The Alexandrian

Dungeon Crawler Carl - Carl's Doomsday Device

I recently finished listening to the Dungeon Crawler Carl audiobooks written by Matt Dinniman and performed by Jeff Hays. I then immediately went back to the beginning of Book 1 and began reading the whole thing over again from the beginning, something which I’ve only done on the rarest of occasions for individual books and which I’ve literally never done for a full series before. The result is astonishing, because with the revelations of the later books in mind, the second time through is often like reading a whole new story. Dinniman’s plotting, character work, and worldbuilding are not only excellent; they’re simultaneously working on multiple, interwoven levels all at once. It’s dizzyingly brilliant.

So, in short: The hype is real. This series is insanely good. If you haven’t read it yet, you should seek it out with all haste.

This is not, however, a review of Dungeon Crawler Carl. If it were, I would talk about how the series’ themes are a vital response to the current zeitgeist; how Dinniman’s deconstruction of the LitRPG genre is perfectly mirrored by Carl’s diegetic destruction of the game; the deeply compelling plotting techniques centered around disrupted vectors, and how juggling those vectors almost “forces” the books into the aforementioned multilayer handling of not only plot, but also character and world.

Instead, though, I want to discuss a thought I’ve been mulling throughout the series: If you were a GM and a player came to you and said, “I want to play a Dungeon Crawler Carl roleplaying game!” what, exactly, would that mean?

This is not, it should be noted, about Renegade Games’ upcoming Dungeon Crawler Carl RPG, although it could obviously be relevant for that game. In truth, it’s not even specific to Dungeon Crawler Carl – it could apply equally well to Lord of the Rings or Star Wars or Marvel superheroes. Dungeon Crawler Carl does provide a particularly useful example, however, and so, although I’ll do my best to minimize them, the following discussion will contain meaningful spoilers for the books.

SPOILERS

Dungeon Crawler Carl begins with apocalypse. The eponymous Carl is outside when every building, vehicle, and other manmade structure is abruptly sucked into the ground, killing everyone within. A few moments later, a planetwide announcement explains what’s happening: A galactic civilization – or, more accurately, the Borant Corporation – has claimed Earth’s resources. The survivors will be offered the opportunity to enter the World Dungeon and the “crawler” who emerges victorious from the dungeon’s eighteenth level can reclaim the planet.

… except, as we discover soon after, in thousands of similar seasons, no crawler has ever reached the eighteenth level, let alone won it.

Plus, it turns out the mining rights are almost an afterthought at this point: The real money is in entertainment. The entire ‘crawl is streamed live to quintillions, creating a massive stream of revenue in the form of subscriptions, sponsorships, advertising, merchandise, and more.

Carl, of course, enters the dungeon, and what he discovers is a pretty standard LitRPG setup: There are vast underground corridors stocked with monsters. To survive and thrive, he needs to kill the monsters, loot their corpses, and level up.

As the series continues, however, these simple tropes are eroded and washed away: The dungeon itself becomes infinitely more complicated, revealing not just the artifice of its storytellers, but the far more poignant saga of its workers, legacies, and organic mythologies which stretch back over thousands of years. More importantly, the dungeon is revealed to be a major focal point for interstellar politics, and Carl quickly finds himself entangled in a web of corporate intrigue and corruption which extends far beyond the dungeon itself. Everything is woven together – a comprehensive system of oppression, the true scope and nature of which even those perpetuating the system don’t fully understand.

So your player comes to you and says, “I want to play a Dungeon Crawler Carl roleplaying game!”

The traditional default for an RPG is that this means “I want to create and play a character in that world!” So what you’d do is faithfully recreate the Borant World Dungeon – translating and expanding the lore from the novels into a useful setting gazetteer and/or playable scenarios. You’d likely kick off your campaign by playing through the same apocalypse described in the opening scenes of the series. The PCs would have their own adventures, of course, but they’d be playing alongside the canonical events of the original series. Maybe they’d have a chance to meet characters from the books like Carl, Ellie, and Imani, or maybe this is an alternate reality where those characters don’t exist and the PCs will have to find their own way.

This default is so engrained, in fact, that you’re more likely than not thinking to yourself, “Well, of course that’s what you’d do.”

But in many ways, this experience will be missing many of the elements that your player likely loved about the books. For example, as you’re reading Dungeon Crawler Carl, Dinniman is constantly revealing radical new truths about the setting that completely revolutionize your understanding of what’s really going on. If you just carbon copy the setting, of course, this revelatory experience – this thrill of discovery that transforms and expands the experience – will be completely absent: The player will already know all of the setting’s secrets.

So when a player says, “I want to play Dungeon Crawler Carl!” maybe what they’re really saying is, “I want a megadungeon story of epic scope where I’m learning the hidden secrets of the universe!” Or maybe it’s some other aspect of the story – “I want a zero-to-hero story where we overthrow galactic tyrants!” – that they’re hoping to experience. Either way, what they’re looking for isn’t the Borant World Dungeon; it’s their own dungeon.

This is the approach Luke Crane took with Burning Empires, an RPG adapting the Iron Empires graphic novels by Christopher Moeller. In the original space opera story, alien mind control parasites invade a Burning Empires - Luke Cranecolonial world. Rather than detail the world of the original story, however, Crane implemented a robust procedure – played out alongside character creation – by which the entire group creates their own world, including competing factions and geographic features, for the aliens to invade.

You’ll notice, of course, that these two desires – I want to play in that world! vs. I want to live that experience! – can very easily be in direct conflict with each other: If I wanted to play a campaign set on the same world as the Iron Empires graphic novels, I’d be disappointed with Burning Empires setting the game on a different one. If I wanted to be the Big Damn Hero who saves the ‘verse, I’d be disappointed if my character just heard about those events on a news broadcast.

Here’s another desire: I want to play Carl! Not another character in the same setting; not a character like Carl. I want to literally play Carl and have a pet cat named Donut. (And maybe this means playing through the same events of the original story. Or maybe an alternative reality where events diverge. Or maybe it’s playing Carl in a completely different setting.)

I’ve seen this idea – of playing an established character instead of creating your own – get a wild amount of pushback over the years. (There are still people who will go on lengthy rants about TSR’s Indiana Jones RPG in the ‘80s that defaulted to playing Indiana Jones himself.) But it’s really not that different from an actor taking on the role of Hamlet, even though thousands of actors have done so before. It’s a unique creative challenge and there’s a reason why kids love pretending to be Luke Skywalker to Batman or Bluey, not just a generic Jedi, superhero, or talking dog.

And, again, if this is the itch that’s driving your player to the gaming table, it may not be scratched by the other approaches.

CONCLUSION

None of these desires are wrong and none of them are right. In fact, although they may contradict, they can just as readily complement and overlap each other.

The point is that, if you want to deliver the experience your players desire, you’ll often need to dive past the superficiality of their request and think a little more deeply about what experience they’re actually looking for.

Strangely, this can also apply to yourself. If you ever launch a Star Wars game with great excitement only to find yourself oddly dissatisfied with the result, take some time to really think about what you truly wanted from “a Star Wars game” and why your game didn’t achieve it. This will usually mean also talking with your players and making sure you get on the same page about how the game should work.

Dungeon Crawler Carl

Alexandrite members of the Alexandrian Youtube Channel can check out the latest After Action Report: This one taking a look at what a sequel session in my Mothership open table looks like.

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Monstrous black hands grasping towards the light

But before they slept, they committed one last act of divine betrayal. They fell upon one of their beloved named Gellasatrac, shredding him completely so that one future day their servants could feast upon his flesh and his blood and be changed. Gellasatrac’s ebon hand would bring blessed mutation and lovely transformation, granting those who dared partake the power to free the masters once and for all.

This lorebook venerates Gellasatrac, the “Martyr of the Galchutt”, who is described as “the dead god whose flesh was of our flesh; whose will is of our will; whose power shall be of our power”. He is the one who “shall Sleep not, nor Walk not”.

THE TOUCH OF GELLASATRAC: Before he became the “Maggot of Chaos”, Gellasatrac is described as the “Disciple of Jessuk” and the “Twister of Flesh”. “Where his touch writhed, so were our mortal frames transformed and our souls the flames of crucibles.”

Those so “gifted” are described as having their very bodies transformed through his powers. Gellasatrac raised up great, slavering hordes of chaos-touched malformities and fed the armies of the Galchutt with their misshapen, empowered bodies.

THE HAND OF GELLASATRAC: “And in those times when the powers of chaos shall wax and the Night of Dissolution shall come, the Ebon Hand of Gellasatrac shall return unto those true of their faith and so shall his legacy be fulfilled.”

THE LEGACY OF GELLASATRAC: “Let his blue blood be drunk into the pores of the soul. Let his black bile be vomited from the slit-wound of the mouth. And so shall he live in your flesh.”

DESIGN NOTES

This is a natural companion piece to Touch of the Ebon Hand, the chaos lorebook describing a cult dedicated to the worship of Gellasatrac (a name given, unless I’m mistaken, only in The Night of Dissolution). The trick with this sort of thing is to include enough information so that each lorebook makes sense, while also giving each lorebook unique information so that each is a revelation to be prized.

I’m also doing some setting weaving here: Jessuk is a god from my pantheon of Demon Gods, one who has been set above the Galchutt in order to integrate them into the Demon Court.

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Amazing Engine: Bughunters - TSR, Inc.

Bughunters can be mined for ideas, but – like most of TSR’s output in the ‘90s – is padded with too much fluff and empty space to present a truly high quality package.

Originally Published March 16th, 2002

WHY BUGHUNTERS?

Bughunters was a supplement for TSR’s Amazing Engine game – which hasn’t been in print for more than half a decade.

So why review it?

Well, first off, because a lot of RPG fans are bargain hunters: They’ll see this book in a remainder bin or on a clearance table and begin wondering whether or not its worth snapping up. And that’s what a review is all about.

Plus, I want to. ‘Nuff said.

WHAT YOU GET

Bughunters is essentially an unlicensed Aliens RPG: The PCs are ground-pounders in the United Terra Reconnaissance and Peacekeeping Force (UTRPF). As such they are charged with keeping Mother Earth safe from hostile aliens… And if there’s anything humanity has learned, it’s that every single alien in existence is hostile.

Bughunters mixes things up a little more by casting the PCs as Synners – synthetic humans. Synners originally became necessary because normal humans become debilitatingly ill if they go through an Isler jump (the FTL device of the setting) outside of cryogenic sleep. Once the law allowed the government to use synners in the military, however, it was inevitable that the genetic modifications would be extended to create super-soldiers. Once that happened, however, society no longer wanted synners living among them – so laws were pushed through that prevented the synners from ever mustering out of the UTRPF: Once created, they were in the military for life. And once that was true, the pressure from constant alien threats quickly allowed the military to generate their super-soldiers more quickly by using a braintaping technology to duplicate civilian personalities: The civilians had the consolation that some “part” of them was out in space having adventures, while the military got a pre-grown personality to insert into their rapid-growth clones.

So as a PC you are not only forced to fight a vicious alien menace for the rest of your natural lives (i.e., until one of the vicious aliens kills you), but most of your memories and your entire identity actually belong to someone else. That’s not only a solid premise for a game, it’s also a great source of characterization and drama: Character is not only what you are in the dark; it’s what you are when your back is pressed to the wall.

As a sourcebook, Bughunters provides all the usual suspects: In the player’s section you’ve got a future history of the universe; character generation rules; details on the life of a synner; combat rules; military equipment; details on ships; and a mini-sourcebook on Stargate, an L-5 space station where most synners start their careers (and, thus, a good starting point for most Bughunters campaigns).

The GM’s section contains some additional background information, including – of course – the stats for a number of vicious aliens for the PCs to hunt down and kill: Essentially, most of the intelligent life in the universe was created, modified, or enslaved by two Ancient races to serve in their centuries-old war. These races – referred to by many of the minor races as the Shapers (a psychic race featuring biological technology) and the Artificers (an insectoid race featuring advanced “hard” technology) – are completely exhausted by their long war, but the continued hostility is the reason why everyone humanity happens to meet in space is immediately a threat: They’ve been conditioned to assume that, if they don’t know a race, it’s probably serving the other side.

The book is wrapped up with some very helpful charts and tables, most notably a full-color, pull-out map of the local section of the Milky Way – complete with an accompanying table of stellar distances.

WHERE IT FALLS DOWN

Bughunters falls down by not going far enough: There’s fancy military equipment, but there’s not a lot of it. You get a few alien threats, but not enough to sustain a true “let’s hunt the new bugs this week” campaign. And so forth.

Perhaps the most unfortunate lack here is in setting details. Bughunters was always intended to be a stand-alone product, yet the creator has simply failed to deliver all that much in the way of real meat when it comes to the Bughunters universe.

Part of the problem here is that this was a TSR product circa-1993. Those of you who were in the hobby back then already know that the only thing TSR could be relied on to produce in those days were books with excessive whitespace, large fonts, and text with too much leading between lines: In short, products which employed every means possible to keep their actual word count and content to an absolute minimum while (literally) pumping up the margins.

But even taking that into account, there’s a lot of fluff here that doesn’t need to be here. Most of it (such as the introductory adventure) was probably also caused by corporate guidelines, so I’m not going to blame the authors or creators here. But it is an unfortunate reality of the book.

WHAT IT’S GOOD FOR

As a result, Bughunters is going to be primarily useful as something you tear apart for ideas and put back together in your own image. For example, I could easily see using some of the material and background material here for a bughunting campaign set about 25 years in the future of the Transhuman Space universe.

Looked at through this lens, Bughunters is a rich resource: There are a lot of very compelling pieces here which can be conveniently ripped out, turned around, and slammed into another game. Or used to create an entirely new setting to your heart’s content. Plus, there’s nothing really wrong with the material here – most of it can serve as a very reliable foundation on which you can simply continue building.

On aspect of particular note here is the ship design system: To design a ship in Bughunters all you need to do is slam together various modules – instantly creating your own, customized ship. I would have liked to see more modules to choose from, and more detailed floorplans of the modules, but this is another area where the foundation is very solid. The basic mechanic and floorplans are also completely system independent, so the whole thing is very easily portable.

The full-color map and stellar distance charts are also well done, and provide a resource for any science fiction campaign set galactically near Earth.

A Note on Amazing Engine: For those unfamiliar with the Amazing Engine product line, it was an attempt to produce a generic game (a la GURPS) by TSR. The engine itself has many strengths (which I may dwell on if I ever review the actual game system), but the game’s supplements suffered because of a methodology which required a complete set of character creation rules and (frequently) large chunks of the combat rules to be redesigned and reprinted. This helps contribute to Bughunters’ fluff problem. It also means you cannot play Bughunters as is without the Amazing Engine rulebook.

Style: 3
Substance: 3

Author: Lester Smith
Additional Design: Tim Brown, Karen Boomgarden, Newton Ewell, Tim Beach, Colin McComb of the Clan McComb
Line: Amazing Engine
Price: $18.95
ISBN: 1-56076-623-9
Product Code: TSR2702
Pages: 128
Year Published: 1993

Flipping through my copies of Bughunters, I’m going to be honest: I was overstating its usefulness as a resource. Except for the poster map of star systems near Sol. That’s pretty great.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Shallamoth Kindred - a tentacle-headed monstrosity

Above all Those Who Slumber was the power of the One Who Was Born of Destruction, the Song Render, the Ender of Souls, the Dweller in Darkness. And among those who would speak his name, his name was Shallamoth Kindred – the act of desolation given life and mutilation given flesh.

This volume is a collection of lore regarding the Galchutt known as Shallamoth Kindred. It is a mixture of texts: Some poetical, some religious, some scholastic, some bombastic.

RANK WITHIN THE HOST: The Galchutt are not given to any order or hierarchy, and yet Shallamoth Kindred is often seen as their leader. No other Galchutt has ever been known to disobey it, and one of the ancient texts cited tells that “the Dweller in Darkness shall lead the Natharl’nacna host into the heart of creation, there to deliver all unto oblivion”.

THE FORM OF MAN: Shallamoth Kindred is described as being of two forms. The first of these – the form of man – takes the shape of a tall, lithe humanoid with indistinct features. This entire form is black like the deepest part of a bottomless pit, with the exception of its dagger-shaped eyes, colored the yellow-brown of diseased teeth.

THE FORM OF SOUL: The second form – the form of soul – is that of a squirming mass of ropy tendrils surrounding a bulbous, obese, pox-covered, decaying body with a vaguely humanoid shape. In some of the grotesque illustrations contained within this volume, vestigial bat-like wings hang limply around this form.

THE SUDDENNESS OF DESTRUCTION: “And he did move with the quickness of a razor.” “And in that moment he both came and was gone, leaving a wake of black madness in his tread.” These and similar quotations attest to Shallamoth Kindred’s ability to move with blinding speed and agility. It is literally capable of being there one moment and then gone in the next.

THE FACELESS FACE: “Its face was like the mirror nothingness. Its gaze a river of fire that touched thought but not earth.” Shallamoth Kindred never displays emotion. It never grows angry and it never shows fear. It does not gloat. It does not rejoice. It is impossible to manipulate or even to reason with.

THE CITADEL WITHOUT LIGHT: “And in the palace of the Kindred of Shallamoth, the eyes of the Galchutt are shut.” This phrase stands alone in the lower left hand corner of a page otherwise covered in a strangely warped mandala. Other passages refer to this place as the Citadel Without Light, and some speak of an inner sanctum: The Tourbillion. The Vortex of the World. From this Vortex, one can “step forth into the world”.

Another fragment describes the palace as being built entirely of mirrors which sometimes reflect less than can be seen, sometimes more, and sometimes something entirely alien.

Spiral/fractal pattern

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