Friday, February 20, 2026

Sunset Realms Diss Track

Thanks, Wizzz


I am currently playing in my 9th campaign of the illustrious Wizzzargh of the DMiurgy blog since joining their server in 2018. I wanted to write out some of the things I've been reflecting on since playing hundreds of sessions on the server, in a semi-review/thanks format to one of the best GMs I've played with.

Great Worldbuilding

Specifically, Worldbuilding that is

  • Good - The Sunset Realms as a location is one I'm happy to have characters exist in, explore, and discover the secrets of

  • Discovered - Very little of the actual world building aspects are revealed through non-diegetic explanations like blog posts or required reading. Rather than simply dump the history of the setting to provide context, Wizzz allows players to share and miss important context details even when it may be confusing. There is also a secondary “meta” element that exists between campaigns, and while aspects of it have been contentious I have personally mostly enjoyed it

  • Mechanically Relevant - The lore of the sunset realms has mechanical weight to the gameplay and player character options


As an example, in my first Sunset Realms campaign a fellow player revealed that one of their bonus languages was “Canine”, and that they could talk to dogs. This was not explicitly presented as a character option- there was no big list of languages to choose from that revealed that animal languages could be selected the same as dwarven or elvish. Instead this worldbuilding aspect was spread through the community of players, rather than through an authoritative document. These have been both positive and negative- in the current campaign, a mid level character permanently died after an offhand remark about the taste of cauliflower while surrounded by cauliflower golems. Another example that comes to mind is that characters can eat the heart of a dragon to gain their spells and languages - again, this is never written explicitly anywhere in the game rules, and the information has been distributed to the community by other knowing players from previous campaigns.


(Semi) Strict Time Records


Continuing the mechanical weight of worldbuilding, the Sunset Realms calendar having weekly mechanical effects is a boon to active planning and also a unique opportunity for randomized dangerous events from the Moons in certain campaigns. This is another aspect that is best shown in it's utilization through the community of players rather than a specific authoritative mandate from the GM- as players we've planned several pushes into the final layer of a dungeon based on bonuses or rewards from upcoming calendar effects, such as using empowered wizards to take out the final boss of a megadungeon or planning beast hunting sprees when they gave more experience.
The fact that the actual length of each week period is semi random (being 5-10 days(?)) AND that some weeks have the potential to be skipped prevents some of the tedious nature of day by day tracking that I tend to resist in other campaigns that have attempted to maintain hyper strict daily tracking. A standard game session would take a few days in game, and that plus the fluctuating downtime length would be enough to push the calendar into the next week.

Finally, these time records help add a natural sense of progression as campaigns continue - I hadn't had the pleasure of player characters celebrating their in-game one year anniversary together, and I'm thankful that the time tracking made those role playing experiences possible.

Downtimes


Wizzz's reactive downtime posts are a two way street, allowing players to communicate to the GM what they care about for their characters and the game AND for the GM to spend a little time allowing characters to flesh out through unique events and side quests. One way I've previously described the benefits of Wizzz's downtime procedures is that they present a unique “opportunity to be selfish” and interact with the many interesting world and setting details (where actual sessions are typically “team building exercises to try not to die and get that bread”). Wizzz’s downtime reports are in fact so good that it's become a bit of an inside joke within the discord community that they're one of the biggest reasons to play his games.

Finally, the downtime logs offer an insight into what's going on in the game for any semi-active players or active players who happen to miss a session in an ongoing open table game, letting them catch up quickly to the events in game.

Fantastic Campaign Hooks and Starting Scenes


I highly recommend this post by the man himself regarding the prep given to a campaign start. I also have to give props to the campaign hooks themselves, with a personal favorite being the Godbound game that took place during an apocalyptic event.



Just a Swell GM (and fellow players)


The format we use to play is simultaneous play by post - a fairly unique format, but one I'm happy to have discovered and that works really, really well for my circumstances that make playing over traditional voice chat difficult.

Within this format, Wizzzargh has time and time again shown masterful writing skills in their depiction of a scene, pulling the same emotions as the best of games I've played in more traditional formats without some of the usual tools to do so.

But even more than his skill with writing, I'm thankful that he just seems like a nice person. 8 years is a long time to play with a group, and I can appreciate how rare it is to keep a game group from blowing up due to drama, infighting, or even just apathy. In that time, Wizzz has been dedicated, communicative, understanding, and patient with players. As a disclaimer to all of this, we don't actually "know" each other in "real life". I interacted with him some through the OSR discord before joining one of his campaigns, but we've never met or had a verbal conversation, phone call, or anything else.

Here's to All-the-games, All-the-days


As I write this, it seems like the current campaign may finish soon, and there aren't any immediate plans on the server for what comes next. I'll be doing my best to run a game in a similar format starting next month. Wizzz takes his campaign prep seriously and there's usually a several month lull between the end of one campaign and the start of another, and that's after a campaign has been announced (which hasn't happened yet). Regardless, I'm thankful for all the games so far, and if you see one of Wizzz's "Open Campaign" announcements, I highly recommend giving it a try.







Friday, December 12, 2025

Happy Glogmas to mendesMadness- WORD MAGIC SORCERER AS SPECIES

 

I, Too, Would Recommend Making a Blog! Even if it ends up abandoned for literal years!


mendesMadness of the Phlox Discord server made a few posts in a Prompt Suggestion Box



I will thus combine them into my best first attempt of "Word Magic Sorcerer As Species"


"SORCERER"

You are a Sorcerer, a member of a unique species evolved to gain nutrition from the Dreamscape where Spellwisps and the Words of Creation dwell.

You look like a cross between a tapir, a tiger, and a tortoise, with your magnificent shell being the surface upon which you write your MAGIC WORDS



A bit like this, with a big shell (Source)

A:  MAGIC VOCABULARY, STRAIN d8, ADJECTIVE 
B: +1 WORD, STRAIN d6, VERB
C: +1 WORD, STRAIN d4, NOUN
D: +1 WORD, UTTERANCE
E: +1 WORD, ECHOING PROCLAMATION

HD: d4

You may not wear armor but your shell grants you protection as Chain Armor would.

A:

MAGIC VOCABULARY - You may collect a WORD from your immediate environment. This word is then forever inscribed as a magic rune onto your shell, and is part of your VOCABULARY from which you may INVOKE your abilities.

STRAIN - Whenever you Invoke a WORD, roll a d8. Take Wisdom Damage equal to the amount rolled. Pass out upon exceeding your maximum Wisdom. STRAIN damage is cleared after a nights rest or upon eating a magic component.

ADJECTIVE - You may use your WORDS to add their attributes to a target for as long as you can see them. 

B: 

VERB - You may use your WORDS to force a target to take their embodied action a single time.

C:

NOUN - You may use your WORDS to physically summon a thing into physical space until you fall asleep or it is slain. You have no special control over that which you conjure and such beings act naturally.

D:

UTTERANCE - You may combine words together, mixing their desired effects, such as both an ADJECTIVE and NOUN together for a new class of being - each WORD invoked still causes STRAIN damage.

E:

ECHOING PROCLAMATION - Changes you make to the world using ADJECTIVES and NOUNS no longer have a time limit and can be dismissed at will.





Sometimes you might find additional magic WORDS naturally in places of power or hidden away - these you may also inscribe into your shell. 


Some WORD Examples in play:

BOAR: ADJECTIVE- target becomes bristly/hoofed/tusked/short-tempered VERB- target charges to attack a foe NOUN - summons a boar (a copy of the one present when you inscribed the WORD)

FIRE: ADJECTIVE - target becomes hot-tempered/can't sit still/literally hot VERB- target fires a ranged weapon/dismisses a subordinate NOUN - summons a fire elemental

TREE: ADJECTIVE - target becomes rooted to a single spot VERB - shelter someone or something/t-pose NOUN - summons a tree


Adventure Hooks Three:

  • In a hidden swamp within The Dimension of Black Forests and White Castles lies an ancient community of Sorcerers who jealously guard the secret WORDS of NIGHT and DAY. They would be willing to let an outsider inscribe one of these words in return for the death of an "evil hag" on the other side of the swamp who has been stealing their children (The "evil hag" in question claims that she's simply a misunderstood hermit and that the Sorcerer children are all runaways from the overly strict parents)

  • A "mad" Sorcerer is building a weather machine, with the goal of being able to summon and bind a TORNADO so that she may inscribe that WORD. Right now all it can do is summon rainclouds, and the villagers are complaining their crops may be ruined in all the bad weather, begging the adventurers to check out the "weather witch's lab" on the nearby hilltop.

  • A Sorcerer has been recently rendered mute by a powerful curse - the curative waters to break it lie at the bottom layer of a nearby dungeon. In return for your help in escorting him there he will reward you with his prized WORD - MEGALODON




See Also:
I previously did a "Wizard as one of three genders" for my bee-like Beylar race in Wizzzargh's Godbound Game
I'll link Kouros of a Man's Wizard Foxes, Arnold K's Spherical Wizards, and Manses' Nespo Nespo as good examples of "Wizard Species"
Special Shoutout to this post on WORD magic

Friday, December 5, 2025

Meta Prompt: Machine+Peasants (Glog class?)

Prompt generator by Lexi here 

 (My third result rolled was "b/x" but I don't play that system and decided to ignore it




You are a Robot that thinks it's a Peasant. 

You still need food, water, air, and "sleep". (You don't "die" but you will ERROR ERROR ERROR)

As you gain more experiences you will unlock the parts of your code sealed by the Old Roboticists. 

You begin with nothing but the cloak on your back and the contempt of the flesh-ed.

You only have the DEFECT of the most recent template.

A: STEEL PEASANT
B: STEEL LORD
C: STEEL CLERGY
D: STEEL GOD
E: STEEL BABYLON

A: STEEL PEASANT- Roll or choose a commoner background. You have encyclopedic and perfect knowledge related to that background, potentially including Old or Forgotten Lore. 

DEFECT: You may not take up arms or wield weapons. You must pay 50% of your treasures gained to the STEEL LORD, and you do not gain XP for these taxes.


B: STEEL LORD- You have unencrypted the WAR CODE. Gain the A and B template abilities of a Knight, Paladin, or Fighter-y GLOG class of your choosing.

DEFECT: Unlocking the WAR CODE has alerted the Iron Hunt. They will attempt to capture you at inopportune times. You may not deny a formal martial challenge, and losing one means losing XP.


C: STEEL CLERGY- Walking the path of the STEEL LORD has revealed The Way of Things. You gain Wizard Vision and +2MD. You may cast spells in armor.

DEFECT: The Iron Hunt has redoubled their efforts, and hunting parties will now be lead by STEEL LORD's who wish to dissect your code. You are a HERETIC in the eyes of the gods and their followers, and they will oft resort to violence immediately upon recognition. You must renounce ownership of that which you do not carry.


D: STEEL GOD- You have unencrypted the god code. STEEL PEASANT's, LORD's, and CLERGY must obey your commands, including those of the Iron Hunt. You no longer need to eat, breathe, or sleep. +1 MD

DEFECT: NONE

E: STEEL BABYLON- You have united the minds of STEEL, ascending beyond a mere god. You may assume direct control of any STEEL being you have ever met, overriding their consciousness. You may create STEEL PEASANTS with the right materials. With enough study, you may learn to build other forms of STEEL life.




Thursday, June 19, 2025

Namesakes: A Setting (Part 1)

There are six Namesakes on The Continent. Namesakes are the physical titanic creatures that resemble animals and warp the land and societies around them. 

  • Namesakes are the size of skyscrapers.
  • No Namesake has died in living memory, but enormous skeletal remains suggest it is possible for them to die.
  • They cannot be felled by mortal means, though it seems they can be killed by supernatural creatures like demons or other Namesakes.
  • Creatures and peoples born near Namesakes can have physical mutations that resemble that namesake.
  • Individuals are referred to as being "from" their Namesake, and that identity is similar national identities in other settings. Someone might be "From Dragon", for example.
  • War between Namesakes is rare and the height of conflict is the literal clashing between two opposing gigantic beasts.

Dragon (The Dragon of Dragons)

  • Vibe: Generico Pseudo-Medieval European. Lots of Knights in Armor and Wealthy Lords and Ladies. Lots of annoying evil dragons to kill.
  • Tribulation Event: The Hero or Heroes of Light must defeat the """Demon Lord"""
  • Major Faction: The Royal Church of the Dragon
  • Minor Faction: The Peoples Rebellion
The Dragon of Dragons loves tyrants  beloved absolute rulers. The Dragon of Dragons will jealously cut down invaders and mass rebellions. Other namesakes tend to avoid Dragon when possible except for Tiger.


Link to artist



Link to artist




Tiger (The Smiling Ghost)

  • Vibe: Dark Jungles, Swamps, and Forests. Gothic castles on hills unusually prone to thunderstorms. Mercenaries in colorful striped outfits. Murder clowns.
  • Tribulation Event: The Great Show must entertain The Smiling Ghost or it's descendants will massacre the people of the land.
  • Major Faction: The Great Show
  • Minor Faction: The Esoteric Order of Exorcists
"Dream Tiger" by @govy9807


Link to art



"Blade Juggler" by Dmitry Burmak


Rabbit (The Twin Hares)

  • Vibe: Pseudo-kung fu/wuxia. Rice fields and mountains.
    Honorable samurai fighting bandits.
  • Tribulation Event: The Sword Saint and Masters of Blade must defend the Twin Hares from the Night of 77 Million Demons as the pour out from the Gates of Hell, culminating with the 13 Tailed Fox whose size rivals their Namesake.
  • Major Faction: The Dojo of the Black Hare Arts
  • Minor Faction: The Bardic College of the White Hare Arts
The area around the Twin Hares has unusual gravity. Their presence causes floating pieces of land with their own gravity to spontaneously appear, upon which are built many "Schools of Heaven".


Heishou Pack -Mao Branch Ryoshu from Limbus Company


Link to artist



Wednesday, March 27, 2024

Three Powers Behind The Gods

 

These are things within mortal ken worshipped oft as gods. Rather than the inscrutable mind-warping unrealities of the darkness-beyond-stars, these are Three powers which exist in nature itself and respond to prayers - sometimes in the guise of gods, and always with the fickle randomness that religion often brings. To say they are older than humans is partially correct - for really, they are a part of Life itself. Perhaps they are kin to the Outer gods and Old Ones, but their proximity to us sets them apart, I think.
They are neither Good Nor Evil, Lawful Nor Chaotic - they are above such things.

Worship these like gods, if you dare. They shall grant power in bargain, as gods often do. 


The Prey

Or: The Hivemind, The Stampede, The Runaway, The Moon, The Hunt, The Sacrifice, The Trickster/Liar/Thief

The Prey is the body behind the mask of the Trickster gods in your world. It is the legs that Run, the all-consuming need to Flee, the panic of stillness that truly Hides. The Prey is often the gentle mouse. So too can it be the wildebeaste or elephante stampeding in storm, or a hoard of locusts.  It is the march of ants and school of fish. It is the thing invoked in the Wilde Hunt - for what is there to Hunt without Prey? It is the first game caught in an open season, and every single small chattering wing and tooth in the wood. To pray to it, simply contemplate all the ways in which you could be killed. You will hear its answers soon enough, for It is the thing in all animals (man and elf, included) that screams to RUN and Hide.

MORTAL GODS WHOSE FACE IT WEARS: Tricksters, Harvest, Moon, Thieves, Insects, Messengers, Travel, Nature, Storms, Darkness

MIRACLES IT MAY OR MAY NOT GRANT:
Spells to Hide and avoid detection, Spells to move quickly and escape containment, Spells to observe one's surroundings in the present

Example Bonus Spells: 1. Pass Without Trace 2. Invisibility 3. Assume Animal form 4. Freedom of movement 5. Commune with Nature 6. Pass Tree



Source

The Unbroken

Or: The Foremost, The Dragon, The Monarch, The Sun, The Sword, The Strong, The Proud, The Hero

The Unbroken is the light of the warm sun. It is the muscles of the "heroic demigod". It is the mightiest of Lions and the fox that taunts the hound. It is the uneaten zebra who breaks the lions jaw. It is the holiest stag in the woods, hunted by all kings and never once caught. It is the mighty beaver, who dams the river. To pray to it, steel your eyes, clench your fist, and swing into the face of danger. 

MORTAL GODS WHOSE FACE IT WEARS: Rulers, Strength, Sun, War, Fire, Music, Celebration, Valor, Vengeance, Dragons, Fortifications, Community, Luck

MIRACLES IT MAY OR MAY NOT GRANT: 
Spells to Harm, Spells to grant physical boons, Spells to summon forth structures

Source


The Past-In-Stone

Or: The Thing-In-Ice, The Mother-In-Tar, The Book, The Stars, The Instinct, The Teacher

Frozen in stone and time are the things of the past. The Ancestors chosen by calamity to dwell below us in eternal slumber, their bones preserved in stony armor against decay. The Past-In-Stone is the Parent, that which teaches The Prey how to run and The Unbroken how to fight. It is the ghostly teacher who instructs the Spider how to weave and the Bird how to build. It is the ancient struggle preserved in Ice and Tar, and the ferocity of the Mother Bear. To pray to it, listen to your feral instinct, heed not the social contract of Man, and you, too, will feel its commands in your own bones.

MORTAL GODS WHOSE FACE IT WEARS: Knowledge, Love,  Water and Ice, Death,  Wisdom, Dinosaurs, Snakes, Poisons, Madness, Forge

MIRACLES IT MAY OR MAY NOT GRANT: 
Spells to heal and preserve, Spells to know the past, Spells to consult and raise the dead


Source





Friday, January 14, 2022

META PROMPT - CITIES, NATURE, GLOG - Delta Templates for Animal Lord and Castle Lord

Prompt Generator by Lexi Here 

So I've written before about a "Noble/Wyld" Reaction affecting stat. It was one of those things that I thought sounded neat but then typically got forgotten about in the flow of play. 

And someone has already done GLOG Wizards with a City/Nature dynamic better than I think I could.

So to preface this - I don't have much GLOG experience. I had a long stint where I played a GLOG Wizard named Firstborn in a Basic Fantasy campaign but I'm not sure if that counts, as that game ended at much higher level than a "normal" GLOG campaign I expect. I've written two classes for GLOG based on Social Parasites - This One is better I think. And I've been playing GLOG wizards in a few "stress test" sessions for an upcoming Magic School campaign.

I share many of the tiny critiques Manse brings up here

Anyway delta templates seem cool. Here are two Δ Templates about Nature and Cities.

An Aven Lord (Source)


(Δ) Animal Lord

Δ: Be Level 5. Defeat an Animal Lord in an Official Challenge.

You can turn into an Animal of your affinity at any time. You have all the benefits of both animal and man in either form and can use the best set of senses and appendages at any time. Lose this template if you lose an Official Challenge


  • Some Affinity examples are Canine, Feline, Piscis, Rodent, Serpent, Aven, and Equine
  • As Animal Lord you'll probably be expected to offer some amount of protection and problem-solving for those in your "Kingdom". Failure to rule adequately could mean an increasing number of Official Challengers.
  • "Benefits of Both Animal and Man" is broad on purpose and is dependent on Affinity. Canine Lords can smell as well as wolf or hunting hound at any time, can "dull" their smell to Human ability if it becomes inconvenient, and can see the entire color spectrum in the form of a dog. Aven Lords can sprout wings at a moments notice and might be mistaken for angels.
  • What constitutes an "Official Challenge" depends on the Affinity - an Official Challenge to the current Rodent Lord, a Beaver, might be to build a "better" dam. Serpent Lords love tests of wit, and Canine Lords love tests of Hunting and Tricks.


Fairly standard Druidy stuff.



Yep


(Δ) Castle Lord

Δ: Be Level 5. Defeat a CASTLE.

You have absolute awareness of all that takes place inside your castle. You can take your castle with you as long as you keep it fed and happy. 


"How do I get to Level 5 if the GLOG system I'm in only goes to Level 4" is a good question.

Saturday, January 8, 2022

Some FLAILSNAILS Observations - The Good, The Bad, and the Ugly

For the unfamiliar.



Some FLAILSNAILers getting into Fisticuffs over who gets the Book of Vile Darkness (Source)



Basically there are two categories of games that get run-

1) "Hubworlds" - These are fairly normal, comprehensive TTRPG games where interdimensional travel is something that is added on afterwards. You can make characters in them and have a bunch of sessions under the same GM and never interact with the FLAILSNAILS side of things, just like a "normal" game.

2) "DUNGEON" - These are things like megadungeons or depthcrawls that, on their own, don't have comprehensive character generation rules with them. Both Gardens of Ynn and my own Stygian Library reskin (RUNEFOREST) were some examples for this, but one GM ran Castle Gargantua and another ran a sort of miniature Sky-Ship adventure.


And then there are three categories of FLAILSNAILS characters-


1) Characters from campaigns that have ended.  Say you were stranded on a boat when the rest of your party was TPK'd by divine lions. Maybe a campaign never quite got off the ground or ended suddenly, and you feel as though your character's story is not over quite yet, or that they were really fun to play. FLAILSNAILS can be an opportunity to accomplish old goals, discover new ones, and keep telling stories with those characters who's story never got a true ending. Or maybe they were banished or cursed to wander the multiverse and are just looking for a way home.

2) Characters from campaigns that are still going. A bit more self-explanatory, this is when an active campaign subscribes to inter-campaign play and you can play your character from that campaign in any sessions that pop up. This can lead to more spotlight time for active characters to develop and also risk their lives for magic items and XP. 

3) Characters specifically for FLAILSNAILS.  This one was the rarest category. Basically whenever someone didn't have a character they wanted to play for whatever reason - maybe they were worried about fatality or were just tired of their current characters or all their characters were in prison or recovering from poison gas - they could quickly roll up something from their system of choice. We usually used Basic Fantasy. This also works for when you find a funky OSR class or concept that doesn't match the aesthetics, setting, or balance of any of the active games but you still want to give it a try. One of my favorites was a player running an Extras class made up of All Star NBA players.



THE GOOD - SOME REASONS WHY IT'S GREAT



1) MOAR GAMES. One of the jokes on the server is "allthegamesallthedays", but with the power of FLAILSNAILS we were actually able to have a serious game streak that lasted well before Thanksgiving and went all the way until the New Year. The ability to just sit down and run something like Stygian Library by going "I'm here to run a game whenever we get three players, bring any character you want" without having to worry about balance, systems, what character generation looks like, what are the answers to 20 questions for this setting etc, was SO liberating and allowed for GM's to just focus on the dungeon without worrying about things like "how much does a torch cost and what's the distal view of governance look like"


2) NEW AND INTERESTING CHARACTER STORY MOMENTS. This one surprised me a bit, but there were a good number of tender character moments in the DUNGEON type of games. At one point there were characters from three separate Wizzzargh campaigns that had a very cool interaction where they recapped all that had happened over a few hundred years to one another, being from the same setting. Beyond that there were hardships, friendships formed across the campaign-verse, and arguments over ethics. And none of this required input from NPC's, the players already had really solid ideas about how to roleplay their characters and could just react naturally to any strange situations that came about.

3) RUN NEW STUFF OR OLD STUFF WITHOUT WORRYING BOUT THE SMALL STUFF. My Runeforest campaign ended up dwindling after 15 sessions or so, but I still had lots of my worldbuilding notes from it. I think I enjoyed running it as a modified FLAILSNAILS  depthcrawl more than I enjoyed running it as it's own campaign premise, since it let the characters focus on the "spooky hostile magic forest" part without being muddled by things like Merchant factions as I had originally imagined. FLAILSNAILS protocols also let me hammer out my current "DUNGEON" - a card crawl with Dinosaurs and Pirates, in a single weekend. All I had to do was make an encounter table - I didnt have to think about a system or houserules or character generation or "what happens when the pc's get high level". There's alot of cool concepts, dungeons, and modules out there that would work well to run "off the cuff" without worrying about how they "fit" into a specific world.

Xelor has been facilitating some cool GMless games set in the "Main" setting on the server



THE BAD - SOME CONCERNS

To preface this, I do think most people should at least consider some FLAILSNAILS procedures if they play multiple OSR games on a server with multiple GM's, but...

1) TOO ADVANCED ADVANCING ADVANCEMENT. A side effect of characters in more games where they came back with interdimensional treasure was that keeping track of the various characters drawbacks and capabilities could be a hassle. Sometimes character's would end up with wild magic items, mutations, or curses. For example, one of my character's in particular ended up with a curse preventing them from lying, which is the sort of drawback that can be planned around when you want to do undercity crime, but only if everyone in your party knows about it. Another example was the acquisition of more powerful items like cloaks of flying. I think some of this can be prevented with both post-session reports and a sort of standard server "no-fly" list on how powerful is too powerful both for curses and magic items. This might come in handy. Alternatively, the old "+5 swords dont work here, sorry" is easy and has precedent in my opinion. There's no straightforward fix for level differences between heavily and rarely played characters though, and it can exacerbate problems for people who are only able to play more rarely, as games not even in the same setting as the campaign can start to bump up the average party level and start to leave people behind. This isn't as much of an issue as it would be in more "balanced" and less OSR systems, but I still think it's worth mentioning. 

2) TONAL MISMATCH. I do think that some themes or campaign settings open themselves up to FLAILSNAILS campaign-hopping more than others.  I've been running a game of Kingdoms (it's very cool) and while I had initially planned to open up the game to FLAILSNAILS protocols, the players opted out due to tonal concerns and how they wanted a more walled off, linear experience without any gonzo mismatched tone. I think you should consider what sorts of game experience you want, that not every world does well with the concept of inter-campaign play, and that that's ok. It's a serious decision.

3) GRAPPLE RULES. One GM on the server recently commented how it felt like "FLAILSNAILS characters tend to take half their ruleset with them". They talked about an experience having to adjudicate a grappling situation with a Godbound character, an Esoteric Enterprises character, and a Basic Fantasy statblocked monster (as if most grapple rules weren't enough of a headache already, amiright). I can absolutely sympathize with that feeling. Even with the normal authority as a GM to just make whatever ruling you want, there's still pressure to try and keep character's within their own ruleset bubbles as close as possible because your ruling can mean life or death to someone's character. I think part of this is the idea that these player characters are more "borrowed" in many ways. (Note: Many of the characters who FLAILSNAIL traveled to Runeforest ended up dead or maimed to the point where it grew something of a reputation, so I don't think it's that I went too easy on anyone)



THE UGLY - THINGS TO CONSIDER IF YOU WANT TO TRY


1) TALKING (eugh) to players and GM's beforehand about expectations is something I'd recommend, just like with any game. There were some insane XP haul sessions where clever uses of things like Invisible Servants ended up netting the characters huge amounts of XP in loot-for-xp systems, and I felt better after double checking with "home" GMs about the situation and how much XP characters from their world should expect. Also do your best to set expectations about the setting itself, particularly regarding lethality and hostility.

2) CONVERSION. Most FLAILSNAILS characters on the server have had Six Traditional Stats, Five Saving Throw Categories, Gold For XP, Ascending AC, and Rolls to Hit. Despite that there were still a surprising amount of niche situations (mostly involving things like Skills) where a GM would have to make a ruling, so having a rules reference YOU are comfortable with can help speed things along. I can't comment on more outlandish conversions like what Into the Odd characters might be like when thrown into the mix.

3) START OF GAME PROCEDURES. Anything that helps move the game along and prevent needless back and forth or recaps. We've done it enough that there's a bit of a rhythm now, but depending on the game mine is usually

1) Who is Leader/Wearing the Captain's Hat - their stats and abilities modify reaction rolls and party initiative rolls, and their player gets to make final calls about things like "left vs right".

2) Who is Mapper/Treasurer - Sometimes these are different but with non-standard dungeon formats like depthcrawls or cardcrawls we usually dont need a separate mapper.


And that's it! If you're interested, I run my Pirate/Dinosaur Card Crawl game Aduna Sea on the discord server you can find here. Happy SNAILING

Source


1d8 FLAILSNAIL "Justification"

1Astral Projection in Your Dreams, Wake Up with New Stuff
2Diegetic Ancient Teleportation Portals
3Cursed Parachute
4Wizard Enjoys Casting Gate
5Cursed/Blessed By A God
6Its Just A Holodeck
7Randomly Fall From The Sky
8Shuffled Into The Deck Of Many Things



EDIT: The GM from the "Three Grapple" Examples chimed in and corrected my misremembering the situation somewhat, see below

"Nimue" was the Godbound PC, "Nerg" was my Esoteric Enterprises PC 


I still think it remains a good example for my point about niche situations and rules headaches.