A pile of old campaign ideas

This is a set of TTRPG campaign ideas that I put together around 2008 for my Chicago-based roleplay crew. It was all written with that audience in mind, so it's not all relevant to other readers (or even to those same folks, after all these years!). I'm speaking directly to those five or six people in these writeups, referencing stuff we played previously. And my system suggestions are very 2008. The format sorta shifts around because these actually came from multiple places. Some of them might have been heavily inspired by something I read on RPG.net or EN World. But, hey, I still like a lot of these ideas and the logos I made for them, so I figured I'd put 'em on the site.

Which one do you think we actually ended up playing?

Agents of Utopia

When superheroes decide saving the world isn't enough and start trying to improve it

Setting: Modern Earth, plus all of the standard assumptions of mainstream superhero comics: Magic, super-science, aliens, and very unlikely biological powers are all at least theoretically possible, as required by the story. I'd like to avoid the kind of Silver Age silliness that superhero bits fall into so easily, though. This would be more serious and harder-edged in tone, but without going into the "grim and gritty" mode that so many late '80s and '90s comics did so badly.

Player Characters: Superheroes (and possibly even a few mildly villainous types), who have been gathered together by a powerful visionary (who might also be a PC, if someone wants to take that role) to found a new nation in Antarctica, which aims to be both technologically and socially advanced, and to influence the rest of the world for the better, both by serving as an example and intervening directly (if mostly covertly). The PCs wouldn't just be the new country's soldiers and spies, but policy makers (or at least influencers), serving as a sort of informal cabinet for the leader.

System: Definitely Mutants & Masterminds at the standard, superheroic power level.

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Anomalous Phenomena

Paranormal investigators who are slightly paranormal themselves

Setting: Modern Earth, but one where the barriers between dimensions are gradually weakening. Strange objects, creatures, materials, and energies occasionally slip into the world from any number of other universes, and—by the same token—things from Earth sometimes disappear into the beyond. Some people have been lost. Some have come back changed. So far, however, these things are happening only occasionally, and on a small scale, so the general population remains unaware. But a few government and private organizations have taken notice, and are beginning to respond in their own ways.

Player Characters: Superhumans but not superheroes, they're normal folks changed by otherworldly influences, wielders of alien artifacts, or beings from another dimension trying to find a place in this world they've fallen into. They've been found and employed by a powerful, secretive, but apparently benevolent (or at least non-malevolent) company which hopes to study and profit from whatever is happening to the world. The PCs will investigate reports of strange phenomena for the company, picking up artifacts and evidence for study whenever possible, and will be given the freedom to act as they see fit, but expected to keep things very quiet. Along the way, they'll run into extradimensional hazards, moral dilemmas, and operatives sent by other organizations. In the long run, they might actually discover exactly what's happening to the world, and hopefully find a way to do something about it before it starts to have more serious consequences for humanity.

System: Almost definitely Mutants & Masterminds (low-to-mid power level), although some other supers RPG or maybe even d20 Modern (with the appropriate extra materials) might do the job.

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At the War's End

Conquered tribes enslaved in a powerful city-state, striving towards freedom

Setting: The same semi-standard fantasy setting as our Cliffpass game: Magic is reasonably common (although certainly not within everyone's reach), humans are probably the only intelligent species in the mortal realm, the gods are small and numerous and known to empower chosen servants, and things are a little bit more advanced in terms of society and quality-of-life (if not in terms of technology) than in a truly medieval civilization. This campaign would take place in a somewhat Rome-inspired expansionist imperial city-state. It's at the height of its power, conquering and assimilating other peoples wherever its armies can reach, and telling itself the subjugated are better off for being part of the empire.

Player Characters: The losers of the empire's expansionist wars. While the bulk of the conquered populations are allowed to go on living almost as before, the PCs are among the military captives, political prisoners, debtors, or criminals who have been taken as slaves, and have been sent to the gladiatorial arenas to find either death or glory for the amusement of the citizens. But from here, they might spark a slave revolt, aid a popular revolution of lower-class citizens, find a place in the city's criminal underworld, or simply fight their way to freedom. Starting from the absolute bottom, they could end up anywhere.

System: Probably some flavor of Dungeons & Dragons. I'd like to use the upcoming fourth edition of the game, but that's not coming out until June. True20 is always a possibility, too.

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Children of the Knight

The world's greatest vigilante is dead, and his protégés must find out why.

Setting: A pretty standard contemporary comic book superhero setting: modern Earth plus all kinds of mutants, aliens, mystics, robots, and such, with a long tradition of people (ordinary and otherwise) dressing up in costumes to fight or perpetrate crime. Despite the fact that the campaign centers around an obvious Batman analog, I'd otherwise avoid doing the whole "thinly veiled references to well-known characters" bit.

Player Characters: The various sidekicks, ex-sidekicks, close allies, and possibly even friendly semi-antagonists of an extremely well-known, respected, and feared costumed hero called the Knight. Their mentor, friend, and (at least in some cases) father figure has recently been murdered, and they must work together both to solve the crime and to fill the hole the great man left in the city he protected. The PCs would all have loads of history with each other, both good and bad. They might have had romantic relationships with each other, bitter falling-outs with the Knight himself, all manner of sibling-ish rivalries, etc. They would probably all be non-superpowered vigilante types, maybe with each one emphasizing a different aspect of their mentor's skills: investigation, stealth, martial arts, gadgetry, etc. Maybe one lone low-powered superhuman would be okay, or one non-costumed type, like a contact on the police force.

System: Definitely Mutants & Masterminds at a low or low-medium power level.

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Death and Taxes

Tax collection in a dangerous world

Setting: The same world as our Cliffpass game, but this campaign would take place in a different region, centering on a growing city-state that claims ownership of the surrounding lands. The trouble is, some of the rural warlords on the borderlands don't see it that way.

Player Characters: Tax collectors. Specifically, a division of the revenue department tasked with collecting the city's due from the most difficult of debtors: the backwards feudal lords and bitter nobles from the old regime who refuse to recognize the new state. You'll be a tough bunch from varied backgrounds, but you'll all be civil servants tasked with both enforcing and obeying the law. You aren't being sent out to kill or depose these petty tyrants, but to collect—by diplomacy, guile, stealth, or force—enough cash and goods to equal their debt. Better take a few ranks in Appraise and a big wagon.

System: Almost definitely Dungeons & Dragons (either third or fourth edition, depending on what's available and preferred), but True20 could work if people want more flexibility in character-building, and don't mind learning something semi-new.

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Down the Tree of Worlds

Stargate + Doctor Who + Sliders + Star Wars

Setting: The remnants of a multidimensional empire, founded by a tremendously advanced, generally benevolent civilization who disappeared about a thousand years ago. The dozens of diverse worlds they once controlled have had varied luck in the aftermath of the collapse, with many falling into barbarism, while a few retained the power to travel the old dimensional connections. Many worlds also retain some variation on the subtle, post-technological science of the empire's founders, however cloaked in myth and mysticism. The dimensions are linked in a branching structure, with each world connecting to three others.

Player Characters: Explorers from one of the fringe worlds—that is, those most recently connected to the empire, and therefore the least affected by it—who discover a key that opens gates between adjacent dimensions . . . as long as it's used in the right place. The PCs would probably be modern Earth types (either literally from Earth, or just from something close enough), and professional archaeologists, soldiers, doctors, physicists, etc. However, they'd have the chance to learn new skills as they travel, including the kind of powers the empire's founders wielded.

System: Probably True20, but some flavor of Dungeons & Dragons, d20 Modern, or other d20 system could probably work.

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Dreamscape

Fighting in dreams to protect the real world . . . and fighting in the real world to protect your dreams

Setting: Modern Earth . . . and the Dreamscape. The latter being a sort of psychic Internet that some people find their way into while dreaming, a great big shared hallucination that's maintained at all times by billions of sleeping human minds. Mostly, it's a great, big, malleable playground for those who find it. But there are some things—and people, too—who can use the Dreamscape to do real harm. And there's also the threat of the whole phenomenon being discovered by the wrong people, and thus possibly ruined, abused, or (somehow) banned.

Player Characters: Ordinary people who've found their way into the Dreamscape. They'll explore and try to understand the place, encounter threats from the deeper levels of unconsciousness, deal with the factionalism and politics of the anarchic dreamer community, and struggle either to keep the Dreamscape a secret or to share it with the real world. In their waking lives, dreamers have no special abilities beyond simply knowing how to find the Dreamscape . . . but once there, they can manipulate their imaginary environment and their representations within it, or even take advantage of back-door access to the minds of sleeping humanity.

System: This is a tough one. Nothing that already exists fits perfectly, so I'm thinking of using World of Darkness (new or old) and just adding a few dream-based powers. I might also eliminate dice rolls for actions within the Dreamscape and just arbitrate them Amber-style, just to make sure that dreams and waking life feel different.

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Edge City

When the going gets weird, the weird turn pro.

Setting: Edge City, of course. I'm stealing the name from Repo Man, and the vibe of the place from that movie, the Illuminatus! trilogy, the works of William S. Burroughs and Hunter S. Thompson, and even TV series like Twin Peaks, Picket Fences, and (no, seriously) Parker Lewis Can't Lose. The basic idea is that it's essentially our world, but with all the knobs turned up to 11. Kind of psychotronic, if you know what I mean: weird, loud, fast, and trashy. Ostensibly-normal character traits are amped up to levels that would be regarded as psychotic or superhuman in a more reasonable world. It's probably also got some of that Grindhouse thing going on, where it's apparently the present day, but people seem to be two or three decades behind. The whole bit would definitely be somewhat humorous, but inevitably on the darker end of that spectrum.

Player Characters: A bunch of weird bastards who all know each other already. Probably all kinda shady, if not outright, actively criminal. Mental illness, vice industry connections, strange religious beliefs, unusual physical traits, and other social burdens are all totally appropriate. They don't have to all be friends, exactly, but they've gotta have enough past association in common that they might work together (at least at first) when some mutual threat or opportunity manifests itself.

System: I'd definitely want to use Spirit of the Century for this (although, ironically, I just found out that Over the Edge actually has extremely similar intentions and inspirations, and even a slightly SotC-like system).

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The Haul

More money, more problems.

Setting: This could either be the Cliffpass setting (I really need a legit name for that world) or an even more generic, D&D-style fantasy world. The important thing is that you just had your big, climactic battle against a dragon or evil overlord or something, and you won . . . but now you're stuck in the middle of nowhere with a great, big pile of loot—both monetary and magical—and you've got to find a way to get it back to civilization if you want to actually enjoy it.

Player Characters: Adventurers! Yep, a straight-up, old school, Gary Gygax bunch of badasses who roam the land taking commissions to kill monsters and explore ruins. If we're playing in a totally generic setting, they can even be elves and halflings and crap like that. But it might be especially cool to take the usual stereotypes, play them halfway, and subvert them. Also, you probably wouldn't be first level for this bit.

System: Almost certainly some kind of Dungeons & Dragons, whether it's third or fourth edition. I guess True20 is a possibility, too.

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In the Belly of the Beast

Scattered communities living inside a machine they neither control nor understand

Setting: The inside of some unspeakably titanic machine. Or spaceship. Or industrial complex. Or arcology. No one alive knows exactly what this place is, or has seen the outside of it. Even the idea of "outside" is an esoteric philosophical concept. Whatever it is, it's thousands of cubic miles of thrumming, sparking, leaking, rusting machinery, forever falling apart, but constantly repaired by hordes of robots. Very little of it seems intended for human occupation, but people have managed to find footholds all over, stealing water, warmth, electricity, and even food from the processing plants and conduits of the machine. Some communities even have the knowhow to scavenge and repurpose the technology around them. Unfortunately, the robots who maintain the whole place don't take kindly to squatters and vandals. It's all very Blame!, if you've seen that comic.

Player Characters: The most capable members of a small human community with a lot of problems. They'll be leaders, warriors, engineers, diplomats, doctors, scouts, and whatever else is necessary. They'll be tasked with defending their people both from the machines and from hostile human communities, and with preserving and improving their supply of food, water, and usable technology. They won't necessarily be purely human: genetically and cybernetically-engineered beings liberated from the robots' control could also be a possibility.

You could play as...

System: Uncertain. A wide variety of systems could work here. I'm not very conversant in generic sci-fi RPGs, though, so I'd probably just go with low-powered Mutants & Masterminds. True20 and d20 Modern could probably do the job just as well, though. Or, if I felt like doing some hacking, I bet I could use World of Darkness.

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Iron Dawn

Martial arts and feral technology after the apocalypse

Setting: A post-apocalyptic society—possibly on Earth, possibly on some distant colony world—reduced to an approximately Iron Age level of technology by a nanotech-driven cataclysm. Now, hundreds of years after the fall of the old civilization, a new one has emerged, retaining just enough understanding of the past to pine for what it has lost. A handful of major human settlements have formed in the ruins of great cities, both repurposing the materials of the older culture and forging new tools and weapons from raw materials. In the absence of high technology, martial arts—new and ancient—have risen as the primary military implements of the emerging political entities. Complicating everything are the old technologies that still exist, but outside of man's control: self-reproducing robots that have lost their original purposes and evolved to fill the niches of wildlife, nanotechnological infections both lethal and symbiotic, and godlike artificial intelligences that might protect or destroy communities of humans for their own mysterious—and possibly insane—ends.

Player Characters: The defenders of a struggling community, who must aid their people in finding food and resources, and keep them safe from rival cities and rootless bandits, as well as the cybernetic and biotechnological terrors of the wilderness. Furthermore, they'll do it all while navigating the internal politics of the martial arts clans that run their city and the fickle—but undeniably useful—AI that rules it. PCs would be armed and unarmed martial artists of varied specialties, and might bear mutations—beneficial, detrimental, or merely cosmetic—caused by the nanotech, chemicals, and radiation that are common in the world, or cybernetics grown as a result of symbiotic nano-infections. Sapient robot PCs would be possible, too.

System: I'd almost certainly use Mutants & Masterminds (low power) for this, but True20 or even some variant of Dungeons & Dragons could work (Iron Heroes, perhaps).

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Lost Worlds and Secret Histories

Globe-trotting pulp adventure in a world full of paranormal secrets

Setting: 1930s Earth, plus a little bit more. Lots of weird and fantastic places and people. I'd be going for that elusive "sense of wonder" thing in addition to the expected two-fisted action and extraordinary characters. There'd be a big focus on travel to weird places, almost in an oldschool Fantastic Four kind of way. The other major theme would be shadowy organizations and secret plots, but in a pulpy, relatively simplistic fashion, more The Shadow than The X-Files.

Player Characters: Full-fledged pulp heroes, every one. From the very beginning, they'll be veterans of a few dramatic adventures, and hyper-competent in their respective fields. Quirky, over-the-top personalities and backgrounds are extremely appropriate. Basically, these are the sort of people who might all have starred in their own separate novels or serials. Imagine a team-up between the Shadow, Doc Savage, Tarzan, Sgt. Rock, and Fu Manchu, and you'll get the idea. They'll probably all be members of some kind of organization, in order to give them a reason to work together.

Example organizations

System: Straight Spirit of the Century with no modifications. This is an extremely cool system. Very fast-and-loose, flexible, and math-light, with a general ethic of player empowerment that really enables and rewards creative play.

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The Million Favored Ones

Lovecraftian superheroes

Setting: The world of H.P. Lovecraft's Cthulhu Mythos, but modern day. Horrible alien god-monsters loom and seethe just beyond the barriers of reality, in the depths of the ocean, and in the blackness of space. They press and scratch against the flickering candle of human civilization, threatening to overwhelm it at the first opportunity. And the only ones with any real hope of stopping them are those already tainted by their influence.

Player Characters: Human beings (or human-ish beings) touched—and given some measure of power—by monstrous, mind-breaking alien entities. The characters might be sorcerers, ghouls, reanimated corpses (à la Herbert West), Dunwich Horror-style hybrids, human bodies possessed by the Great Race of Yith, human brains in machines built by the Fungi from Yuggoth, and any other way you can picture some force or entity from the Cthulhu Mythos giving someone preternatural abilities or knowledge. They'd be working together in some organization similar to Hellboy's B.P.R.D. (although possibly private, rather than governmental, just to make things more complicated).

System: Mid-low-powered Mutants & Masterminds.

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Motley

Quasi-Victorian fantasy with Frankenstein monsters

Setting: A place that looks something like a fantastic, war-torn reflection of 1800s Eastern Europe, where scientists and alchemists forge strange and grotesque creations, and the wilderness teems with vampires, werewolves, fairies, and demons. The shattered remains of two countries are recovering from a short but shockingly-destructive war in which both sides employed—among other terrible weapons—a great many Frankenstein-esque reanimated patchwork men. Now, although the war is over, peace and order are far from restored, and hundreds of patchworks—deserters, malfunctioning lunatics, and lost soldiers—roam the countryside, more often confused than malevolent . . . although still potentially dangerous. For their part, the public is still deciding whether to see the creatures who fought for their country as monsters or heroes.

Player Characters: The PCs will be an under-manned and under-supplied military outfit tasked with re-establishing law and order in a large rural town, while protecting it from both the human parasites who arise with the end of the war, and the much older things that lurk in the woods. They'll naturally be a rag-tag group thrown together from whoever was available: shell-shocked veterans, frighteningly-young new recruits, inhuman soldiers such as patchworks and homunculi, and the doctors and alchemists who maintain them. Their authority with the townspeople and even their support from the shaky post-war government will be uncertain, and fighting bandits and werewolves will be the simplest of their problems.

You could play as...

System: Probably mid-low-powered Mutants & Masterminds. However, we could probably get way with Spirit of the Century, True20, World of Darkness, or some combination of d20 components, depending on what kind of crazy powers people want to play with.

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The New Kingdom

Tibetan Jedi fighting in gladiatorial games after the Bolshevik Revolution in ancient Egypt

Setting: A desert kingdom based around a fertile river valley, where martial arts and psionics are widely practiced, and technology is based on psionically-charged materials. A popular rebellion, backed by an alliance of disparate factions, has just recently deposed the immortal god-king, and the assorted heroes, idealists, opportunists, and maniacs who've ended up running the new society are struggling to hold onto their power, reconcile their different goals, and make good on all those promises they made on the way to victory. The people's revolutionary enthusiasm is starting to crest, and cracks are already starting to show in both the ruling committee and their interim system. What better way to distract the masses than with a little bit of good, old-fashioned blood sport?

Player Characters: Practitioners of varied and individualistic martial arts—both armed and unarmed—which incorporate the use of spiritual power. Every family lineage has their own characteristic fighting style and psionic techniques, so the PCs should represent a varied and distinctive array of over-the-top, cinematic or comic-book martial artists. (If you've ever read or watched Naruto, that's a great example to look at. As Dirk once said to me, those characters aren't ninjas at all: They're combat mages.) In terms of background, they can be revolutionaries, pardoned soldiers of the old king, mercenaries, hermits, scholars, etc. They'll start the game as participants in the new government's fighting exhibition, and from there they can find their way into the political intrigues and dirty post-revolution surprises of the new ruling powers.

System: Mutants & Masterminds (low-to-mid power level), or possibly Dungeons & Dragons (with a focus on psionic and martial adept classes).

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Night Tribes

Clive Barker's Nightbreed given the World of Darkness treatment

Setting: The modern world with a few paranormal elements added, particularly the Night Tribes: a loosely-associated collection of human families who all apparently have the blood of something else running in their veins. They inherit inhuman powers and appearances which manifest with great variety and unpredictability among family members. Their inhuman features can range from the incredibly bizarre or simply grotesque to the weirdly beautiful. Most can pass for human when fully clothed, but many must change their forms to use the full extent of their powers. Some can't pass at all, and are forced to live their lives in hiding, associating only with other members of the Night Tribes. Their abilities tend to be of a biological nature, often including enhanced physical capabilities and shifting or malleable anatomies. They are mysterious even among themselves, knowing no concrete explanation for their origins or definitive list of families, and each Tribe is united with the others only in the interest of maintaining their common secrets.

Player Characters: A group of Night Tribe folks—probably all from the same family, but not necessarily—who get caught up in inter-Tribe politics, the constant struggle to maintain the big secret, and the whole mystery of where their people came from in the first place. Normal humans could be included, too, since it's possible to marry into the Tribes.

You could play as...

System: Even though this is a very World of Darkness premise, I'd much prefer to use Mutants & Masterminds (low-to-mid power level), as that would allow for much more varied, customized characters. Still, there might be some combination of World of Darkness books that could get the job done.

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The Office for the Suppression of Dangerous Technologies

Protecting the American people from that for which they are not prepared

Setting: Our own world, plus a little bit of weird super-technology. There are hidden sciences that, when discovered, place unspeakable power and mind-bending secrets into mortal hands. Worse, they can be shared and disseminated through the populace, terrible genies escaping fragile bottles into the keeping of people who cannot understand them. The Office for the Suppression of Dangerous Technologies strives to keep a lid of potentially-destructive advancements . . . even as they themselves make use of them, and try not to succumb to catastrophic corruption.

Player Characters: O.S.D.T. agents, and possibly even a sentient product of mad science or two (robots, cyborgs, genetically-engineered creatures, or weirder things) who the Office employs, protects, and keeps secret. Regular agents are normal humans with a wide range of training and specialties. Most come from law enforcement, military, espionage, and scientific backgrounds (in fact, some are former "mad" scientists). Unsurprisingly, while they hope to stop dangerous devices before they are built, they often find themselves cleaning up the results of misused or malfunctioning super-science.

System: Could be almost anything. True20, d20 Modern, Mutants & Masterminds, maybe even World of Darkness. Depends on what folks are comfortable with, and what kinds of characters they want to play.

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On the Caravan Road

Travel, trade, trouble, and treachery on a fantastic version of the Silk Road

Setting: The same as our Cliffpass game, but a different part of the world. Probably many parts of that world, in fact, since the idea will be to travel along a huge and branching trade route which connects many different cultures.

Player Characters: You'll play all of the important figures in a trading expedition: merchants, guards, native guides, scouts, hired magicians, laborer bosses, shady hangers-on, and anyone else who might be interesting to play and would logically have a reason to work together for the success of the whole enterprise. You and your contingent won't make up the whole of the caravan—in fact, your group won't even necessarily stay with the same caravan the whole time—so you'll have to deal with other merchant groups who might be allies or competitors or deadly rivals. Then, of course, there are all the beasts and bandits and mysteries of the wilderness to deal with. And that's all before you get to your destination, and the real action starts.

System: Probably Dungeons & Dragons. Fourth edition if it's available and turns out to be good, third edition if it's not. Also, I could certainly do True20, if you want more flexibility in making your characters. It's definitely got some great support for social and merchant-type characters.

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Porgremoth

Yes, it's Pokémon with horrible demon-things instead of cute monsters.

Setting: Earth, after some kind of interdimensional cataclysm has marred nearly half the world with a kind of metaphysical stain: a region of endless darkness, bizarre mutations, and—most notably—a plague of nightmarish entities which most people would describe as demons. The planet is now divided into the uninhabitable Dark Zone and the refugee-choked Safe Side. But in between, in the twilight region where life is possible but far from safe, strange new technologies are emerging. The "demons"—called Porgremoth by those in the know—are being captured, harnessed, and controlled by men and women brave or desperate enough to tame them.

Player Characters: Porgremoth hunters, capture equipment technicians, scientists studying the Dark Zone, and anyone else who would dare to live on the edge of darkness and challenge things from its depths. You'd be able to come up with your own captive demon-things if you want to start out with them, but not everyone would necessarily have to be a Porgremoth master. Depending on what people want to play, you could participate in Porgremoth fighting tournaments, mount scientific or rescue expeditions into the Dark Zone, protect settlements from wild Porgremoth, mutant beasts, and human bandits, etc. As weird as this whole idea is, I think it's actually really workable. We could play it totally straight and gritty, but I think we might as well embrace the totally silly origins of the idea and get a little goofy.

System: While I first started thinking of this campaign as Pokémon meets Sorcerer, I'd definitely want to use Mutants & Masterminds (at a low or medium power level) for its flexibility and familiarity.

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The Professionals

Less-than heroic superheroes out to make a profit

Setting: Your basic mainstream-comics-style superhero setting: modern Earth with all the mutations, magic, and superscience necessary to provide origin stories for all the superheroes and supervillains the story could need. However, society's response to superhumans and costumed vigilantes would be somewhat realistic (or as close to that as is convenient for our purposes), treating them with all the idolization, dehumanization, and commercialization that any celebrity is subject to.

Player Characters: The hand-picked members of a for-profit superhero team. They'd fight crime for free, but shamelessly sell their images for merchandising and hire themselves out for appearances. Moral gray areas, questionable motivations, and intra-party conflicts are extremely appropriate. The whole bit here would really be about fame, image, capitalism, and what happens when these things become part of a supposedly-altruistic activity. You could wallow in sordidness, or try to remain untainted. There'd be superhero battles and all that, but the campaign would be much more about ethical dilemmas, interpersonal soap operas, and trying to negotiate a better deal with the company making your action figures.

System: Mutants & Masterminds, standard power level.

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Professor Bennick's Class

A magic school field trip gone wrong

Setting: The same world from our Cliffpass game. However, the game would be starting out far from the economically-depressed semi-backwater of Cliffpass itself, at a magicians' academy in a large and cosmopolitan city, so a good deal more magic and a little more advancement could be expected.

Player Characters: Students at a fairly prestigious college of magic, each with their own specialized course of study and side interests. All, however, would be members of Archmage-Professor Salizah Bennick's Advanced Planar Theory class. And Professor Bennick's planar theories are, in fact, so advanced that they're becoming practice: She built a trans-dimensional vessel, and she has selected the PCs to help her test it. They will, of course, receive extra credit. (If anybody would prefer to play a non-magical character, it would also be possible to include one of the college's security guards on the outing.)

You could play as...

System: Probably some flavor of Dungeons & Dragons. I'd like to use the upcoming fourth edition of the game (currently due for release in June), but third edition will almost certainly offer more options for diversifying an all-Wizard party. So we'll see. Another possibility would be True20, which is quite nicely flexible.

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Rifts Redux

Post-apocalyptic, multi-genre kitchen sink fest

Setting: The same multi-genre setting as Palldium's Rifts RPG: a post-apocalyptic Earth where the mass death caused by a nuclear war during a planetary conjunction tears open dimensional rifts all over the world, infusing the planet with arcane energy . . . which, of course, results in more chaos and devastation. Three centuries later, an Earth populated by humans, supernatural creatures, and beings from other dimensions is still trying to find its way back from savagery, a process both assisted and complicated by the magic, super-science, and psychic powers that fill the world.

Player Characters: One of the most notable features of Rifts is the varied (and often extremely high-powered) array of PC types available. Cyborgs, mages, drug-enhanced supersoldiers, psychics, mecha pilots, and even dragons are fair game . . . but then so are scientists, reporters, and spies. Exactly what the players in this campaign would be, of course, would depend on what the characters are going to be doing. I think the archetypical Rifts campaign structure is a Seven-Samurai-style mercenaries-gathered-together-to-defend-a-community bit, but other things are certainly possible.

System: That's the hook: Instead of the clunky and outdated system Rifts normally runs on, I'd use Mutants & Masterminds. As a superhero/cross-genre system that's fully intended to scale up and down a vast range of power levels, M&M could handle everything the Rifts setting contains, and do so in a way that's both more flexible and more streamlined than the original system. I also believe it would smooth out Rifts' weirdly mismatched PC power levels.

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Rolargo Maps and Guidebooks

Exploration and cartography in a fantasy setting

Setting: The same world as our Cliffpass game, but centered on a newly-discovered continent called Bariath. The place is a vast wilderness full of untapped natural resources, dotted with mysterious ruins, but now apparently devoid of human habitation. Until now, of course. Now, every nation with the resources to mount an expedition to Bariath is exploring, staking claims, and securing territory.

Player Characters: A team of explorers, cartographers, naturalists, and guards employed by Rolargo Maps and Guidebooks, a private company hired to map and document an established—but completely unexplored—claim. Outside of the interim town established at the Bariath landfall, they'll be entirely on their own, making their way across the mysterious landscape, mapping and finding food and water as they go. They'll be in danger not only from the local wildlife—which runs towards the large and strange—but from rival exploration teams and claim-jumpers.

System: Probably Dungeons & Dragons, but True20 would definitely work, too.

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Sarken

Diplomacy and daggers in the biggest, oldest, meanest city in the known world

Setting: A fantasy setting without magic. Instead, they've got alchemy and mechanics, and the things they can do with these two technologies are impressive enough: Running water, explosives, clockwork computers, combustion engines, dangerous drugs and miraculous medicines, alchemically-altered living creatures, and a thousand other products of human artifice are relatively common . . . among those who can afford them. The city-state of Sarken is large, rich, and decadent (very much influenced by Ankh-Morpork from Discworld, Fritz Leiber's Lankhmar, and Camorr from The Lies of Locke Lamora), a center of intercontinental trade, vice industries, and—of course—the aforementioned alchemy and mechanics. Steam, smoke, and the fumes of a thousand noxious chemical reactions shroud the city. Part of the place is founded on the dwindling remains of a Great Beast (a Godzilla-size monster of possibly divine origins) which they've been strip-mining for alchemical components for decades, and they're actively looking to find and take down another one for the same purpose. The city's walls are defended by cannons, and they're working on the hand-held guns. Crude, combustion-powered trains and lighter-than-air craft ferry people into and out of the city. A thoroughly-corrupt alliance of guilds—merchants, craftsmen, and laborers alike—rule the city, but struggle mercilessly amongst themselves for power and profit.

Player Characters: Either a troubleshooting team employed by a larger guild, or powerful figures within a smaller one. Possibly—to sort of compromise between those extremes—they could be a guild's representatives (and the representatives' bodyguards and entourage) in the city's senate, which would give them the chance to function as both leaders and spies. In terms of training and abilities, they can be diplomats, assassins, soldiers, craftsmen, alchemists, or even the products of weird alchemical experiments. They'll have a few specific problems to work on for their guild, and a lot of freedom and resources with which to do their job . . . and then, of course, new obstacles and opportunities will pop up along the way.

System: I think my preference would be either for True20 or Spirit of the Century, but Dungeons & Dragons or even Mutants & Masterminds could definitely do the job. The last would definitely be handy if you want to do a lot of messing around with alchemy.

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Saturday Morning

Cartoon action, 1980s-style

Setting: This would kind of be up to you. Or, rather, up to all of us together. The idea here is to try and emulate the style of 1980s (and, hey, maybe early 1990s) half-hour-toy-commercial action cartoons. You know, the whole Transformers / G.I. Joe / Ghostbusters / Teenage Mutant Ninja Turtles / He-Man / Voltron / Thundercats stratum of animation history. And instead of just handing you guys a premise, I'd like us to collaborate on one.

Player Characters: This would depend strongly on what kind of premise we come up with, of course, but given the slant of the system we'd be using, it'd work best if you all played normal humans with incredible and specialized skills, but little to no crazy powers. Awesome technology or magical artifacts are okay, though (and, of course, very '80s-toon-appropriate).

System: Spirit of the Century, possibly with minor changes to make characters even simpler (because 1980s action cartoon characters are very simple). Also, it might be cool to try and add in some kind of "moral of the episode" mechanic, where character advancement is dependent upon having learned some kind of lesson in the course of the adventure.

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Tandagor

Epic adventure in a fantastic alien world

Setting: A world developed around some of the same ideas as the Dark Crystal movie. It'd be a fantasy setting, with all of the high-magic-low-tech assumptions that implies (maybe even a little bit more so), but the fauna and cultures that inhabit it would be more alien than not. There would be a large number of different intelligent species, none of which would be human (although many might be somewhat human-like). It would be a very large, very old world, where individual settlements are mostly isolated from each other by dangerous wilderness, but the ruins of larger civilizations are still scattered across the land.

Player Characters: Here's the really fun part: Since this is such a varied, magical, almost-anything-goes setting, you could all come up with completely original races and cultures for your characters. Go as Dark Crystal, Neverending Story, or Star Wars as you want. Crazy powers are fine, too, whether they're just natural to the PC's species, or the result of some magical ability. Four-armed stone giants? Quadrupedal cat-beasts with no opposable thumbs? Tiny, airborne bug-like things? As long as it doesn't get blatantly silly, it's all cool. Anyway, the deal is that you'd all be chosen as champions and representatives by your different communities and sent (all Fellowship-of-the-Ring style) to deal with some problem that threatens the whole region. Hell, the whole world, maybe. The storyline would have a pretty epic scope, and the PCs would be fairly unique and important in the setting.

System: Mutants & Masterminds, low-to-mid power level. It's about the only thing I really know could handle such widely-varied characters and keep them reasonably balanced.

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Thrones, Powers, and Dominions

Dune with superpowers

Setting: An interstellar human empire in the distant future, ruled by families of superhuman nobility. They inherit powers artificially created in their ancestors millennia ago, but have long since forgotten the technologies necessary to duplicate or modify them. Without the ability to properly manage their complicated genetics, their bloodlines produce monsters, lunatics, stillbirths, and unfortunates doomed to be burned out by their own powers. It's commonly believed that these failed heirs are on the increase, and that even the noble bloodlines' greatest representatives are far weaker than their ancestors of centuries past. Since interstellar travel relies on superhumans of a certain type and power level to drive starships' tesseract engines, the decline of the noble houses could easily lead to the disintegration of the empire. And, even at the best of times, the nobles are prone to rivalry, corruption, infighting, and dirty little wars that can destroy planets...

Player Characters: The heirs and favored servants of a small and embattled noble house. They could be ideal specimens of superhumanity, cursed with monstrous bodies or flawed powers, or they could be (whether noble or servant) entirely human and mortal, relying instead on skills and technology to make their mark. They will be the most capable members of the house available, and—despite their probable youth and inexperience—will be called upon to deal with problems that threaten the house and its worlds.

System: Mutants & Masterminds, medium power level (which is pretty high, by the standards of most games).

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Truth and Dirt

Indiana Jones plus magic and monsters

Setting: The same world as our Cliffpass game, but a different specific location. Things would start out at an archaeological dig somewhere far from civilization.

Player Characters: The scholars, laborers, and guards of an archaeological expedition. They've been sent to excavate and study the buried ruins of an ancient city, a place which promises to be full of mysteries and strange artifacts . . . an possibly powerful, primitive magic that's just decayed enough to be dangerous. Worse, the site is near the border of two less-than-friendly countries, and the archaeological team will have to cope with the oversight and maneuverings of both governments.

System: As with all Cliffpass-setting games, the logical choice is some kind of Dungeons & Dragons, with a secondary possibility of True20.

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World Building

This suggestion isn't so much for a campaign as a possible approach to deciding on one. I'd really love to try creating a setting and a campaign concept as a multi-session collaborative project. There's actually a system out there that supposedly works well for this kind of thing—Universalis—but I expect we could do the job either without a system, or with a very simple system of our own devising, if that would be preferred. Then, once we've created a world we're all personally invested in, and the beginnings of a story that interests us, we can pick a game system and play it as normal.

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Spells with randomized effects per caster

A misty, lion-faced demon with a five-pointed star on its forehead drifts in from the left. Above the demon is the title 'The Necromican' in old-fashioned blackletter font. Below it is the description 'A Book of Spells Compatible with Most Fantasy Role-Playing Games'.
The Necromican cover (Erol Otus, 1979)

So, a little while back I was reading Lizard's commentary on The Necromican (a rather gonzo and amateurish 1979 third-party D&D supplement). There are a lot of interesting spells in that odd book, but one really stood out to me.

Personal Energy Attack, Area Affected: Variable. Range: Variable. This spell is based on a personal power, differing in intensity and quality from character to character. This power gives the mage an offensive capability which increases with his level. Once the spell is taken, determine the characteristics of the power on the table below. (Roll for each characteristic separately.)
Damage Per
User's Level
Color Shape
1 Nothing Black Bolt 10x30'
2-5 1 Red Cone 20x10'
6-15 1 - 3 Orange Beam 120' long
16-35 1 - 4 Yellow Bolt 10x60'
36-65 1 - 6 Green Cone 40x20
66-85 1 - 8 Blue Beam 240' long
86-95 1 - 10 Purple Bolt 10x120'
96-99 1 - 12 White Cone 80x40'
00 1 - 20 Colorless Beam 480' long

Yeah, so every caster who learns this spell rolls up their own unique version, suggesting that it's a weaponization of some kind of internal, immutable quality. And I love that!

There are some obvious issues with these specific mechanics, of course. The fact that the spell can turn out to be entirely useless (with that "Nothing" result) is pretty harsh, and the possibility of doing 1d20 damage per caster level in a massive cone is pretty nuts. The spread of potential here is wild. I sort of admire this ethos of throwing balance to the wind, but I'm not sure I can embrace it to such a degree.

Also, we could make the possibilities way more interesting! The spell table could include different damage types, more range/shape options, rider effects, other cosmetic traits, and maybe even drawbacks. The way I see it, the more factors we randomize, the more likely the results are to fall into the middle of a bell curve of utility.

Anyway, the broader concept of spells that are different for each user could be fun. I believe Dungeon Crawl Classics does something like this for all of its spells—that game is a paradise of random tables—via its "Mercurial Magic" rule. I'm also fairly sure I saw a spell or effect somewhere that turned the user into a random animal, with each individual getting the same form each time.

Transformations really do seem like an especially appropriate place to use this idea, suggesting things like totem animals, physical manifestations of higher selves, etc. Variable elements might also fit well.

The big question, though, is if multiple randomized spells should turn out to line up with each other. That is, if it turns out that one wizard's personalized energy blast spell manifests as a torrent of golden fire, should their apotheosis transformation spell also feature golden fire? I don't think it's necessary that this be the case. After all, the same seed number will generate completely unrelated results in one procedural generation engine vs. another. However, I think it would be more satisfying to connect the results, as if each such spell revealed another facet of an underlying truth about the caster!

Anyway. Just for kicks, I'll try reworking the personal energy attack spell.

Personal Energy Attack

Level 2 Evocation

Casting Time: Action (unless otherwise specified)
Range: Special
Components: V, S
Duration: Instantaneous (unless otherwise specified)

No two casters express this spell the same way. Every character who learns personal energy attack randomly rolls for the aesthetic and mechanical traits of their own version of the spell.

Once you've learned personal energy attack, you always have it prepared. In a spell-slot system, you can always spend a slot of level 2 or higher to cast it. In a spell memorization system, you can expend a memorized spell of level 2 or higher to cast this one.

Casting this spell leaves a magical imprint on its targets and the places where it's cast. Someone using detect magic or similar abilities can identify you as the caster.

1d12 Color
1 Black
2 Red
3 Orange
4 Yellow
5 Green
6 Cyan
7 Blue
8 Violet
9 White
10–12 Roll twice
1d10 Aesthetic
1 Boiling and surging
2 Complex filigrees, seemingly ornate
3 Gauzy and diffuse, possibly cloud-like
4 Glittering, sizzling motes and sparks
5 Heavy, blocky, angular
6 Simple, possibly geometric
7 Sparkling and crackling, furious
8 Subtle, a mere beam of colored light
9 Traceries of thin, bright lines
10 Twisting, billowing, organic, tentacular
1d20 Range
1 Touch
Make an unarmed melee attack (using your spellcasting ability for the roll) against a single target to inflict the spell's damage on it.
2–3 Aura (radius: 1d4 × 5')
All creatures and significant objects near you suffer the spell's damage (including your allies, but not yourself or your possessions), taking half damage on a successful saving throw.
4–6 Weapon (duration: 1d4 rounds)
The spell manifests as a melee weapon in your hand. You're proficient with it, and attack with it using your spellcasting ability. On a successful attack, it delivers the spell's damage. You can use it repeatedly in melee as long as its duration lasts, or you can throw it like a dagger (regardless of its form) to deliver its damage at a distance, which will end the spell.
7–13 Single-target ray (range: 2d20 × 5')
Make a ranged attack against a single target using your spellcasting ability to inflict the spell's damage on it.
14–16 Single-target auto-hit (range: 2d8 × 5')
A single target you can see suffers the spell's damage.
17–18 Line (length 2d10 × 5', width 5')
Creatures and significant objects in the area suffer the spell's damage, taking half damage on a successful saving throw.
19 Sphere (radius 1d6 × 5', range 2d12 × 5')
Creatures and significant objects in the area suffer the spell's damage, taking half damage on a successful saving throw.
20 Cone (2d6 × 5')
Creatures and significant objects in the area suffer the spell's damage, taking half damage on a successful saving throw.
1d20 Damage Type
1–2 Impact
3–4 Puncture
5–6 Slash
7–9 Cold
10–12 Corrosion
13–15 Electricity
16–18 Heat
19–20 Multi-type, roll twice
1d10 Damage
1–2 1d4 per level
3–6 1d6 per level
7–9 1d8 per level
10 1d10 per level
1d20 Quirk
1 Connection
You become bonded with anyone who survives being injured by this spell. You know what direction they're in and when they're immediately present, but you can't distinguish one such being from another this way. They know the same about you.
2 Disorientation
When you cast this, you and everyone adjacent to you suffer the effects of the confusion spell until the end of your next turn.
3 Dramatic
Extremely loud and bright, noticeable from further away than other spells. Might trigger an encounter check.
4 Dual nature
This spell can be cast in two different forms. Roll up new traits for its other mode. This probably means there's something unusual about you.
5 Ethereal
The spell can harm intangible creatures. It can't harm tangible creatures.
6 Hands-free
Requires no somatic components. Emanates from your eyes / mouth / general face area.
7 Hungry
Each casting burns a day's worth of nutrients. Cast it after eating, and you'll want another meal. Cast it again, and it's like you've gone a day without food. And so on.
8 Inquisitive
When you kill a living creature with this spell, you absorb one random memory from their brain.
9 Necromantic
Living creatures killed by this spell (and whose bodies aren't destroyed) have an HD-in-20 chance to rise as feral undead in 1d6 days.
10 Physical traces
When cast, leaves greasy, powdery residue of the spell's generated color on both you and your surroundings.
11 Reflexive
When you take damage, save or cast this spell on your next turn. You automatically target the source of the damage if possible. Otherwise, aim the spell freely.
12 Reliable
Not expended if it fails to do damage to anyone or anything. ("Anyone or anything" means creatures—including the caster and their allies—as well as objects of any importance.)
13 Relic
This spell will outlive you. When you die, it will emerge from your body in the form of a thematically appropriate object. Mechanically, it'll be a wand that casts this spell (specifically your version) and has as many charges as you had levels.
14 Repulsion
Creatures and unsecured objects within 5' get pushed 10' away from you. Creatures are also likely to trip and end up prone (probably getting a saving throw or something).
15 Rooted
You can't move or be moved from your current position until the end of your next turn.
16 Self-harming
Inflicts 1 HP per level of its damage type on the caster.
17 Set-up time
Takes 2 rounds to cast.
18 Skybound
This spell can only be cast under open sky.
19 Terror
NPCs who see you cast this spell check morale (or save to avoid a fear effect). This goes for allied NPCs, too.
20 Unstable
Every time you gain a level, reroll this spell's other traits. This also probably means something about you.

Commentary

Admittedly, I didn't really write up a complete, play-ready spell here. My mechanics are deliberately edition-loose. The spell's "per level" damage could be interpreted according to the caster's level or according to the spell slot expended. I think its overall power is a little more predictable than the Necromican version, but it's definitely wild as hell, so I wouldn't make this available like a normal spell. It'd definitely have to be something a PC might pick up in the course of an adventure, on par with a magic item.

Oh, and you might notice I used the damage types from my previous post here. I actually started writing this article first, then realized I needed to do the damage types one to lay the groundwork.

Damage types: All the colors of the painbow

Magic: The Gathering card art showing an orcish wizard riding a tiger made out of fire and metal while casting spells of fire, lightning, water, and ice
Elemental Expressionist (Zack Stella, 2021)

I dig damage types. While I've lately been looking back at older versions of D&D with their comparatively loose, exception-based rules, I think the efficiency and consistency you get by centralizing some mechanics are worthwhile.

Damage types are a good example of that, making it easy to add verisimilitudinous mechanics like vulnerabilities, immunities, and special damage interactions (such as flesh golems being slowed by heat and cold attacks, but healed by electricity). You obviously don't need formalized damage types for that, but they help you do it consistently: You don't have to argue about whether a ray gun burns mummies if it explicitly does 2d4 fire damage.

I've heard that WotC designers actually go light on vulnerabilities and immunities in monster stats because they don't want players to feel like they need to have the "right" weapon or spell to fight effectively. Similarly, I recall a lot of character options (particularly in 4e) to let a PC's attacks ignore damage type resistances or immunities, so as to prevent (for example) a very thematically built fire mage from feeling useless against a fire elemental. And I don't share the philosophy behind those decisions. I think situations that encourage players to approach things differently are a good thing. If it's massively more effective to tag a monster with a sparking electrical cable than to chop away at it with a sword, that could be a cool and memorable fight!

The list

I'm mostly okay with the WotC D&D palette of damage types. As far as I remember, 4e and 5e both use the following list. (Categories added for my own sanity.)

Painting of a rainbow arching from the surface of a lake
Rainbow over Jenny Lake, Wyoming (Albert Bierstadt, 1870)

I believe 3e was a little less consistent with damage types, sometimes neglecting to mention a type at all. Poison and psychic weren't around back then, and a few other types appeared under different names ("positive energy" instead of "radiant", for example). There was also explicit "untyped damage"—distinct from when they just forgot to list a type—plus a few weird outliers like "vile damage" and (apparently???) "city damage", but I ain't diving that deep today.

Anyway. I'm not fully thrilled by the deliberately fantasy-flavored language in this list: I actually think 3e's "electricity damage" was preferable to 4e/5e's "lightning damage", for example.

I've got bigger problems with force, necrotic, and radiant, because they're never described with a consistent physiological mechanism of harm. Force is used for explosions, disintegration effects, Green-Lantern-style force constructs, and "raw magic". Necrotic damage might rot or dessicate or just suck out life essence. Radiant damage might burn you (which sounds like fire damage to me) or fill you with too much life energy.

Thunder damage seems kind of unnecessary, too. It doesn't come up a lot, and I think you could comfortably just replace it with bludgeoning damage.

So here's a possible list that I might use instead.

I went with "corrosion" because it covers all sorts of caustic agents rather than just acids, and I could even use it for disintegration and rotting effects. "Toxin" is good because it includes poisons, venoms, and whatever toxic substances might not fit either category. I'm actually using almost exactly the same names here as the free-to-play space ninja shooter Warframe has for its damage types. What can I say; they get a lot right in that game.

Anyway, this list seems sufficient for most purposes. But I'm not against the use of untyped damage for particular effects—for example, things like blood loss or disease. Sometimes, a damage source just doesn't seem like it ought to hook into a bunch of other mechanics.

Conversely, declaring brand new damage types is totally cool if there's some new subsystem to make use of them. Maybe the warp goblins and entropy fields of one particular dungeon do "chaos damage". PCs can find protective suits that reduce chaos damage. If somebody dies of chaos damage, their corpse immediately births a new warp goblin. Even if the anti-chaos suits aren't useful anywhere else, this one-time appearance of chaos damage could be a cool thematic dungeon element.

Special effects

I'm a big believer in making damage types matter beyond cosmetic details and interaction with resistances/vulnerabilities. The bare minimum of this is the familiar reminders from D&D 5e that fire spells can set things on fire, but I'd rather fold that quality into the damage type rather than describing it as a spell effect.

Critical hit effects

Video game capture from Street Fighter II of Blanka electrocuting Vega. By which I mean the Spanish ninja with the mask (also known as Balrog), not the psychic dictator guy (also known as M. Bison).
Street Fighter II (Capcom, 1991)

A much more exciting way of distinguishing damage types would be to give them unique effects when the attack rolls to apply them score critical successes (or the saving throws to mitigate them result in critical failures). These might replace or supplement the usual double damage or whatever other critical hit mechanic is used. I'm mostly leaning towards fully replacing the normal crit mechanic.

icon of icicles

Cold: The target is partially frozen, suffering the effects of the slow spell until they succeed on some kind of save or somehow get warmed up.

icon of a foaming blob

Corrosion: The target's armor starts falling apart, losing one level of effectiveness (whatever that means in your system). If they haven't got armor, they take this attack's damage again (rerolled) on your turn next round.

icon of lightning

Electricity: The target is stunned until the start of your next turn. They can't take actions (or reactions, or bonus actions, or whatever), attacks have advantage, maybe other stuff depending on your system.

icon of a flame

Heat: The target ignites and will take 50% (round down, minimum 1) of the damage dealt by this attack all over again on your turn each subsequent round until something extinguishes them. They could drop and roll, get dunked with water, or whatever makes sense.

icon of a hammer

Impact: The attack knocks the target to the ground, leaving them prone (and possibly vulnerable) until they get a chance to stand up.

icon of a brain

Psyche: The target becomes severely disoriented, suffering the effects of the confusion spell until they succeed on a save or somebody manages to talk/smack them back to their senses.

icon of an arrowhead

Puncture: If armor reduces damage in your system, a puncture critical hit ignores that effect. If it's a melee attack, you've got the option to fully impale your target—in which case the attack does double damage, but your weapon is lodged inside them and getting it back might be an issue. (This would probably also be worth a morale check or something.) If it's a ranged attack, the target gets nailed to the wall or floor or something, and needs to free themself before they can move.

icon of an axe

Slash: The target starts bleeding severely, taking 10% (round down, minimum 1) of the damage dealt by this attack all over again on your turn each subsequent round until they receive some kind of magical healing or medical treatment. Maybe they can give up their actions to just apply pressure manually until they get some help. (All of this presupposes that the target has blood or some other material they'd prefer to keep inside their body.)

icon of a bottle of poison

Toxin: The target is sickened and agonized, suffering disadvantage on anything they try to do (so, attacks and other active stuff, but not saving throws), and probably having a really hard time casting or maintaining spells. They get a saving throw at the end of their turn each round to recover on their own, but a neutralize poison spell or something would also do it.

Naturally, the player characters are just as much subject to all of these indignities as the monsters are.

Death effects

Video clip of Judge Doom melting in Who Framed Roger Rabbit
Who Framed Roger Rabbit (Robert Zemeckis, 1988)

Another way to differentiate damage types would be to let them do unique things when they reduce a target to zero hit points (or otherwise get them to whatever point kills them in your system).

icon of icicles

Cold: The target is frozen solid. A good solid physical attack will shatter them, making them difficult or impossible to resurrect. If they're capable of regeneration or something, this might slow or stop that ability until they're thawed out. Alternatively, cold damage might just place the target in suspended animation. If they would normally be making death saves or something 0 HP, maybe instead those are put on hold until they warm up.

icon of a foaming blob

Corrosion: The target will dissolve or melt if the corrosive agent isn't washed off or neutralized. That would make resurrecting them difficult or impossible.

icon of lightning

Electricity: The target's heart stops, leaving them largely intact. Or maybe they explode somewhat. Could go either way.

icon of a flame

Heat: The target is burning, and will be reduced to ash and bone if not extinguished. That would, again, make resurrecting them difficult or impossible.

icon of a hammer

Impact: This is less likely to kill the target than other damage types. If they'd normally die immediately at 0 HP, maybe they instead get a save or something to be just unconscious. If they'd be making death saves, maybe they get advantage on them.

icon of a brain

Psyche: The target isn't killed, but instead rendered comatose, catatonic, or zombie-like. Their mind is broken or their spirit has fled. They might be a target for possession by some passing evil spirit.

icon of an arrowhead

Puncture: No special effects, other than the option to impale the target. A puncture death at least has the possibility to be less messy than other ways to go, and that can be important: Sooner or later, the PCs always want to pull a Weekend at Bernie's bit with one of their victims.

icon of an axe

Slash: This can be anything from a neatly cut throat to a full-on decapitation to, well, all sorts of dismemberments and such. If 0 HP isn't immediate death, then this might mean life-threatening blood loss.

icon of a bottle of poison

Toxin: No special effects, but it's possibly really nasty. Maybe every toxin has its own ultimate effect which kicks in at 0 HP, and might include things like sleep, paralysis, incapacitating spasms, etc.

Variable damage types

Medieval illustration showing one armored knight holding his sword by the blade, whacking another knight in the head with his pommel
The famous mordhau, or murder stroke

A lotta weapons can be used to both stab or cut. And just about anything can be used to bludgeon somebody. So I'd let a player inflict a different damage type than normal if they can justify it, probably at the cost of reducing their damage by one die size.

So if skeletons take half damage from puncture attacks and double damage from impact attacks, the PC with a 1d6 spear will probably want to just whack 'em with the blunt end and do 1d4 × 2 impact damage (average 5) rather than stabbing them for 1d6 / 2 puncture damage (average 1.75). Better yet, the player will feel really cool for thinking of it.

Combined damage types

Magic: The Gathering card art showing a faceless figure in a tricorn hat throwing an ornate axe wreathed in lightning
Lightning Axe (Jason Engle, 2016)

There are lots of things that ought to do more than one type of damage at the same time. In some versions of D&D, that's handled by saying that—for example—1d8 points of the frost blade's damage are slashing and 1d4 points are cold, and you apply any vulnerabilities or resistances to those separately.

Personally, I like the idea of simply letting a single damage total have multiple types. If resistances/vulnerabilities come into play, just treat the damage as whichever type would do the most damage. So if you're fighting an animated scarecrow that's immune to puncture and vulnerable to heat, and you stab it with your flaming spear, the scarecrow takes double damage as if your attack was fully heat-based.

(I feel like this is how we did it in the 4e era, but I can't find any documentation to back that up. Was it a houserule? Something from the Essentials line, or maybe Gamma World?)

Any special mechanics triggered by particular damage types should go off when exposed to any damage type combinations that include them, whether or not those effects are good for the attacker. So maybe the animated scarecrow is set on fire by heat attacks, but grabs hold of anyone who hits it with a melee puncture attack. Those both go off when you flaming spear it, which is probably a harrowing situation for all involved.

I'm uncertain how I want combined damage types to work with critical hits. Either the attacker gets to pick one crit effect from all the damage types their attack does, or they get all of them. The latter is probably too much, unless critical hits are particularly rare.

Additive damage

There's a case to be made for adding up a damage total on the character sheet rather than subtracting damage from your current hit points. Cacklecharm has talked about it over at The Manse, and I dig the idea. Addition is simply quicker than subtraction, so it strikes me as an unambiguous improvement. A lot of folks might balk at going the extra step and recording individual wounds—that'd basically be mid-fight accounting—but I tend to play online with spreadsheet character sheets, so it'd be fairly low hassle for my group.

You might be aware of a videogame called Peak, which I'd describe (non-pejoratively) as a friendslop climbing game. I haven't played it myself, but I'm kind of fascinated by the way the stamina bar works in that game. So, stamina is the primary meter in Peak, since its the resource that depletes as you climb. It comes back pretty quickly when you're at rest, but is limited by various factors like hunger, injury, the weight you're carrying, etc. Those conditions basically take up space on your stamina bar, reducing your maximum stamina and thus your ability to climb. Each condition, of course, can be cleared in a different way: If you're hungry, eat food.

Close-up screenshot of the stamina bar from Peak, showing a green segment of available stamina, a brown segment with a weight icon indicating encumbrance, an orange segment with a stomach icon indicating hunger, a red segment with a broken heart icon indicating injury, and a purple section with a skull icon indicating poison
Peak stamina bar (Aggro Crab and Landfall, 2025)

Anyway, I kind of dig the idea of tracking each injury (or at least each damage type) separately as part of a damage tally, and letting different kinds of harm be healed in different ways (as in that Manse post). I think that could work especially well in a game with little or no magical healing. And now I'm also really interested in finding a way to visualize that kind of damage tracking on a Google Sheet in a way that works kind of like the Peak stamina bar.

So what does a magic missile do, anyway?

A hooded wizard points at a mace-wielding cleric. A glowing arrow hovers near the wizard's hand, ready to slay the cleric.
Bargle casts magic missile at Aleena (Larry Elmore, 1983)

Well shit, look at it: Clearly it does puncture damage, right?

Seriously, though: It depends on what the spell does to the target. Why does getting hit by a magic missile actually hurt? If it's a physical attack, something like a force field shaped into an arrow, then puncture does make sense. If it's sort of a bolt of ambiguous burning energy, then you might just call it heat damage. If it attacks the target's soul (an odd idea that I've heard expressed occasionally), then it could be psyche damage. If it disintegrates flesh, then it's corrosion. If you really can't pin down the mechanism of harm—or you can't see it interacting with any resistances, vulnerabilities, or triggers—then it can just remain untyped.

Commentary

Admittedly, I didn't really write up a complete, play-ready spell here. My mechanics are deliberately edition-loose. The spell's "per level" damage could be interpreted according to the caster's level or according to the spell slot expended. I think its overall power is a little more predictable than the Necromican version, but it's definitely wild as hell, so I wouldn't make this available like a normal spell. It'd definitely have to be something a PC might pick up in the course of an adventure, on par with a magic item.

Oh, and you might notice I used the damage types from my previous post here. I actually started writing this article first, then realized I needed to do the damage types one to lay the groundwork.

Eastern Territories campaign development

I was looking through that "Play Worlds, Not Rules" challenge on the d66 Classless Kobolds blog, and while I'm not planning to run my Eastern Territories setting in "free kriegsspiel" style, I thought making some play notes and tables might be helpful in kinda crystalizing my ideas.

Slouching pile of a fortress in swamp, a beacon fire lit atop its central keep
Diablo IV concept art

Context

This is a dark fantasy game in a setting with lots of magic, alchemy, spirits, undead, mutations, and weird posthuman, but without the usual hosts of demihumans, dragons, and other mythological and folkloric creatures. The aesthetics are influenced by things like Dark Souls, Mork Borg, and Berserk, and the tone is on the gritty side.

The Eastern Territories are a half-wild inland region of forests, plains, and hills that was partially conquered by the oppressive Empire of Flowers before it collapsed. The resulting power vacuum creates opportunities for bandits, warlords, new religions, new inventions, criminal organizations, and cunning adventurers. There are abandoned palaces to loot, little wars to fight, monsters to exterminate, and all sorts of tensions to exploit.

Tables

God, I love a good random roll table. Or a series of nested tables, even. I might have more tolerance for multiple rolls to generate a single result than some other folks do.

Spark table

Who invented spark tables? Was it Chris McDowall? First place I encountered them was this Electric Bastionland article, but for all I know they might have some non-RPG origin. Anyway, I love the idea. Here's a table for Eastern Territories inspiration.

Roll 1d100 until an idea materializes.

1 Alchemy 26 Finery 51 Moon 76 Secret
2 Armor 27 Fire 52 Mosaic 77 Serpent
3 Atavism 28 Fly 53 Moth 78 Sewer
4 Bandit 29 Forest 54 Mural 79 Smoke
5 Baroque 30 Ghost 55 Mutation 80 Soldier
6 Beast 31 Giant 56 Mutilation 81 Star
7 Black 32 God 57 Night 82 Statue
8 Blood 33 Gold 58 Noble 83 Swamp
9 Cannibalism 34 Gothic 59 Oppression 84 Taxation
10 Castle 35 Grave 60 Owl 85 Temple
11 Cavern 36 Hole 61 Painting 86 Thief
12 Chain 37 Homunculus 62 Palace 87 Torture
13 City 38 Horn 63 Plague 88 Tower
14 Conquest 39 Hound 64 Poison 89 Tunnel
15 Corruption 40 Hunger 65 Pollution 90 Undeath
16 Crown 41 Hunt 66 Possession 91 Underground
17 Crypt 42 Idol 67 Poverty 92 Village
18 Cult 43 Knife 68 Priest 93 War
19 Darkness 44 Knight 69 Raven 94 Warlord
20 Death 45 Locust 70 Red 95 White
21 Degeneration 46 Madness 71 Road 96 Wizard
22 Demon 47 Magic 72 Rot 97 Wolf
23 Drug 48 Mask 73 Ruin 98 Worm
24 Execution 49 Masquerade 74 Saint 99 Wound
25 Feast 50 Mercenary 75 Savagery 100 Yellow

Weird character detail

When an NPC needs a little more spice, roll for a way to make them more memorable or troublesome.

1d12 Detail
1 Addicted to a ruinous drug with 1d4 complications. (1d12) 1: Difficult to obtain. 2: Emotionally debilitating over time. 3: Mentally debilitating over time. 4: Physically debilitating over time. 5: Extremely expensive. 6: Incapacitating when used. 7: Infection vector. 8: Morally horrific source. 9: Extreme overdose risk. 10: Repugnant manner of application. 11: Brutal withdrawal. 12: Lethal withdrawal.
2 Always masked. (1d12) 1: Alchemical goggles and filter. 2: Animal head. 3: Baroque masquerade mask. 4: Blank oval. 5: Cloth hood. 6: Crude wooden face. 7: Demonic face. 8: Beautiful face. 9: Bestial face. 10: Funerary mask. 11: Silken veil. 12: Visored helm.
(1d6) 1–3: Disfigured. Roll on "marred face" table. 4–5: In hiding. 6: Insecure.
3 Cursed. Roll on spark table for inspiration.
4 Has many... (1d10) 1: Children. 2: Co-conspirators. 3: Creditors. 4: Deadly enemies. 5: Petty enemies. 6: Hangers-on. 7: Lovers. 8: Ex-lovers. 9: Siblings and cousins. 10: Victims.
5 Malefactor. (1d12) 1: Blackmailer. 2: Drug merchant. 3: Imposter. 4: Inveterate brawler. 5: Member of a dangerous cult. 6: Murderer (just the one time). 7: Murderer (serial). 8: Slaver. 9: Thief. 10: Traitor. 11: War criminal. 12: Roll again, plus open rumors and accusations.
6 Marred face. (1d8) 1: Alchemically disfigured. 2: Branded. 3: Burned. 4: Congenitally deformed. 5: Scarred by combat. 6: Mutilated by torture. 7: Mutated. 8: Visibly diseased.
7 Once resorted to cannibalism. (1d12) 1–6: Crushingly ashamed of it. 7–12: Developed a taste for it.
8 Passionately religious. Serves a... (1d10) 1–3: God (inhuman spirit). 4–5: Saint (ghost sustained by worship). 6–7: Idol (physical object empowered by worship). 8: Immortal (living human made ageless by magic or alchemy). 9: Outsider (alien organism of vast power). 10: Roll again, plus it's a whole pantheon.
9 Possessed by a... (1d10) 1–4: Ghost. 5–7: Demon. 8–9: Saint. 10: God.
(1d6) 1–3: Willingly rents out their body to the entity. 4–5: Thoroughly and permanently hollowed out. 6: Recently dominated and doesn't seem normal.
10 Secretly a wizard of... (1d8) 1: The Blackbird Society (thieves and tricksters). 2: The House of Flesh (wealthy biomanipulation guild). 3: The Order of the Blazing Eye (nature wizards). 4: The Order of the Scarab (healers and protectors). 5: The Quiet School (necromancers). 6: The School of Five Suns (powerful institution of generalists). 7: The School of the Painted Sky (illusionists). 8: No school.
(1d6) 1–3: Working on some underhanded scheme. 4–5: Hiding out from vengeful ex-colleagues. 6: Left the game; starting over.
11 Seeks bloody retribution. Roll on spark table for inspiration.
12 Suffers from a disease with 1d4 symptoms. (1d12) 1: Bleeding. 2: Coughing. 3: Dementia. 4: Fainting. 5: Infirmity. 6: Lesions. 7: Migraines. 8: Rotting. 9: Seizures. 10 Vomiting. 11: Eventual Death. 12: Roll again, plus it's infectious.

Tropes

Withered, legless, crowned figure sits on a stone throne, hugely oversized for them
Dark Souls 3 concept art

Power is held by fools and monsters. From the ancient atrocities of the Nameless Kings to the greed and oppression of the Empire of Flowers to the dozens of bandit kingdoms rising and falling in the Empire's ruins, the worst possible people are usually in charge. Even the gods and saints are typically self-centered and short-sighted, and often irrational or incomprehensible.

The sins of the past afflict the present. The pollution of industrial-scale magic and alchemy lingers everywhere, causing disease, mutation, and other ills. Generations of necromancy and soul-manipulation have made it possible for souls to return as ghosts or revenants. The veterans, weapons, and vat-born war-monsters of past conflicts haven't stopped killing people. The Empire of Flowers and their rivals tore smaller polities apart, leaving broken cultures along their borders.

Opportunity is everywhere. There's never been a better time for people in the Eastern Territories to build new lives and societies. The warlords are bad, but their grip is nowhere near as tight as the Empire's was. Both the tools and riches of the Rotha dynasty and their cronies lie within reach of common people; they need only dare to grasp them.

Nothing is fair. Player characters don't have plot armor and challenges don't scale to their capabilities, but by the same token they have the chance to grow beyond the progression of their character class. They can collect spells and magical devices, be transformed through mutation or alchemical treatments, make deals with supernatural beings, or just amass worldly power through wealth and alliances. And just as their enemies won't offer them a fair fight, the PCs should stack the deck in their own favor where possible!

More later!

Yeah, two tables definitely wasn't enough. I'm going to let these ideas marinate for a bit, and then probably do a followup post in the future.

Lucky 6

An industrial label showing the number 6, stuck to a scuffed, grimy surface

A couple years back, I came up with a rules-light RPG system—mostly for use in investigative horror games and things in that general area. It was strongly inspired by Freeform Universal, and there were also some Fate, Cortex Plus, and even Burning Wheel influences. (This was 2023, but I was running on very '00s/'10s vibes.) The whole thing was also kind of an extension of my luck roll mechanic, so I called it "Lucky 6".

I kept everything simple enough to explain right on the character sheet, fearing to scare off my players with a more formal rules document. But I never ended up actually running anything in the system, so I can't say if those very spare notes—or even my own understanding of how the rules should work—were really sufficient.

Anyway, I recently rewatched Lord of Illusions (much recommended, by the way), and the opening scene really made me want to run a grimy, nasty horror game about cults, crime, and the occult underground. So here's a proper write-up of Lucky 6.

Resolution mechanic

This is a traditional players-and-GM system, and the players are broadly intended to be the only ones making any rolls. When something demands mechanical resolution (subject to the usual qualifiers like "Is there risk?", "Are success and failure both interesting?", etc.) the relevant player rolls a d6 and the GM interprets the result through a higher-is-better lens.

If the issue at hand can be phrased as a yes-or-no question in which "yes" is the player's preferred outcome, then the result can be interpreted on the yes/no/and/but scale.

6 Yes, and the outcome is better than expected, or there's some additional benefit.
5 Yes.
4 Yes, but the success or benefit is mitigated.
3 No, but the failure or penalty is mitigated.
2 No.
1 No, and the outcome is worse than expected, or there's some additional penalty.

For example: If the PCs are investigating a creepy murder shack and they find that the door's been rigged with a shotgun to blast anybody who opens the door, somebody might make a roll to answer "Can I disarm the shotgun trap without setting it off?" A result of 6 ("Yes, and") could mean that they can take the whole shotgun with them. 5 ("Yes") would just let them safely bypass the trap, leaving the gun in place. 4 ("Yes, but") might mean that they can get in, but it'll be obvious somebody tampered with the trap. 3 ("No, but") could indicate that the PC realizes what they're doing isn't gonna work before the gun gets set off. They can keep trying, but it'll take more time and increase the risk of being caught. 2 ("No") would have to mean that the gun goes off. Nobody gets hit, but they'll probably hear it over in the creepy murder house. Inevitably, 1 ("No, and") could only mean that somebody does get shot.

(Of course, the players might also decide not to take the chance. Maybe they crawl in through the window in the back and disarm the trap from inside the shack without having to roll.)

Alternatively, for less binary questions like "How did the party go?" or "What kind of dreams did you have?", you could use this scale.

6 Great outcome, better than expected. Overwhelming success, or success with added boon.
5 Good outcome, essentially the desired effect. Basic success.
4 Okay outcome, but imperfect. Weak success, or success at a price.
3 Poor outcome, but could be worse. Minor failure, or failure with some compensation.
2 Bad outcome. No progress, or danger not averted. Basic failure.
1 Terrible outcome, everything going wrong at once. Serious failure, or failure with added trouble.

Advantages

For every character trait or situational factor that might significantly affect the outcome in the PC's favor, add an additional d6 to the roll—that's called an advantage die—and discard the lowest roll in the pool.

Disadvantages

Conversely, for every character trait or situational factor that might make things significantly tougher for the PC, add another d6—a disadvantage die, of course—to the roll and discard the highest roll in the pool.

Mixed advantages and disadvantages

Advantages and disadvantages don't cancel each other out! Instead, you roll your normal die, your advantage dice, and your disadvantage dice all together, and you make the same subtractions of high and low dice that the advantage and disadvantage rules normally require. Whatever die is left is your result.

Actions influenced by equally balanced helpful and harmful factors don't have the same odds as actions with zero influencing factors! More complicated situations are much more likely to result in those interesting "Yes, but…" / "No, but…" outcomes.

For example: A PC is trying to avoid being stabbed by a cultist. The attacker has just sprung out of the darkness, getting the drop on the PC, so that's one die of disadvantage. Fortunately, the PC has the trait "quick reflexes". They're also carrying a riot shield. So they get a couple advantage dice, too. They roll four dice all together, and they get 1, 5, 4, and 3. They lose their highest die due to their disadvantage, but the two advantages get rid of the two lowest dice, leaving them with the 4 as their result: a success with complications. So they don't get stabbed, but maybe the cultist manages to tear the shield out of their hands.

Traits

Traits are short phrases describing relevant qualities of characters and other elements of the game world. Mostly PCs, though, really. They're like aspects in Fate, distinctions in Cortex, etc. They can be things like physical traits, personality traits, professions, backgrounds, etc. Typically, you'll want to give a PC traits that will help them do their PC stuff, but there are also good reasons to include some conflicted or negative qualities as well.

Mechanically, lots of things that aren't formally written down as traits can be treated as traits. Objects, environmental features, relative positioning, and all sorts of circumstances might apply advantages or disadvantages to rolls.

Traits as prerequisites

Sometimes, a PC only has the option to attempt something because they've got a certain trait. Other times, they might need to roll for something that another PC could accomplish automatically because they've got a particular trait. In such instances, the trait that makes the roll possible can't also be used as an advantage or disadvantage in that roll.

For example: The GM might require a PC with the trait "big as an ox" to make a roll to squeeze through a gap in a fence. Another PC without such a trait didn't have to roll, so the bigger PC doesn't have to apply "big as an ox" as a disadvantage: It's already sufficiently acknowledged through the fact that the player is rolling at all.

Afflictions

Afflictions are a special type of trait that are used to track harm to characters. When a PC or NPC is injured, sick, stressed, exhausted, terrified, starving, or otherwise stricken by mental or physical hardship, it's named and recorded as an affliction. Like any other trait, afflictions can be applied as disadvantages and sometimes even as advantages in rolls.

PCs have three slots for afflictions.

Light afflictions are momentary problems: injuries that hurt but don't incapacitate, emotional distress, physical discomfort. They go away when the scene ends.

Medium afflictions are serious harm: injuries that require first aid, lasting emotional shocks, significant physical deprivation. They persist until they're addressed through appropriate treatment.

Heavy afflictions are critical harm: debilitating injuries like gunshots and broken limbs, serious mental trauma, dire medical problems. They last throughout the adventure, and incapacitate the character until they're treated somehow.

When a character would suffer an affliction but the relevant slot is already filled, the affliction ends up in the next worse slot. If there's no worse slot available, the character is taken out of action. This may or may not mean death, depending on the circumstances. Either way, they're no longer active in the current adventure.

Luck points

After making a roll, a player can spend a luck point to increase the results of all the dice in their roll by 1. Kicking a 6 up to a 7 doesn't do anything, but turning a 1 to a 2 can make all the difference in the world.

There are two different ways to get luck points.

Hindering traits

The player gains 1 luck point when the GM uses one of the PC's own traits against them. This includes situations where a task is made impossible due to a trait, or where an otherwise trivial task becomes something the player needs to roll for, or rolls where a trait is applied as a disadvantage. This doesn't apply to afflictions, though: Those cause problems without providing any compensation.

Complications

When one or more of a player's discarded dice—that is, rolled dice that were not chosen as the final result—come up as 1s, the GM can give the player a luck point and introduce a complication to the outcome for each such 1. Complications are additional twists, hassles, and unforeseen consequences that can spring from even a successful outcome.

Of course, if the player decides to spend a luck point on the roll, their 1s turn to 2s, and the GM can't add complications or give them a point.

For example: In the example above, where the cultist tries to stab a PC but succeeds only in tearing away their shield, the GM could use that 1 the player rolled to introduce a complication. Maybe the PC is also knocked down by the attackm. Maybe the cultist not only removes the shield but wields it themself. Maybe the shield goes flying and bonks another PC.

Combat

Violence and other fast-paced, time-critical situations proceed in round-by-round fashion, and actions are resolved simultaneously rather than sequentially. Each round is an abstract and elastic period which can usually be considered about 3 seconds long, so characters can generally move a short distance and do one quick thing.

At the start of each round, the GM notes privately what any participating NPCs will try to do. Then, the players state—in whatever order is convenient—what their characters will attempt. The GM describes the collective results of all characters' actions, calling for rolls where necessary. The consequences of these actions aren't applied until the end of the round: It's entirely possible for two characters to shoot each other dead at the same time.

When a PC attacks another character, the player will generally have to make a roll (unless the target is somehow defenseless), inflicting an affliction on a "Yes" result (a 4, 5, or 6). Generally speaking, a successful unarmed attack causes a light affliction, while a basic weapon like a knife or baseball bat inflicts a medium, and heavy afflictions are reserved for things like guns, chainsaws, cars, etc. "Yes, and" results (6) can increase the affliction's severity by one level, while "Yes, but" results (4) can decrease it.

When another character attacks a PC, the player can usually make a roll to avoid or mitigate harm. If they get a "No" result (1, 2, or 3), the character will suffer an affliction appropriate to the attack. "No, and" results (1) can increase the affliction's severity by one level, while "No, but" results (3) can decrease it.

Character creation

I haven't done any serious thinking about character creation. For a quick horror one-shot, I was thinking that each character would start out with a single trait, something equivalent to a Fate Core "high concept" aspect. Then, throughout the game, they'd have the ability to fill in more traits as opportunities arise. Maybe the party will be faced with a locked door, and one PC will announce "So, I got really into locksport a couple years ago…" while pulling out a set of picks. The one limitation would be that only one such reveal could be done per scene.

For a longer campaign, I would probably designate required categories of traits, and come up with a list of examples for each one. That would all be very dependent upon the campaign's premise, of course.