Working on Gigacrawler

I’ve finished writing the current part of My Name Is John Carter. So I’ve started working on the Gigacrawler game, and hope to have a playtest version ready reasonably soon.

The person who’s editing Ideas and Inspiration… vol. 2 is still doing it (she’s up to the letter ‘I’).

From ‘Notes On Weird Fiction’

4. A List of Certain Basic Underlying Horrors Effectively Used in Weird Fiction

[1.] Unnatural life in a house, and unnatural linkage of lives of separate persons.
[2.] Premature burial.
[3.] Listening for some approaching horror.
[4.] Metempsychosis—a dead being forces its personality upon the living.
[5.] Offspring of a mortal and a daemon.
[6.] Any mysterious and irresistible march toward a doom.
[7.] Unnatural life in a picture—transfer of life from person to picture.
[8.] Prolongation or persistence of an abnormal animation in the dead.
[9.] Duplication of a personality.
[10.] Ravages on a grave—discovery that the seemingly dead is alive.
[11.] Unnatural connexion betwixt an object and some image of it.
[12.] Membership in hellish cult of witchcraft or daemonolatry.
[13.] Presence of horrible hidden race in lonely region.
[14.] Shocking metamorphosis or decay of living human as induced by taking unknown and evil drug. Idea of monstrous companion.
[15.] Beasts acting deliberately against man.
[16.] Unseen cosmic presences in certain region—idea of genius loci.
[17.] Psychic residuum in old house = ghost.
[18.] Village whose inhabitants all share monstrous secret rites.
[19.] Elemental spirit intrudes or is invoked.
[20.] Holy organisation secretly goes over to diabolism.
[21.] Subtle vampiric preying of one being on another.
[22.] Terrible hermit in lonely place—preys in some way on travellers.
[23.] Powers of darkness (or cosmic outsideness) besiege or take over sacred edifice.
[24.] Hideous daemon attached to some person (& after his death to certain objects pertaining to that person) through sin, incantation, etc.
[25.] Hideous sacrifices attempted through exercise of some bygone paganism. Ghostly reprisal.
[26.] Changes in a picture corresponding to actual events (present or old) in scene it depicts.
[27.] Evil wizard employs metempsychosis to survive in animal forms and carry out revenge.
[28.] Ghostly room in house—sometimes there, sometimes not.
[29.] Wizard acquiring evil companion through trip to strange region of horror.
[30.] A pursuing thing called from the grave through an injudicious incantation.
[31.] Blast on an exhumed whistle of unknown antiquity summons vague and hellish presence from the Abyss.
[32.] Monstrous supernatural guardian set over treasure or book hidden in ancient ruins.
[33.] A dead man comes from the grave to bear off or punish his murderer.
[34.] Inanimate object acts as living thing to avenge crime.
[35.] Ghost of victim convicts murderer.
[36.] Disturbance of an ancient grave looses a monstrous presence on the world.
[37.] Magical telescope (or cognate device) shews the past when looked through.
[38.] Excavation of an ancient and forbidden thing saddles excavator with a hostile shadow, which eventually destroys him.
[39.] A household in great terror of the coming of some unknown doom.
[40.] A sacrilege toward an ancient church summons out of space or the sea an avenging monster which devours the desecrator.
[41.] Perusal of a certain hideous book or possession of a certain awful talisman places person in touch with shocking dream or memory world which brings him eventual destruction.
[42.] Man abnormally akin to lower animals. They avenge his murder.
[43.] Insect hypnotizes man and leads him to his death.
[44.] Ghostly vehicle. Man boards it and is carried into unreal world.
[45.] Sleep-walker drawn nearer and nearer to some horrible place. Tryst with dead, etc.
[46.] Body buried beneath cellar hounds murder (or injurer) to death.
[47.] In savage land, hermit priest guards old shrine containing a very strange and ancient Presence. Accident looses presence, and harm is done to person responsible.
[48.] Remote island region at extreme limit of world—Edge of Abyss. Strange horror appears there.
[49.] Ghouls of the sea that come to land in guise of seals and prey upon mankind.
[50.] Reconstruction of ancient temple or re-dedication of ancient altar evokes dangerous, unbodied forces.
[51.] Evil student reanimates mummy 4000 years old, and forces it to do his murderous bidding.
[52.] Man tries to recapture all of his past, aided by drugs and music acting on memory. Extends process to hereditary memory—even to pre-human days. These ancestral memories figure in dreams. Plans stupendous recovery of primal past—but becomes sub-human, develops a hideous primal odour, takes to the woods, and is killed by own dog.
[53.] Traveller coming upon something horrible in strange place—as a horror in a cabin with lighted window found in a forest’s depths.
[54.] Dream and waking worlds confused.
[55.] Some past (or future) horror just outside memory (or prescience).
[56.] Entire scene and set of events caused by hypnosis—proceeding either from living person or from corpse or other harbourer of residual psychic force.
[57.] Coming to unknown place and finding one has some hitherto latent memory of it, or hideous connexion with it.

Gigacrawler map

As always, looking for feedback.

This is an explanation of how movement works in Gigacrawler.

The player doesn’t have to learn this information before the game starts: it’s presented step by step in the paragraphs as they play.

hexexampleThe Gigastructure can’t be represented in two (or even three) dimensions. Distances may be different depending on the direction traveled. This is represented by movement numbers.

Each hex has three numbers. The top number, pre-printed, is unique to each hex. This allows you to make notes on what you find.

The middle number is the paragraph number. When you come to a hex which already has number you either turn to the paragraph corresponding to that number. When you come to a hex without a paragraph number you roll on a table, fill in the result, and then turn to the corresponding number.

The bottom network is the movement number. When you come to a new hex you roll a dice. 5s count as 2, and 6s as 3. 1-4 are counted as rolled.

When you leave a hex you move a number of hexes equal to the hex’s movement number, in any of the six cardinal directions.

There are three entities who may be entreated when moving:

Yafir, the Lady of the Spaces Between, allows you to move ‘diagonally’, as per the diagram below.
Yiraf, The Exalted Crone of the Far Places, allows you to add 1 to the movement number of the hex.
Yirah, the Infant Lord of the Near Places, allows you to subtract 1 from the movement number (therefore he can’t be entreated in hexes whose movement number is 1).

yafiregExample of entreating Yafir. If the movement number of hex A were 1, the player could move from A to any of the hexes marked B. If the movement number of hex A were 2, they could move from hex A to either of the hexes marked C.