I would welcome any translation help that anybody could offer!
Rise Up Comus
Recent community posts
Hey if $ is an issue just ping me on Twitter (@riseupcomus) and I’m happy to generate a community copy. If you’re just interested in general, my blog post here - http://riseupcomus.blogspot.com/2021/09/in-search-of-better-travel-rules.html - lays out my initial thinking about the procedure that came into this book.
Hey y’all - Because I had received some requests to do so and because I needed some more time, I pushed the jam’s ending date back to February 13th. The end date was ever only to timebound the project, not be a source of stress.
If we need to extend it again, we can do so! Just let me know if you need more time.
Hi there! There’s a very good reason why you can’t find it - the core book isn’t out yet! The books nested under this project are the appendices to the game. I’m releasing them each one at a time to slowly gather funds to pay for editors, artists, and layout designers for the core book.
By signing up for the mailing list, you can be sure that you’ll be alerted when the core book is finally ready.
Hey, these kind words mean the world to me, thank you so much.
To answer your question about dungeons vs hexcrawls: to me they are the same thing. I have run both overworld hexcrawls and “you are all in the infinite dungeon forever” games of His Majesty the Worm using the same procedures (called the Crawl Phase, in the text).
There’s IS a page about adapting the Crawl rules expressly to hexcrawl rules, substituting rations for torches as the main delineator for how far you can travel.
How’s everyone coming along with their jams?
I’ve been mostly still at work the past few weeks but have gotten a few solid writing days in!
The first chapter feels like it’s settled in. You can check it out here!
More importantly, the skeleton of the rest of the book seems like it’s settled in. Just have to put some flesh and …you know…skin and stuff. This is a weird metaphor.
Is anybody else excited about what they’ve done so far?
It was pointed out to me today that the round page number element was missing from the .indd package I uploaded. Apologies. I re-uploaded the package with the page number on the A-master page. Redownload the template design kit if you want to use this element.
For my entry, I’m going to be working on a supplement called Walking Holiday. “What games can do travel well?” is a common question and I find most of the answers unsatisfactory. Obviously, I think the procedures for an Under Hill, By Water game won’t work universally, but I have Opinions (TM) about what makes travel procedures interesting vs boring, and will work those into this supplement.
What about y’all? What are you thinking of making?
Sorry about that. Thanks for letting me know. If you let me know your email I’ll send it along! You can PM me on Twitter @riseupcomus or email hismajestytheworm at gmail dot com, if that’s easier.
There is not a print version currently - PDF only. People have print and bound it though (example: https://drive.google.com/file/d/1t8BnZh45a-bSgqPwo1COPpUxsHMRz8y3/view?usp=sharing).
I will point out that the PDF is optimized for tablets and screenreaders, has layers that you can turn on/off for printing, and is thoroughly hyperlinked. An easy read on your device.
This game is evocative and full of flavor. Every word choice, every picture, every name is meticulously considered and chosen to create a very specific experience. If you’re into Arthurian horror and/or folk music, it is very worth checking out and running as a one shot/small series.
ETA is hard to say. Work on this stuff on the weekends. My goal with this slow release cycle is to accumulate liquid cash to pay artists, editors, and graphic designers.
The game is totally card based, no dice. Resource management mostly revolves around limited inventory space. The Meatgrinder tracks your turns each time you cross a threshold, eating up your light. Camping allows you to heal, but uses up your rations. I try to make the stuff you might handwave in another game actually fun by having you make a series of discrete, meaningful choices around what you carry and how you use it.
For the most part, those are just good edits instead of questions. Thanks!
For "idols of Jungian manifestations," I would probably describe it like this as a GM:
"Have you ever seen those stone age Venus statues? OK, picture those--and hand prints, and phalluses, and crude statues of aurochs, and eyes--being built by invisible hands out of the stuff that's in the room. So, little pebbles, and the chest you broke earlier, and the potsherds I described--they're all being assembled by invisible hands into these abstract, cave man like images. What do you do?"
"Not complex, but random" is my best answer to that. By and large, the flow of the game is probably merely handled by GM adjudication--similar to how things are outlined in the OSR anti-canon codex the Principia Apochrypha. The bulk of the game is randomizers for both players and GMs to create characters, neighbors, villages, seasonal events, etc. The rules themselves only come up sometimes and they're usually resolved with a die roll or two.