Saturday, 10 April 2010

Link Dump + a Pessimistic(?) Thought on Cheapness

Ten classics Gustave Dore should have illustrated, but didn't (@ Garden of Unearthly Delights) - I have nerdboners for Dore.

Human powered cranes (@ Low Tech Magazine) - ancient man lifts 632 times the normal human limit, sneers at puny moderns and their 'machines'.

Treadwheel Fans (@ Low Tech Magazine) - Victorians use Wheel of Pain to make prisoners "grind the wind", vast quantities of drugs implicated.

Comic Book Cartography blog - includes Principles of Kirbytech, Kamandi's continent and secret base cutaways.

and, from the depths of the yesterweb: Cone swarms ( @ halfbakery.com) - traffic cones + simple AI = lulz.

Unrelated to the above:

I was nosing through the games section of one of our local FLGSes during my lunch hour today, having been initially attracted by the big boxy beauty of the Warhammer: Invasion card game (yeah, I have a dysfunctional love/hate relationship with GW licensed properties).

Awful to say, but none of the high gloss, high production value (and appropriately high priced) books or boxes on offer appealed to me. Nor did any of the other gamer juju presented for my delectation:
  • Map tiles/layouts? Cool! - But I have about half an acre of those already...
  • Premium dice? Cool! - But I already have more dice than brain cells...
  • Cthulhu minis? Cooool! - But I know where I can get bits cheap to kitbash my own...
  • C[-ataan, -arcassone] Eurogames? Cooooool! - But who wants to learn a whole new game when we've got so many old ones to replay...
Maybe I'm too price conscious a consumer, but everything that initially leapt into my hand under the impetus of the "Oooh, pretty!" factor I ended up looking at twice and rejecting.

"Why do I want this block of shelf beautifier at £stupid*, when I can legally download [other stuff I could name] for free, print it for pennies, and know it'll get used to death in actual, real world play?"

* Thanks to exchange rates and an egregious tax regime (import duties, VAT, and other such 'tax on tax' taxes) we in the UK end up paying in Sterling for our games roughly what Americans pay in dollars. It has ever been thus, and ever has it sucked.

Maybe the sheer profusion of good, cheap-to-free gaming material available on the internet has spoiled me (in accordance with the unalterable principle that "you can't beat free"), or maybe I'm just a tight-fisted auld fart, but sorry FLGS: no sale. My gaming gelt is instead reserved for forthcoming OSR releases. Freeware, print-on-demand, or small press game material may not have the 'pretty pretty princess' production values of the marque rulesets, but they have a combination of utility, flexibility and availability that big name games using traditional distribution channels can't match.

I'm sure there's something big and important about the state of the industry and hobby represented in that little personal anacdote, but I'm no pundit. I'm just a guy who walked into a store wanting to spend some money on something he could use in his game, but who walked out disappointed.

Oh well. At least I've managed to nab the one KEW "Kane" book I was missing. (at last!) And, unexpected bonus, my newly arrived, dirt cheap from the interweb tat bazaars (I paid less for it than the 95p cover price from 1980!) copy of "Death Angel's Shadow" was signed and dated by the man himself.

PS: Yes, recent content-free waffleposts nonwithstanding, there is actual gameable content coming down the pipe.

Wednesday, 7 April 2010

I Never Got Dungeons

(Being an extended gripe about cargo cultism, having to craft one's own tools, and related shortcomings of the Pyrites Age of gaming when compared to the present day.)

As a larval gamer I never 'got' dungeons.

It's not that the claustrophobia of dark places, the dread of wicked eyes shining from the darkness, and the glitter of trapped treasure in hidden vaults below the earth, held no allure for me. More likely it's because dungeons as dungeons were rather out of fashion by the late 80s.

Visual Media?

The only pop-culture referent we had for trap-filled, monster-infested tombs which made a lasting impression on me were Raiders of the Lost Ark, the Seven^H^H^H^H^H Mysterious Cities of Gold cartoon, and the kids TV cheese of Knightmare. The Dungeons and Dragons cartoon? Not so much.

Fantasy films? We had some good stuff: Krull, Dragonslayer, Conan, Dark Crystal, Labyrinth ("Come inside, meet the missus"), Beastmaster and Willow ("Throw the baby in the volcano, not-Frodo!"). Yes, they were fun, but they were also the kind of film that could afford microdungeons of four or five rooms at best. The dark lordling with a half-a-dozen minions in his Shed of Doom typical of 80s fantasy films was mercilessly ripped on by Sir Terry in "Last Hero", and the backyard pyramid of Beastmaster is still a laughing stock in our circles. Arguably the best dungeoncrawl/dimension-hopping caper on offer: the Fortress of Ultimate Evil section of Time Bandits and its terrifying Flying Cow Skulls (once again Terry Gilliam wins a game he's not even playing).

Erm. How about games thicky?

Even things you'd expect to make for good dungeon fodder (like the gamer gateway Choose Your Own Adventure books) were of little utility. By their very nature these consisted of rigidly defined railroad choices regardless of whether your character was ostensibly travelling overland, visiting a city, travelling astralspace, or dungeoneering. That's a limitation of the medium though; there's only so much that can be achieved in less-than-400 entries. That said, Livingstone and Jackson's Fighting Fantasy, J.H.Brennan's Dragonquest and Jo Dever's Lone Wolf series pushed the envelope of what was possible within the inherent constraints of the medium. Fighting Fantasy even spun off the super-simple, super-fun Fighting Fantasy RPG series (AFF, Out of the Pit, Titan, Dungeoneer, Blacksand, Allansia), and J.H.Brennan wrote the comedic storygame ("You play you") known as Monster Horrorshow. Fantasy role-playing, yes. But sprawling, dynamic dungeons? Only kinda ...in a good light ...if you're being generous.

Unfortunately the famous, market-leading American game - you know, the one with Dungeon right there in the title - was of equally limited use in my initiation into dungeoneering. Mentzer Basic was over-specific in some regards; too vague in others. Yes, the dozens and dozens of monster descriptions were (and are) nice, but where was the other half of the equation, the blatantly missing 'how to' guide for dungeons? How’s a newby gamer actually supposed to build an interesting version of the Mines of Moria, or even a one shot funnel dungeon worth the crawling? Simply shipping Keep on the Borderlands with the Basic Box, in the same way that Isle of Dread was shipped with the Expert Box as an introduction to wilderness exploration, would have made things so much clearer.

The AD&D core books were likewise opaque on the all-important subject of dungeoncrafting. Yes, the One True DMG gave you rules for random dungeon generation, but only the very driest and most semi-complete of worked examples (pp94-97). Elsewhere a cornucopia of evocative prompting, when it came to the defining core of the game (dungeon crawling), the DMG proffered little practical advice beyond Uncle Gary's faux-magisterial "create and fill at least three levels". Little sense of the dungeon as a dynamic setting escaped the singularity of High Gygaxian pomposity and relentless brand building wickedly parodied by Kenzerco's Hackmaster.

Doug Niles' Dungeoneers' Survival Guide was likewise a chocolate teapot. Despite the name the book had almost nothing to do with dungeons. In truth it was the AD&D spelunking, mine management and subterranean ecology sourcebook: useful in a Silver Age fantastic realism way, but grossly misnamed. Miles of tunnels, caverns by the acre, but hardly a bleedin' 10'x10' corridor or pit trap in sight.

So where was all the good stuff? The common cultural referents and 'how to' guides? It took me several years to find, but it turns out to have been squirreled away in the (now-classic) mid/high level modules of course. Now, for all their merits, mid- to high-level tournament modules not being the most intuitively obvious place for the neophyte dungeon designer in search of inspiration to look.

*toothgrind*

Thank the dice gods for MB's Advanced Heroquest. It may have been a board-and-minis game created around the time that GW shifted from being 'us' to being 'them', but it had about the best section on combining set piece and random dungeon elements that I'd read to that point. And it was in distro in my particular (infested with inbred Marshwiggles) backwater of the UK . At last, tombs worth exploring! Barrows worth the digging! Evil cult temples worth the sack! Dungeons worth a damn! There’s a good reason AHQ commands absurd prices on the second-hand market to this day.

So yeah. I learned about proper dungeons from the kiddies version of WFRP, not from D&D. From the black comedy setting that wants you to die only after you've suffered for our amusement, rather than from the famous pulp-influenced, rags-to-riches game. For me it was Bogenhafen; not Greyhawk. The Undercity of Middenheim; not Castle Maure or Undermountain. Karak Eight Peaks; not D1-3. HWOBHM; not 70s psychedelic rock.

Appendix N and the Rich British Traditions of Folklore and Fantasy

I'd done my homework as a larval gamer/history geek. Anything with swords, castles, folklore, myths or legends was devoured with an omnivorous disregard for source, quality or coherence. Kevin Crossley-Holland, Roger Lacelyn Green and W.H.White had (and retain) honoured places on my book shelves.

The expected fantasy books weren't much help to me when distilling the essence of dungeoncrawl from the vapour of genre nuance. Games Workshop's fantasy novels and shorts collections were stark and witty, but kinda dungeon-lite. The TSR D&D novels ranged from *meh* to execrable. Most of EGG's Appendix N existed strictly as aspirations to be snapped up on the rare occasions they appeared in libraries or thrift shops. Lovecraft was known, but was deemed old and a bit weird. Fritz Leiber, Two Gun Bob, Karl Wagner and the like were relative exotica. C.L.Moore, Klarkash-Ton and Leigh Brackett were well-kept secrets entirely beyond my ken. Yep. Like I said earlier, f-ing parochial Marshwiggles was we.

The two titans of British fantasy in my formative years were arguably J.R.R.Tolkien and Michael Moorcock. Leastways, they were the most-cited common currency in the geek circles I moved in. I know the Eternal Champion tales have temple/tomb raids, godling-monster shankings, and quests for portentous shineys aplenty, but these things all played a distant second fiddle to the ennui-soaked philosophising. Elric is too busy being Sartre-with-a-sword to check for pit traps. For all Moorcock's prodigious breadth of invention it's not traps, hazards, and monsters that first spring to mind when thinking of Duke Hawkmoon's quest for the Runestaff, or Corum Jhaelen Irsei's one man crusade against the house cards of Swords.

Similarly the Blessed Tolkers, for all his virtues as a mythmaker, writer of dying speeches, and chronicler of overland travel really handwaved his crawls.
  • The Barrow Downs? An evocative, frightening episode instantly turned to crap by the advent of a witless, yellow-booted avatar of cozy folkiness.
  • Moria? Three day journey through a ruined subterranean city, three chambers described, two fights.
  • Paths of the Dead? One glossed-over talk encounter and some Legolas expo-speak.
  • Cirith Ungol? One spider and a bunch of morale 5 Orcs running from a gardener.
  • Beren and Luthien stealing their way into Angband? Glossed.
Bad show J.R.R! Failing to anticipate the future progression of a subculture which arose after you departed this vale of tears, one which I imagine you would have had little enough in common had you encountered it in your day. I thought you were supposed to be a clever boffin type. What good are your wonderful books to a poor confused proto-DM? (apart from the obvious) ;)

Help Unsought, plus Evocative Quotables

My formative literary dungeoncrawl? Not really a dungeoncrawl at all (certainly not a Conan, Fafhrd & Grey Mouser, Waylander iron-thewed competent hero one), but rather a couple of chapters from Tadd Williams' Tolkien-a-like fantasy doorstopper trilogy Memory, Sorrow and Thorn (aka: what G.R.R.Martin's SOI&F is trying to be). To whit, chapters 13, "Between Worlds" and chapter 14, "The Hill Fire" of The Dragonbone Chair. I've included a few passages below:

"He sank down onto the gritty tunnel floor, weeping with helpless, strengthless anger, a barely beating heart in a universe of black stone. The blackness was a choking thing that pressed on him, squeezing out his breath."
-- p225

"The passageway squirmed into the stone heart of the Hayholt, a smothering, winding, cob-webbed track lit only by the glean of Morgenes' crystal sphere. Broken spiderwebs performed a slow, ghostly dance in the wake of his passage; when he turned to look back the strands seemed to wave at him, like the clutching, boneless fingers of the drowned."
-- p227

"The heat was oppressive, and the air was thick with itching smoke. [...] The tunnel flattened, turning now neither left nor right, leading down a long, eroded gallery to an arched doorway that danced with a flickering orange radiance."
-- p230

"But still, there were angles in the dimness that did not seem natural: right-angled creases on the moss-girdled walls, ruined pillars among the stalagmites too orderly to be accidental. [...] From the corner of his eye he saw one of the shattered columns of the gallery suddenly standing straight, a shining white thing carved with trains of graceful flowers. When he turned to stare, it was only a clump of broken stone once more, half-shrouded in moss and encroaching earth."
-- pp238-239

"The silent lake, a vast pool of shadow below him, lay at the bottom of a great circular hall, bigger by far than the foundry. The ceiling stretched immesurably upwards [...] At the centre of it all, the dark figure lifted a long slender object and the beautiful chamber shuddered, shimmering like a shattered reflection, then fell away..."
-- p241

If you have the time and inclination, I'd heartily recommend reading the whole as an example of scene-setting. Loneliness. Disorientation. Hunger. Mystery. Confusion. Hallucination. Terror. Despair. Now that's a dungeon crawl!

It might have been a case of right place, right time, right mind; but that section of that one unexceptional brick of extruded book-like fantasy product was, for me, the difference between seeing a lightning bug and being hit by lightning (pace Twain). Now that I knew what I was looking for - crushing weight, claustrophobic immurement, and a sense that surface dwellers are naught but ignorant interlopers - I actively sought out similar material.

Combine elements of The Dragonbone Chair with the ponderous quality (Anthony Burgess' phrase, not mine) and austerity-era gothic subfusc (that's mine) of Meryvn Peake's Titus Groan & Gormenghast, from which selected artwork and passages follow:

Gormenghast cover art by Mark Robertson

Don't you just want to know what's around the corners and up the stairs?
I still do, 18 years after first seeing it.

"The walls of the vast room which were streaming with calid moisture, were built with grey slabs of stone and were the personal concern of a company of eighteen men known as the 'Grey Scrubbers'. [...] Through the character of their trade, their arms became unusually powerful, and when they let their huge hands hang loosely at their sides, there was more than an echo of the simian. [...] Through daily proximity to the great slabs of stone, the faces of the Grey Scrubbers had become like slabs themselves."
-- Titus Groan, pp27-28

"...feeling that here at any rate was his one chance of escaping these endless corridors, followed as best he could in the hope that Mr Flay would eventually turn into some cool quadrangle or open space where get-away could be effected. [...] as his erratic shape approached the next guttering aura he would begin by degrees to become a silhouette [...] a mantis of pitch-black cardboard worked with strings."
-- Titus Groan, p42


or with the overheated Faery Queen fever dream of Moorcock's Gloriana,

"...its outbuildings, its lodges, its guest houses, the mansions of its lords and ladies in waiting, have been linked by covered ways, and those covered ways roofed, in turn, so that here and there we find corridors within corridors, like conduits in a tunnel, houses within rooms, those rooms within castles, those castles within artificial caverns, the whole roofed again with tiles of gold and platinum and silver, marble and mother-of-pearl [...] And in those forgotten spaces between the walls live the human scavengers, the dwellers in the gloom"
-- p9

"A short flight of stairs took her up into barbaric, blazing torchlight, into a hall of asymmetrical splendour, whose ceilings rose and fell and whose walls were studded with huge gems, whose tapestries and murals showed crowded, obscure scenes of antique revels. [...] she had passed them by, pushing open doors into another, darker cavern, filled with the odour of heated flesh, of blood, of salty juices, for this was where her flagellants convened..."
-- pp72-73

Montfallcon and Ingleborough [...] continued their journey [...] through wider, vaster halls, full of decaying pageantry - banners, armour, weapons - dull and dusty, into the echoing gloom of that cathedral of tyranny [...] where rats now ruled, and spiders danced their precise, oft-repeated steps, and shadows moved, scuttled and were gone. [...] Their human figures were dwrfed by obsidian statues of grotesque and anthropoidal aspect - broodind statues, perhaps still dreaming of the heated, morbid and fantastical past..."
-- pp 124-125

"...the tunnel turned, dropped, climbed, leading them away from Dignity and Charity and Grace and all the other sober demands of office, until they entered a high gallery, all intricate, barbaric carving, with ancient beams supporting a ceiling of panelled wood, and the lanterns casting shadows, displayed inhuman faces and peculiar representations of animal forms [...] They investigated little rooms which still contained narrow beds and benches, lengths of chains and manacles [...] They descended pitted stone and heard water but never saw it. They found wax, so fresh-seeming it might have fallen from a candle an hour or so since. [...] They heard voices, laughter, cries, the rattle of implements, footfalls - fragments of sound [...] as if space itself possessed different qualities within the walls."
-- p171

"More tunnels, another gallery and then, leading from this landing, a stairway into a wide, dark, deserted hall that might, two or three centuries earlier, have led to an outer door. [...] The stairwell zigzagged up, storey upon storey, and through the rococo railings faces peered, as prisoners from bars, regarding her with frank but neutral curiousity. The faces were oddly distorted, not by the filigree of the banisters, but in keeping with their bodies."
-- pp234-235


or the weird and wonderful, gas-lit underworld of C.S.Lewis' The Silver Chair, which epitomised the life of the dungeoncrawler in one haunting refrain:
"Many fall down, but few return to the sunlit lands."

and you've got a particular sensibility going on which is, IMO, pure essence of dungeoncrawl.

So, it ultimately took a cheesy Anglia TV kids show, a Warhammer spin-off board game, and a Tolkien knock-off fantasy series to explain the point of dungeons to me.

Thank goodness those old days are gone.
Thank goodness for the thrumming brainhive of the internet (never again need gaming newbs labour in isolation and ignorance).
And thank goodness for the OSR.

Thoughts? Opinions? Heckling cries of "Did you never watch X...?"

edit, and semi-related: having only recently slighted Talislanta as a Tekumel wannabe setting, I am currently in the midst of an orgy of humble pie consumption on the matter. Why? Because Stephan Michael Sechi has made an array of Talisalanta setting pdfs freely available (fill yer boots here!) to the nebulous ghost people of the interwebs. Truly, he is big; I am small.

Thursday, 1 April 2010

Swirly Brain-proddling Fun

This here be a simple link dump post. I'm sure some of these are re-posts...

The Brainstormer - good for shifting mental blocks. Combine with The Forge and your preferred random tables for great braincustard justice.

Writers and their Accoutrements
(@ A Journey Round My Skull) - quite apart from the Inspiratron, the Muse-o-matic, and the skull-shaped All Weather Field Scriptorium, there's got to be gaming fodder in the image of Kerouac writing "On the Road" in scroll form...

Suffocating at the Villa des Charmes ( @ A Journey Round My Skull, again) - smoky, dreamlike art by Alexander Alexeieff. Performs the minor miracle of making me actually appreciate impressionistic imagery.

Yokai Illustrations
( @ Monster Brains) - ghost whales, king-sized Kappa and Umi-bōzu ("To survive an umi-bōzu encounter at sea, one should remain quiet and look in the opposite direction. Speaking or looking at the creature may send it into a rage — and that usually ends in tragedy.").
How exactly does one pron. "ō" anyway?

Monster Manual Comix: Owlbear (by Lore of Bad Gods) - features insanowiz and Christolump Rabismall.

Almost-Skyscrapers of Britain ( @ "sit down man, you're a bloody tragedy") - What we could have had on our skylines, if only we'd kept the insane Victorian levels of drugs in our national diet. Good-to-excellent in the ruin fodder stakes.

The Ants NEVER STOP. They form a long red line anchoring nightmares to the core of the Earth. - Yep. That's going in the Vaults.

Geometric Sculptures by George W. Hart - an accompaniment to Telecanter's post on Chinese puzzle balls.

Dungeon inhabitant should be pack-rats (@ mises.org) - Before you *hork* at it, even the musings of plutolatrous nutters can be useful gaming fodder.

More on packrat-ism ( @ No Tech Magazine) - includes a link to:

Floating Citadels ( @ No Tech Magazine) - in which Johnny Frog tries to invade Britain with a (wind/tread)mill-powered monster warbarge.

The whacky victoriana of J.J.Grandville (hat tip: Monster Brains, IIRC)

Oldest temple EVAR

Wednesday, 10 March 2010

Promised Tinkerage (minor)

Further to the vague waffling, havering and dancing around the damn point of a couple of days ago, here is the promised "more to follow", straight from my House Rules booklet:

Fighter Weapon Options
Weapon ChoiceFormer RuleUpdated
Shield+1-2 AC/sacrifice+1-2 AC/sacrifice
Dual Wield+1 TH+1 TH
2-handed wpm2k1 damage+1 damage die, drop lowest

Superhero HAET Kobold, and all Kobold's buddies too!
Fighter: +1 damage die for every 3, 5, 7 levels by which char exceeds HD of strongest engaged melee opponent.
Dorf: +1 damage die for every 5, 10 levels by which ditto.
Extra dice are divided as preferred among engaged enemies as whole dice, not point-by-point.

{Eg: vs 1HD foes a F7 rolls 3 damage dice, this drops to 2d vs 2-3HD, and to 1d vs 3+1HD or better.}
As you can see I do horrible things to the exquisitely balanced simplicity of the B/X-LL system. But then I don't - and never did - ascribe to the pernicious "fighters are for noobs" meme.

I regularly play with people who still inhabit the wide-eyed "What do I roll?" stage where this glorious game of ours still has the shiny newness sheen on it. If one of these players wants to do something other than roll to-hit > roll damage round after round I'll try to keep them happy, ideally without putting added strain on their brain. All I have to do with the above is let the player pick their preferred style, explain to them the benefits ("roll 2, keep 1" is hardly (Role/Hack)master), and trust that they'll further explore the mechanical aspects of the game ("I want to wrestle him to the deck. What do I roll?") as and when they feel comfortable doing so.

And, no, my players won't object to this shifting of the goalposts on them. Strangely enough, they don't seem to object to rules modifications they feel are in their favour. Whether they actually are or not is another matter...

"We don't need no steekin' mathematical analysis!"

edit: What? It can't all be Netherworksian exhortations to expand our reference pool and embrace the haut weird around here. I'm just a magpie with opinions. :p

Tuesday, 9 March 2010

Illumination, the Observer Effect, and the Room That Isn't There

It's commonplace of our hobby that illumination is a big deal in dungeon crawls. Perhaps too big a deal for some tastes. A certain school of gamers consider the traditional requirement to take a light source into the underworld with you as no more than a nuisance, and require that their dungeons be pre-illuminated, either by the traditional torch-in-sconce, or by luminescent fungi, glowing walls, or pure handwavium. These filthy oiks even claim that such luminaries of fantasy as Terry Pratchett and A.A.Merritt support their blasphemy!

"Dungeons with built-in lighting. Whatever next? A set number of encounters per day? Poppycock!"
*harrumph, bristles moustache, rustles Times*

To a true adventurer that flickering torch/lantern/gnome-on-a-stick, or (for the especially fortunate) the tireless eldritch glow of a magical sword, is the last ward protecting your character from the merciless stygian darkness wherein lurk Grues (by which you are likely to be eaten) and other such horrors. If you can see it, you can kill it; if you can't, it can kill you first.

However bad things are; it's worse in the dark.

The fact it that if you cannot see, then you can't adventure. You can't move safely, or fight effectively, or explore in any meaningful way. I've racked my brains trying to think of a single famous explorer, navigator or surveyor who was blind (No! Mark Pollack doesn't count. Hiking to the South Pole 100 years after Amundsen got there isn't exploration, it's just masochism). Dungeoneering isn't simply a glorified form of fumbling about in the dark; it's the illumination of the unknown by the surface dwellers. Yes, demihuman party members might have their nightvision (by whatever name) to fall back on, but that just leaves them acting as seeing eye dogs for an otherwise crippled party. And relying on the goodwill of the mythic underworld to provide you with light (or white sticks) is simply offering up hostages to Fortuna, or to that infinitely less forgiving deity, the DM.

You know, it might even be possible to have a little fun with the wrongbadthinkers who know not the importance of carrying one's own light, and who comprehend not that mastery of light-making is the very foundation and hallmark of civilisation.

Take as a starting point the indie game Closure, a platformer with an interesting design conceit. To whit: "if it isn't illuminated, it ain't there". Here's a video of what I'm talking about:



How about applying something like the above to a section of megadungeon? Call it something cheesy but evocative, like the Chambers of Devouring Night, throw in rumours of a huge cache of adventurer catnip (aka: treasure) somewhere in there, and mark down on your notes something obscure about the observer effect being an actual reified thing in this part of the underworld. What does that mean? See above.

How do the players find this out? Hopefully the hard way when one of the party steps beyond the light, and all that is heard of them is a descending scream. Congratulations folks! You've just wandered into a part of the dungeon where if a thing isn't illuminated and beheld, it simply isn't there (and, yes, that includes the floor).

Now, a proper (i.e.: mean) DM will add to the nerve-fraying tension of keeping to the light by adding in strange noises in the dark, errant gusts of wind, semi-occluded hazardous terrain, and hostile creatures (Grues, Shadows, Vashta Nerada, Hadean sharkbats, or Shutai) who hate the light and want to restore their home to its accustomed darkness. What was that? How do the natives maintain their existence in the absence of light? Echolocation, and they're sick of the sound of one another. Now shut up and roll!

A place where that usually disregarded or hand waved circle of light is the only thing that exists, and the enemy want to snuff it out. Suddenly who has the torch isn't a matter of boring, unfun simulationism; it's a matter of life and death. Suddenly the party are torn between husbanding precious resources, and burning anything they can lay their hands on. Light: sometimes it really is that big a deal in the hostile under-realms.

Heh, I think I'm going to have fun with this.

Thoughts? Opinions? Reasons I should shut up and watch such-and-such a film first?

Thanks to:
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