{
    "version": "https://jsonfeed.org/version/1",
    "title": "Irregular Projects",
    "description": "",
    "home_page_url": "https://irregular.blog",
    "feed_url": "https://irregular.blog/feed.json",
    "user_comment": "",
    "icon": "https://irregular.blog/media/website/Irregular-Projects_33.png",
    "author": {
        "name": "Sami MS"
    },
    "items": [
        {
            "id": "https://irregular.blog/quick-and-dirty-ideas.html",
            "url": "https://irregular.blog/quick-and-dirty-ideas.html",
            "title": "Quick and Dirty Ideas",
            "summary": "A long time now have passed since my last post, a full year, incredible. Subsequently I have been busy with becoming a certified brewer, buying a house and&hellip;",
            "content_html": "<p>A long time now have passed since my last post, a full year, incredible. Subsequently I have been busy with becoming a certified brewer, buying a house and dealing with renovating said house. But I have also been thinking, creating and developing new ideas for table sessions. Some of these ideas have been tested out before at my table, while others will need testing.</p>\n<p>I want to present these ideas in a quick and dirty post for everybody who might stumble onto my corner of the internet. The ideas revolve around a setting archetype, I am unsure what to call it, and will be concluded at the end of this post.</p>\n<h2>Agenda</h2>\n<ol>\n<li>Play-by-Night</li>\n<li>Moons</li>\n<li>Three-Way Struggle</li>\n<li>Conclusion</li>\n</ol>\n<h2>Play-by-Night</h2>\n<p>I do not mean to only play TTRPGs by night. What I want to draw inspiration from is the Noir-genre, where most of the tension and storytelling occur by night. Utilising the dark alleys and blinking neon signs to convey a muted, depressing, yet vibrant and busy atmosphere. While, so far, the description is only aesthetic, it does have play significance, as characters will be travelling by night and which creatures they might meet on their way and who to trust. The night do bring tension on it's own. </p>\n<p>While some TTRPGs do dabble in this practise they are urban fantasies and focus on the action or romantic aspects of our favourite blood dripping creatures. This is fine and I do love myself some vampire or werewolf sessions, but I also want something else.</p>\n<p>I want the fantasy of mythical heroes in an bygone age, who dealt with the night and its many horrible mysteries. I want my players to be those ancient heroes who deal with the gods, the magic and unknowns of this mythical nightly neon age.</p>\n<h2>Moons</h2>\n<p>To support this idea of nightcrawlers making their legends, I developed this system of moons that phase in and out of reality, each with a force they manifest into the world. Each moon has a name, personality, power and a colour they paint the world in. There are times of the month where they are more powerful and entering the world fully, therefore clash with the inhabitants and our characters. </p>\n<figure class=\"post__image post__image--center\"><img loading=\"lazy\"  src=\"https://irregular.blog/media/posts/17/Moon-Alignment.png\" sizes=\"(max-width: 48em) 100vw, 768px\" srcset=\"https://irregular.blog/media/posts/17/responsive/Moon-Alignment-xs.png 300w ,https://irregular.blog/media/posts/17/responsive/Moon-Alignment-sm.png 480w ,https://irregular.blog/media/posts/17/responsive/Moon-Alignment-md.png 768w ,https://irregular.blog/media/posts/17/responsive/Moon-Alignment-lg.png 1024w ,https://irregular.blog/media/posts/17/responsive/Moon-Alignment-xl.png 1360w ,https://irregular.blog/media/posts/17/responsive/Moon-Alignment-2xl.png 1600w\"  alt=\"Moon Alignment\" width=\"2639\" height=\"656\"></figure>\n<p>These are just some moons that I considered to fit on a d6 dice. Every single one of them bring a different danger to the world, they emphasis a specific element, and they interact with the players and the NPCs differently. They are supposed to be characters, just like the night that the characters explore.</p>\n<p>What these specific moons mean will be released in something I am working on. For now lets get back at what I mean they might be more dangerous at certain times and that mysterious \"fully closed\" bit in the picture.</p>\n<p>When I made this system I thought I would like to have it ebb and flow, just to provide some respite from the environmental characters that are the moon. So I decided on making a simple calendar that can be easily tracked.</p>\n<figure class=\"post__image post__image--center\"><img loading=\"lazy\"  src=\"https://irregular.blog/media/posts/17/Moon-Calender.png\" sizes=\"(max-width: 48em) 100vw, 768px\" srcset=\"https://irregular.blog/media/posts/17/responsive/Moon-Calender-xs.png 300w ,https://irregular.blog/media/posts/17/responsive/Moon-Calender-sm.png 480w ,https://irregular.blog/media/posts/17/responsive/Moon-Calender-md.png 768w ,https://irregular.blog/media/posts/17/responsive/Moon-Calender-lg.png 1024w ,https://irregular.blog/media/posts/17/responsive/Moon-Calender-xl.png 1360w ,https://irregular.blog/media/posts/17/responsive/Moon-Calender-2xl.png 1600w\"  alt=\"\" width=\"3558\" height=\"1087\"></figure>\n<p>This minimalistic approach to a calendar is simple. You have 3 nights for each moon phase from new moon to new moon. When you hit some of the described days, something happens:</p>\n<ul>\n<li>Fully closed: you roll which moon rolls into alignment.</li>\n<li>First signs: the present moons influence can begin to be felt, aka first wave of monsters appear.</li>\n<li>Fully open: means the moon is at its most powerful, it influences the world directly.</li>\n<li>Last call: the moon's influence is waning from the world, last wave of monsters appear.</li>\n</ul>\n<p>This approach provides a more natural segway to play according a lunar calendar, but as most of the character time will take place at night, I think it is fine.</p>\n<h2>Three-Way Struggle</h2>\n<p> So I am a sucker for mapping, being able to place a characters motivations along some sort of guiding path is intuitive for me. This is not meant for player characters, but environmental and villainous, helping, bystanding and etc. characters.</p>\n<p>The concept is a riff on Michael Moorcock's Elric of Melnibone duality of cosmic forces. Chaos and Order fighting over control of a plane of existence, none of the party really care for the world or it's inhabitants. They are just pawns in a larger game of chess. They interfere, meddle and develop these worlds to their pleasure and needs.</p>\n<p>My riff is to add a third party to the mix, instead of just Chaos and Order I decided on Entropy, Order and Nullity. Nullity being a cosmic apathetic force, they are unwanted players in a game of godly monopoly. They just want everything to go silent and into the primordial soup that once was.</p>\n<figure class=\"post__image post__image--center\"><img loading=\"lazy\"  src=\"https://irregular.blog/media/posts/17/Cosmology-of-NPM.png\" sizes=\"(max-width: 48em) 100vw, 768px\" srcset=\"https://irregular.blog/media/posts/17/responsive/Cosmology-of-NPM-xs.png 300w ,https://irregular.blog/media/posts/17/responsive/Cosmology-of-NPM-sm.png 480w ,https://irregular.blog/media/posts/17/responsive/Cosmology-of-NPM-md.png 768w ,https://irregular.blog/media/posts/17/responsive/Cosmology-of-NPM-lg.png 1024w ,https://irregular.blog/media/posts/17/responsive/Cosmology-of-NPM-xl.png 1360w ,https://irregular.blog/media/posts/17/responsive/Cosmology-of-NPM-2xl.png 1600w\"  alt=\"Cosmological Chart\" width=\"3508\" height=\"2481\"></figure>\n<p>These three teams have each their own demi-beings tugging at the living inhabitants of the different worlds, trying to guide them into the control of one of them. In this image the demi-beings are in the middle circle, called Guardians, the Silent, Changers, etc. showing a characteristic of the character.</p>\n<p>I often use these as cheatsheets for creating a character on the spot and to guide their motivations. But they can also be used to understand a pantheon of gods in a specific locale, with religious struggle being a major point of conflict to be dragged into.</p>\n<h2>Conclusion</h2>\n<p>So what is my summarised idea?</p>\n<p>An ancient time where player characters are pitted against environmental characters, the pivotal Night and the Moons. These environmental characters might have allies fighting for their cause and/or their cosmic lord's fight.</p>\n<p>Most of the game time takes place at night, in its embrace of darkness and illuminated streets. A fusion of antiquity, noir and neon. A place that invites danger and tension all on its own. It provides vibrancy in the midst of a mute and dangerous world.</p>\n<p>I call it Neon Myth.</p>",
            "author": {
                "name": "Sami MS"
            },
            "tags": [
                   "Settings",
                   "NeonMyth"
            ],
            "date_published": "2022-06-18T15:00:08+02:00",
            "date_modified": "2022-06-18T15:01:02+02:00"
        },
        {
            "id": "https://irregular.blog/forgotten-explorers.html",
            "url": "https://irregular.blog/forgotten-explorers.html",
            "title": "Forgotten Explorers",
            "summary": "New worlds await you, new cultures greet you, as you explore the final frontier! Grab friends and comrades by the arm as you beam down onto worlds never&hellip;",
            "content_html": "<p>New worlds await you, new cultures greet you, as you explore the final frontier! Grab friends and comrades by the arm as you beam down onto worlds never seen before. Take command over a ship and enjoy your 5 year missions into deep space.</p>\n<p>Forgotten Explorers are based on Star Trek, Jason Tocci’s <a href=\"https://jasontocci.itch.io/24xx\">24XX</a> and Sigve Solvaag’s <a href=\"https://revenant-quill.itch.io/lost-archive%5D\">Lost Archive</a>. It is a ruleslite game focused on playing the game instead of looking up obsure rules, feats and skills in 3 different player’s handbooks. The PDF includes:</p>\n<ol>\n<li>Half-page rules and character creation.</li>\n<li>Two-pages worth of equipment tables.</li>\n<li>One-page worth of setting material, or inspiration.</li>\n<li>One star trekie layout (prettah proud of it)!</li>\n</ol>\n<p>Grab it from my <a href=\"https://irregularprojects.itch.io/forgotten-explorers\">itch.io store page</a>!</p>\n<p>I plan to expand on this whenever I have the time for it.</p>\n",
            "author": {
                "name": "Sami MS"
            },
            "tags": [
                   "Settings",
                   "Products",
                   "Game Design"
            ],
            "date_published": "2021-01-03T15:05:50+01:00",
            "date_modified": "2021-01-03T15:06:00+01:00"
        },
        {
            "id": "https://irregular.blog/the-salt-must-flow.html",
            "url": "https://irregular.blog/the-salt-must-flow.html",
            "title": "The Salt Must Flow",
            "summary": "This hard to produce ingredient is a source of great wealth in the world. The expensive common salt might enchance the flavour of foods. But the exquisite salt&hellip;",
            "content_html": "<p>This hard to produce ingredient is a source of great wealth in the world. The expensive common salt might enchance the flavour of foods. But the exquisite salt of the Marshes enchances people, be it warriors or wizards. It is even used as an additive to spells and rituals, the effects vary depending on the grade of salt.  </p>\n<h2 id=\"salt-as-a-consumable\">Salt as a Consumable</h2>\n<p>The Marsh Salt can be consumed for increases of strength and dexterity or advantages on physical taxing tasks. It will null physical pain but cause blood to thin and begin to drip from various orificies (eyes, ears and nostrils). </p>\n<p>If the Marsh Salt is consumed while casting an incarnation the spellcaster gains an insight into the magical weave. Allowing them to increase the power of the spell by controling the fabric of magic. The spellcasters hands will ignite in the signature salt flame, a pale white flame, while casting and for the duration of the salts effect (Yes, salt flame can be used to burn someone).</p>\n<p>If consumed raw it causes an insatiable thirst which can only be satisfied by a thick coating liquid (think syrup or coagulating blood). It is therefore common among experienced Marsh Salt users to brew concoctions known as Gose (foreigners call them Salt Ales), these concoctions effect varies depending on the dosage of Marsh Salt in them. Alchemists might create small viel Salt potions for a quick rush or add the salt as an additive in other potions where physical rigor is desirable.  </p>\n<h3 id=\"salt-grades\">Salt Grades</h3>\n<p>Marsh Salt is divided into 3 grades of quality by most Salt Merchants, unless you encounter a Dwarven Salt Merchant (their grading system is complicated).  </p>\n<ol>\n<li><strong>Cubic</strong>: The finest and purest of the Marsh Salts. It is the most potent salt in the Marshes. It is extremely hard to produce and often will be subject of Stalker and Parasite attacks requiring a sizable force to guard it. The name is derived from the most typical form it is sold in, perfect cubes the size of pollen.</li>\n<li><strong>Crystal</strong>: Second finest and the typical export from the Marshes, these tiny crystals vary in size and shape, but are transparent. These provide an okay-to-standard potency.</li>\n<li><strong>Wild</strong>: Considered the worst, because it is “uncultured” and the most abundant of all the salts, as it can be made from the deadly stare of the Humbaba. These provide the mildest effect of the three.<h3 id=\"salt-side-effects\">Salt Side Effects</h3>\nMarsh Salt is not a safe substance to consume. Shown by the rampart additiction in the Marshes. Worse yet are the withdrawal effects of an addict who cannot satisfy their salty needs.</li>\n</ol>\n<p>Besides a high chance of addiction upon consumption, several physiological effects might manifest with withdrawals (roll d6):</p>\n<ol>\n<li>The skin turning a sickly pale colour and a crystaline crust beginning to line the skin.</li>\n<li>The pupils of the salt user begin to turn into cubes and their irises begin to pale, worsening their vision.</li>\n<li>They begin to be insatiably thirsty and food begins to taste salty to them. Requiring them to drink twice their previous normal amount.</li>\n<li>Their tears, saliva and sweat is replaced by thin blood, requiring them to replenish it somehow or begin to feel extra tired.</li>\n<li>They begin to suffer from the Paper Skin disease, makes the skin paper thin and brittle. Can be treated by greasing themselves in oils, the thicker the better.</li>\n<li>The elongation of the user’s tongue, forming long ridges along the sides of it and fangs at the end. The tongue becomes so long it cannot stay in the mouth and will begin resonating when Marsh Salt is nearby.</li>\n</ol>\n<p>When 3 or more of these symptoms are preseant in an user, they begin their slow and painful transformation into a Stalker (see below under Salt Creatures). This causes them to loose themself in the search for ever more salt. They are hostile to everybody, even other stalkers.  </p>\n<h2 id=\"salt-spells\">Salt Spells</h2>\n<p><strong><em>NOTE:</em></strong> <em>The spell format is made for a homebrew system I am using and developing with a friend. It will be released at some point. Until then just use the name and effect, then figure out the cost n’ stuff for your prefered system.</em></p>\n<p><strong>Salt Flames</strong><br><em>Salt Sorceries</em><br><strong>Magic Circle:</strong> 1-2<br><strong>Spell Point Cost:</strong> 2 [+1 per Circle]<br><strong>Duration:</strong> [Power] Minutes or Rounds per Circle<br><strong>Spell Requirement:</strong> Consumption of Marsh Salt<br>Ignites the spellcasters hands and whatever they are holding with their hands (wood will burn). The colour of the flame depends on the specific salt consumed.<br>Hiting someone while having your hands engulfed in flames will cause an <strong>additional [Circle]d10+[Power] Spell Bolt damage on hit</strong> (if using a weapon it will be in addition to that weapon damage).</p>\n<p><strong>Calling Salt</strong><br><em>Salt Ritual</em><br><strong>Magic Circle:</strong> 4-5<br><strong>Spell Point Cost:</strong> 10 [+10 at Magic Circle 5]<br><strong>Duration:</strong> Permanent<br><strong>Ritual Requirement:</strong> A Cube of Marsh Salt, Tongue of a Stalker and Golden Braces<br>You animate the Cube with the elemental essense inate in it, binding it to the braces and providing it with a tongue to communicate with you. Creating a <strong>Salt Elemental</strong>. It is at your command for as long as you will.<br>At <strong>Magic Circle 5</strong> the Salt Elemental will be twice as strong as an normal Salt Elemental.</p>\n<p><strong>Scare Torches</strong><br><em>Salt Blessing</em><br><strong>Magic Circle:</strong> 1-3<br><strong>Spell Point Cost:</strong> 2 [+1 per Circle]<br><strong>Duration:</strong> 1 Hours per Circle<br><strong>Spell Requirement:</strong> Marsh Salt infused Linen and a Torch with the Arcane Mark\nThe incarntation provides a scaring effect to an otherwise intoxicating smoke. It will ward off Stalkers and Humbabas. Multiple Scare Torches can interlock and provide a safe space.<br>At <strong>Magic Circle 3</strong> the incarntation is strong enough to ward off Salt Parasites.  </p>\n<h2 id=\"salt-creatures\">Salt Creatures</h2>\n<p><strong>(Salt) Stalkers</strong>\n<em>Former users of salt who weren’t able to get their hands on the enchanting substance. Now they are mindless and have an insatiable hunger for the salt. They will hunt everything which resonate with the Marsh Salt.</em><br>These mutated humanoids do not look anything like their former self. Their limbs are elongated and multiple joins have been formed to allow them grabbing and strangling their victims (requires a save to get away). Their fanged tongues allow them to strike and penetrate the victims skin to suck out their blood, they only perform this if a victim has consumed Marsh Salt. Sometimes seen in packs of 2-5.  </p>\n<p><strong>Humbaba</strong> \n<em>Humans, dwarves, elves and other humanoids who were mutilated and injected with lethal doses of Marsh Salt as children to become executioners of the rich. Their eyes are pale and pupils cubic, their tongues fanged and long.</em><br><strong>Equipment:</strong> They can wear normal humanoid equipment. They favour spears, axes, sickleswords and shields.\nThey are praised commodity in the Marshes high society, especially in Elven settlements. Their stare is similar to a Medusa’s in that it turns a person into a statue, but of Marsh Salt (Save vs death).<br>If they are free, they tend to look for other Humbabas and form communities. They will be using traps and ambush tactics to overwhelm whoever comes into their terretories.  </p>\n<p><strong>Salt Elemental</strong>\n<em>These Cubic beings are rare outside those summoned and bound by wizards. They are praised and symbols of status among the Marsh Wizards. They function as bodyguards, treasury and source of Marsh Salt.</em><br>These beings can envelop another being in their salty embrace (save to escape) and invasively overdose the victim (save vs death). Often used by Wizards as an assassination method.  </p>\n<p><strong>Salt Parasite</strong>\n<em>These gigantic and vaguely serpentine creatures slither on their stomachs across the arid Marshes, lurking in its waters and hunts near the salt pans. It uses it’s two small forelimbs to climb up rocks and mountainsides. It’s airsacks situated along its long pale body rythmically expand and contract, hypnotisingly so and while mesmerised it will lick you for the delicious salt it seeks.</em><br>These Parasites are the dragons of the Marshes, they hoard and eat all the Marsh Salt they can. Their blood is thick with Marsh Salt and they will allow cultists and other desperate users to siphon a bit of their blood for exchange of free will, a small price to pay (in the Parasite’s opinion).\nTheir airsacks can hypnotise people (requires a save to withstand). If one such airsack is popped a foul chlorine gas will expell from the Parasite, if you are close by when it pops roll a save vs suffication.<br>Salt Parasites prefers to grab and crush their opponents or have some of their lackies do the dirty work for them. </p>\n",
            "author": {
                "name": "Sami MS"
            },
            "tags": [
                   "Settings"
            ],
            "date_published": "2020-09-06T17:04:25+02:00",
            "date_modified": "2021-01-03T15:09:33+01:00"
        },
        {
            "id": "https://irregular.blog/noszine-tcop.html",
            "url": "https://irregular.blog/noszine-tcop.html",
            "title": "NOSZINE: TCoP",
            "summary": "Summer was abound and I, recently graduated Production Technologist, had all the time in the world. With covid blocking any opportunity I had for finding work I needed&hellip;",
            "content_html": "<p>Summer was abound and I, recently graduated Production Technologist, had all the time in the world. With covid blocking any opportunity I had for finding work I needed to have something else to do. I decided on making a zine, a community generated one. I dragged the nosrpg discord server into the project and we got started on . . .</p>\n<p><strong>THE CITY OF PERPETRATORS</strong></p>\n<p>This project had a timeframe from 1st  to 30th of June and we finished it within the set time (sorta). The manuscript was finished and layout done by the 30th 16:30. But I let me be honest, I made a horrible layout and I decided to give it another go.</p>\n<p>And man I am happy I did. Because today it my first product on drivethru and available for the masses. I guess you would like a little description of the product instead of the process? Outta luck, I am all about processes. You can just go onto drivethru and read the blurb, download the zine and read it yourself. ;)</p>\n<p><a href=\"https://www.drivethrurpg.com/product/320007/The-City-of-Perpetrators\">Find the City of Perpetrators on Drivethru by clicking on this line.</a></p>\n<p>Fair warning: It is minimally edited, but on the other hand it is free. Given the time restriction I am fairly proud.</p>\n",
            "author": {
                "name": "Sami MS"
            },
            "tags": [
                   "Products"
            ],
            "date_published": "2020-07-15T09:34:53+02:00",
            "date_modified": "2020-07-15T09:34:53+02:00"
        },
        {
            "id": "https://irregular.blog/industrial-adventures.html",
            "url": "https://irregular.blog/industrial-adventures.html",
            "title": "Industrial Adventures",
            "summary": "I am into manufacturing, and production, and I wanted for some time to make a post on the fun and interesting adventures to have within an industry setting.",
            "content_html": "<figure class=\"post__image--center\"><img loading=\"lazy\"  src=\"https://irregular.blog/media/posts/12/Production.png\" sizes=\"(max-width: 48em) 100vw, 768px\" srcset=\"https://irregular.blog/media/posts/12/responsive/Production-xs.png 300w ,https://irregular.blog/media/posts/12/responsive/Production-sm.png 480w ,https://irregular.blog/media/posts/12/responsive/Production-md.png 768w ,https://irregular.blog/media/posts/12/responsive/Production-lg.png 1024w ,https://irregular.blog/media/posts/12/responsive/Production-xl.png 1360w ,https://irregular.blog/media/posts/12/responsive/Production-2xl.png 1600w\"  alt=\"\" width=\"490\" height=\"224\"></figure>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">I am into manufacturing, and production, and I wanted for some time to make a post on the fun and interesting adventures to have within an industry setting. This is meant as a GM tool to organize an adventure that isn't a destruction fest. I want GMs to be curious about how a brewery works or a porcelain factory operates and present that to the players in a interactive way. Have the players research, do reconnaissance and plan how to approach the task in the factory. I am sure that this can be applied to other settings, but here I am going to focus on manufacturing and production.</span></p>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Before I go any further I want to have an explicit \"don'ts\" talk. This isn't meant for you to:</span></p>\n<ul class=\"ul-list\" data-mark=\"*\">\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Provide your players with a lecture on a manufacturing technology.</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">It isn't a space for you to be obtuse and expect players to know everything you do.</span></p>\n</li>\n</ul>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">I want you to provide the players with active choices to make.</span></p>\n<ul class=\"ul-list\" data-mark=\"*\">\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Do the easy thing, break inventory and hope to destroy the operations.</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Do the hard thing, such as destroying the equipment or eliminating key people and be sure to close the operations.</span></p>\n</li>\n</ul>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">With that out of the way here are the rules we will be working under when making a facility.</span></p>\n<ol class=\"ol-list\" start=\"\">\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Each room is a process. </span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Each process has a predecessor and successor process. Unless it is the start process and end process. </span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Each process is an interactive object. </span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Critical Points are interactable. Critical Points can be individuals.</span></p>\n</li>\n</ol>\n<h2 class=\"md-end-block md-heading\"><span class=\"md-plain\">What is a process?</span></h2>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">When I say process I mean something that helps making the products in the facility your players are going to have an adventure in. This can be a machine, a tool used for a specific application or a set of instructions the personnel uses to complete a task. </span></p>\n<h2 class=\"md-end-block md-heading\"><span class=\"md-plain\">What is a Critical Point?</span></h2>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">It is something that if damaged, eliminated, stolen or otherwise harmed, may have irreparable effects on the operations of the facility.</span></p>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">This can be a person or special equipment that is cutting edge. This will largely depend on the game setting you are GMing in and how established the industry is at the time.</span></p>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">In medieval, and even in the industrial period, people were critical points, so much so that nations would have special forces trying to infiltrate and kidnap or kill specific scientists, alchemists and more, to get a hold on the knowledge they had. While in a Sci-fi setting you have such an transmission of knowledge that people become less important and specialized equipment is more of a focus.</span></p>\n<h2 class=\"md-end-block md-heading\"><span class=\"md-plain\">The Procedure</span></h2>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Here is a little procedure to make an interesting and slightly different type of adventure based on the above.</span></p>\n<ol class=\"ol-list\" start=\"\">\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Decide what type of adventure you want your players to have. Protection of a facility or critical point, infiltration, sabotage or maybe a kidnapping of a person of interest?</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Research the industry you want to base an adventure in. It will take some time, but it is worth it. Videos, books or graphics, there isn't anything unholy here. Find a book on the history of the industry to get ideas for characters, I can tell you that a lot of these industry history books are better then a lot of dramatic fiction out there.</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">See what rooms you can create out of the processes. Find some flow charts and see step by step how many rooms you can make the facility have. Now the amount of rooms you want will depend on how big an adventure you plan to make it, don't feel pressured to make as many as possible.</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Note which processes or people involved are critical points.</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Make a layout.</span></p>\n</li>\n</ol>\n<h3 class=\"md-end-block md-heading\"><span class=\"md-plain\">An Example:</span></h3>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">A resume of the ingame set up, this is just for context and isn't necessary to write out. </span></p>\n<blockquote>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">My PCs have arrived to the industrial town of Stentoej where they have acquired a mutual beneficial relationship with Ytring \"Lady Chalk\" Askndottir, a highly influential ceramist in Stentoej. She has a competitor in a neighboring town, Jorn \"Fine Finger\", who has gotten a new alchemist and they are making a new type of leaf thin plate. She knows Jorn has the alchemist locked up on his estate next to the workshop. Sadly the neighboring town is still within the bounds of Stentoej and under its protection. However, she isn't interested in destroying Jorn's workshop, she wants the alchemist.</span></p>\n</blockquote>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Now I can follow my procedure to make a little adventure.</span></p>\n<ol class=\"ol-list\" start=\"\">\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"\"><strong><span class=\"md-plain\">Adventure Type:</span></strong></span><span class=\"md-plain\"> Kidnapping and/or Infiltration</span></p>\n</li>\n<li class=\"md-list-item\">\n<figure class=\"post__image--center\"><span class=\"\"><strong><span class=\"md-plain\">Industry/Flow:</span></strong></span><span class=\"md-plain\"> This will be set in a porcelain like facility using a production flow based on the image below </span><span class=\"md-plain\">and </span><span class=\" md-link\"><span class=\"md-plain\"><a spellcheck=\"false\" href=\"https://www.youtube.com/watch?v=H1QYeuy3buE\">this</a> video</span></span><span class=\"md-plain\">.</span>\n<img loading=\"lazy\"  src=\"https://irregular.blog/media/posts/12/Ceramic-Process.jpg\" sizes=\"(max-width: 48em) 100vw, 768px\" srcset=\"https://irregular.blog/media/posts/12/responsive/Ceramic-Process-xs.jpg 300w ,https://irregular.blog/media/posts/12/responsive/Ceramic-Process-sm.jpg 480w ,https://irregular.blog/media/posts/12/responsive/Ceramic-Process-md.jpg 768w ,https://irregular.blog/media/posts/12/responsive/Ceramic-Process-lg.jpg 1024w ,https://irregular.blog/media/posts/12/responsive/Ceramic-Process-xl.jpg 1360w ,https://irregular.blog/media/posts/12/responsive/Ceramic-Process-2xl.jpg 1600w\"  alt=\"\" width=\"480\" height=\"480\"></figure></li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"\"><strong><span class=\"md-plain\">Rooms:</span></strong></span><span class=\"md-plain\"> (Note that we already key our little dungeon this way)</span></p>\n<ol class=\"ol-list\" start=\"\">\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Storage area, earthy scent, dusty air, plenty of clay piles, a new mule driven pressing machine</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Forming Workshop, lots of turning tables to work the clay, tools for premade forms, door to sideroom.</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Master Painter's Chamber, here sleeps the master painter, next to the Forming Workshop.</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Furnace Room, dry, ashen, filled with stone and earthware, and a new unknown kiln.</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Glazing Room, artists studio with tables and paints, door to a sideroom.</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Mixing Chamber, large vats and jars labelled with various spices and ingredients, next to the Glazing Room.</span></p>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">Jorn's Estate, Large gilded house flanked with barracks on each side housing personnel, large stone tower where the alchemist resides.</span></p>\n</li>\n</ol>\n</li>\n<li class=\"md-list-item\">\n<p class=\"md-end-block md-p\"><span class=\"\"><strong><span class=\"md-plain\">Critical Points:</span></strong></span><span class=\"md-plain\"> The mule driven machine, master painter, the alchemist and the new kiln.</span></p>\n</li>\n<li class=\"md-list-item\">\n<figure class=\"post__image--center\"><span class=\"\"><strong><span class=\"md-plain\">Layout:</span></strong></span>\n<img loading=\"lazy\"  src=\"https://irregular.blog/media/posts/12/Simple-Layout.png\" sizes=\"(max-width: 48em) 100vw, 768px\" srcset=\"https://irregular.blog/media/posts/12/responsive/Simple-Layout-xs.png 300w ,https://irregular.blog/media/posts/12/responsive/Simple-Layout-sm.png 480w ,https://irregular.blog/media/posts/12/responsive/Simple-Layout-md.png 768w ,https://irregular.blog/media/posts/12/responsive/Simple-Layout-lg.png 1024w ,https://irregular.blog/media/posts/12/responsive/Simple-Layout-xl.png 1360w ,https://irregular.blog/media/posts/12/responsive/Simple-Layout-2xl.png 1600w\"  alt=\"\" width=\"623\" height=\"306\"></figure></li>\n</ol>\n<p class=\"md-end-block md-p\"><span class=\"md-plain\">That is all for today, below I added some optional reading on the example, especially point 3 and 4.</span></p>\n<h3 class=\"md-end-block md-heading\"><span class=\"md-plain\">Commentary</span></h3>\n<p class=\"md-end-block md-p\"><span class=\"\"><strong><span class=\"md-plain\">Point 3:</span></strong></span><span class=\"md-plain\"> The rooms I decided on would fill a session or two depending on my tables approach on to the adventure. If you look at the flowchart I attached under the industry/flow point you will notice I covered everything there but I also added some extra chambers. These were added due to something I read called The Arcanum by Janet Gleeson, a really good book. It was common in the mid 1700's for authorities to lock people of interest up so they could work on your monopolies, that was were the idea for having the alchemist and master painter locked up at the facility came from.</span></p>\n<p class=\"md-end-block md-p\"><span class=\"\"><strong><span class=\"md-plain\">Point 4:</span></strong></span><span class=\"md-plain\"> I decided on those four things as the critical points because of two factors they are investments and/or people with specialist knowledge. Note that I wrote that there was a </span><u><span class=\"md-plain\">new</span></u><span class=\"md-plain\"> kiln and a </span><u><span class=\"md-plain\">new</span></u><span class=\"md-plain\"> mule driven machine. When something is new, it hurts to lose that investment. As for the Master Painter and Alchemist, this was again taken The Arcanum where a specialist flees one factory to join up with a spy from Austria to start a rivaling factory up. The specialist gets cold feet and as a condition to get back to his homeland he agrees to destroy everything he has written on porcelain production and the brand new kiln he help design. </span></p>",
            "image": "https://irregular.blog/media/posts/12/Production.png",
            "author": {
                "name": "Sami MS"
            },
            "tags": [
                   "Game Design",
                   "GM Tools"
            ],
            "date_published": "2020-05-15T21:54:49+02:00",
            "date_modified": "2020-05-15T21:54:49+02:00"
        },
        {
            "id": "https://irregular.blog/dreams-and-journeys-therein.html",
            "url": "https://irregular.blog/dreams-and-journeys-therein.html",
            "title": "Dreams &amp; Journeys Therein",
            "summary": "Dreams can take you places you never thought possible. Vivid illusions of reality, to acid dripping colourfests, or sacred geometric flights across the goddesses body. Want to come-along?&hellip;",
            "content_html": "<p>Dreams can take you places you never thought possible. Vivid illusions of reality, to acid dripping colourfests, or sacred geometric flights across the goddesses body. Want to come-along?</p>\n<h2>What are dreams?</h2>\n<p>They are the imaginations of a sleeping person, an amalganation of their memories, fantasies, and forecasts. This is hard to simulate, even in the scientific field that looks at our sleep. For you, the GM, they are something much simplier because we will be using them for play.</p>\n<p>They are:</p>\n<ol>\n<li><strong>A Purpose</strong>, what do your players want to explore in the subjects inner mind? <em>Examples: Are they trying to solve a murderer by tapping into the mind of a survivor? Or are they trying to extract a secret formular for a monopolised good from the scientist who developed it?</em> The possibilities are endless.</li>\n<li><strong>A Place</strong>. After you know the purpose for your dream invasion, you need to know where the exchange of information happened. Or explore a specific location to learn what happened. <em>Example: The scientist developed their recipe for the prised red porcelain during a stay in the dungeon of a renown prison.</em></li>\n<li><strong>A Layer</strong>. A dimension from which you can access the information for the purpose and be in the place. A subject can have mental barriers or being trained from these type of invasions. Requiring the players to get deeper into the subjects psyche. The deeper they go the more abstract the dreams will become. <em>Example: The murderer survivor blanked out murderer from their memory replacing them with a person they are familiar with, like their grandmother. </em><strong>Note:</strong> If the subject wakes up from a dream within a dream, your players simply go one layer up toward awakeness. If that is not possible, they simply wake up. </li>\n<li><strong>Internal Rules</strong>, follow them and be safe. These are the dreams internal rules that keep the dreamer immersed, transfixed, and blinded to the players presence. Breaking them might risk the subject to wake up, or worse turn the dream into a nightmare (Use the Breaking the Rules Table). <strong>One or two rules are usually enough</strong>. <em>Example: In the scientist's dream water drips upwards, pointing out the impossibility of that to the scientist might break the dream.</em></li>\n</ol>\n<table>\n<tbody>\n<tr>\n<td colspan=\"2\"><strong>Breaking the Rules Table (roll 1d6)</strong></td>\n</tr>\n<tr>\n<td><strong>Roll</strong></td>\n<td><strong>What happens?</strong></td>\n</tr>\n<tr>\n<td>1-4</td>\n<td>They wake up</td>\n</tr>\n<tr>\n<td>5-6</td>\n<td>Dream turns into a Nightmare</td>\n</tr>\n</tbody>\n</table>\n<h2><br>What are Nightmares?</h2>\n<p>They are the stuff of horror. It is in this broken dream where your player's characters lives are in lethal danger. For being killed in a dream will destroy the psyche of a character. Leaving them braindead.</p>\n<p>In nightmares your players might attract the attention of Nightmares, Succubi, or other demons of the dreamscape. If such a demon is allowed to attach itself to a player's character they can only be removed by venturing into the deepest, most abstract, layers of that character's mind and drive the demon out. But beware, the demon will make traps in the mind of the character to ensure it's safety.</p>\n<p>If not demons, the mind itself might try to kill the players. By sending every horrible thing against them, based on what the subject fears.</p>\n<h2>How to Dreamtrek?</h2>\n<p>Dreamtrekking is meant to be a form of adventurering that allows for a different playstyle. Emphasising using personal symbolism as the world around the players. With the interactivity being on learning about the person the players are venturing inside of.</p>\n<p>Adventuring in form of Dreamtrekking is a trip of intimate proportions. It might reveal dark secrets of a character, or it might contain sentitive information only meant for that character. Therefore I recommend that you consider how acceptable it is in your setting to invade other peoples dreams for information, knowledge, or for saving them.</p>\n<p>After you have considered that, and made a decision, you want to figure out how characters should enter the trek. Dreamtrekking require a few things before it works successfully. Such as an ingredient, a place to not get disturbed, and understanding the person you are venturing inside of.</p>\n<p><strong>Dreamstuff</strong> is a category of drugs and ingredients used in dreamtrekking. It is both a comnnector and a sedative. Their use differs depending on the Dreamstuff, but it often requires ingestation. Your players might find it in:</p>\n<table>\n<tbody>\n<tr>\n<td colspan=\"5\"><strong>Dreamstuff Table (roll d6 once or four times)</strong></td>\n</tr>\n<tr>\n<td><strong>Roll</strong></td>\n<td><strong>What it is?</strong></td>\n<td><strong>How to use?</strong></td>\n<td><strong>Where to find it?</strong></td>\n<td><strong>How long does it work?</strong></td>\n</tr>\n<tr>\n<td>1</td>\n<td>Flowers</td>\n<td class=\"align-center\" rowspan=\"2\">Ingest</td>\n<td>A star covered lake</td>\n<td>Max 8 Hours</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Pebbles</td>\n<td>The heart of a mountain</td>\n<td>Max 10 Hours</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Liquid</td>\n<td class=\"align-center\" rowspan=\"2\">Inject</td>\n<td>An eclipsed garden</td>\n<td>Max 12 Hours</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Grass</td>\n<td>A sunlit basement</td>\n<td>Max 16 Hours</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Fruit</td>\n<td class=\"align-center\" rowspan=\"2\">Inhale</td>\n<td>A bloodfilled treetrunk</td>\n<td>Max 20 Hours</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Tiny Crystals</td>\n<td>The graveyard moss during full moon</td>\n<td>Max 24 Hours</td>\n</tr>\n</tbody>\n</table>\n<p><strong><br>A safe space</strong> reduces the chance for subject to be disturbed and waking up. For every hour spend in the subjects dream there is a chance for them to wake up, roll d6 twice and pick the better result:</p>\n<table>\n<tbody>\n<tr>\n<td colspan=\"2\"><strong>In Safe Space (Roll 1d6 twice and pick better result)</strong></td>\n</tr>\n<tr>\n<td><strong>Roll</strong></td>\n<td><strong>They ?</strong></td>\n</tr>\n<tr>\n<td>1</td>\n<td>Wake up</td>\n</tr>\n<tr>\n<td>2-6</td>\n<td>Stay asleep</td>\n</tr>\n<tr>\n<td colspan=\"2\"><strong>In Unsafe Space (Do the same as Safe Space)</strong></td>\n</tr>\n<tr>\n<td><strong>Roll</strong></td>\n<td><strong>They ?</strong></td>\n</tr>\n<tr>\n<td>1-2</td>\n<td>Wake Up</td>\n</tr>\n<tr>\n<td>3-6</td>\n<td>Stay asleep</td>\n</tr>\n</tbody>\n</table>\n<p><strong><br>Enough people</strong> to travel the desired amount of layers down. Here it might be a good idea to have a few hirelings or friends to help the characters out. Because as they travel further into the dreams, someone has to stay back to make sure they and the subject are safe. As a minimum, use the +1 rule so if your players want to travel 4 layers deep, have 5 people for the job.</p>\n<p>Even with all these precautions taken, there might be a slight chance of ending up in a nightmare.</p>\n<table>\n<tbody>\n<tr>\n<td colspan=\"2\"><strong>Upon Enterance (roll 2d6)</strong></td>\n</tr>\n<tr>\n<td><strong>Roll</strong></td>\n<td><strong>Is it a ?</strong></td>\n</tr>\n<tr>\n<td>2-3</td>\n<td>Nightmare</td>\n</tr>\n<tr>\n<td>4-12</td>\n<td>Dream</td>\n</tr>\n</tbody>\n</table>\n<h2> </h2>\n<h2>Dreamtrek Template</h2>\n<p>Now, after reading all of this, you wonder \"how can I use this at the table?\" Don't worry, I have made <a href=\"https://1drv.ms/b/s!An0qgYYXJG4JkQ9JPLh63B0L_7kT?e=FXogs0\">this template</a> for writing down all the layers, the places, and nightmare versions.</p>\n<p><a href=\"https://1drv.ms/b/s!An0qgYYXJG4JkRA-_0LHJrnT6x2H?e=xaX3ay\">Here</a> you can find an example of a filled out template, just to help convey the idea a bit better.</p>\n<h2>What's up next?</h2>\n<p>The next post will be on how to create an adventure location out of a brewery. I wanted to do that first, but sadly I need to dig up some more information on brewing and other processes. Don't worry this won't be a detailed post on brewing, but it will be an abstracted model for using real life production facilities as adventuring locations. So stay tuned!</p>",
            "author": {
                "name": "Sami MS"
            },
            "tags": [
                   "Game Design",
                   "GM Tools"
            ],
            "date_published": "2019-10-18T15:05:25+02:00",
            "date_modified": "2019-10-18T15:05:25+02:00"
        },
        {
            "id": "https://irregular.blog/new-site-and-update.html",
            "url": "https://irregular.blog/new-site-and-update.html",
            "title": "New Site and Update",
            "summary": "Hello! Irregular is back with some sporadic news about what has been happening behind the scenes. So come look around and get your fill of Irregular's latest adventures!&hellip;",
            "content_html": "<figure class=\"post__image--center\"><img loading=\"lazy\"  src=\"https://irregular.blog/media/posts/9/Blog-thingy.png\" sizes=\"(max-width: 48em) 100vw, 768px\" srcset=\"https://irregular.blog/media/posts/9/responsive/Blog-thingy-xs.png 300w ,https://irregular.blog/media/posts/9/responsive/Blog-thingy-sm.png 480w ,https://irregular.blog/media/posts/9/responsive/Blog-thingy-md.png 768w ,https://irregular.blog/media/posts/9/responsive/Blog-thingy-lg.png 1024w ,https://irregular.blog/media/posts/9/responsive/Blog-thingy-xl.png 1360w ,https://irregular.blog/media/posts/9/responsive/Blog-thingy-2xl.png 1600w\"  width=\"1843\" height=\"875\"></figure>\n<p>Hello! Irregular is back with some sporadic news about what has been happening behind the scenes. So come look around and get your fill of Irregular's latest adventures!</p>\n<h2>The New Site</h2>\n<p>I would like to invite you inside, and welcome you, to my new headquarters. I was never satisfied with how the old site looked like, so I was brewing for a good year on how I could change it around. Then on a random forgotten day I was talking with David Schirduan from <a href=\"https://technicalgrimoire.com/\">Technical Grimoire</a> and he began talking about static websites and this thing called Jerkyll. Let me tell you, I was hooked.</p>\n<p>After that conversation I spend a good year researching the matter when time permitted. Then on a recently lucky day, I found this CMS called <a href=\"https://getpublii.com/\">Publii</a>. I took my chance with the tech gods and I am rather pleased. So yea, thanks David for getting me hooked.</p>\n<p>I hope after reading this post, you are willing to look around on my site and read some of my old posts I have transfered. They have been slightly reworked, but I have disclosed that at the end of each post. So if you are interest you can read the originals as well.</p>\n<h2>What have I been up to?</h2>\n<p>A lot, If I am allowed to be honest. I started my education to becoming a Production Technologist last year and it had eaten my schedule up. But I have been able to keep up with the TTRPG scene. Mostly by communicating with some of my favourite people from the scene, and hopefully been to some degree of help in return.</p>\n<p>I have a few projects going. Most of them are in colloboration with others, but some are solo ventures of mine. Let me give you a brief introduction to each of them.</p>\n<ol>\n<li><strong>Daleko Sector </strong>is a Sci-fi campaign I am running with a friend, using Mothership. Here is the blurb: <em>The stars were Earth's only hope. Greed and pollution had sufficated the once blue planet into a sickly algea infested planet. Forcing action, Earth began colonising nearby stars under the banner of the CG;EC. After a few hundred years, the CG;EC managed to leap through space into the Daleko Cluster. But as fate would have it, something happened and that isolated the cluster's population from Earth's control. You can read the rest <a href=\"https://irregularprojects.netlify.com/dc-setting.html\">here</a>.</em></li>\n<li><strong>Entrance...</strong> is an project based on my heartbreaker <a href=\"https://irregularprojects.netlify.com/irregular-caltrops.html\">Irregular Caltrops</a>. I am currently writing a draft for the public. It will feature a modern fairytale setting, based on Neil Gaiman stories, and Lewis Carroll's Alice in Wonderland series. I hope I will capture the fiction's sense of mundanity, while contrasting it with the amazing sense of magical enchantment.</li>\n<li><strong>Salt World</strong> is a setting I am making in collaboration with the good rtx from <a href=\"https://octarinetinted.wordpress.com/\">Octarine-Tinted Glasses</a>. This is a acid tripping world that came to be while we were talking about the salt trade. It aspires to be Dune crossed with Elric and a lot Mesopotamian Mythology.</li>\n<li><strong>HoWW</strong> is my most secret collaboration. Working with Sigve from the <a href=\"https://www.revenant-quill.com/\">Revenant's Quill</a> it is a great project for me and him. As it will be testing out our writing and design skills. It is going to be a zine featuring original art and crazy ideas. But I cannot say too much right now, I might just jinx it. But I am excited!</li>\n</ol>\n<p>That is all I have to say today. See you around and I hope you decide to look at the site before you leave.</p>",
            "image": "https://irregular.blog/media/posts/9/Blog-thingy-featured.png",
            "author": {
                "name": "Sami MS"
            },
            "tags": [
            ],
            "date_published": "2019-09-26T20:02:13+02:00",
            "date_modified": "2019-09-27T08:01:07+02:00"
        },
        {
            "id": "https://irregular.blog/irregular-caltrops.html",
            "url": "https://irregular.blog/irregular-caltrops.html",
            "title": "Irregular Caltrops",
            "summary": "Do you want to hurt your hands? Then come and throw some D4's in this Troika! derivative. Or read through it and take what you like from it.",
            "content_html": "<p>Do you want to hurt your hands? Then come and throw some D4's in this Troika! derivative. Or read through it and take what you like from it.</p>\n<p class=\"align-center\"><a href=\"https://drive.google.com/file/d/1p78XsuIz-H_QqXP2Uo5x3VdkCduqy6jo/view?usp=sharing\">!!! LINK TO IRREGULAR CALTROPS RULESET !!!</a></p>\n<p class=\"align-center\"><a href=\"https://drive.google.com/file/d/13SPK7556Qf0rBxkkl6VcJOyakM7NgZTV/view?usp=sharing\">!!! LINK TO IRREGULAR CALTROPS CHARACTER SHEET !!!</a></p>\n<p>This is a heartbreaker of mine. It is a Troika! + Knaves romantic ship, with a d4 kink. It facilities a weird special ability list for characters to choose from. Easy to understand equipment lists and monster blocks. Deadly combat. Really deadly combat, but no dismemberment list.</p>\n<p>It has been collecting dust for awhile, but I can tell you it have been doing so purposefully. I have been thinking about how to make it more meaningful for me and therefore more valuable to you. That is a story for another time, but suffice to say I am not going to work on this iteration anymore.</p>\n<p>So grab it, try it, and steal from it to your heart's desire. </p>",
            "author": {
                "name": "Sami MS"
            },
            "tags": [
                   "Products"
            ],
            "date_published": "2019-09-25T12:12:00+02:00",
            "date_modified": "2019-09-25T14:11:07+02:00"
        },
        {
            "id": "https://irregular.blog/team-traps-no1.html",
            "url": "https://irregular.blog/team-traps-no1.html",
            "title": "Team Traps No.1",
            "summary": "Not long ago, I had a playtest session of ICv0.2 and my players encountered a rather peculiar trap. They had entered a room in some sort of underground&hellip;",
            "content_html": "<p>Not long ago, I had a playtest session of ICv0.2 and my players encountered a rather peculiar trap.</p>\n<h2>The Trap</h2>\n<p>They had entered a room in some sort of underground complex - they do not know whether it is a tomb, dungeon, end of the world, or something else - to escape a legion of automatons. As they entered they saw that the room was filled with silks, gold, and a fountain. But as they began to move around, they managed to go only a few steps, before the room seemed to extend it self.</p>\n<h2>The Solution</h2>\n<p>What was going on? After a player had thrown a piece of gold toward the fountain and saw it was stuck in the air, he looked at one of his party members. That member who was trying to get back to the point of entry suddenly saw himself move rapidly through the room, he looked back at his friend and then the stone fell into the fountain.</p>\n<p>Then it clicked for them.</p>\n<p>They were in a chamber where one person had to watch the other move through the room, otherwise they would be stuck in place. They had solved the puzzle that could have starved them to death.</p>\n<h2>Providing Clues</h2>\n<p>Clues can be hard to provide in a manner that does not feel forced. The way I did was to simply having multiple places that provided similar clues. Sometimes they would provide a suggested action. Here are some examples I used:</p>\n<ol>\n<li>\"A tapestry depicts two people looking at eachother and walking away from the fountain.\" (A clue)</li>\n<li>As you are staring at the fountain, you notice no other sound then the footsteps of your friend. (A suggested action, to look at his companion)</li>\n<li>As you are skimming your grimoire for a solution, you come upon the bewitching of areas. It reads \"First order of magnitude when bewitching any locale, is to have a clear visible source. For enchanting works best if tricked by the source with your eyes.\" (A clue)</li>\n</ol>\n<p>I try my best to not make red herrings, as it could create an atmosphere of distrust between GM and player. With players questioning every. single. clue. Let's try to avoid that.</p>\n<p>[This post has been updated and modified, you can find the original text <a href=\"Not long ago, I had a playtest session of ICv0.2 and my players encountered a rather peculiar trap. They had entered a room in some sort of underground complex - they do not know whether it is a tomb, dungeon, end of the world, or something else - to escape a legion of what they deemed to have been an company of automatons which had a set of runes carved onto them. As they entered they saw that the room was filled with silks, gold, and a fountain. But as they began to move around, they managed to go only a few steps, before the room seemed to extend it self. What was going on? After a player had thrown a piece of gold toward the fountain and saw it was stuck in the air, he looked at one of his party members. That member who was trying to get back to the point of entry suddenly saw himself move rapidly through the room, he looked back at his friend and then the stone fell into the fountain. Then it clicked. They were in a chamber where one person had to watch the other move through the room, otherwise they would be stuck in place. They had solved the puzzle that could have starved them to death.  Many people have written about puzzles (often in regards of playing a mystery or crime campaign) and how to provide clues to the players. So I will not go into that, I provided one example I could remember where to find. Instead I will give you a few different Teambuilding Traps (?), these can be used in outdoors, as well as indoor areas.\">here</a>. This post refereces an playtest draft of my heartbreaker game <a href=\"https://drive.google.com/file/d/1p78XsuIz-H_QqXP2Uo5x3VdkCduqy6jo/view?usp=sharing\">Irregular Caltrops</a>]</p>",
            "author": {
                "name": "Sami MS"
            },
            "tags": [
                   "Game Design",
                   "GM Tools"
            ],
            "date_published": "2019-09-25T07:58:55+02:00",
            "date_modified": "2019-09-25T07:58:55+02:00"
        },
        {
            "id": "https://irregular.blog/dc-setting.html",
            "url": "https://irregular.blog/dc-setting.html",
            "title": "Daleko Cluster: The Setting",
            "summary": "This is a setting I am running for a Mothership Campaign with a friend. It is largely inspired by Starcraft, along with some sci-fi literature, and movies. The&hellip;",
            "content_html": "<p>This is a setting I am running for a Mothership Campaign with a friend. It is largely inspired by Starcraft, along with some sci-fi literature, and movies. The set-up is rather simple:</p>\n<ul>\n<li>Status Quo is being increasingly challenged after Big Brother is loosing grip due to corruption and mismanagement.</li>\n<li>Rebel bands are forming to create a new status quo.</li>\n<li>PC has to navigate the moral, ethical, and ideological landscape.</li>\n</ul>\n<p>Below you can see a setting document made by me.</p>\n<p><a href=\"https://drive.google.com/file/d/1uFpAfa_QAumwWLQbKQrlOXvCrVJo_vc0/view?usp=sharing\">Setting Document</a>.</p>",
            "author": {
                "name": "Sami MS"
            },
            "tags": [
                   "Settings",
                   "Daleko Cluster"
            ],
            "date_published": "2019-09-12T07:47:38+02:00",
            "date_modified": "2019-09-12T07:52:20+02:00"
        }
    ]
}
