Showing posts with label joke. Show all posts
Showing posts with label joke. Show all posts

Tuesday, 14 October 2025

1d20 Megadungeon Safety Code Violations

It's almost as if the archlich-in-chief didn't have everyone's safety in mind!

(Lousy no-good penny-pinching archlich-in-chief.)

 

Safety warning sign. Finger crush hazard.

 1d20 Issues The Inspectors Bring Up In Their Initial Report:

  1. Sixteen cases of poisoned darts shooting from walls without warning signage 
  2. Lit torches in corridor RM-70-B burning within two metres of hanging tapestries
  3. Thirty-storey staircase lacks railing or other cordon around open stairwell
  4. Inadequately ventilated throughout (see attached list of 781 affected rooms)
  5. Chasm bridge constructed from inadequate materials. Code requires use of steel cable, tethers
  6. Insufficient drainage ducting to prevent floods on floors B2 through B29  
  7. As-built construction plans yet to be lodged with regional fire rescue co-ordinators
  8. Shrine Of Darkness should be electrically insulated against celestial lightning
  9. Enormous boulder insufficiently shored up with mechanical apparatus; risk it could fall and roll
  10. Hellfire conjuration chamber not adequately equipped with hellfire suppression equipment
  11. Giant mushrooms pose unacceptable spore allergen/asphyxiation risk
  12. Several parts of floor B30 are exposed to magma flows (not a safety code violation; brought up as a point of overall concern)
  13. Unholy Water Cistern not shielded against heavy metals found in local groundwater 
  14. Too few first aid kits (three per floor; code calls for five)
  15. Human remains not maintained at morgue temperatures, and allowed to move around freely
  16. Floor B7 torture chambers not accessible by ramp or elevator
  17. Cursed font of immortality lacks fence to prevent accidental drownings
  18. Black, yellow, ochre, blue, umbral, and invisible mold found in food preparation areas
  19. High-visibility safety lines should be painted in zones where ambulatory juggernaut roams
  20. Giant talking stone head is blocking fire exit
 
 Safety warning sign. Lurking alligator.

(Yikes. Well at the pace stuff gets fixed around here, better hope they shut the worksite down before someone gets hurt.)

Thursday, 11 September 2025

'Consume alien': Reviewing Encounter Critical

...You ever hear of Encounter Critical by Riley and Ireland? A long-forgotten piece of amateur RPG design from the 70s, originally published "on a school mimeograph" and sold through hobby stores, and now available only as a scan.

Battered book cover. Encounter Critical: A Science-Fiction Fantasy Role Play Game

It's one of those early masterpieces in which fantasy and science fiction tropes collide. And yes, that does mean the currency is "gold credits".

Quest into the slaver kingdoms or hurl yourself into the galaxies of space to find wealth and destiny. Your tactics and your character are yours to control as you undertake ENCOUNTER CRITICAL.

...Of course, it's a joke. This "forgotten gem from 1978" was created by S. John Ross in 2004, with flourishes such as advertisements for an official Gazette (a newsletter in four supposed issues), as well as a reference to "a forthcoming line of Encounter Critical miniatures" and a search for a book deal.

Originally it was cast back in time 26 years from the true 2004 publication. Now 21 years have passed in turn.

How does the hoax hold up?


Copyright notices in home-press 1978 style

🛸 The aesthetic is perfectly on point: typewritten; amateur; hand-crafted and hand-drawn; retro; photocopied

🛸 The prose is breathlessly earnest, and preoccupied with its own relationship to conventions of war gaming

🛸 The game is full of sci-fi plagiarism and the kind of dated sexism obsessed with 'seduction' and 'doxies'

🛸 It's the classic nine-stat system we all know and love: Adaptation, Dexterity, ESP, Intellect, Leadership, Luck, Magic Power, Robot Nature, and Strength.

Um
A description of the Robot Nature stat: How mechanical you are, and how absorbed into the society machine.

The insane retro creativity of Encounter Critical

You roll for character race. Possibilities include, on the fantasy side, 'Amazons', 'Frankensteins', and Hobbits I mean 'Hoblings'. The purloined sci fi IP includes 'Klengons', 'Planetary Apes', and 'Vulkins'.

You can also play as a 'Wooky' and be penalised for wearing armour, although of course 'a Wooky will seek out magical rings or energy armor when it is available'.

You also have a chance to end up as...


Table outcomes include monster or were-monster.

You also may be a mutant, and therefore suffer from character traits such as Cannibal Urges, Allergy to laser, Unusual Sexual Gifts, or Self-Consuming Brain.

The writing mostly serves the "lost 70s indie game" in-joke, but also has its genuine funny moments:


Text. It is unrealistic to require characters to qualify for a character class; many people are very bad at what they do. Certainly, nobody asked us if we were qualified to design this game.
 

Amateur indie design 

The mechanics, while harking back to OD&D, very much like they're just being felt out.

🛸 Warriors get followers and/or animal companions, and an underdetermined number of multiattacks.

🛸 Hit points, damage, and number of monsters appearing, are given as ranges instead of the underlying dice codes.

🛸 The nine stats barely interact at all with the (percentage-based) class abilities, only underpinning the general character abilities.

🛸 Instead, a class's key stats give xp bonuses or penalties. So does Intellect, which means it'll stack for the classes with Intellect as a qualifying stat (pioneer or warlock). If they roll maximum Int they will get +20% experience as well as "a 10% chance at experience bonus", i.e., 10% chance of doubling.

🛸 The terminology is slightly inconsistent.

🛸 The game is stuffed with percentage tables.

In these ways and others, it's all deeply connected to OD&D (while taking sniping pot shots at that game).


A big table stuffed with percentages. Text helpfully states that warlocks may use invisibility to become invisible.

The book is laid out as if you pull out the middle pages to use at the table. Pages 23 and 27 are ("mistakenly"?) transposed, breaking the table of monsters.

Which includes extremely compelling types such as: Asteroid Worm, Bee Girl, Dragon of Wisdom, Rogue Robodroid, Sky Piranha, and:

Various giants. Gjenie. Goblin. Godzilla. Haunted Quick Sand. etc

(The entry for the Phasic Wolf helpfully notes that it is "phasic in nature".)

The intended 70s style rings true, IMO

An incautiously designed disease table gives you a chance of getting a brain disorder from sex work. Or you could get the "Pestilence of Dark Withering" or "Curse of Seven Hundred Minds" from a rusty nail.

Character sheet extract. Important people known. Things of note eaten and met.

There is a combat system which somehow combines simplicity, percentage rolls, underspecification, and assuming an understanding of how OD&D did things.

Does the ranged weapon table have "sling", "musket", "tommy gun", and "phasic sniper rifle" on it? Yes. Is it possible to do more damage with the sling than said rifle? Yes.

The text is very persnickety and period-appropriate, with pot shots at house rules and gaming styles, etc. It describes its spells as "correctly balanced", snubs spell levels, and says the authors prefer "a more science fiction approach where a spell is a spell".

(Speaking of spells, I love that a science fiction game has a spell that lets you travel... 500 miles.)

Text. Characters do not earn points for acquiring money, since money is its own reward and does not realistically teach us what we don't already know.

The inscrutably-named abilities are pretty great. Consume alien, Ensorcel, Illicit, Machine friend, and See the future all on one character sheet!

...And Seduce, of course. I've draw a veil over all the gendered stuff, but it's there – doxies, amazons, succubuses, etc. While it's clearly intended as a send-up of the 70s trappings, and works as such, the benefit of another 20 years makes it feels awkward and unnecessary. Rather than making a lot of content actually hinge on it, it could have been presented as a one-note joke.

Character sheet extract. List of percentile abilities, from Alchemist to Unpleasant order.
 

The world of Encounter Critical

In the accompanying adventure, goblins are stealing the brainwaves of abducted girls to fuel up a spaceship in a warlock's lair.

This takes place in the game's setting: "Vanth, a fantasy world of adventure". (Is Vanth just Xanth, but different?)

It comes, of course, with a map:

Partial map in cartoon style. Landmarks include The Limb Traders, Dino Island, Amazon And Wooky Freeholds, and Wonderlands. 

It feels delightfully like the kind of thing I would have been making as an early teen.

My copy of Encounter Critical is from almost twenty years ago. These days you can find it for free on DriveThruRPG. Apparently there's an updated version.

To me, this game reads like a how-it-could have been of the original D&D, like an alternate history Dalluhn Manuscript. The game that resulted from Arneson watching some slightly different films.

Well done.

Graphic design redux: Three book reviews

I've been reading again in my endless quest to understand what graphic design is all about. Today we look at three more books: a book co...