Showing posts with label Setting. Show all posts
Showing posts with label Setting. Show all posts

Saturday, July 5, 2025

Random complaints about Magic Systems since this post was too long for r/magicbuilding

1) Magic is a purely genetic or "superpower"-like ability that is manifested wholly from the body/person using it.

For me, magic needs to have some component of spiritual or mental acuity to use it. I don't have a problem with magic being heavily tied to a person's bloodline, even if it's "unfair" in the world its in like if it's only available to superhuman elves or spirits or whatever, but magic where humans can just wave their hands and simply can do it or can't doesn't feel magical to me, it feels more like a superpower. You need to have some component of at least mentally imagining the spell or willing it into existence somehow. I also like to self insert in most fantasy worlds I read or interact with (don't we all) and I much prefer magic being the result of hard work or at least special knowledge.

2) Magic that mixes symbolic and pseudo-scientific aspects.

Regardless of if a magic system is soft or hard; I dislike when magic systems mix these two aspects. If you want to make magic the result of different varieties of magical or elemental energy that is collected in crystals to power magitech machinery, that's fine. If you want to make magic more folkloric and/or occult and base it on symbolic methods; like making a voodoo doll that looks like someone to harm them remotely or nailing an iron horseshoe to your doorway to keep fairies away that's fine too. But don't tell me there are mystic curses that can only be broken with true love's first kiss AND you're a red wizard with 250 MP practicing your 2nd level fireball spell.

3) Magic "Schools" or categories that have inconsistent naming conventions

This one is probably the worst and most nitpicky of all; but I very much dislike magic systems where they have a sort of order to their spell schools. White magic, black magic, gray magic; ok that's cool, don't suddenly add in "charms" or "illusion" magic to that list, it completely ruins it. Same as systems that will inexplicably have elemental magic and then throw in mind-control or psychic phenomena as a category. No, if you're going to have a category that breaks the rules like that, you need to fit it into the existent naming scheme like letting elemental magic also affect people's moods and body humors or start over. The worst part is its not even the effects or spells, just the naming scheme. I have zero problem with Elder Scrolls magic schools as they exist in the game but having every spell school follow this naming convention of "AlteraTION, DestrucTION, RestoraTION," and then tossing in "Mysticism" or "Illusion" irks me.

4) Magic incantations that don't mean anything

Now obviously they mean "something" in the world-space when spoken aloud, you can't expect every creator or author to create an entire conlang just for this, but what I mean by this is if a magic system uses magic incantations that inevitably boil down to saying things like "water, form, towards target" in word form I get annoyed. Once again this is often abstracted but if its a magic system based on words and "you can't lie in this ancient language so whatever you say has to become true" or it's "imposing your will on reality" via speech then what needs to be said needs to be intelligible. I've come to enjoy magic incantations just spoken in plain English/whatever language the story is written in as being more evocative anyway; calling upon supernatural forces or commanding inanimate objects to obey and they suddenly spring to life is so much better then some keywords in some made-up gibberish language.

5) Sorcerers = Inherited Magic & Wizards = Learned Magic

This is literally just an annoyance I have with the naming convention once again; and only D&D in specific. The most famous Sorcerers in pop culture and fiction (named Sorcerer)? King Solomon, Dr. Strange, and Mickey Mouse (Sorcerer's Apprentice)- All had to learn or gain their powers through magic items. The most famous Wizards in fiction? Merlin, Harry Potter, Gandalf- all inherited or belonging to a magical bloodline. Once again, this is 100% down to taste, I just hate how D&D has created this connotation when if anything it should be the opposite. At least "Witch" can always mean a hearth caster!

6) Everything "magic" comes from the "Wizard class"

Not literally video games again, but if everything magical or supernatural in a world has to come from a magic using catch-all term or type of individual; it sucks all the suspense and intrigue out of the world for me. Magic swords should be crafted by the most skilled and experienced blacksmiths of the land; not "enchanted" in some process by some magical wizard guy. Once again this is down to flavor, and more scientific magic systems get a pass on this by necessity, but everything cool being made by the special snowflake Wizard-type is boring to me.

7) Magic is defined as an energy field + real world physics on top

This was described by other comments on this post better; but basically I really hate when fantasy magic is defined as a sort of magical energy field that can be turned off or on, "Anti-Magic Shell", etc. These things suck all the mysticism and spiritual aspects out of magic. You can have magic be weaker in certain places, or certain materials be resistant to it, but this should be because of a great lodestone or fallen star that disrupts the subtle "weave" that surrounds all living things, NOT an attempt to crease over a soft magic system with a hard-magic system explanation.

8) We don't see enough of it / Only brought out for the "cool" moments

Final complaint; magic systems that don't let us get any fun stuff out of it. Yes, I know this sounds a bit hypocritical from some of the stuff above, but if I get invested in a world, story, or game; I really want to at least get a taste of the magic. If it's a Lovecraftian style magic world with great costs and dangers for using magic, I get it, but in an attempt to not spoil the flavor with overexposure, many creativities make magic too rare, special, or plot-important to actually absorb and enjoy. Let me see how magic users use magic to rid themselves of annoying daily tasks or how low-powered magic stuff is sometimes used for entertainment or to play pranks on people. Let me steep myself in the unreal world. People are people even if they're elves; so you KNOW somebody is going to use these fantastic powers for something boring, something mean, or something kinky. It's inevitable and, if anything, a sign of good writing. It's a part of the world, so let me experience it in your world.

Sunday, December 1, 2024

In Defense of Race as Culture + 8 Universal Origins for People

Art @Su Jian

Often browsing internet forums or writing advice blogs, you will often hear the adage of "writing a fictional fantasy or sci-fi race with only one culture is bad writing", and this is true! Classics include Klingons, fantasy Dwarves, always-evil Orcs, and other such examples. The idea of an entire polity of intelligent beings, at least as smart or socialized as humans, yet not having even close to the same amount of diversity of cultures and ethnicities (or "races"; we're using the term race = species here as a colloquialism), does seem to raise some alarm bells and a lack of care for the detail and belivability of a fictional world.

The cause of this phenomena is talked about a lot, so I won't spend much time writing on it. Basically, everyone who writes these types of stories is a human, and humans are pretty much the only intelligent "race" of beings on our planet. As such, we see differences amongst ourselves much better then we do other living creatures. For example, most people couldn't tell the difference looking at an adult male or female tiger unless you put them right next to each other. The stripes, fur, hips, skull construction, everything is too similar unless you're some kind of zookeeper or something. Humans are designed to see differences in other humans, so we naturally gloss over the differences in a fictional nonhuman race. (One could argue this is actually genius level writing; portraying all members of a fantasy race as stereotypes is just the unreliable human narrator or the viewer own lens ignorant of the deep culture differences between deciduous forest elves and conifer-elves, but we're not gonna go there.)

Secondly, the overhead of writers and authors to create (and audiences to consume) is too much for a full human-level of detail and breakdown for different fantasy races with their own cultures and history. There is only so much room in a game or book or show or whatever else to dedicate to such extraneous fluff. As such, they are simplified. This creates a sense of "fakeness" and one-dimensionality to these fantasy races, making them walking stereotypes. Surely, the elves would have their own many factions and cultures. They can't all be tree dwelling, bow using, magical immortals with a penchant for sneering at younger races, right? Is having an entire race of ultra-capitalists in a sprawling sci-fi setting creating a less believable world, no matter how well developed they actually are? 

I think with the bottom-to-top worldbuilding design of creating and explaining every little detail of a world, yes, I think having fantasy races as monocultures is a bit lazy and could veer into bad writing. But in my opinion? Monolithic and one-dimensional races are not bad at all. This is because they are not representative of an actual fantasy race of people but, instead, are essentially the fantastical, exaggerated fantasy versions of real-life heritage and diversity.

Art @Timbukdrew (these are my favorite troglodytes ever btw)

Humans are Not a Race
Perhaps because of playing so many non-human characters, imagining settings with them, or generally consuming media with a smattering of different fantasy races I personally don't find myself with some special connection to fellow humans as portrayed in fantasy worlds. Instead, I just think of intelligent beings in fantasy as just being some vague kind of people. It also helps if we don't use the label of "human" for one or more fantasy races. One good example would be the Elder Scrolls or Lord of the Rings; while they may be "Men", the differences between them are still significant. After all, Hobbits are a race of men too, despite them being wayyyy different from the other "humans" in Tolkien's works, both physically and culturally (mentally?).

In the real world, different human genetic traits evolved due to evolutionary and selective (cultural) pressures. While this topic is obviously contentious, it is in inarguable fact of biology. It cannot be denied without a creationist argument. Even so, I still very strongly feel that the genetic difference between two of the most distant human groups still capable of interbreeding is still probably less then the differences then a Nord and a Breton, or a High Elf and a Dark Elf. They're still the same race, but the differences between them are exaggerated, made fantastical, more apparent to highlight the differences and potential gameplay impacts (which is the only thing anybody actually cares about) that your choice of character race will have on your playthrough.

Of course, "genetic distance" and DNA and shit doesn't exist in fantasy anyway. It's a misnomer. They exist but only as vague concepts that direct how the author and audience expect things to work unless something "else" is going on in the fantasy world. In the real world, somebody can't be half animal, because the genetics don't work like that. But in a fantasy world? Someone can be half horse or half bull or whatever, and potentially pass that trait on. Somebody can also just be touched by supernatural spirits, or be part of a cursed bloodline, or whatever else the author makes up. While logically or "realistically" orcs and elves and humans can't be part of the same species, they can still occupy that space thematically.

Imagine you are traveling along a road in medieval times. After a long enough walk, two villages could have totally different dialects, totally different industries and ways of living, different food and dress, different cultures and customs, and they may even look just a little bit different physically too. These differences are minor, scaling with distance traveled. In a fantasy world? It's the same, except exaggerated. Made fantastical and unreal by the creator and the reader, so much so that the next village over is not run by humans, but little badgers living in little holes under the ground. They aren't literally the same species under a complex set of genetic rules and cultural histories creating these differences; but instead a way to make that pop and become something that inspires awe and intrigue. This is why I don't mind when a fantasy race is boring or one-dimensional. They're only one-dimensional when compared to the real world, but in the fantasy world? They make up part of the tapestry.

Also to improve this rambling post a bit; a random table you can roll on to worldbuild where all your different fantasy races are actually all from the same place and we should like not fight in race wars in stuff because we're all really the same and stuff.

Universal Origins - Roll 1d8
[1] The Gods each made their own race out of the same special clay. Each is molded to look different and do different things, but in the end, they're all from the womb of the earth. Mortals can do this too, but only a fraction of their power; this is where golems come from.

[2] All of the races were uplifted are from different animals, which came first, and were magically transformed into Man-Shape. Orcs are pigs, elves from foxes, dwarves from goats, humans from flightless birds and so on. What about animal people? They were the first drafts, which is why those races are more bestial and less developed; cast aside as failed experiments.

[3] Do the Goblin Punch thing where all the races are uplifted genetic castes made for specific purposes by a precursor race. But don't make the precursors "true" Elves or some super powerful aliens; make it gnomes. Every time there is a secret plot or evil conspiracy, it's always the fucking gnomes.

[4] The first being in the world had many offspring that it split off from itself to admire creation. These beings are all just pieces of the whole. The eyes of the Elves, the arms and hands of the Dwarves, the horns of the Oni; all pieces of the true being. When the players finally arrange all the pieces together and zap it with lightning to bring it to life, it actually looks really horrific and it's basically a Lovecraftian monster that is their progenitor; not some creature of great beauty and grace.

[5] The world was actually a trial for souls, one representing each race, to overcome adversity and purify themselves to ascend into heaven to sit besides the Throne of God. Each one of these heroes was given a form that representing their emotional state and greatest faults they had to overcome. The Elf was a soul in love with nature and peace, needing to learn how to be practical. The Orc had a fiery temper and had to learn patience, and so on. The problem? The trial is over, they're all gone. It was made for individuals, and their offspring and families were just left behind later. Those ancient ancestral heroes are all chilling in heaven and don't really care about you anymore. You're just the leftovers.

[6] Each race is really from another demiplane that was once perfect for them. Endless rolling green hills for the halflings, toxic swamps with much prey for the lizardfolk, and so on. Eventually, the demiplanes fused together with cosmic planar gravity; the world is its accretion disc. Racism and stuff happens because you kinda weren't meant to ever exist together, so it's hard to adapt. Don't get mad when demons and freaky outsiders try to open portals to your dimension; they're just trying to join in with everyone else.

[7] When God made the world in all its complexity and design he took all the souls of all the people who would ever be born and asked them what they wanted to be and when all of them said they wanted to be kings and beautiful creatures and all powerful he got mad and just mixed them up in a pot and just spilled them out so that's why you're short and stubby and eat your damn mushroom soup.

[8] We all actually "evolved" over a "billions of years" from a single extremely simple creature called a "single celled organism". Scholars laugh at this nonsense; point to the statues of their Gods which look exactly like them. It just makes more sense.

Wednesday, June 23, 2021

Fantasy Race Generator

The Fantasy Race Generator 

This generator will allow you to create random playable or monster races for fantasy settings and worlds. To begin, roll 1d3 on the following table for the racial type. If you want to directly roll a random fantasy race;  Skip to the body-generator. Once your type has been rolled or chosen, start where instructed and follow from top to bottom, rolling on each table or category.

This generator is quite long and complicated, and can create some very freaky stuff. It can also create some very boring stuff. The ideal here is a generator that can make Tolkien orcs, Japanese style pig-orcs, weird final-fantasy esque versions of orcs, and Warcraft orcs all in one table. Many categories here uses at least two dice to create dice curves; making some outcomes more rare then others- this is intentional to keep a more believable baseline.

If you want to see it in action, here's the examples.

Racial Type Table
[1]
Humanoid. (Human, elf, dwarf, gnome, etc.) Skip to the physical modifiers section.
[2] Animal Person. Roll a Random Animal, then skip to the cultural modifiers section.
[3] Wholly Unique. Roll on the Body-Generator table below.

Body-Generator Tables

Roll on these tables to create the basic overview.

#

Basic Body Shape (3d6)

3

Serpent. Two arms, no legs, one head.

4 to 5

Quadrupedal- no arms, four legs, one head.

6 to 8

Tauric- two arms, four legs, one head. Roll on Legs subtable.

9 to 12

Standard- two arms, two legs, one head. Bipedal.

13 to 15

Devi- four arms, two legs, one head.

16 to 17

Tentacles- Roll on Tentacles subtable for limbs, one head, no body.

18

Disproportionate- Roll on Warped subtable.

#

Legs (d4)

#

Tentacles (d4)

1

Appropriate for Skin covering

1

Four tentacles; Appropriate for Skin.

2

Legs of a Random Animal.

2

Octopus / Squid bottom half. Suckers.

3

Change to Insect. Six legs. Roll on this table again with a 1d2

3

Roll 2d6 for number of smooth tentacles. Tentacles are a Random Color.

4

Change to Arachnid. Eight legs. Roll on this table against with a 1d2

4

Has arms; roll 1d3 on this table again for lower body tentacles.

#

Warped Subtable (d10)

1

Standard body, with one arm hilariously bigger and stronger then the other.

2

Standard body, with a tiny shrunken head.

3

Serpent body type, but no arms either. Just a snake-thing.

4

Orb body; No arms, legs, one head as a large floating ball.

5

Manspider body; 8 arms, no legs, on head set in the body.

6

Roll on Basic Body Shape table, no head.

7

Roll on Basic Body Shape table, add +1 head

8

Roll on Basic Body Shape table, add +1 arm. Comes out of center of the chest.

9

Roll on Basic Body Shape table; replace arms with tentacles. Roll on tentacles table. If no arms are present; roll again.

10

Roll on Basic Body Shape table, roll different skin covering for head. If it's an animal head or body, roll a second animal and make them different.

Skin Covering - Roll 1d8
Every race will have a skin or skin covering. The skin type determines other features of the creature which fit; for example, a tauric creature that has scaled skin would have the lower half of something like a komodo dragon. Skin types usually cover the entire creature, with coloration patterns and adornment as what would be found in nature; the exceptions are anything rolled on any table in this generator which contradict this. This skin-covering table also covers things like hair or other details.

#

Skin Covering

1

Skin. Human like. Hair.

2

Chitin. Waxy. No hair.

3

Feathers. Down, plume(s).

4

Fur. General fluffiness

5

Smooth. Slimy smooth skin; amphibious. Gil filaments.

6

Scales. Lizard or Fish. Frills or spikes.

7

Rocky/Bony. Cartilaginous pieces. Hair is spikes.

8

Thick-Skin. Dark, elephant-like skin. No hair.

Face Shape - Roll 2d6
This modifies the lower half of the creature's head, mostly the mouth, jaw, and nose.The diet of the creature can also be taken into consideration to design what its face looks like; for example a creature that rolls a short snout and is a herbivore may be more like a cow, where as a short snout creature that is a carnivore would be more like a bear.

#

Face Shape (2d6)

2

Alien-like human. No lips, smoothed, maybe eel-like.

3

Tentacle mouth leading to hidden inner beak. Squid, cuttlefish.

4

Long & Thin beak. Similar to Dolphins, Gharials, Hummingbirds, etc.

5

Beak. Use skin covering for a basis. Bird like, turtle like, flesh-beak, etc.

6

Short & Thick Snout. Pig, Hippo, Feline, Bear, etc.

7

Humanoid. Lips, jaw.

8

Long & Thinner Snout. Wolf, Horse, etc.

9

Probiscus. Mosquito, fly, tapir, elephant, etc.

10

Mandibles. Insectoid, or tooth-whorl like the Helicoprion.

11

Snail or Sea-Cucumber ish. Simple mouth hole, closed via flap.

12

Cromagnon-like human. Very broad jaw.

Eyes - Roll 2d4
Determines the general makeup and position of the eyes. Eyes try their best to be symmetrical.

#

Eyes (2d4)

2

Eyeless.

3

Two Eyestalks.

4

One large, central eye.

5

Two Eyes in the middle of the face. Humanlike.

6

2d4 Eyes of various sizes. If odd; one eye is centered.

7

Two Eyes; very large, bulging.

8

Roll 1d3 eyes. Random spots; tip of tail, chest, palm of hands, etc.

Physical Modifiers
Note:
If you are skipping here from rolling Humanoid, then your race has two arms, two legs, and is covered in skin. They have a human like face and two eyes. Roll every table from here on out.

Size- Roll 2d4
Size is calculated using height as a basis, with weight increasing proportionally.

#

Size (2d4)

2

Significantly smaller then a human. (2-3 ft)

3

Smaller then a human. (3-4 ft)

4

Shorter then human, but same weight. (3-4 ft- bulky)

5

Roughly human.

6

Taller then human, but same weight. (7-8 ft- spindly)

7

Bigger then a human. (7-8 ft)

8

Significantly larger then a human. (9-10 ft)

Tail Table - Roll 1d4 then 2d6
Table to determine if a creature has a tail or not. Animal people are assumed to have a tail, as they skip this section anyway.

First, roll a 1d4.
[1-2] No Tail.
[3] Standard tail. The tail is fitting for their skin covering and is at a length that is about 50% of their height, so it doesn't drag on the ground. Those with human skin have a cow tail instead of a gross pink flesh tail, to better fit the high-fantasy theme.
[4] Roll on the Advanced Tail Table.

#

Advanced Tail Table (2d3)

2

Has up to 1d6 tails. These grow out in number with age or experience.

3

Tail matching the skin covering. About 1.5x body length, prehensile.

4

Has the tail of a Random Animal. Reroll if the animal doesn't have a tail. In this context, you can count tail feathers or insect abdomens as “tails” a race can have.

5

Tail matching the skin covering. Only a few inches long; stubby.

6

Has a demon-like spade tail. Roll d20 on the Color Table for it's coloration.

Diet - Roll 2d4
Determines what the creature eats and its tooth shape. Could also factor into forms of aggression and/or bite attacks along with the face shape above, if rolling a totally generated race. Humanoids will still have more human faces, but may have unusual teeth and diets. For humanoids- you can roll a 1d3+3 for a more bounded result. If you want a more mundane table; you can roll 1d6+1.

#

Diet (2d4)

2

Reliant on one highly specific source of food

3

Herbivorous (grass and roughage)

4

Vegetarian (nuts, fruit, mushrooms, tubers, etc.)

5

Omnivorous

6

Carnivorous

7

Iron Stomach (Eats basically anything. Corpses, pond scum, feces, etc.)

8

Abstract. Feeds on light, magic, music, life-force of others, etc.

Special Body Features Table - Roll 3d6
This table lets you generate a special body feature for members of this race. Typically you'd only want to roll once per race to prevent them from being too overloaded with concepts.

#

Special Body Feature

3

This race has scythe-arms which come out from their back. These back arms have their skin covering, up to the blades which are made of bone. Like a Zergling.

4 to 5

This race has unusual hands. Roll a new skin covering for the hands, which go from the fingers to the elbow.

6 to 8

This race has unusual legs. Roll 1d2 on the Legs Subtable above. Roll a new skin covering if you get a result of 1; these only cover the legs.

9 to 12

No special feature.

13 to 15

This race has Horns. Roll on the Horns Table.

16 to 17

This race has Wings. Roll 1d3 on the Skin Coverings table to generate appropriate wings. Skin wings = bats, feather wings = birds, chitin wings = insectoid, fur wings = moth or butterfly wings.

18

This race has geometric stone/calcium growths in a part of their body. These are located on the (roll 1d4) Top of Head; Shoulders; Chest; Back.

Body Color - Roll 2d4
Individuals of this race tend towards this coloration; but can vary based on bloodline or other factors. There is no reason to assume a fantasy race can't have different ethnicities, as humans do.

#

Body Coloration (2d4)

2

Rainbow vomit species. Roll 1d8 on the Color Table for overall color and then roll 1d8+12 for their highlights. If you get similar colors, then they glow in the dark.

3

Brightly colored. Roll 1d6 on the Color Table.

4

Neutral, earth colors. As [5], but creatures will have a slight color tint to their entire body or coat. Roll 1d8 on the Color Table.

5

Neutral, earth colors. Creatures with skin will have humanoid skin. Creatures with fur will have brown, sable, or tawny, and so on. Colors are influenced by their Homeland.

6

Neutral, earth colors. As [5], but creatures will have a single very bright natural highlight. This could be a stripe down the mane, or the color of their claws. Roll 1d8 on the Color Table.

7

Monochromatic. Their body is mostly a one color; roll a "Monochrome" color on the Color Table. Roll again for the color of their hair, quills, body spikes, etc.

8

This species is albino and has no coloration. Roll d% for how transparent and thin their skin is; up to being able to see their internal organs.

Eye Color - Roll 2d3
Skip for eyeless species.

#

Eye Color (2d3)

2

This race's eyes are pure white; no iris. No loss of vision.

3

Roll 1d8 on the Color Table. Their eyes glow this color in darkness.

4

Roll 1d6 on the Color Table. This is the “most common” eye color, and individuals of this race can have colors adjacent to this color on the color wheel. For example, if you roll Yellow, then yellow eyes are most common followed by orange and green eyes.

5

Roll 1d20 twice on the Color Table. This race has a mixture of these colors as its primary eye color, with flakes or spots of these colors visible. Having eyes that are purely one of these colors is a recessive gene.

6

Roll 1d20 on the Color Table. They have no pupils or iris, it is one solid color.

Homeland - Roll 1d12
This is the preferred biome or ancestral climate that this race was either most evolved for or created to live in by the Gods.  While partially cultural, this can also effect biological factors, such as a furred race having thinner, light colored fur if their homeland is a hot savanna.
You can also roll 1d8 for purely terrestrial or 1d10 for natural only habitats.

#

Homeland Table (1d12)

1

Grasslands / Prairie

2

Forest

3

Bog / Wetland

4

Mountain

5

Desert

6

Tundra

7

Tropical / Island Hopping

8

Subterranean / Underworld

9

River or Lake (Amphibious or Aquatic)

10

Coastal or Reef (Amphibious or Aquatic)

11

Urban / Artificial

12

Supernatural (Crystal Mines, Mushroom Forest, Another Dimension, etc.)

(Optional) Stat Adjustment - Roll 1d30
This table can be used to give a race a stat adjustment. This table just features a positive and negative possible result for every stat. The rest of this generator hasn't given any mechanical backing to any of the special traits; so this is just there for flavor in case you want a jumping off point.

1

(+Str -Dex)

16

(+Int -Str)

2

(+Str -Con)

17

(+Int -Dex)

3

(+Str -Int)

18

(+Int -Con)

4

(+Str -Wis)

19

(+Int -Wis)

5

(+Str -Cha)

20

(+Int -Cha)

6

(+Dex -Str)

21

(+Wis -Str)

7

(+Dex -Con)

22

(+Wis -Dex)

8

(+Dex -Int)

23

(+Wis -Con)

9

(+Dex -Wis)

24

(+Wis -Int)

10

(+Dex -Cha)

25

(+Wis -Cha)

11

(+Con -Str)

26

(+Cha -Str)

12

(+Con -Dex)

27

(+Cha -Dex)

13

(+Con -Int)

28

(+Cha -Con)

14

(+Con -Wis)

29

(+Cha -Int)

15

(+Con -Cha)

30

(+Cha -Wis)

Cultural Modifiers
Note:
If you are skipping here from rolling Animal Person- Then your race is a bipedal, anthropomorphized version of your chosen or rolled animal. Any stats or special abilities of the race should be based on the animal stereotypes themselves; foxes are clever and tricky, but impulsive. Bears are strong, but lazy, and so on.

Society - Roll 2d6

#

Society (2d6)

2

True Democracy.

3

Anarchistic Clans.

4 to 5

Oligarchic Republic. Group of elites rule this nation, 1 in 2 chance they elect an Emperor as a figurehead; with all but legal assassinations if he gets too big for his pants.

6 to 8

Monarchy.

9 to 10

Despotic Heirarchy. You move up by defeating the one above you. “Defeat” doesn't necessarily mean kill, just outdo according to their cultural values.

11

Theocracy. Depending on the setting; their Gods may literally rule the nation as well.

12

Meritocratic Bureaucracy.

Religion - Roll 2d4
Religion may be shared or taken from other races or cultures in the setting; Monotheists may all worship Zulin, no matter how weird or foreign they are.

#

Religion (2d4)

2

This race worships a single type of powerful monster- Dragon, Beholder, Behirs, Giant Evil Spiders, Nature Spirits, etc. Cults spring up around local monsters.

3

This race worships demons or elder gods. This worship isn't out of genuine respect, and may simply be done in exchange for magic, to avoid punishment, or as slavish devotion to power.

4

This species is Monotheistic.

5

This species worships a Pantheon of Gods. The Gods look like them, share their cultural values, and may be the originator for their race. Generate a Pantheon.

6

They are pagans; worshiping nature, the elements, and wild animals. Their priesthood are druids. Regardless of their tech level, they hold nature in high esteem.

7

Animists.

8

Strangely Atheistic. Instead, they venerate an idealized singular ancestor of their species; all strive to be more like this ancestor. (Kral of the Shek, Talos, Cú Chulainn, The Founding Fathers, etc.)

Values - Roll 1d10 + 2d20
Roll three times on this table. The first roll is the highest and most respected value among this culture- rolled with a d10. The second rolls are d20s with these being secondary or highly valued, but not the most important, values of this culture. For a less gonzo culture, use d10s instead.

1

Honor

11

Profit (Monetary)

2

Mercy

12

Prudence

3

Justice

13

Nature

4

Love

14

Purity

5

Family

15

Cunning

6

Loyalty

16

Beauty

7

Strength

17

Obedience

8

Order

18

Ambition / Daring

9

Fairness

19

Craftsmanship

10

Reason

20

Hospitality

Tech Level - Roll 2d4
This tech level is designed to keep most cultures around a LotR-esque high iron age to early middle age levels of technology and metals. This is my preferred tech-level for fantasy worlds, but you can adjust it by rewriting the table with your own tech levels being in the center.

If this race is isolated from the others (lives under the ocean, in sky islands, on a far away island, etc.) Then the tech-level roll exists where it stands. If this race lives on the mainland or general continent(s) of the setting, then adjust the result to be one space towards the center, normalizing technology in this fantasy world.

#

Tech Level (2d4)

2

Paleolithic.

3

Neolithic

4

Bronze Ages.

5

Iron Ages.

6

Middle Ages.

7

Renaissance.

8

Early Modern. (May involve Steampunk)

Historical Events Table - Roll 2d6
Each Historical event rolled is a significant, major development in this race's lineage and history. Historical events can be rolled chronologically; one per "age" until the race has caught up with everyone else in the setting, or it can just be rolled and sprinkled into the background.

#

Historical Events Table (2d6)

2

Great villain of this race caused a major catastrophe, created a thousand years of darkness, or greatly reduced the setting in some way. This race has a negative connotation to most peoples in the setting every since, and many still have prejudice against them.

3

Plague, sickness, or curse unique to this species was created or appeared- killing off a huge number of their people. If this is the last or latest historical event you roll; then this is currently ravaging the population and killing off many of them.

4

Roll on the Tech Level table. This race was or will be one of the most dominant races in the world during the generalized time period of that tech level for the whole setting. If you roll the current time period for the setting; then they are currently powerful OR are at their peak.

5

This race has a subrace or a substantial minority. Perform a reroll or add an extra element on one of this race's Physical Modifier table results. The attitude of the main race towards this minority is determined by a d6 roll; with a 6 being total acceptance and a 1 being openly hunted for genocide.

6

This race once waged a bloody racial war against another power in the setting. First, randomly determine another race or faction in the setting, then roll a 1d3 to determine how much they were the aggressor. Finally, roll a d6 to see the result; with a 1 meaning this race was utterly humiliated by the other or a 6 meaning they nearly wiped out the other.

7

Roll again on the Society table. This roll was an older power structure that was overthrown to make way for the current, more righteous power structure.

8

Generate a Splinter Group for this species. This is a political group or rogue-kingdom. Only roll again on the Society table if they're different or strong enough to actually create their own government; otherwise they're just generic rebels.

9

Generate a Splinter Group for this species. This is a religious group; roll on the Religion table to generate a new religion for them.

10

Roll on the Weird Obsession table. This extra Weird Obsession has also become popular with other races; and has become a source of trade and prestige. For instance; Dwarven Alcohol.

11

Pick one of this race's Values or roll a new one. An influential, great thinker of this species or a new paradigm uplifted this value into great importance into this culture- they were uncivilized before this moment.

12

Great hero of this race ended a major catastrophe, or greatly advanced the setting in some way. Frodo carrying the ring, or Prometheus stealing fire, etc. This people is therefore granted some manner of respect, however begrudging, from most people in the setting.

Weird Obsession - Roll 1d50
This table is partially optional; but creates a specific motif or element that anchors the species into the rest of the fantasy world. You can think of a weird obsession as this race's "thing" that every other species in the setting thinks they are all obsessed with- even if the individual they are talking to isn't. Similar to a stereotype, but more broad. For example, humans are obsessed with roads, elves with trees, dwarves with beer, orcs with axes, and so on.

1

Swords

26

Magic (Bad kind; occultism)

2

Any weapon besides a sword

27

Magic (In General)

3

Horses / Riding Mounts

28

Glassworks

4

Gardening

29

Alchemy

5

Alcohol OR Tea

30

Specific animal as weird pets

6

Theater OR Dance

31

Trees

7

Jewelry

32

One Specific venomous pest; spider, snake, etc.

8

Gambling OR Banking

33

Mining OR Metallurgy OR Crystals

9

Luck & Lucky Charms

34

Hunting OR Map-Making

10

Cool sounding or rhyming names

35

Ghosts and/or warding ghosts

11

Furniture OR Ornate Travel Gear

36

Each individual having a weird talent

12

Divination / Fortune Telling

37

Family/Tribal Totems

13

Medicine

38

Talk with hands OR Respectful bows

14

Sex

39

Dye-Making & Colorful Clothing

15

Architecture / Great Works

40

Predatory Animals

16

Taxes

41

Collectibles

17

Astronomy

42

Dreams & What they could mean

18

One Specific piece of clothing (shoes, scarf, hats, etc.)

43

Sea Monsters OR Spelunking

19

Candles / Indoor Lighting

44

Mail and/or Mail Privacy

20

Secret Rooms or Passages

45

War banners & Heraldry

21

Really gross foods OR really fine foods

46

Weight Lifting OR Footraces OR Koans

22

Corpse Preservation / Relics

47

Specific fantasy drug; maybe legal

23

Torture Devices OR Traps

48

Grooming

24

Calligraphy OR Poetry

49

Martial Arts

25

Fine Art OR Sculpture

50

Music

Friday, June 11, 2021

Vagueposting- Yeah but guns are actually super lame tho (Garden)

So my last blogpost was about Garden. Specifically, guns in Garden. However, the more I think about it, the more I drift away from the concept.

Why?

Well, two reasons. First off, guns are kind of super lame. Like I think guns in real life are plenty cool, not a political statement, but in terms of combat potential? Kind of shit. You either use a gun or you die- there's no "balance" with firearms. Which is fine, not everything needs to be balanced.

Now this sounds like an paradox, but I also think guns are like super cool in terms of being able to customize them, have different parts, all that stuff. But more options isn't necessarily always better. If you make a game where half the rulebook is about modifying your character's hat, even if the rules behind it are important and very cool, it's still going to distract from everything else.

Thirdly- I'm a little ashamed to admit how much I unironically liked 'i kill puppies for satan', but that game has got it right. There are no good gun rules in tabletop games. Bullets fly out of guns and whiz around and hit people's bones and then spin and kill their neighbor but oh you're fine even though you got shot 6 times. It's all random arbitrary physics nonsense. You could argue that physical combat with swords and shit is plenty as random and not-dramatic/heroic/cool enough for you, but they've been so ingrained in the public consciousness that the "not fucking around deadly factor" isn't as strong.

The second reason is because of escalation of combat.

Hot take: Tabletop games escalate conflict to deadly instantaneously, which is bad. Also a hot take: That's not really a bad thing. See, I had to find a way to make that statement controversial somehow, because I'm pretty sure most people actually agree with the first point raised.

Here's the thing; in a lot of media, fighting with fists fulfills all the roles as a gun or sword battle might, but without the dying afterwards. It's highly based on strength and skill, shows a clear winner or loser, and allows for a vector of force. But people walk away from it. Now of course, this is talking about the fake fantasy version of street fights and fisticuffs. In real life you get in a fistfight with someone and their friend hits you in the head from behind and you hit the ground weird and you get brain damage. There's no honor in a fight. But in fantasy media land, it works.

I think that in any more urban, modernized setting, you need to have combat mechanics and escalation of force that isn't 1 to 100 instantly. This is a common sentiment, I feel. Probably because of the way people view the world as being more ordered, structured, less influenced by individual action. You have police officers, everyone is close together, things are more grounded in that sense.

For this reason; I think Garden would actually work better as a game/setting/concept where the majority of the combat was street fights. Hand to hand or kung fu brawling, moreso then guns. Of course, that's just the combat, the actual game is about working, surviving, or thriving in a big magical sci-fi city outside of space and time. But the combat plays a big role, as its the player's most actionable, intricate part of their "toolkit" to explore the fictional world.

Why guns in the first place?
I wrote about this in the Garden potpourri. When I first began to come up with the ideas for Garden, they were cemented around this idea of "immigration", not just of people but of objects. Everything was "imported". However, if you have people from many worlds with a massive, diverse range of firearms (look how many bullshit calibers we have, and that's just one world) there's no way that you'd ever be able to use a firearm besides what you brought with you at the time when you ended up there. So guns became like treasures, more then anything- even at some point being ultra-rare but magical. But at the time, I was getting super into scrap metal guns for some reason; probably a combination of different aesthetic images (Fallout 4?) and image-boards that collected cool pictures for stuff like that. So I switched the idea over to scrap metal guns.

Of course, the idea of guns being rare and special stuck; so they had to all be handmade. It fit well with this idea of the city being a sort of closed system, getting shittier and more run down the longer it goes on, endlessly recycling and reusing everything. I still like that idea a lot, and it's something that I want to keep going with.

However- while I don't have a problem with the realism aspect of guns being prolific or commonly used, I DO have a problem with the setting implications from that. Fights are more deadly, of course, and threats have to scale to it. At least partially, I wanted Garden to be a sort of borough-crawling game, with powerful monsters and psychic entities or rival criminal gangs you had to fight against as the primary antagonism of the setting. So to a degree, things had to scale up to be able to "match" the player's powerful gun game.

But that escalation and "high power level" if you will isn't something I'm after as much any more. I like to think of Garden as being more intimate. You have characters which you can see multiple times. It's got a much smaller "world" then most high fantasy settings. Even though I imagine Garden as being huge, it still ends eventually, there's a limit. It was very heavily inspired by Bastion as well when I was first thinking about it, reading and stealing everything from Into The Odd as I could, so you can imagine a massive urban sprawl- but still, it's not like a fantasy world with continents of space and world to explore.

Is this rambling? Probably. I hope you get what I mean.

What's the replacement?

Now one problem here is, if you create a system and even a setting with such a focus on a certain resolution mechanic, if that be combat (with guns), magic, or whatever else- and then you suddenly throw that out, you need something to replace it. Something to fill that hole.

I already spoiled it above; but why not fist fights? Cool brawling, martial arts, boxers. Instantly, character ideas and cinematic fight scene play out in your head. Using random objects lying around as improvised weapons, beating up (and getting beaten up by) thugs and mobsters and earning respect in the underground world.

Like I said, it's a trope and media-based concept. Not realism. Don't get it confused.

Do I have a good system for this yet? (No.) I'm working on it. Out of everything on this blog, I tended towards Garden being one of the largest and most "complete" things I've wanted to work on, putting forward a cohesive narrative with a cohesive game engine. Much more complete then my fantasy heartbreaker/untested shitbrew that goes through a revision every 6 months.

But I guess I'm breaking that promise with this post, huh? That's alright- I think this is a better change, ultimately. 

How does the setting change?

When it comes to setting and world changes to push forward these changes; how do you change it up? How do you maintain an internal consistency with the newfound rules. It's a multifaceted thing in the case of Garden, since the setting has a lot of shit going on.

Let's get this out of the way- There ARE still guns. This isn't some kung fu world. It's all about the boxer and grapplers and kickboxers, but people still fight with knives and baseball bats and stuff. Guns are still rare. They're deep in the criminal underworld; it requires very specialized skills to make a gun out of scrap metal and old tuna cans and little chain links twisted up into springs. The bullets are even more of a fucking problem. You have to make them yourself, buy them from rare and exclusive gun-smiths, or steal them from somebody else who also has them.

Now what about the "immigrants"? I always imagine Garden as being a city full of people who end up "lost" in their home worlds, and end up in the city, never able to escape. It's a dimensional funnel. You can slip down, but you can't crawl back up. So people end up here with only whatever they were traveling in, or whatever they had on their back. So what about people who had guns? Lost police officers who fell asleep on highway patrol, hunters with a rifle over their shoulder, and so on. Where do their guns go once they get into the city?

Well, I'd like to say the government destroys them. I've always imagined Garden as a setting with either no government, a sort of totally anarchist pipedream world of anarcho-capitalist power struggles OR a city with a very limited, way understaffed and underfunded cardboard government. This fits better, I think. The only problem then comes with how people actually come into the city, physically, from their home dimension. I always went with the idea they arrived from out of the forest surrounding the city, or maybe woke up on a park bench, or turned a corner in a bad part of their home town and then all the sudden it's night time and why does that guy have four eyes and purple skin?

That definitely seems like the most cohesive method of people getting there. But what if everyone came in from a single location?

Maybe it's like a train station. The "immigration office" they call it. Subway train rolls in. Everyone on the train car doesn't know how they got there. They've got missing time. They are all dressed up in whatever they were wearing; you got an alien wearing a military uniform next to a businessman next to a hobo next to an idol pop singer. They get off the train, confused as hell, guided to the immigration desk. They get a passport, certain items are confiscated. The firearms are taken, the people given a handful of shitty city money, and later the weapons are destroyed. Because pretty much everyone comes in through here- it's pretty much impossible to smuggle stuff in. Hence; the crafted guns.

EDIT: After writing this, I am only now realizing how good this concept fits for Heap actually. Maybe it even works better. Less magic, more dystopian. It also makes sense why people would need to genetically modify themselves with disgusting biological weapons; they can't smuggle things in.

How about them fights?

Let me be honest here- this totally wasn't inspired by the many, many hours of Yakuza 0 I played over the Corona-virus lock downs last year. No way. But Garden has a few setting particulars that make this transition slightly more difficulty.

Firstly; the aliens. There are hundreds, if not thousands, of different species in Garden. All of them will have a unique biology, size, weight, muscle, etc. At least how I envision Garden, I think of WEIRD aliens. Like not just rubber forehead aliens but like weird, sometimes even esoteric. But I usually stay away from the Barlowe aliens, for the most part. The people here are bounded to an extent. But even with that, fighting in real life is divided into weight classes for a reason. If a race of beings are built like 350+ pound brick shithouses with arms the size of tree trunks then yeah, you're dead. No human is going to be able to beat that up.

But what if they were more grounded? The humans, aliens, they all have a certain, pretty typical range of sizes, weights, and general physicalities they can draw from. Does that bore you? Well maybe. But in a way, I almost like it more. It almost makes the setting feel weirder, and, in a way, makes all the weird disparate species seem to fit together better. Think of it this way; every species in Garden all evolved independently, on all their different planets, all in planets that had a single primary star that was their "Sun". They all believe in Christmas. They can all end up as Psychics. And, they all evolved to maximize their intelligence, like humans. Evolving from the prehistory means that other traits like biological weapons, strength, senses and the like were all dulled a bit. I kind of like this, because it implies you aren't totally out of your league as a human against one of these beings; but there are still differences. They may be ancestral, but humans get their endurance, grasshopper aliens get strong kicks, a few aliens have claws, or poison spit- but their poison is like pepper spray tier- too biologically expensive to keep lethal venom for an intelligence species that cooks its food and relies on spears and shit for thousands of years.

Of course, this naturally leads to good explanations for things like weird or esoteric fighting styles, randomly generated characters, interesting combat encounters, all that fun stuff.

What are the new gun rules?

New rules? These ones work great!

Of course, using a d20ish combat system wouldn't work for this. I'd say it'd be something like the Unknown Armies system- melee attacks deal the result of your successful attack roll (so 54 = 5+4 = 9 damage) where as guns deal the roll result of your successful attack. (54 = 54 points of damage- with characters having between 30-80 HP most of the time). Or it could be like RIFTS where guns deal something like mega-damage which just blows the fuck out of anything that isn't a mega-durability creature or however that works. Maybe it just kills people on a roll of 6 or higher, everything less just puts you into the dying state, perhaps? Maybe it's the number of major limbs broken; so high rolls can "break" your head which means you die?

The jamming rules are still great though. Guns parts are not. Roll d20 + number of shots fired, get over 20 and it jams. ez pz. I'll proudly display that rule-addition I made like my life depended on it.