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The Lone Badger
Sep 24, 2007

BigRed0427 posted:

Ok, I loving laughed at the Porn Bandit table.

Is that like the Wandering Harlot table where you roll to see what kind of porn bandit ambushes you?

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Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

Love to have a table to decide which page from Garth Ennis's Crossed your PCs have to look at.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!

The Lone Badger posted:

Is that like the Wandering Harlot table where you roll to see what kind of porn bandit ambushes you?

In case you missed that, it's the "what snuff porn scene is depicted on the page in the Porn Bandit Chapbook and who would pay money to destroy it (except the one dude who wants to jack off to it)"\

Wapole Languray posted:

In the Banquet Hall is Inverted Diana and a Copper Chalice. The Chalice is just a key for a puzzle later in the dungeon so whatever.

Can you backport Diana by breaking the table?

Furthermore, how is the GM supposed to convince the PCs that taking The Chalice is important?


hiccupGlass shatters, makes you hight, and *rolls* opens your chest for 3hp!

Wapole Languray posted:

Yeah. And yes, Altered Boys are Demonic Altar Boys. Thankfully they are not sexualized and just have black robes and shards of stained glass in their empty eye sockets.

This is one way to avoid the issue of Players Too Stupid To Solve The Puzzle Their Heroic PCs Should Be Able To Solve, but it's the worst way to go about it by verisimilitude.

What the gently caress is with the spawning Alter Boys. When have endless ways of clearly-video-game-triggered monsters been cool? Is this the only way down the dungeon? Aren't sex demons interested in more people entering? What the gently caress? Is this just Resident Evil stuff?

And why the killer frogs? Altered Boys and the rock Incense Golem seems thematic and cool, but frogs?

Wapole Languray posted:

OK next is Map 5! This is the last one for this update because it will cause a lot of debate. So inside Map 5 you see Inverted Master Seaford, who is a man crying in front of a mirror.

Hannah says "We need to save him" and says she'll grab him as soon as a PC smashes the mirror. If you do this, which is easy, he reverts to his old self and leaves the dungeon automatically on the path the PC's have cleared, they do not need to escort him.

OK, why is this the only dude you can save by breaking the mirror? What about the "fight till killed dude" with one foot in the mirror? Also, what is this nonsense about a dude being unsubduable? Unless he's some magical nonsense, you can definitely dogpile and hogtie him.

Wapole Languray posted:

He gives the PC's a Stained Salt Knife, Hannah will not take it.

I'm still waiting for the "salt" part to turn out to be jizz.

Wapole Languray posted:

You cannot lift, break, tip over, disable, or in any way mess with the trap.

:argh:

Wapole Languray posted:

You can hear her crying while she strips naked, but you can't listen for too long because out of the hole the box trap fell from GIANT LEECHES ATTACK!!! For some reason the number is keyed to the highest INT among the PC's? I don't know why, they don't do anything special they just... are big leeches.

Again with the stupid EEEW monsters that make no sense.

And I want to be level with you: I care not for fighting critters. Anything smaller than a wolf and maybe less magical than a dire wolf is too boring to be in my elfgames. gently caress off with the giant rat poo poo.

quote:



This is just loving nonsense. Why even give the player the option to ask for anyone while also fishing for the right answer?

quote:

So yeah anyway in the boss room is a big rear end full-wall mirror where Hannah is on the other side naked. You can't talk to her, but you can give her Stained Salt stuff through the mirror. You can find a Stained Salt Buckler too behind a mirrorDoor that leads to a treasure chest. That's it.

So she takes the sword and the armor and whatever now, huh?

As it always with reading lovely modules, I feel the desire to remake them into something better (like a Slaaneshi dungeon), but I don't feel like running sexdventures with friends and definitely don't see games making me horny as a positive, so gently caress this noise.

Beneath: What If The Wizard But Bad

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

Chernobyl Peace Prize posted:

Love to have a table to decide which page from Garth Ennis's Crossed your PCs have to look at.

Goddamn it, I knew that poo poo reminded me of something.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

The Lone Badger posted:

Legends of the Wulin does this the other way around. If your character gets a Condition (like a broken leg, or being really really angry, having too much blood, etc) and you play that up and incorporate it into your RP then the Condition is being fulfilled and you have no mechanical penalty. If you suppress it and ignore it then you can do that but get a mechanical penalty instead (or lose out on the bonus for positive conditions).

I think my issue with that approach is that it kind of goes a bit the 2e Exalted route where you suddenly have to "stunt" everything to get a bonus/avoid a penalty: "I swing my sword... VERY ANGRILY. I drink my beer... FURIOUSLY. I pet this cat... WHILE FUMING ABOUT IT."

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!


Gary Gygax, The Strategic Review II, 1976 posted:

If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly, or the referee is forced to change the game into a new framework which will accommodate what he has created by way of player-characters.

Most D&D settings, OSR and otherwise, are pretty conservative in wanting to maintain a stagnated level of pseudo-medieval technology. Innovations, magical and otherwise, have various handwavium explanations for why they fail to impact society especially in regards to economy and standards of living. Barring higher-fantasy examples such as Netheril’s floating cities or dragon-sorcerers turning Athas into a desert. While said societies inevitably fell into ruin, there aren’t many campaign settings with focus on their grandness before their downfall.

Magical Industrial Revolution was written to turn this trope on its head, positing the city-based setting of Endon where magical inventions are rapidly transforming society in ways both positive and negative. It is a pre-apocalyptic setting: magic is not inherently destructive, but bereft of societal and ethical considerations it runs a very real risk of causing disaster and/or being turned into yet another tool of oppression for the powerful. But in the meantime, Endon is meant to be an up and coming magical superpower inserted into the GM’s preferred setting, drawing people from all over the world hoping to take advantage of its many boons. It is built for that pseudo-B/X ruleset that predominates the OSR, although it has some mentions here and there of more modern iterations of D&D. A lot of its charts and tables are more or less system-neutral, which helps in this regard.

Magical Industrial Revolution has a Victorian aesthetic, although the author Skerples mentions that it can still fit in typical Ye Olde Medieval Fantasy. He points out that real-world technological industrialization wasn’t spread out evenly even in the 19th Century, and many realms remained rural even when they gained access to machinery. Furthermore, Endon is also meant to serve as an example of one of those Golden Age civilizations of magic whose legacy seems to dot many campaign worlds as ruins brimming with treasure. Once the city and its surrounding network falls, the spells and magic items once taken for granted are now rare and precious things.

Endon is thus representative of a transition period from Renaissance feudalism to modern industrialism, although said author does is also insistent that the book is not meant to be a political allegory beyond how “even good intentions and idealism can wreak dreadful havoc.” I disagree with this premise in that the political subtexts of changing Victorian society still seep through, but I’ll go into more detail on this in later chapters.

But in spite of the toolbox nature, MIR does come with some pseudo-setting preconditions. One, Endon’s magic is mostly arcane in nature; most inhabitants are secular and the gods if they exist seem to have a hands-off approach towards the city’s events. Furthermore, scholars have a theory that spells are living beings not unlike souls. Spellcasters “learn” magic by allowing said spells to attach to their own soul in a symbiotic relationship. Spells gain sustenance by being cast and bound into objects, and the energy they require for sustenance comes from the sun which is why most spell slots and spell effects recharge on a daily basis. This is also why magical items of a permanent or multi-charge nature take more resources to build, for they require more “spell food” to keep the spells within them alive.

Secondly, there are brief alterations to gold and XP gain. The standard OSR means of accumulation exist, but PCs can gain XP for ‘story-based awards’ such as inventing something new, getting appointed to public office, averting some magical disaster, and other means of making a mark upon society. Additionally, gold piece values correspond on a 1-1 basis of what 1 British Pound was worth in 1800. Which according to the Bank of England is equivalent to 844 pounds in 2019 via adjusting for inflation, or $1,100 US Dollars in modern times. The book claims that it’s $100 USD modern, but my much larger findings are based on Bank of England website and MorningStar Investment. The latter I found via Googling “British Pound to US Dollars” and using the calculator provided. But at the end of the day I’m not an economist so I may be off in some regard and just using the more immediate results. For gaming groups using AD&D or 5th Edition rulesets, they’re advised to increase gold piece prices tenfold.

Thirdly, a set of new rules for campaign progression are given. There are 8 major Innovations occurring in Endon that can transform society in a big way, each with 6 Stages. The final Stage causes an apocalyptic event that irreversibly changes Endon (and possibly the world) for the worse. The GM can use as many or as few Innovations as they desire, but generally speaking barring actions from the PCs every Season/year/game session* a 1d6 for each Innovation is rolled. If it is equal to or greater than the current Stage, it advances to the next Stage. Furthermore, there’s also a Tempo score ranging from 1 to 3, which represents how the city itself changes both magically, technologically, and socially as a result. The score starts out at 1 and goes to 2 once all Innovations reach Stage 3, and goes to 3 when they’re all Stage 4 or above. A lot of locations and events give a list of how things change via Tempo, and for campaigns taking place in or with frequent trips to Endon it helps convey a gradual sense of change. Basically higher Tempos cause magical services and items to become cheaper, but at an increase of strange supernatural phenomena, arcane pollution, and radical social changes resulting from the freeing up of human manual labor and an extremely high output of once-rarer resources.

*depending on ideal campaign flow.



Endon is more or less an independent city-state, and its inhabitants are called Endoners. Humans are the dominant population at all levels of society, although the fantasy races exist in small pockets throughout. While there are foreigners from all over the world, Endoners have a bit of an elitist streak and tend to downplay the accomplishments of other civilizations by making favorable comparisons to their own. The provided history of the city is minimalist: it was originally a military camp that grew into a settlement of its own and soon a large city over the course of a thousand years. But ten years ago two major events happened: first, a foreign wizard made great innovations in magical theory which he collected into the Principia Arcana. Said work posited a grand unified theory of magic, linking otherwise disparate traditions and spells together as well as putting forth the theory of spells being living creatures that feed off of energy from the sun. Secondly, a wizard used a pair of minor spells to create a self-carding, self-spinning loom which brought him great wealth in the textile industry. These two wizards marked the beginning of a progression of events that inspired the Magical Industrial Revolution.

Important Locations covers 25 major landmarks and buildings in Endon along with a full-page map and cross-referencing of appropriate page numbers for related material (tables for opera plays, politicians, etc). They are simple three-sentence descriptions (one sentence for each Tempo) and an accompanying NPC who can provide goods and services to the party. There’s quite a bit of good material, and the brevity manages to adequately convey the atmosphere of the place and social change. For example, at Tempo 2 the Parliament building erects a giant enchanted clock tower that can broadcast emergency messages. The River Burl becomes increasingly hazardous and filthy as the campaign progresses: at Tempo 2 street urchins sifting through sewage take to wearing stilts to avoid mutations and disease which some of them catch anyway, while at Tempo 3 packs of dangerous eels prowl the waters to feed off of magical residue.

Weather in Endon conforms closely to real-world London, being a temperate-to-cold climate and very foggy. A d12 table is rolled at a time convenient for the GM to mark the day’s weather; at Tempo 1 a 1d6 is rolled, while Tempo 2 and 3 are d10 and d12. The first 6 results are rather mundane, although 7 to 10 causes more erratic changes such as dense haze and a “stinkwave” of chemical smells from rivers and factories. The 12th result is a Nightmare Fog, a dangerous result of the build-up of thousands of spells being cast in a day over long periods of time, giving rise to dangerous tentacular multi-colored smoke. Said fog deals 1d4 damage per round to those within it, but can be kept at bay with heat sources and wind. The first time it strikes the city it will kill hundreds of people and go down as a national tragedy, but later on the city will adapt to future Nightmare Fogs by enacting safety measures of varying effectiveness.

And it would not be a proper OSR sourcebook without new tables! Among our results we have d100 Buildings in Endon, with the latter 50 separated into smaller d10 tables representative of a neighborhood’s social class; d100 Random Encounters with similar d20 tables separated by social class and subject matter ranging from street-sellers to angry mobs to run-away carts and arcane experiments. There’s also less eventful sightings such as a passing hot air balloon in the sky or a news reporter conducting street interviews. Furthermore there’s also Rambles, a jumbled condensed collection of half-sentences for the GM to randomly throw in to scenes representing the constant presence of people in a big city.

Our chapter ends with an in-character advertisement from one of Endon’s newspapers. Boff! Magazine is a political satire pamphlet whose jokes are a continued presence in this book:





From the theoretical to the practical, all sorts of new spells, gadgets, and species are being created in Endon. However, only a few people have both the connections, skills, and capital to ensure that their research changes society on a truly grand scale. These 8 Innovations are the primary movers of Endon’s Tempo, and each of their initial 5 Stages provide new goods and services in line with their industry (and cheaper prices for existing goods and services). Stage 6 represents Terminal Events that cause things to come crashing down in a catastrophic way, and there are suggestions provided for how PCs can Avert the Apocalypse. Half of the Innovations come with an NPC Innovator (or pair of Innovators) who are the primary inventors, while the other half represent a common phenomenon or service that cannot be claimed by one owner but is instead a group of competing industries or an eventual monopoly of the service. The Innovators are not high-level archmages, and are 2-3 Hit Die characters with middling combat capabilities save for perhaps their own unique spell/item that can give them an edge.

Each Innovation’s means of Averting differ, but tend to have a few similarities: PCs can turn public opinion on to the dangers of it, they could sabotage the industry or turn the public on to an alternative service or resource, and/or predicting the upcoming dangers and devising safeguards to prevent them. Not all of the solutions are Luddite in getting rid of said industry, although a few suggest that legislating and taxing the market as an end in and of itself to make said industry grow less. While I’m not some laissez-faire capitalist, later chapters will reveal that Endon’s legal system is a joke and that government regulation is unlikely to work given the mixture of incompetence and corruption in the halls of power.

Miles’ Moving Miracles: George Miles wants to improve upon the rare, expensive, and just not all that safe array of aerial magical transport; it’s far too easy to fall off a broomstick or carpet. Starting out with floating rods that can move via a small jolt of magic, Miles improves upon this with proper vehicle frames such as coaches that can hop long distances and flying carriages powered by successive castings of levitation and mundane propulsion. The military takes interest in this and funds his company for aerial warfare, and eventually George decides to devote all of his efforts in building a machine to fly to the moon. Said pseudo-rocket looks like a giant iron tree made up of millions of Movable Rods. It will inevitably explode and shower Endon in molten iron once it takes off, or destroy the ozone layer and expose the world to unfiltered sunlight, or push the entire city into the sea by falling over.

*In the book there’s no apostrophe, but this appears to be the grammatically correct choice.

Room to Live: The use of extradimensional spaces usually produces small rooms capable of holding no more than a few people at once and are typically used by adventuring types. But what if their use is devoted to the expansion of living space and large-scale storage? The creation of a Portable Room catches on among the rich and famous, with an interior that can last for 10 years. Over time entire industries migrate indoors, shipping companies can transport huge loads efficiently, and the creation of extradimensional reservoirs combat flooding. Endon can afford more living space, but the lack of proper air circulation in said spaces causes low-income housing to be sweaty, smoke-filled spaces and proper counting of population is next to impossible save via the counting of chimneys. The Terminal Events represent the rending of space-time as rooms collapse in on each other, unexpectedly shrink or expand, and portals no longer reliably leading to their intended locations. Buildings and their entire inhabitants seemingly vanish, causing many to turn to cannibalism as they’re trapped in a maze of interdimensional spaces.

A World Without Roads: Teleportation spells are both high-level and tend to only transport a relatively small amount of mass. True “teleportals” that are permanent and can be used without an archmage are a highly-desirable good. The creation of the True Teleport spell begins with Earnest Perring building a pair of teleportation circles in two neighborhoods, and soon a self-regulatory business known as the Circle League is established by taking over smaller teleportation-related businesses in the industry. The League uses its resources to establish more complicated circles to work over longer distances while making said circles from cheaper spell components. Endon opens up a circle with another major city in the campaign setting, although this boon to trade and transport comes at a cost as extradimensional creatures from “Elsewhere” pop up with frightening frequency to attack people, and the Circle League resorts to threats and violence to cover up such incidents. The Terminal Event comes as Elsewhere Rifts pop up around the circles, consuming the surrounding landscape and letting otherworldly horrors invade the Material Plane.

True Polymorph: While the power to shapechange has many boons, the major industries of Endon find success in the alteration of animal test experiments. Menageries of “unnatural creatures” spring up as tourist attractions and pets for the rich, polymorphed meat means that the poor no longer have to be vegetarian as said meat becomes even cheaper than fruits and vegetables due to the abundance of transformable rats and pigeons. Meanwhile, businesses delve into the potential of polymorphing creatures into the forms of long-extinct and totally fictitious creatures. The Terminal Events include a range of maladies: polymorphed meat giving eaters magical cancer, while polymorphed creatures based off of dinosaurs and the nightmarish dreams of transmuters break out of captivity and lay waste to the city.

A Peaceful City: The use of divination magic to prevent crime and apprehend lawbreakers catches on after a serial killer is apprehended due to the use of a scrying spell. Household industries pop up of detective-diviners offering to locate lost people and objects while law enforcement makes use of it for obvious reasons. The use of scrying spells for sexual voyeurism creates public outcry to take it out of the private sector in favor of “responsible use.” Scrying is restricted to police use, and Endon’s crime rate drops, but law enforcement becomes increasingly authoritarian and uses divination to gather blackmail material in order to cement their power. The Terminal Event occurs as Endon stops culturally evolving and innovating as hordes of people move out, the remaining people become half-starved, magically enchanted thralls whose minds are shaped into “proper moral behavior” under the new police state.

Conjured Workforce: A small-time illusionist by the name of Neil Bligh creates an invisible workforce of “illusionary servants” to perform tricks for the public. He then realizes he can offer said servants for rent. Neil starts to make alterations on his spell for wider arrays of tasks, and other businesses follow in his wake. Entire industries fire their own laborers in favor of said magical servants, and being a wage labor economy with no social safety net this causes mass poverty and unemployment. Those whose jobs do not depend on physical exertion are safe, but they are 20% of the population. Political radicalism and angry mobs turn Endon into a more violent place. Bligh creates a new “Intelligent Servant” that seems self-aware, and other spells become harder to cast in Endon. Eventually a legion of said intelligent servants, feeding off of the ambient magical energy, turn Endon into a giant magic drain and take over the city, enslaving spellcasters to “feed” them magic and driving out or killing off everyone else.

Coal & Iron: The rediscovery of geomancy via research allows a Thaumaturgic Mining Guild to gain government backing to part the earth and gain access to new sources of ever-deeper mineral veins. Iron and coal become ever more common to the point that roads and skyscrapers made of iron are omnipresent, while steam engines and railways are a common means of private and mass transit. A huge military-reinforced wall is eventually built around Endon. The Terminal Event is that after widespread damage to the earth a group of earth elementals or some other subterranean monster awakens from digging too deep and lays waste to the city. Or maybe instead a group of rust monster eggs hatch, with all the food they could ever want and soon breed out of control, burying the city in piles of rusty flakes.

The Power of Creation: Anna Hartwell and her business partner John Huffman use logic gates to program clay golems with simple instructions. They then create Personal Calculating Golems which can perform mathematical functions and become a mainstay for financial institutions and scientific bodies. Illusion spells are used to make golems that are primitive computers, and despite becoming the richest business in Endon the two inventors are unsatisfied. They begin work on an Omni-Spell, a theoretical programmable spell of unlimited creation and transformation. The Terminal Event comes when a golem-computer device installed with this spell is told to create ten copies of itself at a public demonstration. The copies then make more copies, which then create even more copies, rapidly sucking up spell energy and creating a magical dirty bomb in the process that destroys Endon. Alternatively they could give it the command “Live” and thus create a selfish god-like being. Or the spell conjures 100 million gold coins and crashes the economy.

Thoughts So Far: The initial set-up of a high-magic Victorian metropolis is a rather peculiar setting for the OSR. I do like how Magical Industrial Revolution posits a world where Vancian casting logically applied can result in some rapid social change, and manages to answer why much of the world can still be “recognizably medieval” while also not necessarily leading to an age of prosperity.

The use of Innovations and Tempos to reflect a changing setting is also a cool one, and I do like how they’re not solely background elements. Each of the innovations comes with new and advanced equipment and services that PCs can make use of. I do feel that some of the Terminal Events feel a bit slap-dash or out of nowhere. The gradual increase of weird phenomena for Room to Live and World Without Roads give the PCs good precursors of wrongness, but the exploding rocket-rod of Miles’ Moving Miracles comes out of nowhere. There’s also the fact that Endon is inevitably doomed unless the PCs can avert all 8 catastrophes. It is meant to be a pre-apocalyptic setting, but this inevitable fatalism may make the players’ efforts feel wasted depending on the gaming group.

Join us next time as we cover the next few chapters covering Services, Social Classes, and Seasons of Endon!

Libertad! fucked around with this message at 20:18 on Oct 12, 2020

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
Yeah, it seems a shame that none of them have like, a "fix" condition where, say, implementing a social safety net and regulations make the invisible servants net positive and create a magical space communism society. Or where you can help the Moon Rocket succeed and maybe become the first astronaut wizards on the moon. For the extradimensional space and transport ones, it feels implied that the main reason they fail is cost-cutting and over-use, not the basic concept, and that if Endon wasn't terminally poisoned by capitalist thought, then it could have improved everyone's lives.

Also maybe if the golems had some proper crash/exception handling and Laws of Golemancy at a core level...

But, yeah.

senrath
Nov 3, 2009

Look Professor, a destruct switch!


JcDent posted:

Furthermore, how is the GM supposed to convince the PCs that taking The Chalice is important?

Pretty sure it's operating under the assumption that the PCs will naturally attempt to take everything that's not nailed down, regardless of owner.

90s Cringe Rock
Nov 29, 2006
:gay:

PurpleXVI posted:

Yeah, it seems a shame that none of them have like, a "fix" condition where,
The fix is

PurpleXVI posted:

say, implementing a social safety net and regulations make the invisible servants net positive and create a magical space communism society.
yeah, it's that. A Spectre (7+3 HD) Is Haunting Endon.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


i had to do a retrospective of Crossed for a writing gig, which involved me reading a great deal of Crossed, and i probably hate garth ennis more than any person alive because of it. there was a run of Crossed written by keiron gillen, who (at least to my awareness, idk if its changed) was/is a pretty progressive guy, which surprised me. i'd noticed that there was some sort of sexual violence in every issue of crossed, and there was in gillen's run too, but it was always some sort of weird scenario in his stuff (giant prehistoric chicken on man, for example). i ended up speculating that the publishers had some sort of rape quota for issues of crossed, and that gillen was trying to technically adhere to that quota, but didn't want to depict women being victimized. i was mostly joking.

i later ended up talking to a comics writer who had submitted a script to avatar press (publishers of crossed and other garbage) and got sent back feedback saying that it was great, but could he add some rapes?

they really do have a quota for it.

Crossed did help me quantify the difference between something that is dark and horrible but has some sort of artistic merit, and something that is just dark and horrible for the sake of it and/or titillation.

like "it's dark because that's realistic" actually means "it's realistic only as long that aids it being dark". in crossed the totally-not-zombies are just evil humans... until that would mean they'd die off quickly. they're just human, but they can still track the protagonist through the desert while naked, shoeless, and with third degree burns over one side of their body. because if the zombie died from that it would be good for the heroes. similarly in this weird porno-mirror module the bandits are rapey, because that's 'realistic', but you can't disable the trap like you'd realistically be able to, because that would make it less dark

anything that would help make the situation less dark will always be arbitrarily prevented in some way. like in this mirror dungeon thing you'd think the book of uuuh courtroom snuff sketches would be a get out of jail free card for the PCs to not have to degrade themselves right? but no, the porno spirits get bored of that super fast. depraved snuff art is boring to them, what they actually want to see is 5 different PCs halfheartedly fondle themselves, because the writer is lazy and wants to force the option that makes the PCs (and their players) most miserable.

i wont be surprised if at the end of this, as in every single crossed story, the PCs will end up being forced to make some sadistic choice at the end of this module. like to stop the mirrors spreading you have to leave hannah in porno hell forever. because the good guys triumphing without some kind of horrible cost is unrealistic.

That Old Tree
Jun 23, 2012

nah


It's mostly done and past, but I wanted to let the thread know that I consider it a Bad Post to theorize how a prurient game could have better implemented its rape mechanics. It doesn't matter if you're being sarcastic about how the mechanics are especially bad, you're still being weird and gross about rape. It's worse if it takes follow-up posts to determine what you were trying to do. Please tread carefully.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!

PurpleXVI posted:

Also maybe if the golems had some proper crash/exception handling and Laws of Golemancy at a core level...

But, yeah.

The Golems are programmed in by Haskel and he disappeared in a tele-portage misshap. Magical Y2K is coming, baby!

...it's just an excuse to run Spell Industry Bioshock. I do like it the pessimism of the setting because PLAYER INVENT INDUSTRIAL REVOLUTION!!1! greentexts got boring a long time ago.

JcDent fucked around with this message at 10:39 on Oct 12, 2020

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!

juggalo baby coffin posted:

like "it's dark because that's realistic" actually means "it's realistic only as long that aids it being dark". in crossed the totally-not-zombies are just evil humans... until that would mean they'd die off quickly. they're just human, but they can still track the protagonist through the desert while naked, shoeless, and with third degree burns over one side of their body. because if the zombie died from that it would be good for the heroes. similarly in this weird porno-mirror module the bandits are rapey, because that's 'realistic', but you can't disable the trap like you'd realistically be able to, because that would make it less dark

anything that would help make the situation less dark will always be arbitrarily prevented in some way. like in this mirror dungeon thing you'd think the book of uuuh courtroom snuff sketches would be a get out of jail free card for the PCs to not have to degrade themselves right? but no, the porno spirits get bored of that super fast. depraved snuff art is boring to them, what they actually want to see is 5 different PCs halfheartedly fondle themselves, because the writer is lazy and wants to force the option that makes the PCs (and their players) most miserable.

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

Robindaybird posted:

I was just thinking that, Abandon All Hope was the game,

And AAH had a "PCs all get naked in a bad guy's rape dungeon" module too, because abuse is always predictable.

Have you noticed that since we have to give her special salt robe to Hannah, this means the NPC we're here to rescue will be running around naked too? Siiiiigh.

JcDent posted:

Again with the stupid EEEW monsters that make no sense.

You have to look at it through the same hosed-up lens as the author. They make sense in the context of a sexy girl being forced to undress and be naked and terrified around icky dangerous creatures. In other words, it's more on-camera abuse. Then the GM gets to hurt the NPC with the finger thing because she didn't do it right. It's clear we have a very unpleasant author here.

Once upon a time I mused on a science-fiction setting that really would play around with cultural taboos around nakedness. I've spent some time in actual clothes-optional communities and felt you could produce an intriguingly alien culture by playing with their concepts of personal space and cultural symbolism. Obviously you'd need a party or readership whose maturity was above reproach and who knew what they were in for.

This has cured me of any possible desire to explore the concept further. Even 13-year-old me would have been deeply uncomfortable with this. This is just vile.

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

Libertad! posted:

Assorted good stuff

I was a huge Arcanum fan as a teenager and I do love the concept here. That rust monster disaster is excellent, as is the idea of a Victorian-era society having to deal with Earth elementals, and wizards on the moon is amazing as a set-piece.

There's a lot of good material and ideas here. I'd honestly be happy to run all of those Tempo concepts as setting elements, but pick one or two to be the focus of the campaign. Probably the extradimensional space and teleportation ones - I can foresee an excellent arc where the PCs chase after or become members of a portal-hacking crime gang that bridges obscure warehouses with bank vaults to rob them. Let the doom-laden elements slowly build up over the campaign until the tentacles come out mid-heist.

Also you could have a wonderful time merging teleportation stuff with the London Underground iconography. Mind the Gap.

kommy5
Dec 6, 2016
I also love this Magical Industrial Revolution. A setting to designed to change around the characters with innovations and improvements but with hidden dangers is a good story beat to investigate. I wish it wasn't so strictly magical, but that's fine for what it is trying to represent in Standard D&D settings. Exploring how the world changes around you and how you respond and heed potential dangers is lovely to me. It may also be used to provide a side adventure in a Standard D&D campaign by playing out a bit of the history of the Standard Golden Age Magical Utopia.

I also agree with Loxbourne that this would probably be best if you narrowed the focus slightly when actually running it, but providing a wide range of paths of change is definitely a good use for this book. They're also correct in that Arcanum was amazing.

I'd like to see more details of how things go in this book and if it goes into sociological/political advancement as well.

Xiahou Dun
Jul 16, 2009

We shall dive down through black abysses... and in that lair of the Deep Ones we shall dwell amidst wonder and glory forever.



kommy5 posted:

They're also correct in that Arcanum was amazing.

Very agreed. It had some problems (it was mechanically broken as hell ; it needed an editing pass ; I vaguely remember some pretty yikes things that shouldn't be there but it's been 20 years), but it was a good first draft of a game. And that god drat soundtrack alone. Holy poo poo.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Xiahou Dun posted:

Very agreed. It had some problems (it was mechanically broken as hell ; it needed an editing pass ; I vaguely remember some pretty yikes things that shouldn't be there but it's been 20 years), but it was a good first draft of a game. And that god drat soundtrack alone. Holy poo poo.

Arcanum was my first exposure to Steampunk and I originally thought Steampunk was like Arcanum.

I was very disappointed by Steampunk as a genre in short order.

Cythereal
Nov 8, 2009

IF YOU SEE ME SHITTING UP A THREAD ABOUT CRITICALLY ACCLAIMED MMORPG FINAL FANTASY XIV PLEASE REMIND ME THAT I QUIT THE GAME BECAUSE IT COULD NOT HANDLE MY LOFTY CRITICISMS OF VIOLENCE IN MEDIA

AND ALSO TO SHUT THE HELL UP
What that really calls to mind for me is Eberron.

You could very easily substitute Sharn for Endon and you'd barely need to change anything.

Hell, if you wanted to do a campaign set in Cyre before the Day of Mourning, there's your setting book right there leading up to the Day.

Leraika
Jun 14, 2015

slime time

I'm ambivalent about magical industrial revolution. On the one hand, it's very creative and fun, and I like the way they're taking a deep dive into how magic would affect every rung of society, not just the gear-beladen aristocracy. On the other, hand I just want a game where magic actually makes things unambiguously better for everyone without lovely gotchas because [gestures vaguely at current events].

Ithle01
May 28, 2013
As much as I like the idea behind the Magical Industrial Revolution my main problem with settings like this is that they tend to just recreate real world innovations, but with magic, and they don't take into account many alterations. Mass teleportation basically invalidates about half of the other innovations being made just by itself and has huge ramifications unless you instead make it expensive or prohibitive in some fashion so it gives Endon the ability to extract wealth from far away places by increasing long-distance travel, but not short distance.

Which brings us to the issue where you can't really have the Victorian Age without imperialism, but that's a separate argument. With the exception of Conjured Servants which could either be a commentary of racism or just be very racist accidentally.

Xiahou Dun
Jul 16, 2009

We shall dive down through black abysses... and in that lair of the Deep Ones we shall dwell amidst wonder and glory forever.



Night10194 posted:

Arcanum was my first exposure to Steampunk and I originally thought Steampunk was like Arcanum.

I was very disappointed by Steampunk as a genre in short order.

Basically same. I think I read Perdido Street Station first but those were what I thought Steampunk was until later when, well.

Everyone
Sep 6, 2019

That Old Tree posted:

It's mostly done and past, but I wanted to let the thread know that I consider it a Bad Post to theorize how a prurient game could have better implemented its rape mechanics. It doesn't matter if you're being sarcastic about how the mechanics are especially bad, you're still being weird and gross about rape. It's worse if it takes follow-up posts to determine what you were trying to do. Please tread carefully.

The only real way to make this game better is to use time travel to delete it prior to publication.

Everyone
Sep 6, 2019

Leraika posted:

I'm ambivalent about magical industrial revolution. On the one hand, it's very creative and fun, and I like the way they're taking a deep dive into how magic would affect every rung of society, not just the gear-beladen aristocracy. On the other, hand I just want a game where magic actually makes things unambiguously better for everyone without lovely gotchas because [gestures vaguely at current events].

I'm extremely enthused about Magical Industrial Revolution but that's mostly because right now I'm just deeply sick of thinking/hearing about Fungeon: The Rapening.

Edit: And once again I hit Quote instead of edit while trying to edit a previous post.

Xiahou Dun
Jul 16, 2009

We shall dive down through black abysses... and in that lair of the Deep Ones we shall dwell amidst wonder and glory forever.



Everyone posted:

The only real way to make this game better is to use time travel to delete it prior to publication.

They're talking to you, you goofball.

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

Leraika posted:

I'm ambivalent about magical industrial revolution. On the one hand, it's very creative and fun, and I like the way they're taking a deep dive into how magic would affect every rung of society, not just the gear-beladen aristocracy. On the other, hand I just want a game where magic actually makes things unambiguously better for everyone without lovely gotchas because [gestures vaguely at current events].

I think the key to remember is that you as the GM do not have to use the catastrophes unless they're fun. OSR is a bit bad about that and it seeps through a little.

A magical moon rocket made by strapping hundreds of broomsticks together is fun. The PCs having to avert disaster by stopping it falling over is fun. The GM making it fall over to destroy the city should not be a given, unless destroying the city would be fun.

I feel the most fun part of this setting would be encouraging the PCs themselves to get in on the inventing. Have the PCs invent the teleporters and build the network and face the gribblies, and rake in the public teleporter fees. Let them be self-made characters. GURPS Steampunk even had an "independent income" advantage to represent the royalty payments from your invention, or the allowance from auntie, that let you go out adventuring without worrying about where your next rent cheque is coming from.

Gatto Grigio
Feb 9, 2020

Libertad posted:

Miles’ Moving Miracles: George Miles wants to improve upon the rare, expensive, and just not all that safe array of aerial magical transport; it’s far too easy to fall off a broomstick or carpet. Starting out with floating rods that can move via a small jolt of magic, Miles improves upon this with proper vehicle frames such as coaches that can hop long distances and flying carriages powered by successive castings of levitation and mundane propulsion. The military takes interest in this and funds his company for aerial warfare, and eventually George decides to devote all of his efforts in building a machine to fly to the moon. Said pseudo-rocket looks like a giant iron tree made up of millions of Movable Rods. It will inevitably explode and shower Endon in molten iron once it takes off, or destroy the ozone layer and expose the world to unfiltered sunlight, or push the entire city into the sea by falling over.

This is a pretty great reference to turn-of-the-century French filmmaker Georges Méliès

Wapole Languray
Jul 4, 2012


Part 4: More Bad Dungeon

We enter map 6 and find a giant cloud of living human eyelashes. They're harmless but flammable. Apparently your GM can now throw these at you randomly whenever?

Anyway...


In the room is Inverted Dane, a dude armed to the teeth with Stained Salt gear. He's also batshit insane and brain damaged and all hosed up because of weird mirror porn magic poo poo. He's looking for his wife who's gone missing.

He won't talk to you if you say you're from anywhere but Leaf, and he won't talk to non-humans at all. You can ask some stuff about the dungeon but all he'll say is poo poo you already know mostly. He'll mention that there's someone who can make Stained Salt stuff deeper in the dungeon. (This is technically incorrect because of how this stupid module splits the three dungeons it contains.)

You can try to fight him if you don't he'll leave.

The next room has more eyelashes, if you use any fire in this room everyone takes 7 damage as they all combust. Also there's a pile of piss-soaked severed hands. You have to "roll to see if PCs vomit" what ever that means. If nobody vomits nothing happens, if anybody Vomits you gotta fight a one-armed giant made of severed hands wielding a giant axe. It's just a big monster with an axe. If you lead it to the room with the severed feet, they will animate and trip it repeatedly. You have to kill it.

Anyway, the next room is...
:nws: https://imgur.com/sYHAEZv :nws:

Linked for actual description of sex acts. Once again: There is no mirror table on page 70. Good Job.

Once you enter this room a countdown starts where the mirror starts cracking. In 1d100 Seconds the ceiling shatters in a flood of blood and glass which does damage and stress to everyone in the room and shoves you out of it through the nearest exit. Nothing else is in here.

Next room! Whole place is made of Mirrors, if you got shoved here from the LAST room, you keep tripping and falling down in the blood while in the room. If you're inside fro more than 5 minutes you get pulled into the Invert.

Here we learn something insanely stupid to bury in a room description this deep: Mirrors don't work if you close your eyes. You can just... close your eyes and you won't get transported to the Invert and can be inside the room however long you want.

Oh also it constantly spawns giant leeches every 2 minutes that you're inside.

In the middle of the mirror & leech room is a chest that you can see even with eyes closed, it has a Combination Lock just like the "puzzle" last time in the confession booth. You have 5 minutes to solve it though because while you're looking at the lock the timer counts down and if you take more than 5 minutes the chest is pulled into the invert. You can reset the timer by waiting outside the room for an hour. What's in this chest? A poo poo load of loot. An Onyx-alloy Battle Axe that ignores light armor, a Holy Reverter which is a magical bracelet that cures the wearer of The Invert, a Holy Vexer which is a ring that gives a one-time recharge of any level 1-3 spell, a Stained Salt Hood and Knife.

This is a lot of very useful and good gear locked in the most bullshit puzzle imaginable. Remember, you have to: Within 5 minutes, while fighting infinite leeches, randomly roll d6's until they luck into rolling the 9 digits of the combination lock, and if you go over time everyone in the room dies and the chest is gone forever.

Next is a Bathhouse! It's full of Inverted people jerking off in the bath. This room also kills you in 5 minutes because it has a mirror ceiling and water in the big bath counts as a mirror. You have to drain the bath to avoid this.

Oh also every stall has a trap that goes off if you enter it, and the Inverted people will attack you onsight if you enter the stalls or open a shortcut mirrorDoor. There's 5 inverted villagers inside who will attack you. The only way to go through without a fight is to sneak on a winding path past every Inverted Villager rolling each time you go past them to sneak by.

If you make it through the Shower Fight Room you hear singing...



There's one last thing he'll tell you, stuck on the next page because the fucker who wrote this didn't know how to not break paragraphs across pages.



Next time: Map 9 and on! Things don't get Better!

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!




This chapter goes over some of the non-item things PCs may wish to purchase in Endon, along with crime and punishment. Endon’s criminal justice system is not concerned with determining whether or not someone’s guilty, but to show the power of the State to the public in the belief this will enforce good behavior. Trials rarely last longer than a day, and typically are never held unless the prosecution is 100% certain they can score a conviction. Penalties for crimes tend to be either fines, prison terms, or forced labor in a remote colony of Endon. Capital punishment is reserved for the most heinous of crimes, usually murder and treason. Police officers, informally known as Coppers, are meager 1 Hit Die warriors although they gain access to better gear at higher Tempos. Such devices include a uniform and helmet that reduces all incoming damage by 1, the chance to dispel a hostile magical effect targeting the wearer, a whistle that can be clearly heard out to 200 feet in any condition, and an upgrade to said whistle that can also let it paralyze a target. Endon has an army, although it operates far from the city due to the city being at war with various small nations around the globe so we at least know the government doesn’t begin and end at the metropolis’ walls. Its cavalry corps is well-paid and made up of the nobility, although its Navy is so infamous and dangerous that many among the poor prefer prison to serving on a ship. Endon’s navy is also the only government institution that forbids spellcasters from joining due to old laws.

Certain spells are illegal to cast or have possession of (whether by item or spellbook) in Endon, although most are based on circumstance. Anti-magic spells can cause havoc if cast willy-nilly so they’re only justified when it comes to personal protection. Enchantment, curses, mind-reading, and scrying* are illegal without the target’s express consent, and using magic to alter currency falls under related crimes (fraud, theft, etc). Only necromancy is a spell illegal in and of itself due to laws against trapping the passage of a soul to the afterlife. Raising soulless undead is technically legal but most police have neither the knowledge nor means to tell apart the types of undead.

*At least at the beginning of the campaign.

Beyond law and order, PCs can make use of existing and innovative healthcare. Physicians both non-magical and magical are in abundance, although due to the lack of divine magic curing the more serious diseases and injuries are still in their infancy. Doctors are wont to try out unorthodox cures represented as a d10 + Tempo + other modifiers table, and the results range from magically-infused liquor to shocking the system with extreme heat or cold; many have potentially negative effects. We also have a 1d20 table of new magical diseases, such as being telekinetically flung in a random direction whenever you move fast to your body becoming magnetic. Accommodations and Transportation are standard fare (plus bicycles as equipment and hot air balloon rides), although the real interest are tables for generating the names of inns, cab drivers, and things said inns and drivers are known for.

Our section ends by briefly covering Newspapers in Endon. They run the gamut of truthfulness and quality, and penny dreadfuls are cheap short stories specializing in action and adventure. There’s a sidebar for the costs of running a newspaper business for journalistically-inclined PCs, and how the Tempo can add moving pictures and other magical enhancements to the printing press.



This is where MIR’s apolitical stance falls apart. Skerples liberally borrows quotes from 19th-century social commenters on the contemporary state of affairs, ranging from Karl Marx talking about the commodification of human life, Charles Dickens describing the maddening sights and sounds of urban life and the hypocrisies of British Old Money, and George Orwell commenting on how the lower-middle class has been fooled by the rich into thinking that society has evolved beyond the base pursuit of greed. When you combine this with the automation of the workplace via unseen servants in the Innovation chapter, the book is painting a pretty blatant condemnation of social conservatism and free-market enterprise. I personally do not mind this message, for I’m rather left-wing myself. But you ain’t fooling me!

Tangent aside, Endon is divided into four broad social classes: the Poor are made up of the homeless, criminals, beggars, scavengers, and others who are unsure where their next meal will come. Anyone can fall into this social class by running out of money. The Lower Class are those who live hand to mouth and have just enough means to live a spartan, self-sufficient lifestyle. They are the laborers of all manner of works in Endon, and they are at constant risk of falling into the Poor from a single spate of misfortune. The Middle Class are those whose occupations center around owners of small businesses, learned folk such as doctors and lawyers, novelists and artists of some popularity, and spellcasters who found a demand for their magical services. They care more for social appearances and thus are prone to gossip and portraying exaggerated fronts of patriotism, integrity, and other social mannerisms deemed proper. The Upper Class are overwhelmingly old money nobles and thus form a tight-knit social circle. Even the richest of the Middle Class cannot be considered this unless the Monarch elevates someone to this or they marry into a family. They as a society are fearful of the changes coming to Endon and are actually more libertine in social faux pas than the Middle Class, provided that said behavior is kept out of the papers.

Each social class has a listing for necessary equipment and/or property ownership along with Daily/Seasonal gold piece costs. Each one also has a series of specific benefits: the Poor can more easily disappear into the city and make a new identity, the Working Class are not punished for Moral Crimes (sodomy,* minor illegal magic, abortion, slander, etc) as the police don’t consider it worth the trouble to prosecute, the Middle Class can vote in elections if they own property worth more than 1,000 gp and can live off of investments, while the Upper Class do not need to work to live, can be elected to Parliament, and can get away with just about any crime provided it’s kept out of the papers.

*Yes, Endon is a rather socially conservative setting. Beyond this women cannot serve in the military, and they don’t start attending higher learning institutions in appreciable numbers until the city reaches Tempo 3.

Minsters of Endon discusses Endon’s government in regards to Parliament, its chief legislative body. Although ostensibly a democracy, only men of the Upper Class can run for office, and only the property-owning Middle and Upper Class are allowed to vote. Prospective candidates must run a campaign to spread awareness of their deeds and worthiness for public office (justified or no). Two political parties, the Gumperts and Bogs, are effectively rival noble families who respectively represent Good Ol’ Days Conservatism and Free-Market Military-Industrial Neoliberalism. PCs may be able to sway Parliament via use of the newspapers (cheap) or via bribing enough people (expensive, at least 40k gp).

Parliament is corrupt and ineffective. All members are highly encouraged to vote on issues down the line via party, and actual legal scholarship is viewed as being too suspicious so most members sign laws they don’t even understand. Nobody proposes the creation of new laws or different economic policies save in overwhelming need. Ministers are the executive branch and oversee Ministries dedicated to specific areas of governance.

The Monarch, King Harold II, is Endon’s head of state and is widely beloved by the public. He has a careful balance of power with Parliament, where the Monarch is capable of exerting legal influence to override Parliament but rarely does so. In return, Parliament will not move to restrict the Monarch’s powers.

King Harold II is a 5 Hit Die non-combatant with no inherent special abilities besides an amazing Morale score and sheer authority that forces anyone attacking him to make a saving throw (unsaid which one) or freeze from inaction. Following the stat block are 1d20 rewards the Monarch may bestow upon a party when they avert a magical apocalypse or perform some other amazing deed that saves Endon. Said rewards are not all useful and vary in practicality. Minorly useful ones include the Key to the City which allows them to avoid parking and zoning fees, gaining a Sinecure post that pays a lot of money for but two hours of work a week, or the Monarch using his influence to destroy an enemy socially (such as framing them for a capital offense). Others are a hidden inconvenience, like the Monarch giving a speech wildly exaggerating the party’s deeds and thus become tasked by the public to solve troubles beyond their ability.



By far the shortest chapter of the book, a Season represents a five-month passage of time during which events happen and things are rolled for (such as with Innovations). It presumes a slower-paced type of campaign, where PCs go on a major adventure or dungeon crawl, and once that’s over the Season ends and PCs are presumed to tend to their wounds and perform more mundane activities from magical research to maintaining a business. A d100 Carousing table is provided for what happens for PCs during the Off-Season, separated into smaller d10 tables representing Endon’s 8 Deadly Sins and a d20 General Events table. They range wildly in potential boons and banes, such as being able to reroll a d20 1/session during the next Season, overeating and getting “Bulk” that takes up carrying capacity, gaining a random magic weapon, and an enemy suspecting that you have died due to your slothful indolence.

Speaking of sinning, Endonian culture is obsessed with the number eight, where major aspects of reality are believed to come in eights: there are eight points on a compass, eight noble metals, eight true colors, and eight deadly sins. Hatred is added as a new sin to the classic seven: whereas wrath represents passionate “in the heat of the moment” anger, hate represents a more detached and long-running form of contempt. Various aspect of Endonian society are associated with these sins such as dining halls for gluttony or newsagents preying upon fear and prejudice for hatred. Some sins and their institutions are associated more with certain classes (“carriage-watching” envy for lower and middle classes, “ever=changing fashions” pride with the upper) while some are more or less universal (gambling for greed and sex work for lust).

Our chapter ends with some sample poetic songs of Endon, and another clipping from Boff Magazine:



Thoughts So Far: I like the rather seamless blend of both world-building and the coverage of common goods and activities of likely interest to PCs. I’m a big fan of PCs running their own newspaper, as the “trouble seeking reporter” is a great means of getting the party into the next big adventure hook. The explanations of magic and the law sound plausible on the surface while also reflecting a flawed institution. The Season sub-system sounds interesting, although it’s geared towards a certain campaign style. The social classes and their benefits wildly differ in wealth upkeep, although I can see most PCs gravitating towards the Lower Class or the Upper if they earn the favor of the Monarch. Being able to more easily evade prosecution of Moral Crimes is something of more worth to the average adventurer than being able to vote or live off of investments. Speaking of which, sodomy laws and the barring of women from various institutions posits Endon as a less enlightened realm/setting which may not be to all gaming groups’ tastes. But overall, I liked these chapters.

Join us next time as we delve into the wizardly wonders of Endon with Magical Industry!

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
I think one of the advantages of having Endon by default be "less enlightened" is that it also motivates players to improve the place, like, women can't vote? gently caress that poo poo. We're going to bust some heads and implement universal suffrage as step one on the way to Fully Automaged Luxury Dungeon Communism. But yeah I can see how some people would not want to be reminded of prejudices they already deal with in real life.

Also so far each of the Boff! magazine bits have had one cheap giggle from me, that's a solid score.

mellonbread
Dec 20, 2017
I like this book already. It's a nice counterpoint to Skerples' usual insistence on the most boring possible version of medievalism.

Leraika
Jun 14, 2015

slime time

The Boff! Magazine bits feel a lot like actual contemporary published humor. They're nice. Overall I like this section quite a bit more than the first.

Wapole Languray
Jul 4, 2012



Beneath Addendum! I found the Mirror Tables!

ON PAGE 596!



Nemo2342
Nov 25, 2007

Have A Day



Nap Ghost
It's really important that we know this goat has green eyes.

Midjack
Dec 24, 2007



The goat’s eyes are green. :ok:

Edit: dammit

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!
So am I supposed to jack off to the table's result even if it's unerotic, or if we get a suddenly sexual scenario do we awkwardly wait for 5 minutes as the DM finishes making repetitive arm motions underneath the table?

Leraika
Jun 14, 2015

slime time

Libertad! posted:

So am I supposed to jack off to the table's result even if it's unerotic, or if we get a suddenly sexual scenario do we awkwardly wait for 5 minutes as the DM finishes making repetitive arm motions underneath the table?

I think if you don't, you take Stress.

megane
Jun 20, 2008



Witness the mind-shattering erotic horror of :rolldice: a short man and a very tall woman smashing a sheet of glass.

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!

megane posted:

Witness the mind-shattering erotic horror of :rolldice: a short man and a very tall woman smashing a sheet of glass.

TBF this sounds like something that would happen when two people get high at a wild sex party for new experiences, but they take the wrong drugs and end up doing something completely different than what's expected but have a good time nonetheless.

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juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


Libertad! posted:

TBF this sounds like something that would happen when two people get high at a wild sex party for new experiences, but they take the wrong drugs and end up doing something completely different than what's expected but have a good time nonetheless.

last newyears i was at a party where a bunch of people dropped acid and they were like "heh yeah we're probably just gonna spend the evening freakin making out and doing sex stuff" then the next time i saw one of them she was tipping out a jar of expensive salt into the sink to use as a drinking vessel, then one of the others started weeping and feeding me chocolates. i feel like that scenario would fit on the table.

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