that had on his players.  That alone had a major effect on the generalized random encounter table below, spurring me to add the chance for random encounters that further the PCs' individual storylines.


As for how likely encounters should be in each hex, that's really an aesthetic decision by the DM (obviously.)  I learned my favorite method of determining the size of one's hex from an RPG blogger/writer/developer who sadly turned out to be a hideous and horrible human being, so I won't be linking to the articles.  Figure out how far your PCs are likely to travel in one day, based on their most common method of travel (walking v. riding v. sailing v. flying v. . . .) and the terrain through which they are travelling.  Multiply that by the amount of time, in days, which should probably contain each encounter ~ that is, do you want the PCs to have one encounter a day (1), one every 30 minutes (0.02), one encounter a month (30), etc., and call this number x.  Then figure out how predictable you want encounters to be.  Do you want the PCs to have an encounter in every hex?  Then there's a 100% chance for one.  Maybe you want to be really random with your encounters, for whatever reason, so maybe there's a 10% chance.  Or a 50% chance or an 83% chance or whatever.  Call this percentage of an encounter y.  Multiply x by this percentage, and subtract it from x (that is:  x-xy) and the result is the size of your hex.


Of course, like any algebraic equation, you can flip it around.  If you know how large you want your hexes to be, but not how likely you want the encounters to be, take that x you just figured out and subtract the hex size from it.  Divide the result by x again, and BAM you have a percentage chance!


  • 1-29:  Ecological random encounter (the subtables here are worthy of a whole post of their own)
  • 30-31:  Ecological random encounter from nearby territory, climate, or terrain
  • 32:  Ecological random encounter from somewhere far away
  • 33-58:  World-building random encounter (that is to say, an encounter that communicates or allows interaction with the cosmological, political, etc. aspects of the world; some of these change, but only occasionally as the currents of history flow)
    • Each hex would have its own subtable, without approximately one interesting location, NPC encounter, or other such thing per square mile; some events (such as encounters with the military or powerful NPC/monster, deific interventions, the mechanics of life & death, or things like processions of Elves leaving Middle-Earth) are likely to show up on several hexes
      • 2-mile hexes would have a d3 chart each
      • 3-mile hexes a d6 chart each
      • 4-mile hexes a d10 chart each
      • 5-mile hexes two d8 charts each (admittedly, at this point, the options get a little bit too large to be easily done for every hex)
      • 6-mile hexes two d12 charts each
      • 7-mile hexes three d10 charts each
      • 8-mile hexes four d10 charts each
  • 59-78:  Story-based random encounter (if you have 3 or 4 players, make a d12 chart with 4 or 3 story events that could happen anywhere anywhen for each; if you have 5, make it a d20 chart with 4 each; these will usually get replaced as they are rolled up)
  • 79-92:  And now for something completely different....
    • Currently, this chart of Morrisonic bits is the only subtable here; I plan to grow a garden of these
  • 93-100:  Roll twice.  This can cascade into many more rolls.


Grant Morrison is one of my favorite comic book writers, with numerous amazing titles under his belt ~ The Invisibles, Arkham Asylum: A Serious House on Serious Earth, The Filth, Doom Patrol....  I was reading the one remaining trade paperback in my collection of that last title recently, so I threw this together.


Part of what makes Grant's writing so perfect for this kind of thing ~ besides the fact that his writing is a major influence on my ideal of and preference for sensual psychedelic fantasy ~ is his baroque style.  Fed no doubt both by psychedelics and adaptations of William S. Burroughs's "cut-up technique" (and other things, most likely), Grant's books are filled to the brim with quick asides and mentions of things that spur the imagination into fresh and wild flights.  Often lasting for only a panel, or even less, these help build the sense of a truly weird and unknowable world whose dream-like rules only mimic sense, while allowing sensical stories to be told of the people who live in and by those rules.  In other words, they resonate strongly with the dice-driven bathos that is the very essence of RPG storytelling.


d100 Morrisonic bits from Doom Patrol: The Painting That Ate Paris in this hex (fantasy edition)

  1. A brutal hero of the realm followed by a crowd of bards and visual artists
  2. An unbelievably powerful magic-user who is deathly afraid of dirt
  3. A glittering fog monster that absorbs people
  4. An abstract shadow of a man, half unseen, with a hole where his heart should be
  5. A house with a door that locks behind you and can only be unlocked by reciting a list of names
  6. A secret, sacred, sub-educational sanctum
  7. A sentient golem cannot dream and yet tries to map the Plane of Dream and its inhabitants by interviewing those who can
  8. A villain forgotten by history, now in hiding and very bored
  9. A bodysuit that inhibits both movement and hearing
  10. The White Room, a room whose perfectly smooth, spherical shape and uniform white color confer the illusion of limitless space
  11. A completely uneducated air genasi barbarian
  12. An army dedicated to the total absurdity of life, the gigantic hocus-pocus of existence, whose banners read "From this day on, Let unreason reign!"
  13. Two overly-educated opium addicts contemplating the infinite majesty of the gods' creation as they look upon the constellations trembling in the blue, immeasurable chambers of the central heavens
  14. A painting that can physically devour those who behold it containg an ancient and inhuman power with a nihilistic intelligence
  15. An enigmatic and sadistic Count who collects art
  16. An androgyne, entirely covered in bandages and floating in the air, contemplating a series of levitating Russian dolls
  17. Someone warns the PCs to beware of men who aren't there
  18. The yodelling skull of Tavistock
  19. A statue of a mythological mother-figure, rescued from a war-razed city, that bleeds sour milk every 28 days
  20. A spell to turn people into statues of glass
  21. A temple to the Listening Gods
  22. A spell that causes missiles to grow to enormous size once fired, causing their weight to pull them to the ground before they can strike
  23. The Colliding Bishop among the Sweating Windmills
  24. A portal to another plane that can be opened by means of any contradictory ideas or images
  25. The avatar of contradiction
  26. A race of people who gain simply unbelievable levels of strength when they're asleep; they all sleepwalk
  27. An infinite recursive demiplane
  28. A barbarian power that allows you to hit multiple people at once and send each of them into a different plane or demiplane
  29. Light falling like snow, like chamber music
  30. A multicolored polyphonic city
  31. The sound a key makes when hovering
  32. A surreal beach that disorients and makes it hard to concentrate
  33. The Negative Spirit
  34. A spell that puts you into an untouchable abstract state for as long as you can keep your thoughts non-referential and nonsensical
  35. A broken jar which has spilled the viscous fluid that once fed the brain contained within
  36. The Kingdom of No
  37. Beethoven birds squawking for food; they eat musical notes
  38. A totally humongous hoofprint
  39. And his name that seats on him is Extinction.  And Oblivion.  And he is trapped in a painting.
  40. A massive horse-riding knight rising out of the sea, as wide as the beach
  41. Villains having to save the heroes they defeated fair and square in order to fight something else
  42. The structure of a knights body in a scaffolding of steel bands, riding through the sky
  43. The empty cage of its heart
  44. A magical ritual powered by the embarrassment created by its performance
  45. The defeat of Oblivion by Senselessness
  46. A gun that shoots pigs instead of bullets
  47. A Horseman of the Apocalypse reduced to a child's rockinghorse
  48. A great hero of legend gone cataleptic, retreating into their mind where it's safe
  49. A spell to act as a psychic conduit allowing someone whose brain you're touching to travel into the personal mindscape demiplane of someone else you're touching normally
  50. A train with the infinity symbol for its engine number
  51. The Psychocosmic Subway Demiplane
  52. The Hangman's Beautiful Daughter
  53. The surgeon comes, walking on blades, spider-gloves twitching in light gone stale
  54. Someone named Baby Doll
  55. An army composed of the psychic projections of a single person's personality aspects
  56. A hulking knight with a heavy, thick helmet shaped like the head of a hammer
  57. The Suffocating Dark, the Screaming Dark
  58. An ogre who gains power from the childhood traumas of those it fights
  59. A spell to immediately destroy something in the instant you first admit to yourself that you hate it instead of loving it
  60. Fear the Sky, a group of assassins who ritually behead themselves, gaining a tiny planet as a replacement head
  61. The Friend of the Children, who is unseen and unheard but is present abroad or at home when children are happy and playing alone
  62. A golem or warforged experiencing the senses of touch and smell for the first time
  63. The papercut ritual that summons an oracular head, a metaphysical agony aunt
  64. Dermo-optical perception, the psychic power to see through one's skin
  65. The Antigod
  66. Pain surgeons gathering the dry skinflakes everyone sheds so they can sew them together with the old love letters people throw away when love turns sour.  The final product are the constructs known as dry bachelors.
  67. The skins of murder victims stretched across bone frames whose occult geometry imprisons their souls
  68. The Book of the Fifth Window
  69. Three masked halfling riders who can ride on any surface, regardless of what gravity says, and transform those they look at into blind, smoking shadows
  70. The psychic power to hear fear
  71. The needle children, who cannot be seen through glass
  72. The Cult of the Unwritten Book
  73. A drunk man raising his bottle to toast a fight
  74. A newborn baby born almost completely covered in tattooed words
  75. The Shroud on Stilts (one of the Minor Grotesques)
  76. A man with a wound that's slowly getting bigger, taking over his whole body; cultists use this wound as a portal to travel throughout the world and the planes
  77. A plague of bodiless mouths disagreeing violently with each other
  78. Windows of Warning
  79. The Little Sisters of Our Lady of the Razor
  80. Emu, we wail deviant for toy ego, lo!
  81. Guilty guilty children tear like paper and milk
  82. All the stars in the sky disappear
  83. An enormous blue-lashed bloodshot eye in a shattering sky
  84. Words disappear from books, books disappear from shelves, shelves disappear from libraries
  85. Doctor Mirabilis's Most Excellent and Unusual Puppet Theater
  86. Hoodman Blind and Hoodman Shame, who eat all the words on the tips of people's tongues and convert them into tame lightning
  87. The Spider Bridge
  88. The Cathedral of the Sacred Family
  89. Walls dripping with the tears of children
  90. Painted gods by whose power existence itself is brought to an end
  91. Someday these doomsday bells will ring and this ghost of a city will reveal itself to the world
  92. A whole cathedral of singing stone and choral architecture
  93. A city trapped in a snow globe
  94. A spell to create a temporary portal out of a smoke ring
  95. One artificer complaining about another artificer's shoddy work
  96. A series of doors ~ the Door of Boredom, the Door of Irritation, the Door of Panic, and the Door of Hallucination ~ leading to the Room Without Doors
  97. A warforged's body wanting independence from its mind
  98. An intelligent ape pushing a baby buggy containing a brain in a jar
  99. An enchanted revolutionary beret that can only be passed to someone who defeats the wearer in combat or strip chess
  100. Two brains in a jar talking to each other

Tuesday, July 10, 2018

Details, details, details (Traveller Tuesday #3)

OK, so who actually runs these four states and three factions? How do they work? Well, we start by determining the representative authority, the person or group who is considered to be the center of the government (“The Decider” as one former President I'm annoyed I miss once called it).

The Guild-State of the Rose Brothers (self-perpetuating oligarchy): Rolling a 1 on 1d6 tells us that an elite council serves as the Guild-State's representative authority. I'm assuming that's either the council of paradigm shifters or the judge who determine whether someone joins that group. Probably the former, but we'll find out after we figure out everyone's representative authority.

Oleinik March (feudal technocracy): Here, we roll a 6 on 2d6 and discover the quite expected: the representative authority of Oleinik March is a single ruler, in this case the Marquis of Oleinik who rules directly.

Jermaine March (feudal technocracy): Jermaine March, on the other hand, is much less typical, as an 8 reveals that it is ruled by several councils. Huh. Don't know what to do with that yet. Maybe the marquesal contract was awarded to an administrative company?

TCI: We roll a 7: this nation is ruled by a ruler. Military? Corporate? I don't know yet . . .

charismatic dictator: Oh, look! It's a junta of some sort! (We rolled 6 on 1d6)

(vis)comital agents (feudal technocracy): They're governed by an elite council (we rolled 4). It's probably some sort of cell structure, naw that would actually be more like . . .

foreign agitators (captive state): . . . several councils (thanks to a roll of 10)! So this group will be the one organized into cells.

But what do these representative authorities do? And how much power do they have, really? We're gonna answer those questions in reverse order as we first determine what the division of power is like in each, and then will determine what kind of power the representative authorities have:

The Guild-State of the Rose Brothers: no division (rolled a 6), meaning that the elite council is certainly the Council of Innovating Masters. Said Council holds all the highest power in the Guild-State: executive, legislative, and judicial.

Oleinik March: 2-way division (rolled a 4), with the consular marquis holding executive and legislative power (rolled a 5)

Jermaine March: 2-way division (rolled a 3), with those councils holding executive and legislative power (rolled a 3)

TCI: 2-way division (rolled a 3), with the ruler holding executive and judicial authority (rolled a 1)

charismatic dictator: 2-way division (rolled a 4), with the junta holding legislative and judicial authority (sounds closer to a bunch of messiahs or a council of wise elders than a bunch of military generals . . .)

(vis)comital agents: 3-way division (rolled a 2), with the elite council holding legislative powers (rolled a 3)

foreign agitators: 3-way division (rolled a 2), with the various cells holding executive power (rolled a 1)

We've almost got the governments on this world sorted out! We just gotta figure out who holds the other kinds of power in each, if not the representative authority.

Oleinik March: Several councils hold judicial power (roll of 10). Let's call them teams of lawyers hired by the consular marquis of Oleinik to comb through the marquesal contract and determine what actions are or are not allowable under its terms and fine print.

Jermaine March: Ah! Here's the consular marquis of Jermaine, holding judicial authority (roll of a 6). I've two ideas about how to explain the situation in Jermaine March is constructed, and they aren't mutually exclusive. The consular marquis of Jermaine is a lawyer by training, not an administrator, so they outsourced the day-to-day running of their march to a corporation, reserving the right to place boundaries and limitations. They have also been seduced away by the adventurous possibilities open to one of marquesal rank and become more of an absentee ruler.

TCI: Several councils (roll of an 8) hold legislative authority. So far, I'm thinking this is a miltary outpost or militarized colony, but until I determine what other polities exist in the Bishop Sheumack system or its (vis)county, I don't think I can say too much about it.

charismatic dictator: A single ruler (roll of a 7) holds executive authority. Maybe this is the charismatic dictator, and they are merely a pawn of the council? The vulgate, the masses, follow him because of his charisma, but any real powerbroker knows that the council holds the actual power?

(vis)comital agents: Here's a surprising bit: the demos holds the executive power for this faction (roll of a 2) ~ the (vis)count doesn't want to take direct action, probably fearing over-committal of resources, disruption of the balance of powers, or contractual consequences, so while they have agents working towards unifying this fractured planet, those agents are limited to recruiting and encouraging natives of the world to act. Must be frustrating for those agents, by which I mean: PLOT. Several councils, on the other hand (roll of a 9), hold judicial authority. Let's say those are social and political scientists hired by the (vis)count to evaluate the success of these efforts.

foreign agitators: several councils hold judicial power (roll of a 10) ~ maybe there are two kinds of cells, the kind that actually works to achieve their ends, and another kind (the Inquisition) that investigates, infiltrates, and manipulates the cells to ensure ideological unity? And several councils hold legislative power, too (roll of an 8). This is one decentralized non-democratic group!