Wednesday, June 8, 2022

OSR Hermeneutics: Random Encounters as Oracular Action



The "fortune teller" uses their preferred oracular system (such as the Tarot) to randomly reveal symbols whose surface meaning must be "pushed through" to arrive at a deeper, universal, "archetypal" meaning. Not only that, but the fortune teller must be skilled to contextualise these symbols into the circumstance, and living experiences of the person whose fortune is being "read". The universal must be drawn into the specific in an artful and logical way so that the symbols can be filled with useful psychic energy and living symbolic meaning.

The goal is for the subject of the reading to "take upon" these symbols, appropriate them into their consciousness, and fill them with a vitality so that unconscious things become conscious, and the hidden becomes revealed. Oracles are a lense to peer deeply into the present.

In a similar way, interpreting the random table in old school games follows an oracular process. At the appropriate prompt, the "random encounter" gets rolled. This is usually based on the phase of the hex crawl, or how long you've been wandering in the dungeon. The result is by and large underwhelming and minimalist. "Bandits", "Ogre", "Wild Animal" are an example of typical results. In and of themselves, these results are insufficient. They lack any kind of context or connective tissue to the narrative fabric and internal logic of the fictional game environment.

What a GM does with these results is a hidden trick, never spelled out in any game manual. In order to make the results work, the GM performs an oracular "reading"--a creative, intuitive 'calculus of plausibility', with the subject being the game world. Out of narrative necessity, the basic, universal results are drawn into something dramatically specific. "Bandit" becomes a group of hungry criminals hiding out from the lords scouring knights. "Wild Animal" is the runaway horse of a dead lord whose leg is stuck in a brick wall. "Ogre" is a hungry and lost monster who has strayed far from his distant home.

Like a fortune teller, the GM interprets the random encounter results according to the internal logic and continuity of the fiction. If the encounter breaks the integrity of the game world it cannot stand--it becomes illogical, jumps shark, or betrays the expectations/ buy-in of the players. The lens of interpretation upon which a random encounter must be read, is always skewing toward the plausible, the contextual, and the fictionally grounded. 

A random encounter partners with chance and chaos, and is therefore of a different character than mere improvisation. In a way it is a conversation with the outside. The most agreeable narrative outcome will always bear some trace of inputs from "beyond imagining". The synthesis between the random inputs and the contextual reading creates a vital narrative energy. It as once of the game world, but bears traces of an agency outside of anyone's control. Unconscious things become conscious, the hidden becomes revealed, and the results of a simple table are brought to intelligent and surprising life.

Wednesday, June 1, 2022

SHADOW WAR BLOWBACK

Here's a little procedural subsytem for CHROMATIC SHADOWS dealing with "blowback" after a shadow operation, or contracted mission. It's intended to be used during the "aftermath phase" of a mission, and incorporated into the emerging narrative of the campaign.


BLOWBACK

  • In the Shadow War, there’s the very present risk of collateral damage. The fallout from a run gone sideways can blow out into the Sprawl, and affect people and places in unintended ways.
  • Witnesses to strange events or violent exchanges are a liability to Shadow War operations. Lingering occult energies might permeate a site, and leach into the surrounding area. Supernatural specimens, or creatures may have escaped into the Sprawl, risking major exposure
  •  Characters might be called in by a Proxy to cover up a mess, to deal with another crew who were responsible for a mess, or pursued themselves for blowback that they were responsible for.

SYSTEM

During the 'aftermath phase' of a completed mission, roll one die for each of the following occurrences, and reference the 'successes rolled' table below.

  • violence out in the open
  • Violence in heavily residential area
  • Innocent bystander threatened or harmed
  • Occult asset used 
  • Occult asset used in front of witnesses 
  • Significant property damage
  • Supernatural beings present
  • Supernatural powers used openly

SUCCESSES ROLLED

  1. Witnesses saw some violence, they’re scared, but they don’t know anything
  2. Witness got a good look at the situation, they are scared and know something weird is going on, but nothing too specific..
  3. Numerous witnesses scared and hiding. Violence, as well as unexplained events were clearly seen, and possibly recorded.
  4. Numerous witnesses. People came to harm. Small traces of physical evidence left behind in the site, or have fallen into the hands of the local population.
  5. Cover blown. Crowd of people witnessed the operation, and possibly supernatural events. Several came to harm. Significant physical traces of operation left behind.
  6. Botched Operation. Supernatural events revealed to the public. Large scale occult specimens, energies, and beings have escaped into the Sprawl.


Chromatic Shadows: Barrier Rules Revised

As I contine to playtest the existing core-rules of Chromatic Shadows, I occasionally find certain mechanics to be more cumbersome than inte...