Oz and the Dying Earth
-
Driving over the Thanksgiving holiday my family listened to the audiobook
of *The Patchwork Girl of Oz, *and I was struck by how similar Baum's Oz
stori...
Showing posts with label Our Last Best Hope. Show all posts
Showing posts with label Our Last Best Hope. Show all posts
Sunday, January 15, 2017
A Sneak Peak Into My "Gaming Projects" Notebook
Many of you who know me or have hung out with me have no doubt seen me toting around my little black notebook (pictured here). I have carried this notebook -- or one like it -- for years. I have it with me at work, at events, in my car, and resting on the table next to me as I hammer out this post. Inside my "Gaming Projects" notebook is a collection of notes, scripts, ideas, and works-in-progress for a variety of games and systems.
Today, I went through my notebook and did a bit of organizing. I thought it'd be a fun "glimpse" for you if I were to make a quick listing of things and projects currently in the works.
(Don't ask me to expound on anything here, nor ask me what my timeline is for any of these. I work on them as the mood hits, and release them when they're done. But here's some stuff you can look forward to one day in the future.)
(CW = Cryptworld; TM = Timemaster; MF = Mutant Future; DCC = Dungeon Crawl Classics; HOPE = Our Last Best Hope; Fiasco = Fiasco; Anything is "quotes" is the working title of a scenario/adventure in the works)
CW - "Speed Demon" - Driverless vehicle terrorizes small town
CW - "Final Voyage of the Golden Dawn" - Abandoned ship found floating off shore.
CW - "Last Call/Wasted" - Zombies attack a remote tavern. Players are barflies.
CW - "The CW Atlas" - Worldwide locations of supernatural interest.
CW - "Expiration Date" - PCs cheat Death. He's not happy about it.
CW - "The Coldcreek Conspiracy" - Based on a Cryptworld adventure-writing exercise.
CW - "Kid Stuff" - Adults in a neighborhood disappear. Creepy kids terrorize the area.
CW - "Maul Be Home for Christmas" - A department store Santa is found murdered after hours in a locked-down mall.
CW - "Lost Vegas" - Unexplained murders in a Vegas casino.
CW - "Untitled Solo CW Adventure" - A one-person solo adventure to learn the system.
CW - "The Century of the Dead" - A village of the undead reappears for 24 hours every 100 years (Brigadoon-inspired).
CW - "Deadfall" - Collyer Brothers-inspired trap-laden house -- and something lurks within.
CW - Helltown, Ohio
CW/ROT - "Knights of the Living Dead"
CW - THINGS to stat uup: Drauger; Computer Virus; Worm That Walks; Succubus/Incubus; Tsukumogami; Bog Mummy/Salt Mummy/Ice Mummy; Pollo Maligro; Zombeak
TM - Jenny Everywhere
TM - "An Apple A Day" -- Millions of deaths due to the lack of a single piece of fruit.
TM - "Postage Due/The Day The Sky Fell" - Compilation of TM adventures I've written.
MF - "Dead In The Water" - Written; just needs to be assembled and distributed.
MF - "World of Korgoth of Barbaria supplement"
CAH - "Transylmania"
CAH - "SPY U"
DCC - "The Scourge From Beyond Infinity"
DCC - "Escape From Vulture Gully"
HOPE - "Virus"
FIASCO - "Small Town Ink"
Tuesday, August 12, 2014
[Our Last Best Hope] Sharknado: A Mission Playset
A mission playset for Our Last Best Hope. This mission isn't so much of a "global" crisis so much as a regional crisis, so scale accordingly. And I'm so very, very sorry for this...
Introduction
A tornado is one of the most destructive natural forces. The sheer power of these monstrous cyclones is enough to flatten buildings, rip up anchored structures, and crush anything and anyone that gets in the way. However, when one of these twisters passes over a body of water infested with sharks, the ravenous waterbeasts could be picked up and spun about, becoming one with the twister, and a sharknado is formed. What the tornado doesn't destroy, the flying sharks consume -- marking it as one of the deadliest natural phenomenons known to mankind.
Suggested viewing/reading: Sharknado, Sharknado 2: The Second One, How to Survive a Sharknado
Themes
"It's like a twister...with teeth." – A sharknado is a swirling vortex of man-eating creatures. As the ravenous sea-creatures fly by, they take careful aim, biting off heads and severing limbs as the pass by. Those unlucky enough to be swept up into the twister will be eaten alive by the flying sharks. Even being in the same area as a sharknado is deadly, as the sharks will occasionally come flying out to either eat or land on a helpless victim, killing both.
Ever growing, never slowing... – Unlike other tornadoes which are usually encountered singularly, sharknados are usually formed in groups of three or more. Normal tornadoes usually last less than a few minutes, but sharknados rarely dissipate on their own. The spinning death vortex increases in size and, if it joins with other nearby sharknados, a super-sharknado could form. These monstrous cyclones can engulf entire cities consuming all within unless stopped.
Crisis
1W – There are six sharnados bearing down on the city -- more than has ever been seen at one time.
2W – The gargantuan sharknado contains a single prehistoric megalodon.
2W – The gargantuan sharknado contains a single prehistoric megalodon.
3W – The sharknado forming off the coast is the size of a small hurricane -- 100 miles wide.
4W – Every body of water no matter how small (pond, swimming pool, drainage ditch, sewer) is filled with aggressive sharks of various sizes that have been deposited by the passing sharknado.
5W – The sharknado has stopped in the center of town...and is growing larger every minute is remains in place.
6W – The sharks in the sharknado are mentally linked, giving the sharknado a hive-mind consciousness and free will.
6W – The sharks in the sharknado are mentally linked, giving the sharknado a hive-mind consciousness and free will.
1B – The sharks in the sharknado are two-headed sharks!
2B – The sharks in the sharknado are sharktopuses!
3B – The sharks in the sharknado are dinosharks!
4B – The sharks in the sharknado are snow sharks!
5B – The sharks in the sharknado are ghost sharks!
6B – The sharks in the sharknado are Lovecraftian Deep Ones!
4B – The sharks in the sharknado are snow sharks!
5B – The sharks in the sharknado are ghost sharks!
6B – The sharks in the sharknado are Lovecraftian Deep Ones!
Limit
1W – Time is running out, and the city is doomed within hours.
2W – The team is made up of specialized oceanic experts with knowledge specific to the Crisis.
3W – The team has encountered this Crisis before on a smaller scale.
4W – Most of the city has been decimated by the Crisis.
5W – The team has access to the only piece of equipment that will be of use in fighting the Crisis.
6W – The materials needed to stop the Crisis are nearly depleted and there's only enough for one chance.
1B – The team are the only ones close enough to reach the Crisis.
2B – Once underway, the team's communication will be cut off.
3B – The team is uniquely immune to the effects of the Crisis.
4B – No one else believes the Crisis is a world-ending event.
5B – The team is unaware of the scope of the Crisis.
6B – The team accidentally set the Crisis in motion and feels obligated to stop it.
Complication
1W or 1B – The team receives a distress call on-route to the Crisis they must act upon.
2W or 2B – The sharknado is sending out wave after wave of defenses to stop them as they approach.
3W or 3B – There is a saboteur actively working to thwart the team.
4W or 4B – The timeline for the Crisis was originally miscalculated, and there's only half the time as originally thought.
5W or 5B – There is another Crisis as well as the original one; roll for a second Crisis that's occurring at the same time.
6W or 6B – The team's original plan won't work, and they must come up with a new one with the resources on hand.
Threats
SHARKS!
TORNADOES!
TORNADOES WITH SHARKS!
TORNADOES WITH SHARKS!
Assets
Chainsaws
Propane canister bombs
Swords
Helicopter
Flamethrowers
Shotguns
Labels:
Advice/Tools,
Game Design,
Our Last Best Hope
Sunday, March 16, 2014
[Our Last Best Hope] Overgrown: A Mission Playset
A mission playset for Our Last Best Hope
Introduction
Plantlife has never been considered "dangerous," as it's among the simplest lifeforms on the planet. We consume plants, build structures out of them, cultivate them. Our foods, our medicines, our very existence depends on the flora. But what if the world's plantlife ran unchecked or, even worse, decided to eradicate its biggest threat -- us? The Overgrown mission presents the team with a crisis where the most benign of living things becomes the catalyst for mankind's potential extinction.
Suggested viewing/reading: The Happening, Day of the Triffids, Seeds of Destruction, The Ruins, Little Shop of Horrors
Themes
How can we destroy that which we depend upon? – Mankind -- in fact, all life on Earth -- depends on plantlife. Even if humans were able to somehow avoid contact with vegetation, insects and animals are dependent upon plants for sustenance and survival. If we were to poison or destroy all vegetation, in the long run, we'd only be poisoning and destroying ourselves.
Silent, but deadly – Unlike other predators, flora doesn't make a sound. There is no guttural roar, no screech from above, no screams as it descends upon its prey. As the plantlife chokes off and consumes mankind, it comes silently. The only screams are those of anguish as humanity finds itself doomed.
Crisis
1W – Vegetation growth has accelerated to the point of visible encroachment, and the world is quickly becoming overrun, engulfed, and smothered.
2W – All plantlife starts emitting a virulent pheromone that causes humans to fly into a berserk murderous frenzy.
2W – All plantlife starts emitting a virulent pheromone that causes humans to fly into a berserk murderous frenzy.
3W – The world is invaded by an alien form of flora that subsists solely on blood.
4W – Tree root systems throughout the world begin to swell and grow to monstrous proportions, causing the tectonic plates to shift and crack.
5W – A carnivorous parasitic vine has begun spreading through major population areas.
6W – All plantlife has become highly toxic and poisonous to the touch.
1B – Plantlife has begun to spontaneously wither and die across the globe, turning the world into a barren desert.
2B – Dangerous spores are taking root and sprouting in the lungs of all air-breathing creatures.
3B – The natural conversion of carbon dioxide into oxygen performed by all vegetation has ceased, and the Earth's atmosphere is becoming poisonous.
4B – Plantlife has become sentient, intelligent, and resentful, and wishes to replace mankind as the dominant lifeform.
5B – Trees globally have grown to gargantuan proportions, and their leaf canopies have blotted out the sun to those underneath.
6B – Pollen counts have skyrocketed and the world is becoming buried in a fine yellow dust as humanity smothers.
Limit
1W – Time is running out, and humanity is doomed within hours.
2W – The team is made up of specialized horticultural experts with knowledge specific to the Crisis.
3W – The team has encountered this Crisis before on a smaller scale.
4W – Most of humanity has been decimated by the Crisis.
5W – The team has access to the only piece of equipment that will be of use in fighting the Crisis.
6W – The materials needed to stop the Crisis are nearly depleted and there's only enough for one chance.
1B – The team are the only ones close enough to reach ground zero of the Crisis.
2B – Once underway, the team's communication will be cut off from the outside world.
3B – The team is uniquely immune to the effects of the Crisis.
4B – No one else believes the Crisis is a world-ending event.
5B – The team was isolated from the Crisis when it began and are unaware of the scope of the Crisis.
6B – The team accidentally set the Crisis in motion and feels obligated to stop it.
Complication
1W or 1B – The team receives a distress call on-route to the Crisis they must act upon.
2W or 2B – The environment is aware of their presence and is sending out wave after wave of defenses to stop them.
3W or 3B – There is a saboteur actively working to thwart the team.
4W or 4B – The timeline for the Crisis was originally miscalculated, and there's only half the time as originally thought.
5W or 5B – There is another Crisis as well as the original one; roll for a second Crisis that's occurring at the same time.
6W or 6B – The team's original plan won't work, and they must come up with a new one with the resources on hand.
Threats
Poisonous plantlife
Prehensile constrictive vines
Giant insect swarms
Oppressive heat/humidity
Razor-like thorns
Insane environmentalists
Aggressively hungry wildlife
Toxic environment
Assets
Accurate map of the Crisis zone
Powerful defoliants
Deforestation equipment
Armored all-terrain vehicle
Flamethrowers
Environmental suits
Medical bay/laboratory
Labels:
Advice/Tools,
Game Design,
Our Last Best Hope
Tuesday, December 3, 2013
[Our Last Best Hope] Drowned: A Mission Playset
NOTE: I enjoyed putting together my previous global disaster so much, I thought I'd cobble together a new one:
A Mission Playset for Our Last Best Hope
Crisis
A Mission Playset for Our Last Best Hope
Drowned Mission
Introduction
The Drowned Mission presents the team with a Crisis that already encompasses most of the Earth -- its oceans. As the waters rise and humanity moves to higher and higher ground, it will become apparent how tenuous our hold on dry land truly is. Floods, tidal waves, and monsoons engulf the coastal regions as the seas move inland, drenching all in its cold, wet embrace. And as the highest mountains disappear under the surface, where will humanity be left standing?
Suggested viewing: Waterworld, The Abyss, The Day After Tomorrow, 2012
Themes
Nearly Submerged Already – Seventy percent of the Earth's surface is already covered in water, leaving humanity with a paltry thirty percent of dry land on which to reside. It won't take too much of a disaster to make the world uninhabitable to all of the land-dwelling creatures on the planet. Even if floating crafts and arks are hurriedly deployed, these temporary measures will eventually fail one day. Humanity cannot tread water forever.
What Lurks Below? – Many think that space is the last, great, unexplored region, but the truth is much closer. We have barely explored the oceans' depths. Few vessels are able to endure the crushing pressures of the depths, and the absolute darkness of the bottom could hide anything. Who knows what things could lurk below?
Crisis
1W – The polar ice caps are melting, causing the ocean's levels to rise dramatically.
2W – A biblical worldwide torrential rain has been falling for 40 days and nights.
3W – All of the world's continents have begun sinking into the oceans' depths.
4W – The oceanic god Poseidon is signalling the return of the Greek Gods by flooding the planet.
5W – Aquatic alien beings have begun flooding the planet as they terraform it for their own purposes.
6W – A sudden shift in the earth's tectonic plates has caused the world's oceans to catastrophically "spill" over into otherwise inaccessible areas.
1B – Once it's fallen as rain, water has stopped evaporating back into vapor, permanently retaining its liquid state on the planet's surface.
2B – A crack in the ocean's floor is causing water to pour in from another dimension.
3B – A shift in the moon's orbit plays havoc with the tides, causing massive tidal waves worldwide.
4B – Water elementals are crossing over from their respective elemental plane.
5B – Cracks and fissures are opening up along fault lines, allowing the seas to pour inland.
6B – Global weather patterns have gone berserk with hurricanes, monsoons, and tidal waves crashing across the lands.
Limit
1W – The world's lands are already submerged, and no dry land remains.
2W – The team is made up of aquatic experts with unique underwater exploration experience.
3W – The team has been genetically altered to allow water breathing.
4W – Most of humanity has been decimated by the Crisis.
5W – The team has access to the only craft capable of functioning at the oceans' depths.
6W – The team possesses a device vital to completing the mission.
1B – The world will be completely underwater in less than 7 days.
2B – The team is closest to the epicenter of the Crisis.
3B – Only the team is aware that the Crisis exists.
4B – The team has encountered this same phenomenon before and has insight on stopping it.
5B – As far as they know, the team are the only surviving humans at this point.
6B – The team accidentally set the Crisis in motion and feels obligated to stop it.
Complication
1W or 1B – A massive aquatic sea creature is stalking the team.
2W or 2B – The craft was never designed to be taken to the ocean's depths and is starting to collapse under the pressure.
3W or 3B – A large craft filled with survivors is signalling the team, requesting rescue.
4W or 4B – They are severely off-course at the start and getting to the Crisis will sap all of their resources before they reach the goal.
5W or 5B – Their air supply will run out before they reach the mission objective.
6W or 6B – Initial information on the Crisis is incorrect and the Plan is invalidated.
Threats
Crushing oceanic pressures
Monstrous undersea creatures
Hungry school of sharks
Freezing cold
A leak that gets increasingly worse
Impenetrable darkness
Failing life support systems
Massive tidal waves
A quickly-forming hurricane
Sudden power failure
Monstrous undersea creatures
Hungry school of sharks
Freezing cold
A leak that gets increasingly worse
Impenetrable darkness
Failing life support systems
Massive tidal waves
A quickly-forming hurricane
Sudden power failure
Assets
Accurate ocean maps
Friendly pod of dolphins
Deep-sea diving suits
Submersible robotic probe
Extra oxygen tanks
Nuclear charges
Powerful sonar array
Labels:
Advice/Tools,
Game Design,
Our Last Best Hope
Wednesday, November 20, 2013
[Our Last Best Hope] Microscopic: A Mission Playset
Microscopic Mission
Introduction
Not all apocalyptic disasters occur on a global scale. Some occur imperceptibly, unseen by the naked eye. Virulent viruses run unchecked, infecting millions. Robotic nanites consume natural resources and self-replicate, depleting irreplaceable materials. Or the secrets of our very survival are found in the mind of one man who will die unless a crucial operation is performed -- from within. The Microscopic Mission challenges the team to save the world from a threat found on a miniaturized level: molecular, microscopic, atomic, and perhaps even smaller. The team will be miniaturized and thrust into this microscopic world, tasked with fighting off a global threat while venturing through a world filled with dangers only seen before through the lens of a microscope.
Suggested viewing/reading: Fantastic Voyage, Fantastic Voyage II: Destination Brain, Innerspace, Michael Crichton’s Micro
Themes
We are insignificant in the cosmos – Regardless of our size, we are dwarfed by the entirety of the universe. Mankind is comparatively small and insignificant when
weighed against the vastness of eternity. Even when the scale of the world we exist in is reduced, our presence goes unnoticed. It is only through great deeds and selfless actions that we make our mark on an otherwise uncaring universe. Even if our deeds go unseen, we will be remembered.
“Smaller” doesn't mean “less dangerous” – The greatest predators in the natural world do not live on the African plains or in the ocean depths. They're found in a droplet of water, on a mote of dust, or in your bloodstream. Virulent bacteria, aggressive white blood cells, and microscopic mites mindlessly pursue and consume prey. Death comes quickly, silently, working on instinct alone. Though we may think that we're smarter, cunning, quicker, and more agile than any other creatures we may encounter, at the microscopic level, we're just another invader to be absorbed.
Crisis
1W – Delicate microsurgery must be performed on the man who holds the world’s future in his hands.
2W – World-changing secrets found in a comatose
patient’s memories must be downloaded directly from his brain.
3W – A virulent disease must be eradicated from
Patient Zero before he can spread the pathogen globally.
4W – A world-shattering doomsday device has been activated and can only be
disarmed from within.
5W – Rampaging microscopic nanite robots are converting all the world's water to flammable oxygen and hydrogen.
6W – A plague of carnivorous mutant dustmites is engulfing the
planet, consuming everything in their path.
1B – All human beings worldwide have begun to spontaneously shrink into non-existence.
2B – Aliens from the microverse have begun their invasion of our dimension.
3B – Microscopic repairs must be made on a device designed to shield the planet from a deadly cosmic radiation.
4B – Tiny airborne bacteria are converting the atomic structure of oxygen in the earth's atmosphere to poisonous fluorine.
5B – A sentient supercomputer tied into the global computer network has gone rogue and must be reprogrammed on an atomic level without damaging or destroying it.
6B – A pure sample of cardiac DNA must be harvested from within a living heart for the cure to a disease decimating mankind.
Limit
1W – The energy needed to miniaturize something is astronomical. There is only enough energy for one attempt.
2W – The team's DNA has been uniquely altered to allow for miniaturization.
3W – The team has previous experience interacting in the microverse.
4W – Most of humanity has been decimated by the Crisis.
5W – The team has access to the only craft capable of functioning once miniaturized.
6W – The team possesses a device vital to completing the mission.
1B – Members of the team have unique experience and skill sets necessary to complete the mission.
2B – Once underway, the team's communication will be cut off from the outside world.
3B – Only the team is aware that the Crisis exists.
4B – Miniaturization will last only one hour, at which time the team will enlarge to full size.
5B – The human mind cannot properly function on a microscopic scale, but the team is immune to the hallucinations and dementia suffered by other subjects
6B – The team accidentally set the Crisis in motion and feels obligated to stop it.
Complication
1W or 1B – The team is continuing to slowly shrink and will disappear into the microverse in one hour.
2W or 2B – The environment they’re in is hyperaware of their presence and is sending out wave after wave of defenses to stop them.
3W or 3B – There is a saboteur working to thwart the team.
4W or 4B – They are severely off-course at the start and getting to the Crisis will sap all of their resources before they reach the goal.
5W or 5B – Their air supply will run out before they reach the mission objective.
6W or 6B – The craft/team are 1,000 times more fragile in their reduced size. Sound waves, Brownian Motion, and other imperceptible vibrations is tearing them apart.
Threats
Molecular instability
The environment's defenses
"The Mini-bends"
Carnivorous mites
Rogue nanite robots
Explosive decompression
Blistering heat
Poisonous environment
Catastrophic enlargement
Assets
Accurate map of the environment
Portable miniaturization device
Environmental suits
Robotic probe
Thin-beamed laser rifle
Nuclear charges
Tracking device calibrated for the Crisis
Medical bay/laboratory
Labels:
Advice/Tools,
Game Design,
Our Last Best Hope
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