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Levi Kornelsen

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A member registered Mar 15, 2019 · View creator page →

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Whoop!

Yeah, that's a typo...

No skill = check for another in the same field.  If still none, you just get no dice there.

If you can't get any dice for a roll, from wherever, you don't roll any.  No augments gained, no dangers cancelled.

The Guide shouldn't generally be calling for a roll at all in those circumstances, of course, but if the flow of play gets you there (a player going "I try that too!"), there it is.

(Wow, late reply...)

That's a relic frim a prior edit.  Where we have Field: Skill, we used to have Skill: Specialty.

Any instances of "specialty" should be read as "skill".

OooooooOoooh!  Sweet!

There are two downloads!  The book, and the blank sheets!

Aaaaannd, done!

(1 edit)

Because these are almost purely procedural, the actual mechanics themselves can't be copyrighted (procedures are patent law, not copyright!), just the specific text I described them with.  So unless you want to copy-paste the text, no license or permission is required at all.

(If you do want to copy text exactly, let me know, and I'll take a few minutes to dig out the file and paste on the unlicense and CC-BY options; it's on my "do it at some point" list, but never became a priority because of the whole "Mostly not copyrightable anyway" thing).

Yup, this is great.

That's actually my very old habit for writing a decimal, which I don't even remember the reason for.  "3.1" is just "I changed sooth deck to soothsayer's deck".

That said, though, I'm absolutely intending to update cults to the new look, possibly with some new magic, and might also polish off the "crews" add-on I have half-written (old revolutionaries groups who think the republic is a half-measure, not a success).

A breakdown of the engine's basics from Hessan Yongdi:

Back pages are explicitly called out as allowed on the jam main page - it's properly one piece of paper, not one side.

Deck of Rules, for a heap of mechanisms you can grab and use.

Just checking in for the Long Tail people / jam folk if they are aware of the Deck Of Rules?

This and that seem to have some major commonalities, and the Deck of Rules is CC-Zero, so it's open for borrowing from in whatever way anyone wants.

Not sure if submissions from it would be appropriate, though, since it literally has no copyright.

(1 edit)

Yay!  Success!

Region 10: The Tumbledowns

This region is a pine forest, snow-covered for much of the year, with clearcut-like lines and treeless hills scattered throughout.  In the warmer months, when the snow recedes, it can be seen that it is heavy with the same kinds of canals as in (8), though their spells and seals are long broken; these are the clearcut lines.  Furthermore, many of the larger treelike hills can be seen to have once-cut stones and even sections of deeply ancient flagstoned floor and fitted walls.  Those who dig up these ruins might discover more about whatever precursors once lived here.

The tribe bit actually kind of says to me that I need to put in a specific note at this stage on "How to note emergent features", so you'd be specifically prompted to say things like "The canals all radiate from a the center of the grassland, a creating a natural gathering site", with the subtext of "Let's have this become a hub for a culture later, guys!".

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Region 1:  The Balconied Isles 

The islands of the north are covered in temperate forest of mixed tree types.  The forest that the trees sit on is not itself terribly remarkable, but the landscape underlying them is split-leveled; it is naturally composed of winding terrace-like levels.  These curving giant staircase shapes covered in forest are separated by rises like small cliffs of rough stone.  The edges of the isles rise sharply from the sea, and those small cliffsides bordering the ocean are heavy with seabird nests; beaches and natural ports are rare and small, existing only where a 'balcony' slopes down to the water.

So, working backward, you'd come along the cold southern coast, find all these largish streams/small rivers.  You go up one, say, and it's brushy, and the hills just back from there have these...   weird dark blots on legs standing there on them (Crow plants).

That'd be a moment.

I would suspect the barriers things (including the tallcorn) don't cross ARE the canals!  This was "natural traverses" for the feature, yes?

(As an aside: Checking back on the original post, I totally failed to put in that in a full-scale playtest, this step comes before adding people at all; emergence of peoples, culture formation, and history get entire, multiple rounds unto themselves.  So if we kept this world to take it into the future rounds, the tribes you noted in wouldn't roll onward, which is a shame, as they fit in very nicely.) 

Well, that's some fairy tale nightmare stuff.  Terrible beast to fight, horrible poison to give the king, yuuup.

Looks like it's just us?  Good enough, let's go!

Region 6: The Long Tallcorn


This grassland prairie (or maybe steppe) is home to a natural crop plant!

Imagine if maize, instead of several large corns, sprouted dozens of wheat-sized corns up and down it's length - and now cover a seemingly endless landscape with that tallcorn, ten feet tall in the growing season (which is still quite cool here), broken only by occasional large rocks, gentle streams, and rare clumps of trees.

There's animals here, in plenty - but most of them are either burrowers or with dens in the occasional woods, to survive the autumns that brown the landscape (and sometimes come with wildfires), and hunker down in cover for the winter.  A person could walk for days and see nothing but the tallcorn.

Nice!

Here's our map.

In addition to what you see here:

  • The local climate is temperate in the north and cold in the south; it's not hot anywhere.  
  • The genre is "fairy tale".
  • The general level of fantastic weirdness is low to medium, unless it's very genre, then go medium to high.



Your mission, should you choose to accept it,  goes like this:

  • Pick a region on the map, by number.
  • Using the prompt generator below, get a biome type and a feature (the bolded words in the prompts) and answer the questions associated with each.  Reroll as many times as you like, and feel free to mix and match biomes and features if you want.
  • Answer the questions (the biome subtype and details on the feature).  Try to hit the genre, weirdness level, and so on.
  • Come up with a plain-English name for the region.  Go for "The grim woods", not "Dalgenwud"
  • Comment below with the whole package; the region name, biome type and subtype, feature name, feature details.


it's never had them!  At some point, it'll probably get them (or get a mess of bookmarks); the version I did print proofs with has them but also a massive gutter (and hasn't had these revisions put in yet)....

On the last page, the "Unlicense":

You have permission to use any or all of the text in this document for your own purposes, commercial or otherwise, on the following conditions:

1. The document you re-use that text in includes a note stating "Some text is from Schema by Levi Kornelsen; used with permission."

2. Your document contains a link to a storefront or other distribution channel by which Schema is available (as of the time of release).

Additionally, you have permission to indicate compatibility with Schema where desired so long as you also indicate that Schema is by Levi Kornelsen.

...

More straightforwardly, unless you're copying masses of text, just have at it; credit is nice. 

If you want to copy text, put in the link and the "used with permission" above. 

If you want to say "This is Compatible With Schema!", I'm hoping you'll put somewhere that I made Schema (but really, so long as nobody is going to think you're claiming you wrote Schema, that's actually enough).  This is usually covered by the above, but like, if making a compatibility claim is the only bit, then that.

...

In addition, most of my stuff is available under these terms OR CC-BY 4.0, whichever is more convenient to you; the only reason this isn't is that I haven't updated the document recently, which...  If you'd prefer a tested license over a direct permission, lemme know, and I can take a few minutes and do that.

Oooooh!  Nice!

The day I figure out how to make it real, I will!

MORE STUFF!

This was actually the original version!

https://www.drivethrurpg.com/product/152383/Danger-Cards

I swapped to the control sheet because my table got the same level of messing with bits by putting tokens on and off the big page - though I've been told since that a couple older users actually liked the cards more.

Brush acrylic paint into a face, *immediately* wipe flat over the top with a dry cloth to get most of the excess (while holding the die flat and steady with the other hand), then follow-up with another cloth that's been dampened with isoproyl alchohol, and rub vigorously for, like, two seconds.

How I do, anyway.

They're in an older, messier layout, so I have them hidden, but I'll turn the links on so you can grab 'em:

https://levikornelsen.itch.io/mechanisms

https://levikornelsen.itch.io/mechanisms2

It may not be obvious right off the bat, but the layout is designed so each topic is a two-page spread (or will be, in print)!

Ooooh, nice.

Oh, bother.

Yeah, that's a reference to a chapter that never got out of draft, (it's still bubbling on the back burner, but didn't cook up for this version).

It may well appear eventually, but...   Yeah.

I've been considering doing tools and weapons together; nothing like an adjustable wrench with a fightin' hammer on the far end.

Nice!  If you do, ping me about it!

Fair; it has gotten fat enough to use one...

Thanks!  I'm still tinkering on Treasure/Gear (the version given has all the right *pieces*, but it feels a touch... muddled in presentation?), and I'm messing with making a form for setting summaries, but otherwise I feel like it's ready to roll.

Thanks!  Going to try and do the same for sorcery at some point, and do a little booklet of rituals; I feel like those did not get enough coverage in the main rules...