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Building a Better Curse for Goblyn Market

Knock, knock. Who’s there? Curse of Warding. Again?!

Unlike other systems curses are more than neat contrivances to drive a plot forward. They are a currency to be traded, bartered, and paid. They are ancient rituals enacted daily. A binding contract that states: choose between taking damage or going on a mini quest that will free them of their debt. Take enough damage and the character risks dying for good. For the Players, the other option can be a literal waste of time. 

And that’s the whole point of curses in Goblyn Market! Each scene is timed in the real world of five minutes per player meaning every minute counts. If the players go over that limit there are repercussions with the overall storyline. What we’ve discovered after countless playtests at this point is 10 curses is good for a one shot. However, if you want to keep the game fresh, more curses are required.

So, here ya go! Download at itch.io

I tried to approach the new curses in some sort of order (unlike most affairs in Goblyn Market!) They help frame some game play, are egregiously more lethal on the higher end, and can be used in a modular fashion. Instead of rolling d00, the escort can pick out x and make a unique curse table that ties to the affair they are running.

Division of the Curses

1-10 Random. Are close to the original curses in the core rulebook
11-20 Litanies, require the player to repeat a sentence whenever they speak.
21-27 Sins, frailty themed.
28-36 Animals, aspect themed.
37-48 Duty, impetus themed.
49-55 Community, betwixt themed.
57-78 Fates, major arcana themed.
79-89 Action, requires the player to accomplish physical feats.
90-100 Gameplay, affects the character directly.

To make a good curse they have to fulfill two of three criteria:

  • Requires the player to use up one turn during a scene
  • Requires the player to actually waste time doing something 
  • Is FUN and enhances the mood of the game

Only the last one is an absolute must. Fun is measured differently for each playgroup. Some will feature tasks a little more rated R while others will want to bring more props to sling around the table causing more mayhem. After a few games the Escort should have a good feel for what their players want!

Also, there are also some that may need to be excluded for certain groups. This whole endeavor really got kicked off because I had created the Curse of Night. The player had to keep one eye covered for the duration of the scene. Even at 20 minutes it was too long and caused too much discomfort for multiple people. So, I’m definitely putting the Action curses as Optional only.

Don’t know what you are reading about? Check out Goblyn Market here!

Schedule and Updates

Goblyn Market

The publication for the final installment for the Harbingers of the Wild Hunt trilogy for Goblyn Market is a brief hold. Previously set to be released this Friday it is going to be pushed back to the following week. I apologize for anyone’s inconvenience and I appreciate your patience!

We are still waiting to hear back from RPGDrivethru for the final approval on their part. I’m told these sort of things are unavoidable. However, it does change my plans to release the PDF version as soon as RPGDrivethru gives the go ahead for the physical copies.

Party First

After a series of conversations with Gamenomicon we have come to a tentative agreement of one adventure a month for the next three months. The first adventure in the Project Morningstar trilogy is has already been edited and is in the layout process right now. The trilogy focuses on exploring the world introduced in Twilight War. Spies, counter agents, and departmental conspiracies threaten to tear the Party down from inside!

I have already written and ran playtests for the second adventure and will have the final edits from me done by the 23rd. At that point I hand it over to Gamenomicon for editing and layout.

Finally, we spoke about a ‘serialized’ release of seven adventures that I have already written the first five. This very tentative at this point but the project focuses on shorter one-shots linked by an overarching story. You don’t have to play all of them but there are Easter Eggs referencing each other if you do!

Ashes Reborn

I’m going to start posting videos every Thursday on my YouTube Paroxysm by Design page. Nothing new here. Just trying to get organized!

Charters*

What is this? A brand new game idea by me! Using the Wound by Tension system and applying to the superhero genre. Corporations and billionaires are the only folks who can afford to pay for government sanctioned charters (and insurance). These teams compete to complete case files and are rewarded with headquarter updates, fame, and a growing list of villains.

I really, really love the Wound by Tension system as it adds a natural time table before disaster strikes. Players push their heroes until the stress of using their powers becomes too much. The setting is also fascinating to me because I’ve always thought even superpowers need some sort of oversight. It’s not illegal to have powers, but, it IS illegal to use them without a license, work permit, or charter.

*to be decided later but this will be the holding nickname.