Thursday, May 21, 2026

Platonic ideal potions

Alchemists of old used to work with materials. They tried to turn iron into gold and find cures for ailments. These are still valid pursuits, of course, though medicine these days is left to the apothecaries and creating valuables from trash tends to require more magical capability than most are willing to sell their soul for.

Modern alchemy focuses instead on the abstract. Rather than distilling and modifying things, the art has moved on to distilling capital "T" Things. The ideas and concepts of our world rather than mere substances that exist within it. Ask a carpenter if you want a chair. Ask an alchemist if you want the very essence of chairness.

What's in this health potion? Why, health, of course.

A potion is the purified, liquified, and conveniently bottled essence of a concept. Drinking a strength potion simply makes the imbiber become more like the concept of "strength". A love potion makes a person love, and a health potion makes a person healthy. It is that simple. It's not always necessary to drink the potion - a bottle smashed open to quickly coat a substance can have the desired effect. This is a much more practical use for a potion of burning than drinking it. Trust me.

Potions of water breathing are often actually potions of fish. It is imperative not to screw up the dosage on that one.

It is even possible to brew a death potion - a substance which will kill, but will not show any signs of poisoning or any discernible cause of death. The drinker simply becomes dead. Equally possible and significantly more horrifying (or hilarious, depending on your perspective) are the results of drinking a potion of chairness.

The very same mechanism that allows potions to work is also what makes them so dangerous. Typically, ideals will come from a variety of ingredients and must be carefully distilled. Any number of other ontological contaminants can distort the effects, giving the appearance of chaotic unreliability. In reality, the reason your luck potion accidentally melted the person who drank it was because water is a primary ingredient, and wateriness was the concept that ended up being distilled. Honestly, it was an amateur mistake to even attempt to distill luck.

You can use a list of random concepts such as the one I threw together for freeform magic to come up with endless ideas for potions.

The Make Potion spell (DCC RPG p. 223) is one method of distilling concepts into liquid, though as with all magic, many of those casters of the spell do not understand what it is truly doing.

Wednesday, May 13, 2026

Making Immortals more DCC-ish

I've written before about my fascination with Immortals from early editions of D&D and a little of my own vision of them. While there is a lot I do enjoy about them, there's also a lot of room to improve. Here are some things about the original versions of Immortals that don't quite fit the DCC vibe, and how I might use some of DCC's design principles for Immortals in my own games and worlds.

All Immortals are the same

When one becomes an Immortal, they gain a bunch of the same powers as the other Immortals all at once and their old life becomes suddenly irrelevant (besides, apparently, the Immortal's personality and some fond memories). Immortals are not all identical, of course, but there is a core set of abilities that they all just have. These abilities are largely unrelated to each other besides being the kinds of things you expect godly figures to be able to do.

What if each ability critical to being an immortal had to be gained independently, and thus not all Immortals have all powers? The first step is, obviously, immortality itself. Bringing yourself to a state in which your death is no longer a guarantee. From there, all the other powers are just a matter of time - after all, you have endless years to achieve them. Characters could undertake multiple quests to gain the powers of divine spellcasting (truly creating their own spells, rather than borrowing them as Clerics and Wizards), various forms including ethereality and mortal avatars, teleportation, planar creation and dominion, and resistance to magical effects. Each and every one of these powers that is simply granted upon ascension could be an entire story of its own. Quest for it.

To be fair, it makes sense for Immortals to be so similar because there is only...

One road to Immortality

You might argue that there are multiple listed paths, but in the end they all amounted to finding an Immortal sponsor and doing some grand test or display of power to get your sponsor to grant you the gift of Immortality. This implies that you could draw a family tree of all Immortals, from the first of all time right down to the player characters. This set of powers is a gift that has been passed down.

This is way too straightforward and structured.

Being granted immortality by a higher being should be but one possible path toward immortality, let alone capital "I" Immortality. Perhaps it's the appropriate path for a Cleric to follow, the ultimate reward from their deity for acting as their Chosen, but here are some alternate ways to become immortal:

  • Lichdom. Sure, this isn't complete immortality, but "immortality, unless..." is more fun anyway. Have players attempt to pull shenanigans like Voldemorting themselves into 7 phylacteries or dropping their phylactery into a black hole to make it inaccessible.
  • Reincarnation. Give your soul some way to move bodies after your death and you even get fun new forms every lifetime.
  • Discovering or creating the Philosopher's Stone.
  • Regenerative immortality. Develop some magic, tech, or mutation which allows you to recover from any injury, given enough time and energy.
  • Rewrite the annals of time such that your death is no longer destined, or that your existence is a universal constant.
  • Pledge your soul to multiple afterlives and they'll use their power to keep you alive so they can avoid going to cosmic court over custody. This will piss your patrons off for sure.
  • De-age yourself every couple decades. Magically, medically, whatever.

Some of these are even almost possible using spells in the core rules.

Immortals totally aren't Gods

To any peasant, even the weakest of Immortals would seem like a god. The original version of Immortals simply doesn't bring up the elephant in the room with this one. Gods presumably exist, as Clerics regularly receive divine intervention. In fact, Clerics will serve Immortals, so the reasonable conclusion seems to be that Immortals are in fact gods. But BECMI simply doesn't bring up gods at all, and the particular lack of any mention of particular aspects of religion appears to be a result of the backlash received by D&D during the Satanic Panic. Can't blame the publishers for not wanting to pour fuel on the fire there.

In DCC, it's not entirely clear what deities are exactly. Among the suggested Clerical deities in DCC RPG are proper gods, a demigod, an Old One, a demon prince and a demon lord. From this I would suppose that a deity in DCC is any being powerful enough to grant a Cleric their power. Any one of those creatures are likely immortal and thus classify as an Immortal.

It's not so much that they are gods necessarily, but they may as well be because who even knows what a god is anyway?

Immortality follows a clear and structured hierarchy

I'm not sure whether it turned out this way for the sake of game mechanics or whether the authors fell into the design traps many of us do while world-building - that old human obsession with labelling things and putting them neatly into a box. Whatever the reason, the Immortals set goes well out of its way to tell you exactly how many Immortals there are at which levels. To reach those levels, you specifically have to compete with and usurp existing Immortals.

A lot of mystery and variety is removed by this structured approach. On top of that, it bakes a lot of cosmic world-building into the mechanics of the game, leaving little (if any) room for the Judge and players to do their own thing. I have my own ideas about what the cosmos looks like with Immortals in it but it's very freeform and would likely be different in a different campaign world. BECMI gives you one version of the cosmos to play with, and it's not a very mysterious one. There's little to explore, which is odd given that exploring the secrets of the universe is supposed to be what Immortals do. I guess the authors thought that meant there needed to be answers.

How this all ties together

If we these things about Immortals, we end up with something that looks a little more appropriate for a DCC campaign. The advice given in the core book includes keeping things mysterious and unknown, having variety, and achieving great power through questing. That's all totally possible at the cosmic hero tier of play too.

I guess the next step is to create that tier of play.

Wednesday, May 6, 2026

Using Story Cubes as an Oracle

It was my birthday recently and my wife gifted me a bunch of Story Cubes. Specifically, four sets of them: Classic, Actions, Voyages, and Fantasia.

A version of this concept for those who do not own these dice exists here.

Left to right: Fantasia, Voyages, Actions

Four sets gives me 36 dice in four colors, for a total of 216 possible random pictograms if I draw dice from a bag. Very nice. My immediate thought was that this is effectively a d666 table (see below), but there's more than that. Let's look at what we can do with these.

Spark tables based on the dice

I wrote down what each face of each die looks like to me. Some are a little subjective and there's definitely word-association to be done with the visuals, which makes using the real dice far more effective at providing inspiration. But in lieu of owning the dice, you can use this as a spark table. Some of these are modern and don't necessarily suit all genres, but for a spark table I genuinely don't think that matters. If you roll "airplane" in a fantasy medieval setting, surely that still gives you some idea you can work with!

Result 266 was the rightmost pictogram in the above photo - I found this one particularly hard to interpret. Let me know if you know what that's actually supposed to be.

Classic 1 2 3 4 5 6
11 walking cane mobile phone weighing scales expressionless mask diagonal arrow lightning bolt
12 ID card rainbow stone tower pyramid open eye tree
13 planet flashlight apple friendly face modern tower airplane
14 keyhole comedy and tragedy parachuter striped fish chaos symbol sunflower
15 open book bee bridge over water abacus crescent moon magician's wand
16 question mark fountain key sad face shooting star teepee
21 sheep padlock learner plate magnet footprint fire
22 house speech bubble sleeping face light bulb arrow (weapon) clock
23 open hand a six-sided die magnifying glass scarab menacing shadow turtle
Actions 1 2 3 4 5 6
24 push falling object press button steal set alight think
25 listen to music enter door hide falling person play with dolls hit ball
26 sore thumb read book surprise gift turn touch (blindfolded)
31 climb tree thumbs up counting kick ball catch butterfly eat lunch
32 drying laundry reach high point knock build wall awaken to alarm
33 bounce cough walk carry light weights lead the way
34 dance break/snap dig hole shout/call fight fill hole
35 jump down scissors cut paper drop ball cry knock down vase drawing
36 fork in road ask question hang from bars throw ball up rocket collision laughter
Voyages 1 2 3 4 5 6
41 torii gate dino skull coin bag tunnel entrance waves beans
42 backpack monkey goblet cactus sunrise/sunset gauge/meter
43 skull and crossbones six pointed star/sun spotted mushroom submarine raincloud gears
44 cauldron spectacles camera pointing/accusatory pill elephant
45 rice bowl stairway down bandit horned helmet pouring flask bacterium
46 exotic city jewel pendant octopus crab miniature person mirror
51 circus tent angry cracking egg opening chest (facing away) road to mountains puzzle piece
52 "ping" crown treasure map snake whip ray gun
53 crow scared musical note telescope ladder axe

Fantasia 1 2 3 4 5 6
54 frog flute bindle slinky cat shadowy imp old crone
55 Zeus smiting summit temple sailship minotaur giant brute last stand atop high ground
56 maze harp trojan horse hypnotized/entranced sly/convincing/hiding dagger Icarus flying too close
61 monk princess with sword market stall jester cap pig on a spit quill and inkwell
62 trident opening jewelry box (facing away) Charon the ferryman Medusa hermes' winged boots high throne
63 wolf howling at moon robed figure birdcage Gnome miner path into forest baby basket
64 bow and quiver tankard of ale crusader helmet cart of hay morningstar longhouse
65 dragon troll/ogre shackled prisoner castle gate potion wizard
66 tiara hand mirror path to hilltop tower figure inside swirl fairy well

Yes/No Oracle

Draw three story dice from the bag and roll them. If the pictogram is something that would be beneficial to the situation or question, count one "yes". If it is not beneficial or is negative, count one "no". Majority rules.

You can get "yes, and" results if all three are positive rather than just a majority. If you use five dice, you can create a sliding scale including "no, and", "no, but" and "yes, but". Three positives or negatives is a softer yes or no, while a unanimous result is stronger.

You could theoretically play an entire storygame using this and only this. Do the heroes beat the army of orcs? Abacus, lightbulb, morningstar... It looks like superior intellect, strength and a brilliant strategic idea bring the heroes a decisive victory!

Character Generation

In games based around tags, traits, or aspects drawing a few dice and rolling them is all you need to generate a character. In any other game, you could use this to come up with the character concept and then use the usual generation methods to get there.

Four elements

You can also associate the four colors with the four elements and use that as your oracle, an idea that I got from the solo RPG Diedream. The colors of the sets I own are grey, blue, green and pink, which map closely enough to air, water, earth and fire. The tables above are colored as such, but you might as well roll a d4 if you're doing it that way. Sometimes these broader categories might be all you need, or they might color your interpretation of the images.