Thursday, May 21, 2020

Goblin Bureaucrat (Boss Monster)

Here is the Goblin Bureaucrat, one of the main personalities of Goblin Manor.

Goblin Bureaucrat
Armor Class 16
Hit Points 66
Speed 30 ft.
STR 8 (-1) DEX 12 CON 17 (+3) INT 12 WIS 7 (-2) CHA 15 (+2)
Skills Persuasion +5 Intimidation +5

While the bureaucrat himself is effete and cowardly, he commands an army of flunkies, toadies, and bootlickers that protect him from harm.  Damage to the bureaucrat represents this swarm gradually being depleted.

Actions
Slap.  Melee Weapon Attack: +3 to hit, reach 5 ft., one target.  Hit: 1d4 bludgeoning damage.
Cower in Fear.  The bureaucrat exposes his cowardice.  +2 AC, may shake the confidence of any allies.
Reactions
Shift the Blame.  On reaction, one of the bureaucrat’s minions sacrifices themselves to block a ranged attack.  Losing the minion does 2 damage to the bureaucrat.
Move the Finish Line:  When victim of a melee attack, the bureaucrat can use his reaction to throw up a pile of rules and regulations (5’ by 10’, blocks movement and line of sight).  The bureaucrat evades the attack and leaps back 15’.
Legendary Actions
The bureaucrat can take 3 legendary actions, choosing from the options below.  Only one legendary action option can be used at a time and only at the end of another creature’s turn.
Summon Toadies:  Three goblin toadies spring out to attack, then retreat into the woodwork.  Melee Weapon Attack: +4 to hit, reach 60 feet, three targets.  Hit: 1d6+2 slashing damage.
Lost in the Shuffle:  The bureaucrat summons a 10’ by 10’ swarm of swirling papers that cause blindness and 1d4 bludgeoning damage to all in their area.  The swarm persists to the end of the combat.
Time and Task Management:  The bureaucrat summons a 5’ by 10’ block of file cabinets that block movement and line of sight.  They last until the end of the combat.

Friday, March 13, 2020

The Art of Goblin Manor - Social Isolation Edition

Some of the scenes from Goblin Manor (latest playtest version available here [PDF]) ...


The file cabinet cliffs
 
The wheels of bureaucracy
"Goblins are endlessly inventive in parody..."
The Ladies' Auxiliary

"Goblins are corruption..."

Goblin carousers...


"A horrible hive..."

Wednesday, September 11, 2019

Goblins! (Goblin RPG Resources)


Should You Use Goblins?

1. Don’t use goblins. If you need something in the genre of a speedbump, treadmill, or minor annoyance, don’t use goblins. Use something bizarre, uncanny, or otherwise out of the box. Something with unsettling orifices. Maybe something that requires research to establish what they want, how they reproduce, and/or how they can be killed. Alternatively, just use humans. Make them part of the world, plugged into the systems of politics and power, something that reveals more about the world and puts the players into motion with all these forces. Here’s 52 alternatives to goblins.

2. Goblins started out as troublesome, mischievous spirits in a world that was thought to be full of spirits, troublesome and benign. If that’s what you’re into, go all in with faerie, make your goblins part of the fae ecology. Start with Zzarchov Kowolski’s Gnomes of Levenec, then dig into Chris Tamm’s faerie idea emporium, including d100 goblin gifts, d100 goblin market stalls, and chambers amid the roots of the great tree.

3. USE GOBLINS. Goblins are ridiculous. Their plans are terrible. Everything they try and fix ends up worse. They are easily impressed by the most shallow and hackneyed markers of status. They are easily distracted, casually cruel, utterly lacking in self-awareness, and have horrible taste. In other words, they are just like us. Like, us, turned to 11, and without our surprising capacity for care, creativity, and grace. Goblins are a parody of humanity, revealing our hubris. What better monster could there be?
Goblins are never the ones behind the curtain.  They are, like bureaucrats, the dubiously competent and sometimes deadly front line of larger powers and principalities.  (Otherwise you're risking a nihilism which makes Cthuloid gods squares by comparison.)


Goblin RPG Resources

1. Grant Howitt’s Goblin Quest. This is a glorious goblin game full of goblin sensibility, drawing on a broad range of creative powers to explore goblindom. It offers numerous prompts for collaborative goblin world-building and scheme-hatching.  (You have to buy this, the rest of this list is free.)

2. Paizo’s Goblins. Paizo, or possibly Wayne Reynolds, managed to put their finger on something quintessentially goblin. Check out the compendium Goblins of Golarion, check out their free "We Be Goblins" adventures, and most of all check out Matt Mercer leading his crew through a goblin adventure, "To the Poop!"

3.  Arnold K, unsurprisingly, has fantastic goblin ideas, including the iconic chart “WTF are those goblins doing?” (which also reminds us that randomly encountered enemies should probably be doing something), d8 shitty goblin weapons, and a couple of fabulous, filth-filled "yoblin" posts.

4.  If you want a quick goblin adventure, and aren't running Goblin Manor, I recommend Dyson's Infinite Caves of the Shroom Goblins adventure.

5. Chris Tamm’s Elfmaids and Octopi has an embarrassment of goblin resources.  For a firehose of ideas and inspiration, start with his goblin mines, then keep on digging through his many lists.  I particularly like d100 Goblintown encounters and Goblin Gimmicks.

6.  Ray Otus has created Goblintown, a goblin PC adventure system.  It's much like Howitt's Goblin Quest, except more compact and freely available.

7. Logan Knight has a solid collection of goblin ideas.

8.  The Furtive Goblin has a podcast exploring the historical provenance of goblins.  It's very well-researched, and comes with a full transcription, check out the first episode. Hopefully we'll hear more soon!

9. James Maliszewski wrote a brief post for WoTC on the history of goblins in D&D.

10.  GURPS Goblins - Written by Klaude Thomas and Malcolm Dale.  It took me a bit to track this one down.  GURPS Goblins gives a framework for adventures in late Georgian England if society was made of goblins.  It has a framework for creating a "social web" as the real campaign map, a geography for the horrible schemes players (as goblins) pursue to "better" themselves.  It is chock-full of horrible art and bits of goblin flavor.  It's better than reading Henry Mayhew as a bestiary, as it recognizes the whole social edifice is goblin.

11. I humbly submit my own d100 goblins (including names, weapons, and annoying quirks), from the Goblin Manor adventure, currently available in playtest form (which you should definitely check out).  For more inspiration, see my review of goblins in film and literature.  In a future post, I will offer a more mechanically-oriented assortment of goblin foes and technology.

How I Describe Goblins

Goblins are corruption, decay, rot, and sour. They are twisted, if not the twist itself. They create nothing of their own, but are endlessly inventive in parody of other societies. This parody is ironic without bottom, there is neither love nor seriousness (although they may be kind in their weaker moments). Everything is a joke, including themselves. They are cowardly, but value life so little as to appear brave. Goblins take the self-conceit of civilization to its natural end, unconstrained by any higher purpose. They embody hypocrisy, bad ideas, and petty vices.

Goblins, unable to create, are more fungus than animal. They will occasionally play at being men or women, generally as a momentary joke or artless parody. They proliferate most where society is rotten and corrupt. They may not have always been thus. They are gleeful in wanton destruction, prideful of the most crass markers of status, and have a predilection for slavish obedience. At least until they get bored. They are easily distracted, but can muster surprising enthusiasm at a moment’s notice. As such, they are natural bureaucrats, foot soldiers, and yes men, except utterly incompetent in every role.

Sunday, September 1, 2019

Things that are (not) Goblins


Inspired by DiY and Dragons, I have been working up a big goblin compilation post.  In the process, I started thinking about goblins in media.  And the internet is good for lists, so here it is:
  • Labyrinth – The Frouds have designed the platonic form of goblins.  Except that goblins are by their nature the rejection of such forms.
  • Hobbits are not goblins.  Gnomes are probably goblins.
  • The Wizard of Oz – Almost everything in Oz uses goblin logic.  It’s a goblin civilization filled with many non-goblins.
  • Oompa-Loompas – Racist goblins.  In the movies they’re more quirky dwarves (too competent to be goblins).  In Kiel Chenier's version they’re goblins.
  • Gremlins – If these aren’t goblins, then goblins are just weak orcs.  They are definitely goblins.  Check out the Institute of Gremlins 2 Studies for deep thoughts on the meaning of goblins.
  • Muppets – Muppet monsters are goblins.  Most of the unnamed Muppet Show performers are goblins.
  • World of Warcraft goblins – Some of the best goblins, although a bit one note.  I believe you can play through the goblin starter zone for free to get the feel for them.
  • Goblin Slayer – Edgelord goblins.  Goblins are most interesting when there is tension between whimsy and sociopathy.
  • Warhammer 40k – Gretchins are kobolds, not goblins (kobolds are marked by sniveling and working).  The football hooligan orcs (c.f. the Dawn of War game) are basically beefy goblins.
  • Skaven – Evil, ratty goblins.
  • Kakamora (coconut monsters) from Moana – Excellent goblins, riding a fabulous goblin ship.
  • The Princess and the Goblin/The Princess and Curdie – Yes, goblins.
  • Tolkien - Weak orcs.
  • Rankin-Bass Tolkien - Gobliny orcs.
  • Peter Jackson's Tolkien - That's definitely a goblin king.
  • BoxTrolls – Every character in this movie is a goblin except for the boy and the generic townsfolk.
  • Podlings – Not goblins.  Lack sarcasm and irony. They’re better halflings.
  • Ewoks – Same.  Actually, if you played up the human-eating bits, they might be goblins.
  • Smurfs – Not goblins, too rationalized.  May have been goblins at one point, before excessive drug use and utopian experiments.
  • Trolls (Justin Timberlake movie) – Unredeemed Bergens are goblins.
  • Dr. Seuss – Seuss’s furry creatures are not really goblins, but the machines are absolutely goblin tech.

I am happy to throw down on any of these points, or accept further suggestions.
Some observations from this list:  Goblins are small and many.  Goblins are generally destructive.  Goblins employ goblin logic.  In the next post, I’ll survey goblins in the RPG space.

Monday, August 19, 2019

Goblin Manor - revised, now with art!


With classes starting, I need to stop tinkering. So here's Goblin Manor – now with art! (I also tore up some of the carpet, wound the springs, etc.) It's like Gormenghast with goblins, with some faery antimodernism thrown in. And Occupy Wall Street dropped in the middle. Eventually I’ll get this published/get professional art, but for now enjoy an adventure for 5e with 100ish rooms, weird and whimsical NPCs, goblin generators, etc.  Download here.
Goblin Manor adventure

Sunday, February 10, 2019

Cults, Cultists, and Debt

Some great points about cults in the Gauntlet review of Shadows Over Bogenhafen. Cults and cultists tend to be described as a group of people driven to reject reason and traditional morality in the service of some transcendent charisma. But the Tzeentch cultists here are driven by something else: debt and false promises. I think this is fabulous, because these are much more relatable (this is largely how capitalism works), and a path my players are quite likely to follow.

It also drives the adventure forwards: Allow the players a relatively easy way to get what they want (too easy, and may they get suspicious), but at the cost of getting captured in a debt that gets worse and worse as the terms are played out. Whatever they need, whether an obstacle removed, a magical item, or just money, there are dubious forces, both magical and secular, who will be happy to help them – for the right price. And while the first step in paying back that debt may seem not that bad, it’s often the consequences of that action where things get interesting - powerful enemies made, additional debts incurred, forces set in motion against each other, horrible powers unleashed, lives ruined, etc.

Here's a few ideas to start:
1. What do the players want?
2. Who can provide it? (Tzeentch, thieves' guild, etc.)
3. What are the powers to be set in motion?

Debt Obligations
1. Money
2. Collect material for a ritual
3. Perform a ritual
4. Collect a (dormant) source of power
5. Obtain slaves
6. Obtain/recruit warriors
7. Obtain/recruit priests
8. Deliver arms
9. Deliver information
10. Free a prisoner
11. Kidnap an individual
12. Assassinate an individual
13. Take out a military force (“bandits”)
14. Take out a political/religious organization (“bandits”)
15. Expose the identity of a secret agent (e.g. rebel leader)
16. Military sabotage (e.g. destroy the gate mechanism, spike cannons, etc.)
17. Industrial sabotage (e.g. poison or befoul the produce of a certain country or company)
18. Undermine an alliance
19. Steal an important cultural artifact
20. Destroy an important archive of knowledge

False Promises
The thing you want …
  Has been mangled, largely useless
  Given only after the reason you wanted it has expired/no longer applies
  Belongs to someone else, and they want it back
  Doesn’t do what you thought it would
  Will disappear/corrode/run out of charges soon
  Is cursed…
       Grants some debility
       Is too effective
       Recurring cost to be effective

Additional reading:  Debt: The First 5,000 Years by David Graber.