Contact Information:

jay@vanishingtowerpress.com

Tuesday, November 10

What are the Slaves Doing? Roll 1d8

1. Three Slaves and a Prostitute are beating a merchant behind a wagon.

2. Six Slaves are carrying the funeral litter of their former master. They have actually replace the corpse with valuable silver from the late master’s house. They plan on digging it up later.

3. Twelve Slaves are digging a hole. They know not what their master expected to find, but if the city guard sees what they are doing...

4. Four slaves are enjoying Yellow Lotus. Never trying it before their zonkers and have hardly touched the bag.


5. Two Slaves are beseeching a Priest of Toil to take them in and free their tormented souls. Zoari may find them useful…

6. A slave is afraid to deliver the “package” his master ordered him to do. He asks the PCs to do it for him. The contact is supposed to hand over a bag of gold in exchange, but the slave fears the rogues will slay him out of hand. But adventures as hard as you surely could walk out with the gold. The package is a mummified heart. Have fun with that!

7. Slaves of a Temple Priest are spying, looking to ferret out rival operatives and informing their masters! Karathsepo, the Lady of Torment, the Desirous Succubus has one of her slaves contact the PCs. She is looking for an opportunity to poison Silla Korafasa yet keep the Church’s hands clean. Could the PCs be of service to the Church of Toil?

8. Playing dice to pass the time while chained up here in the alley. They invite the PCs to have a few throws. If any of the players jumps into the game, one of the slaves will whisper that their master is away and if they free them, he will show the PCs where the valuable silver is in the house.


Thursday, November 5

Can there be too many charts? No!

 My latest call-in on the Vanishing Tower Podcast posed two questions. For those specific questions you can hear them at the front of the blog recording. Here are my answers, which I putting up.

The description of the game session watched was a less than optimal use of tables in a Dungeons & Dragons Game. The reasons why it is a poor use of a table are apparent, numerous and generally understood. So, I won’t dwell on that here. I have used a campsite set of charts in the OSR game I run. It was stuff from Wormskin zine. The PCs were deciding whether to travel in the wrong direction and take refuge at a village for the night or continue and hope for a suitable camp site in rough, rainy terrain. All for 50 men. They chose to move on and look for a suitable campsite. I rolled on a chart for this from the zine and told them what they found for use later. 



Notice I am not rolling to determine whether they have found a spot to camp. I’m rolling for what kind of campsite did they find. Finding the camp site and firewood is a forgone conclusion. I have decent charts which provide something I can use for descriptions and random encounters. If it does not, I shouldn’t be using it. And the roll, most importantly, will inform me if an interesting encounter happens in the night or is it dawn and time to get moving. I hope the tactile details I provided were enjoyable enough they pin the location for later use, but that is just icing on the cake if it occurs. We all did just add something to the campaign world, a camp site, all because the players made a choice and acted on the choice and details of possible results has been anticipated by the DM. So, whether on a table or from a block of text the information I'm throwing out there is in concourse with the game. It has a reason for being and is not wasting the player’s time.

As For the follow up question, no, there cannot be too many charts. Here is my thinking on this, the game designer included the tables and charts they believe should be used with the game. If I’m having trouble and frustrations with the amount of charts I need to reference, and I’ve given a good faith try in learning/running the system, then it isn’t a good fit for me as a DM. There is nothing inherently wrong with the game, I tried RoleMaster back in the day, but it was a backward fit for what I do at the table. But there were many other players who used it and enjoyed the game. They were able to use the tables in a learned way to make their play create what they were after.


Charts and tables, just like the rules, should fade in the background as everyone roleplays. As a DM I would rather be fluid and concise in the moment and not have to look back at anything. Charts, rules, previous history. This is a broad generalization of my goals at the table. But those three functions I have just mentioned are guiding principles, the charts are easy and fun to use, I rarely need to refer to the rulebook because use has got me using the game mechanics well, and previous history does not need to be looked up because everything has been so exciting everyone knows what important “stuff” to do right now!

Thursday, October 29

The PC Party Returns to Rom'Myr

 Yes, finally. After trekking the multi-verse and getting a trans-arcana sun tan the PCs have managed to get themselves back to home base. 


Well close enough. This Dying Earth homebrew started in the city of Valla'Tair. They popped out on the windy peaks of the Yonni'Hor mountains a good sevens days east of their favorite sword & sandal city. They are eager to take care of unfinished business in Valla'Tair. Hopefully they will keep in mind "business" is a two-way transaction!

Here is the edited audio session for your nerd-geek listening pleasure on anchor.fm, and of course The Vanishing Tower Press podcast is on all your favorite podcaster.

Rom'Myr Dying Earth Episode #31 on anchor.fm






Monday, October 26

Jiro Yoshihara and The Gutai Manifesto

Jiro Yoshihara and their The Gutai Manifesto (1956) is the closest description I have for ttrpg’s as art. It soars really high in conceptual thought, but I pulled some ideas from the essay to hang my loose argument for ttrpg as a serious medium.

Particularly “The two artists grapple with the material in a way which is completely appropriate to it and which they have discovered tie to their talents. This even gives the impression that they serve the material. Differentiation and integration create mysterious effects.”

I do not pretend to know much about Gutai, but Yoshihara’s descriptive language touches on my most abstract thoughts on role playing. Specifically, differentiation and integration, but I feel it expresses my feelings for what I do at the game table.

Here is it explained,

As integration and differentiation are just the inverse of each other, the integration may provide the original function if derivative is known. It is also described as the fundamental theorem of calculus. Differentials is all about differences and divisions, whereas integration is all about addition and averaging.

See, the definition, or its use in real language did not help me understand any better so I will have to apply my own definition and use. But it is done much better further on by Yoshihara.

“In those days we thought, and indeed still do think today,  that the most important merits of abstract art lie in the fact that it has opened up the possibility to create a new, subjective shape of space one which really deserves the name creation.”

The interaction of a shared subjective space with each other resulting in a shared creation is an additional step which broadens performative art into a higher degree of intimacy. Intimacy in the most mutually supported play as evidenced by the group. So I guess this is where I end up. I need to think about this more…   


Friday, September 18

Anchor Podcast Question & Answer

 I've been receiving questions on the VTPs podcast from long time compatriot from across the pond, Mark Grehen, on how we been running games here on the Press. Specifically, we have been talking about what we have seen in the many different playbacks available at the VTP YouTube Channel. 



I've got more questions to go through from Mark, but here is our latest exchange on Anchor, the simplest way to do a podcast! :)

Thursday, September 10

Is the Cleric spell Protection from Evil too powerful?

This question, one of many from Mark, regular gamer and commentator on all things Vanishing Tower (VTP), is definitely an issue I put in the undecided box. And is a spell, much like Read Magic, which I struggle with cap-stoning with a definite and unequivocal opinion. The tendency for myself and players is towards specificity. The nebulous definition of “Evil” in a variety of fantasy relevant context is rendered more apprehensible with hard walls. Hard and fast definitions. “Elves are good, Orcs are evil.” Black is back and white is just alright with me, just alriiiight, oh yeaaah. 

But my game world, my fantasy campaigns tend to begin with the question, or nature, of evil relatively unanswered. Outside of societal norms defining moral and its opposite, evil, the nature of a roleplaying game is to have these big questions answered in play. And so is why everyone wants to know the answer to these type of questions before play, or when they come up.See the source image

So my answer is the bullshit one, it depends. What is the right call at the moment? Everything in a roleplaying game is case and or context dependent. Some one has to decide what is or isn’t evil in the game world and that job ultimately ends in the DM’s lap. My best efforts have come to a couple of “best practices” I’ve adopted for myself. Have the player define what their god considers good and evil. Accept it and incorporate their ideas into the pantheon developing. And when I say accept it I don’t mean make it all true. Just be super-mindful of it and you can be prepared for when you have something they believe their spell would protect them, and it doesn’t! If they really start to push on it sucking ask them if they have considered their god may not be correct in all things? Maybe their god is fucking with them? Maybe their god lied about this subject? It makes sense to attack, or frame, the PfE spell with less specificity on the front end because it preserves the fascinating feature of emergent play.