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Tag Archives: RPG
Magic Monday: AI Magic 5
Week 5: Power Play Magic is a tool, and people tend to find ways to use tools for amusements or relatively trivial tasks; it’s not all killing curses and raising new islands out of the depths of the sea. This … Continue reading
Posted in World-Building
Tagged AI weirdness, divination, fart, magic, neural network, RPG, serious play, spell
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Magic Monday: AI Magic 4
Week 4: Tools of War Many say that the best magicians are those with a wide repertoire of spells that allow them to control a situation without any need for violence. But many also say that the longest-lived magicians are … Continue reading
Posted in World-Building
Tagged AI weirdness, battle, magic, Naruto, neural network, RPG, spell, war
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Magic Monday: AI Magic 3
Week 3: Magical Happyfun Singalong Time This is the old magic, the magic of voice and drum. Words are magic, and math is magic, and some spells combine these in the sorcery of song. Strict GMs may require a Perform … Continue reading
Posted in World-Building
Tagged AI weirdness, magic, music, neural network, RPG, songs, spell
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Magic Monday: AI Magic 2
Week 2: Unnatural nature Why would you, the discerning magician, be satisfied with normal plants and animals when you could make things weird? Conjure Bark You enclose yourself, or somebody you touch, in a magical semblance of a tree, which … Continue reading
Posted in World-Building
Tagged AI weirdness, magic, nature, neural network, RPG, spell
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Magic Monday: AI Magic 1
(I’ve mentioned before that I’m a fan of Janelle Shane’s “AI weirdness” blog. Recently, I followed a link to this old post, in which the neural network created a list of spell names for D&D, and this has inspired me … Continue reading
Magic Monday – God-eaters
(An outline for a CoaEG-style campaign) Last summer I posted about a “campaign core” idea based on player characters gaining power, not through traditional blood-and-gold leveling, but through stealing the essence of “legendary entities.” Recently I rediscovered the post and … Continue reading
Posted in Rules, Setting, World-Building
Tagged Children of an Elder God, god-eaters, legendary entities, RPG, YAOSC
1 Comment
Challenge accepted: Artifact dash
Today I finally got around to reading a post from a couple of months ago over at an RPG blog called Semper Initiativus Unum about “megadungeons and artifacts.” As is generally the case when I write this kind of post, a … Continue reading
Posted in Miscellaneous, Musing, World-Building
Tagged artifact, challenge accepted, gaming, Kusanagi, megadungeon, RPG, sequence breaking
2 Comments
Pen-and-paper RPG thoughts: an “unlock campaign”
Impetus: Inspired by Delta’s post on “oil” as a weapon, found here. Long longago I read that and got to thinking, what if there were a fantasy campaign with some sort of weaponized flammable liquid (Greek fire, alchemist’s fire, wildfire, … Continue reading
Posted in Miscellaneous, Musing, Setting, World-Building
Tagged burning oil, campaign, RPG, unlock
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“Children of an Elder God” campaign core
I was just reading one of Necropraxis’ posts, and there I encountered the phrase “flexible, classless character progression system.” It caught my attention, and after mulling over the concept for a while I was suddenly struck by a (tangential) idea … Continue reading
Posted in Rules, Setting, World-Building
Tagged Children of an Elder God, legendary entities, RPG
1 Comment
A sliding scale of stabbing
Tabletop RPG idea of the day: a system for resolving attacks in combat. I don’t think I’ve ever seen anything exactly like it. Background: One standard for making an attack is the attacker rolling dice to overcome a static defense … Continue reading