His Majesty the Barkeep

Been radio silent for a bit. Just ain't nothing catching my interest, paired with the business of life. You know how it is. 

Anyway, to start easing back into things, I took apart in the Barkeep on the Borderlands jam and produced a little entry entitled "One More Round," a collection of four additional locations to use in the setting. 

Well then, this comment was posted and that started moving the old brain wheel again. 


So here I am, ruining two perfectly good games by jamming them together: His Majesty the Worm and Barkeep on the Borderlands. It needs a little hammering out, but I reckon it's a good start, and I should be able to get it prettified before the end of the Worm Jam. A large chunk of this is taken from the Barkeep on the Borderlands Third Party License and SRD 

Why post these first, instead of straight to the jam? I don't know. I've been inside my own head too much lately. Maybe just wanting for a chance at feedback.


New Effects

Sober

Sober creatures have no alcohol or other intoxicants in their system. Really, it’s the absence of an effect, as characters are assumed to be Sober by default. 


Tipsy

Tipsy creatures are within the early stages of intoxication. Characters have Favor on all Wands tests, but also have specific results in failing a test of Fate in relation to Sobriety. See below. 


Drunk

Drunk creatures have entered an advanced stage of intoxication. A character has Disfavor on all tests except those involving Wands. Additionally, they have specific results in failing a test of Fate in relation to Sobriety. See below.


Blackout

Blackout creatures are deep within the throes of being intoxicated. Characters have Disfavor on all saves and tests and are no longer exclusively played by their player.


Hungover

Hungover creatures have expelled the alcohol within their system and are no longer intoxicated. They are, however, Exhausted and may be Stunned by loud noises.




Pubcrawl Pointcrawl Procedure


The pubcrawl proceeds in Turns. Each Turn represents an abstract and indeterminate length of time necessary to complete a simple activity, such as ordering drinks, flirting, brawling, bumming smokes or something similarly time-consuming. 


At the start of each Turn, the referee describes what is happening and any changes since the last Turn. The players may ask any questions of the referee, which they will answer according to what the characters would know. If the characters would not reasonably know the answer, the referee may tell them how they could find it out.


Each Turn, the jolly crew takes one action, individually or collectively, and each jolly crewmate tests their Fate. Moving between pubs may take a few Turns, as shown on the map.


After the jolly crew resolves their action(s), the referee draws a card from the Major Arcana and consults the Meatgrinder to determine what else happens during that Turn. 


CARD

MEATGRINDER EVENT

I-VII

Setback

VIII-XIV

Drinks Gutter

XV-XXI

Mark Time


Interpreting the Meatgrinder


Setback.

If the jolly crew is inside a pub, read from the Situation table of the pub they are in. If the jolly crew is outside a pub (such as when traveling between pubs), read from the Sidetrack table for the destination pub. Both tables use the value of the drawn card to determine the resulting Setback.


Draw for an initial Situation for a pub when the jolly crew first enters it. If a Situation refers to a character who isn’t present at the pub, they arrive when it is drawn. The referee may also begin a Setback as they deem appropriate.   


When consulting tables ment for 2d6, simply use the first seven entries to determine Situations, with the remaining five serving as backup Situations, replacing any previously drawn results.


Drinks Gutter.

Each character checks their drink, and marks a Gulp. Short drinks have one gulp, tall drinks have two. Cocktails are typically short. Shots are consumed instantly. When a drink is out of Gulps, the character will need to buy a new one to continue drinking. Each character also Tests their Fate an extra time that Turn, moving forward on the Sobriety chain on failure. Characters who have been drinking water instead of alcohol may sober up instead, moving backward on the Sobriety chain.


Mark Time.

An hour passes in the fiction, and the bell towers toll the current time. The referee tracks the current time. At 1:00 in the morning, it's last call for drinks, and at 2:00, it’s closing time.


Drinking Rules


Sobriety

Measures the current level of soberness of a character, from Sober to Blackout. Various effects are applied to said character as they make their way from left to right on the Sobriety Chain


Testing Sobriety

When there’s a call to test Sobriety, simply make a Test of Fate using your Swords attribute. Success means they may continue drinking unhindered. Failure moves the character down (to the right) the Sobriety Chain. In terms of Bound by Fate, a new drink is considered a significant change. 


Sobriety Chain

Sober → (Tipsy) → (Drunk) → Blackout


Drinking

When the Meatgrinder determines Drinks Gutter, each character tests their Sobriety (unless they did not have anything to drink). If they drank to excess that Turn, they test at a Disfavor.


Not Drinking

Not drinking alcohol while inside a pub will raise the eyebrows, then the hackles of the patrons. They will assume you are hiding something or you want to take advantage of their inebriation. 


Sobering Up & Hangovers

If a character spends a Turn drinking only water, they move back a step on the Sobriety Chain the next time the Risk Card shows Drinking, unless they are Blackout. A full night’s rest returns even a Blackout character to their original Sober state.

 

When the character returns to full Sobriety after being Drunk or Blackout, they are Hungover. Being Hungover causes exhaustion and headaches. Some magics can cure hangovers or accomplish sobriety quicker.


Being Tipsy

A Tipsy character has Favor on all Wands tests. When they fail their Sobriety test, consult the following table, based on the last card drawn.


CARD

RESULT

⚔, ⛧, 🥤, 🪄

Inebriation. Become Drunk. 

⚔ [Reversed]

Gassy. Burp rudely or lose a Resolve.

⛧ [Reversed]

Dizzy. Disfavor on Pentacle saves and tests for next Turn.

🥤 [Reversed]

Forgetful. Lose an item in [value] slot.

🪄 [Reversed]

Vibing. Restore a Resolve.



Being Drunk

A Drunk character has Disfavor on all tests except those involving Wands. When they fail their Sobriety Test, consult the following table, based on the last card drawn.


CARD

RESULT

⚔, ⛧, 🥤

Inebriation. Become Blackout.

🪄

Sickened. Vomit or suffer a Wound. Vomiting has a 1-in-4 chance to reduce the character’s inebriation to Tipsy but has social drawbacks.


Being Blackout

When a character becomes Blackout, they have Disfavor on all saves and tests and are no longer exclusively played by their player. Instead, each Turn, their player draws a card to determine who will play their Blackout character, as shown below.


CARD

RESULT

The referee

Another player of the player’s choice

🥤, 🪄

The player


If a Blackout character is ever separated from the jolly crew, then the GM draws from the Hangover table (page 157) to determine the Blackout character’s fate. 



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Motivation and Bonds

 



I believe this started as a Goblin Punch post that then influenced Rise Up, Comus’ Bond system in his soon to be released His Majesty the Worm game; to which I am now filing the serial numbers off of and remixing a bit. Has he spoken about it before? I don’t recall. 


The original intent was to use this system in a Firefly themed game, but we can all see I ain’t getting around to it anytime soon. It would’ve probably have been most of Some Weird Sin rewritten in the voice I used for that one dragon post. 


Bonds and Motivation


No man is an island. Except for, of course, Island Pete. Though he’s technically an AI operating a colossal party barge out in international waters. The idea is sound, however. Everyone is connected to someone, whether we like it or not. We’re social creatures and tend to form bonds with others. In our grim, dark time, struggles these bonds are what tend to spur us on; to motivate us. To that end, and to squeeze more role playing out of the players, a few changes are getting made to the Conviction system. 


These may make Stable play cumbersome. I have no solution for that at the moment. 



Motivation

Let’s start here. What was called “Conviction” is now “Motivation.” Honestly, the name is more inline with the intent of the subsystem. “Why did you become a mercenary?” “What are you willing to risk your life for?” - Your motivation. 


Now, Conviction had a pool of points connected to it, that filled by one every time you put yourself in trouble for following your Conviction. Points could then be spent to add a bonus to a dice roll based on circumstances. (Also, in reviewing the system for fixing, I’ve realized the bonuses are going the wrong way. In a Roll Under system, the +4/+8 should be -4/-8.)


The points are remaining, but the pool is getting a little bigger. Each Bond (explained below) has a condition associated with it and, when the condition is met, that Bond is considered Filled and remains so until used. 


Filled Bonds can be used a number of ways:

  • Provide a -2 bonus on d20 rolls unrelated to your Motivation

  • Provide a -4 bonus on d20 rolls related to your Motivation

  • Modifying a roll made in combat by the Bond’s Target, up or down, by 2. Both characters must be present (and alive) in the combat. 

  • Remove a point of Lethal Damage from yourself. Must be accompanied by a motivational affirmation. 


I seem to have just talked myself into modifying the Assists system as well. No one made it to level 5 anyway. 


The values in the bonuses are lower, but you get them more quickly and they stack. You can spend as many as you wish in a round, even on other people’s turns, but the -2/-4 must be declared before the roll is made. 


Bonds

A bound is made between two players, one for each pair of players. Each Bond has a condition associated with it that must be met in order for the Bond to be considered Filled. I’ve provided examples of the bonds, but they’re mostly Neuromancer related as I’ve just read the news about the TV show and it is freshest on my mind. Don’t you worry, I’ll probably have opinions on that as more news comes out. 


Allies 

Other crew members that you’re professional and amicable with. This is the default bond. 

Example: Case and the Finn

Filled When: You make an ally laugh in and out of character. 


Antagonist

They may be part of the crew, but there’s no love to be lost between the two of you. This is not an excuse for being an ass to the other player, mind you. 

Example: Molly and Riviera

Filled When: You witness your antagonist fail a check. 


Best Friend

Maybe you’ve been best friends since childhood. Or maybe you met at a some weird guy’s basement to play roleplaying games. Either way, best friends tend to know each other better than themselves, and totally don’t get mad when the other steals content from their soon to be released game.   

Examples: John Anderson and Tina Bonemeal; Case and Molly

Filled When: You share a secret with your best friend


Bodyguard/Ward 

Someone on the crew needs a little extra protecting, and the Bodyguard sees that this happens. 

Examples: Turner and Angie Mitchell; Molly and Kumiko

Filled When: 

  • Bodyguard fills when their Ward survives a lethal encounter (combat) without taking damage. 

  • Ward fills when they get into lethal danger


Business Partners

The bloody gears of capitalism keep on grinding and, even though it’s enslaving and killing you, that doesn’t mean you can’t make a little something for yourself. 

Examples: Cowboy and Roon

Filled When: Business partners fill their bonds when a significant capital venture pays out 


Codependent

Codependent characters tend to rely on the support of each other, both emotional and physical, to shake off the crushing loneliness and isolation of modern society. 

Examples: Sarah and Daud

Filled When: Codependent characters fill their bond when they seek out emotional support and validation from the target of the bond. 


Drug Dealer/User

The Dealer is a man with love grass in his hand. The User, uh…uses. Uses drugs. 

Examples: Zone and Case

Filled When: 

  • Dealer fills when they sell drugs to a User

  • User fills when they buy the drugs from their Dealer


Employer/Employee

Turning players into the hired help. This is what it sounds like: One player is the employer, the other is the employee. 

Examples: Molly and Armitage; Wage and the Joeboys

Filled When: 

  • Employer fills when they pay their employee an agreed upon payment or other reimbursement. 

  • Employee fills when they perform a significant task to the benefit of their employer over themself (a Job). 


Lovers

Despite the cold harshness of the world, you two have found each other. If both players are okay with it (seriously, don’t get weird) a Lovers bound 

Examples: Bobby and Angie Mitchell 

Filled When: This bound is filled when you do something romantic for the other in character - be it tagging an overpass with their name or making them an 8-bit chiptune mix tape. 



Mentor/Protege

The mentor is someone with a wealth of knowledge to provide (or at least fake it). Their protege is someone they’ve taken under their training and guidance. Think jedi master and padawan.

Examples: Case and Dixie Flatline

Filled When: 

  • Mentors fill this Bond when Protege follows your advice

  • Proteges fill this bond when you ask the Mentor for advice and it is given. 


Ride or Die

This isn’t the first crew the two of you have been part of, and you’ve seen each other through thick and thin. With unquestionable certainty, you know they have your back. 

Examples: Hiro Protagonist and Y.T.

Filled When: You assist your partner in making a check. 


Rival 

A friendly competition never hurt no one. “Friendly” being the keyword. 

Examples: Molly and the Yakuza assassin (it’s not a perfect fit) 

Filled When: You see your Rival succeed in making a check. 












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Pog Mechanics

 Few days back (holidays) I was digging through the artifacts of my youth. Strangely, amongst the detritus was a huge collection of pogs. I say strangely because I have zero memory of playing or even owning said collection of pogs. At what point in my juvenile delinquency did I sink so low as to spend ill gotten currency on pogs? Had a backwater swamp witch cursed me into possessing such frivolous and deranged items? There are dark marshes in the woods of my childhood home. Marshes I swore never to set foot in again, less the evil there follow me out. Perhaps the answer lays there? It will remain, if so.

Confused, I returned the junk to the cubbyhole allotted to me in my mother's attic. 

Days later, I discovered this challenge issued by Reginald Prismatic of Prismatic Wasteland. I assume that's his name. I didn't...I didn't look very hard. 

I don't know what that damned swamp witch intended, but this seemed the time to inflict the curse on others:

Pog Mechanics

"You remember mechanics, Bart? They're back. In pog form." 

You got yourself an Attribute. I don't know what it is or how you determine it, but I DO know it has a [value]. This [value] determines how many caps you get. 

Whenever you're called to test that Attribute, be it a check or a save or what have you, you place [value] caps into the center of the table. You then take a Slammer and knock the shit out of the stack of caps. Any cap that lands face up is a Success. Certain Difficulties require a certain number of Success in order to succeed. 

If doing damage, then Damage Chips are placed into the stack. Any that land face up is a Success AND a point of damage. 

Essentially it's 20d2. Which is basically just a 4d4. 


But, unlike common dice rolls, the stack itself can be messed with and other meta values adjusted:

  • Effects can add or remove caps. 
  • Fatigue can force you to stack Fatigue caps first before the rest of the stack is added. These are required in all stacks until healed, but Successes don't count for nothing. 
  • Some Monsters have Effect chips which, if Successful, cause effects.
    • Wyld Fire elemental's Effect chips inflict Fire damage if Successful, from you being so close to the unnatural fire.
    • Those Infected by the Mind Worm add a Parasite chip to the stack, which causes a whole new set of problems should it be Successful. 
  • Spells can effect your throwing (i.e, make you throw the slammer from your off hand; make you stand farther from the table)

It'll take ten times as long as just rolling dice, but it'll get ya playing pogs again. 

This started as a pogs only post, but I've had other mechanic ideas that never went anywhere. Seems a good time to dump them out of my brain meat:

Success Pogs: Each player throws once at the start of the session. Each Success is kept by the player to use as tokens to be traded in. Attempting an action? Costs you one token. (Actually in hindsight, not great. Might cause players to not try anything and over ration the tokens)

Mechanic based on playlist. "No stats, just vibes"

Number stations. I feel like there's something gameable in them, I just need to crack it. Every time I try I blackout and wake up in the basement of a foreign embassy.

Random Number Books. Back before we had these fancy-dancey high speed processors to generate random numbers, thick books of random numbers were printed and useful for statistics and cryptography. At the start of the session, the GM rolls secretly. That result tells you where to start in the book and which way to read the random number tables (row wise vs column wise). As the game progresses the GM pulls success and failures from the sequential digits in the book, never stopping to roll again. 

Gom Jabbar. Part of a Dune themed GLoG I got too side tracked to complete, the premise was rather simple: just as Paul was tested via the Gom Jabber using a pain box, so too shall the players be. This requires one of them hand shocking toys, specifically ones that increase their power the longer the triggers are held. The last person holding the buzzer takes the Win. 

Another rule from the Dune GLoG was drinking ipecac to determine who could play the Kwisatz Haderach, just as Paul had converted the Water of Life

I have suggested these rules to Modius for the next version of Dune. I have not heard back. 



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