Phantasmal Dreams

Memoria Meatgrinder

Table of Contents

  1. Repeated Results
  2. Empty Add-Up
  3. Foreshadowing Total
  4. Blackjack: Increasing Risk

Overview

My previous (and first!) blog post discussed His Majesty the Worm’s Travel Events; in it, I attempted to catalogue the different levers they use to pressure the adventurers and the configurations in which they are presented. Unfortunately, I still have a lot of ideas about the Meatgrinder.

What I have in mind today are a few methods used to provide the Meatgrinder with lingering memory; hopefully, a sense of memory that enriches dungeons and makes them feel like a dangerous space that is alive and wants you out.

All of the following ideas are going to make use of similar mechanics for relatively similar ends. A rare few of them have been tested by yours truly, so they exist more in a state of fun theory than fully tested mechanics. Nonetheless! Every excellent idea starts as a theory!

Credit Where Credit Is (Very) Due

I’d be remiss to leave out the major inspirations for this post:


Repeated Results

The most basic method for adding memory to your Meatgrinder is the Repeated Result. This is exactly the system described in ICastLight’s blog post; a particular value on the table has a linked series of events, and each time that value is drawn, the series progresses. As the concept is best explained there, I will provide examples instead:

Interactions with Tarot

His Majesty the Worm already practices a form of memory with its Meatgrinder table: the major arcana deck and its associated discard pile. When a card is drawn, it is adjudicated, placed into the discard pile, and remains out of play until the deck is shuffled once more. What this means is that until the shuffle occurs, it becomes impossible to draw a result a 2nd time.

This affects the pacing of the developing memory; not only does it depend on RNG to flourish, it also requires frequent shuffling to occur at all. A dynamic is created where long gaps can occur in between draws, breaking the “narrative flow” that creates pressure and intrigue.

With that in mind, I believe the Repeated Result method works best for something designed to be a slow change or a series of thematically linked vignettes. An example of the latter would be a series of individually unrelated encounters with undead, culminating in a dungeon state change where undead become much more common. The system fits a large dungeon floor, or a floor that will frequently be revisited and traveled to.

Ideas for Repeated Results


Empty Add-Up

A second method for Meatgrinder memory is the wonderfully, not-at-all awkwardly named (by me) Empty Add-Up. I first saw this method used in the excellent The Sunless Estate, by squidneysavior AKA Sydney Manno. This system is fairly usable across systems (be you rolling dice or drawing cards), but works best if using the procedures in Worm (as expected).

When an event on the Meatgrinder occurs, it is crossed out and is no longer in play (as is the card, temporarily in the discard pile). Upon reshuffling, future draws of the same card result in… nothing happening! Nothing at all. The guild drains the Meatgrinder as they explore. Luckily for the GM, they must always return to the City - they do not get to reap the benefits of an empty Meatgrinder for very long.

A commonly discussed method to adjust this is to make each empty result a “Torches gutter” result, causing the dungeon to become infinitely more resource-intensive and dangerous. The Empty Add-Up method works on a similar system: when an empty result is drawn, a total is added to. Or a clock is ticked. Or a specific event occurs that builds into another event. Etc.

Two details about this method stand out in relation to pacing:

  1. As the guild spends more time exploring the dungeon, they become more likely to experience the negative consequence associated with a fully-ticked clock.
  2. The consequence is nigh-inevitable, though it can’t occur immediately. The deck must be shuffled at least once, and a specific number of events must always occur first.
    • When you select however many empty draws must occur before The Event happens, you determine the pace (and must remember that for each 1 total needed, a single card must be pulled twice).

With this in mind, I believe the Empty Add-Up works best for an event you intend to have occur relatively early into the floor (but not one you rely on having occur on schedule). The guild explores the dungeon for a short time and settles in, feeling safe, all while the rumbles of a greater threat grow louder. And once the dungeon is awake, it is awake. It can never go back.

Ideas for Empty Add-Up


Foreshadowing Total

A system I have tinkered with for my own dungeon designs is what I like to call the Foreshadowing Total method. Another term for it is something like Stacking Odds.

In this system, certain events will be determined to serve as foreshadowing for the ultimate consequence. A value is tied to each event, with a higher value serving as greater, more obvious foreshadowing. In this method, a variety of events, found anywhere on the table, can all lead in one direction. Essentially, it’s like a granular and more wide-scale Repeated Results.

Example

The Dungeon Lord is a massive centipede, intelligent and cold and vicious. Its only thought may be hunger, but it has knowledge of many kinds of hunger, many kinds of eating. The GM draws: VII (Curiosity): “A skittering is heard in the dark, many legs moving fast (+4).”
The GM marks +4 Foreshadowing wherever they like, and discards that card as normal. They continue pulling from the Meatgrinder, with some events foreshadowing the centipede and others unrelated. When they’ve marked a total of 10+ Foreshadowing, the centipede automatically attempts to snatch an adventurer during the next watch.

Interaction With Tarot

Because this method doesn’t use repeated results, that means that the consequence can theoretically occur before the deck is even shuffled. Ideally spread between Curiosities, Travel Events, and Encounters, the final consequence should feel like an ever-present threat that manifests in the smallest things (and largest). For this reason, it is best used with something that defines the dungeon.

Notably, because drawn encounters are struck through, this is significantly less amenable to cycles. You can’t do any foreshadowing if no events are occurring! Because of this, you can only really build to a single consequence per Crawl Phase.

Methods to slow the rate of progress are to require a high Foreshadowing Total, or to make individual events each give a low number. My suggestion (of course) is that more dangerous events offer higher Foreshadowing values, while milder ones offer lower values.

Ideas for Foreshadowing Totals


Blackjack: Increasing Risk

The final memory method involves playing Blackjack, and has its roots in ToBeResolved’s very elegant system shared at the top of this blog post. I’ll say clearly: this idea is the most loose and theoretical, and I’ll actively be spitballing ideas as I write it.

The core concept is thus: when X occurs (often a watch), the GM draws a minor arcana card and marks the value. When that total reaches 22, the guild busts (/sfw), and something bad happens. The guild can choose to reset the total at any point, but there is (usually) a cost associated with doing so.

Face cards can be treated as a 10, and the Fool can be allowed to work as an Ace, be treated as a 0, or even reset the total for free.

Ultimately, this system is more dungeon defining than any of the previous ones; it actively impacts the moment-to-moment of exploration, with the players constantly aware of the stacking value of their cards. I would never use it unless I wanted it to be a major setpiece of the dungeon I was designing.

Example

The dungeon is full of a toxic miasma, and the guild has had to equip itself with a very limited supply of potpourri to ward off the miasma’s negative effects. Each time a watch passes, the GM draws a minor arcana card and marks the value. When the guild busts, every adventurer advances a deadly affliction that will take significant effort to recover from.
By cracking open their potpourri and huffing the strong, pleasant scents, the guild can free themselves from the horrible miasma, resetting their total. However, this spends one use of their limited supply.
Or maybe they’re in water, and this is oxygen.

Ideas for Blackjack


Summary

The dungeon is a living thing, even if the form it takes is so often a nasty awful kind of undeath. By making use of memory on your Meatgrinder (or encounter table in general), you can make that life even more vivid for your players. And that can be a very valuable thing!

So, hopefully these concepts find some use. I’d be happy to hear if you did! I hope to return to the Blackjack system once I’ve nailed down more concrete ideas on how to make use of it.

#Encounters #HisMajestytheWorm #TravelEvents