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An Esoteric Campaign - Alignment

You can start by asking: why even use alignments?

In modern TTRPGs, the mechanics of alignment (or the like) are more or less fading away. I don't have any statistics on it, but I'd wager that very few people actually play with them these days. Partly I'd say due to a moralist argument of anti-determinism - that sentient beings are not born to be good or evil or anything else, and that we have full culpability over our own actions. And also partly because alignment can be really, really annoying.

Not as annoying as these apples, though.

By default, a 5e setting has an omnipotent force that determines each creature's placement on a matrix: good to evil and lawful to chaotic. Usually a player only encounters this (if ever) when making a character. You choose where you're at on the matrix. An argument for alignment is that it's a tool to help craft an interesting personality, or understand what kind of actions a character would take in any given situation. Do you follow the laws of the land, or do you break them? Do you protect the innocent with your life, or are you rude to people in the service industry? Just glance at your alignment, and you'll know.

But what happens when we make things more of a gray zone? What happens when multiple laws contradict each other? When ostensibly evil actions can lead to a greater good? All the classic examples have been debated to death, but I've never seemed to be very happy with any answers. Mainly because it's a flawed discussion to begin with - because it all depends on that previously mentioned omnipotent force.

You know, the DM.

If your fantasy world has actual objective alignments, then that means there's an objective truth. Whatever the DM says, is good. If your DM has a really strange world view, then you can end up with some very wacky alignment. So in my eyes, the number one reason why alignment just doesn't work in practical play, is that it requires the DM to have an incredibly strong grip on their beliefs. And, of course, the fact that every single one of your players will probably disagree with them at some point. That means I don't use alignment in Ebb, right?

Oh no, I do. I use alignment a lot. Mainly because I find it absolutely fascinating.

Um, I'll have a lawful good, please. Thanks.

In the demo you can see characters' alignments on their sheets, by using the Behold feature. Beholding is a silly mechanic, that essentially allows you to take a peek on the DM notes. It feels a bit like a 4th wall break initially, but you can imagine it as an esoteric vibe that the cleric taps into. You get a bunch of info when Beholding, including tips on how to deal with the character, some backstory hints, ability score distribution, level/backstory, and of course, their alignment. But when you discover the alignment of a character, it doesn't really mean anything other than where this character lands on the matrix - a matrix used in this fantasy world of JOR. A matrix determined by some mad wizard a couple of thousand years ago, unlike the usual divine judgement. So how can you learn more about the definition of good and evil in Esoteric Ebb? Do you have to go on some deep, internal journey? Maybe seek spiritual enlightenment?

No. You go talk to a scholar, obviously! Ebb is set during an age that comes right after a, more or less, technological revolution. There's been a ton of research on esoteric events and effects around the Coast, and in-game you can learn more about the practical functions and philosophical implications of alignments by finding an expert on the subject. As per usual in Ebb, you get to hold a very strange conversation and ask wildly inappropriate questions.

Find out more by playing the game, eventually.

Thank you for following the development of Esoteric Ebb! The pieces are very much falling into place here. I'm working with some great artists to bring a great visual overhaul to the game, and we're continuing to drop breadcrumbs on social media and on the official Discord.

We'll see how many updates I'll be able to write in the coming months, since I've got a lot of writing to get done. But man, it's exciting times. Last week I wrote about hugging a skeleton to death, and next week I'll be making a scene where you feed a steak to a magical house. Fun stuff.
-Christoffer Bodegård

An Esoteric Campaign - The Questing Tree

As you wake up in the Lichhouse, there's only one thing on your mind. The Tea Shop that Blew Up. It's the first of many quests in EBB, and it sets you off on your weird journey. What you'll notice, however, is that EBB does not have a basic RPG quest journal. Instead, is has...

If only quests grew on trees.

THE QUESTING TREE. It's exactly what it looks like: a visual overview of your quests, sprawling out into various nodes that I call 'Quest Branches.' But there's another reason behind the strange name. It's also supposed to be a sort of skill tree. But then... every Quest Branch has multiple outcomes, which also has to be visually shown to the player somehow.

The Questing Tree is trying to fill many roles. Or three of them, at least. Let's walk through them.

QUEST JOURNAL


Funnily enough, there is an actual journal in the game, right next to the Questing Tree, Inventory, and Spellbook. Although that journal only contains a map, text from your latest dialog, and the popular Glossary (which deserves its own post in the future).

But no, in the traditional sense, an RPG Journal usually contains quest information: where you're at, where you're going, and what you've done to the poor inhabitants of the game world. That's the most basic function of the Questing Tree. And while the visual flair of the design (inspired by the Mindmap in Pathologic 2!) works to differentiate it a bit from the default quest journal, functionally it's the same. Detailing your steps as you complete various steps in a Quest Branch, as well as noting which choices you end up making on your way, or skip entirely.

Updated My Journal.

YOUR CHOICES


There are two types of Quest Branches. Major and minor. You can see the visual difference in the shapes- but functionally there are two differences.

Minor QBs have ONE outcome. There's no deep interesting choice involved, it's just a do-or-don't kind of task. Usually they're silly ones like, 'get your hands on some milk', or more direct instructions like, 'have a meeting with the Magistrate at some point'.

Major QBs on the other hand always have multiple outcomes. Even if some of them can be obscure due to your choices, there will always be different ways of completing each of these quests. Then comes the second difference: Major QBs always end with the player allowing the Branch to 'Take Root'. This open an internal dialog that essentially allows you to reflect on the quest, your choices, and finally be rewarded with a Feat. Once that's done, the Quest Branch is then marked with the color of that feat.

Yellow == Dexterity == Crown Coins.

FEATS


Since EBB is heavily based on the 5E system, I struggled for a long time to find a place for FEATS. Because first of all, what are they? In 5E they're a choice of further customization. To essentially allow a player to make a more unique character, lean into more niche builds, and generally expand outside the confines of your class. I really enjoy that, personally.

But I didn't want to go with the standard 5E mechanics, since that'd make Feats a mechanic that's barely interacted with in a low level campaign. It'd be a lot of work to put into a system that wouldn't make that much of a difference. So I sort of scrapped the idea for a long while. Instead I was inspired by the Thought Cabinet, and prototyped a few different versions of 'Customizing your Cleric' - with IDEAS that change his behavior, or IDEOLOGS that edit the Ability Score Chimes' voices. All fun concepts, but the execution (my execution) was flawed. It either didn't mesh with the 5E base. Or it was confusing. Or it was both.

But once I'd fleshed out the Questing Tree more thoroughly in preparation for the Second Draft Demo, it hit me that the more classic 5E Feats fit perfectly into the new system. Before, the Questing Tree had multiple dialogs you could interact with over the course of a single quest, which was unwieldy and annoying to handle, both for me and the players. But in this new system, once you've completed a quest, you get ONE dialog. One final chat about the quest, your choices, and finally... the ability to pick a Feat.

It fit perfectly. Both as a significant mechanical reward to completing a quest and as a fun way to mix the narrative with the mechanics. Because the feats you gain access to for completing a quest are never random- they're specifically designed to fit the quest. For example, if you worked for the Freestriders, it'd be a DEXTERITY feat. Probably leaning into the design space of Stealing, getting rich, or avoiding consequences. Or if you walk around Tolstad and tell everyone you're a powerful Wizard, you'll eventually unlock a nice buff to your spell slots. Narrative choice and mechanical rewards, together at last.

I'm also experimenting with even more game-changing feats for the larger quests. Like allowing you to use HP instead of spell slots (Feat: BLOOD MAGIC), or a feat that always makes you survive any hit with 1 HP, unless you're at 1 HP- but also makes you fail any Death Saving Throw automatically (Feat: FRAGILE IMMORTALITY). There's some fun stuff to try out here, and I'll see where it ends up.

Can't show too much here. Literally just spoilers.

Thanks for following the development of ESOTERIC EBB! If you want more updates, feel free to join the Discord, or follow me on social media!

I also highly recommend checking out my illustrator Oscar Westberg's work! He's been posting some characters from EBB lately, and it's really good stuff.

Have a good one!
-Christoffer Bodegård

Norvik Election Day Celebration

The first ever election in Norvikian history takes place on March 26th, 27 P.W. Five days earlier, something truly esoteric happens. Just a few minutes past noon, on the 21st, a fire erupts on Pillar Road, right at the heart of the city.

Hello again! Chris here, back with another quick update on development. In short: it's going WELL.


[h3]The Second Draft Demo has been downloaded over 16 000 times![/h3]

It's mind-blowing to see, but there have been THOUSANDS of clerics running around a small piece of Tolstad these last few months, causing all kinds of trouble. Here's three fun facts about your choices in the DEMO:

  1. The most common character build was by FAR - STR: 15, DEX: 6, CON: 6, INT: 15, WIS: 6, CHA: 15.
  2. Dexterity was overall the lowest stat chosen, at an average of 10.24. Then it was Strength at 10.35, Constitution at 10.62, Intelligence at 11.01, Charisma at 11.42, and finally Wisdom was highest at 11.65.
  3. Over 94.8% of clerics chose to NOT flirt with the evil and cunning Agent Viira.

One of these fun facts is false. I made it up. Guess which one.


[h3]The Discord is close to reaching 500 members![/h3]

The community is growing way beyond what I expected. We've got some amazing fan-art, a bunch of great discussions, and a ton of helpful bug reports and suggestions. I'm very grateful! Join here!


[h3]TurnBasedThursday inclusion![/h3]

I'm also happy to announce we'll be taking part in #TurnBasedThursdayFest! Back for the second time on April 4th, EBB will be side by side with a ton of great games that I can't way to try!

[h3]An Adventure in the Making[/h3]

Beyond that, I don't have too much to report right now. We're working hard to bring the world of JOR alive, and make Esoteric Ebb an incredible TTRPG-like experience, where you get to be the worst, most annoying player imaginable. It's gonna be great.

I'll leave you with a fun tidbit.

Esoteric Ebb takes place in a setting called JOR. I've gotten a lot of questions about all kinds of world lore and info that people ask about after finishing the demo, and one thing that's come up is the fact that the game takes place in March. Many question why I use the Gregorian calendar in such a otherwise strange fantasy setting, and the answer is: I don't. The following is an excerpt out of A Freestrider's Guide to Askan, by esteemed chronicler Prince Meriadoc Moonwatch:



As you can clearly see, EBB uses a regularly confusing fantasy calendar with a bunch of hard to pronounce nouns for its months, that also change depending on various factors within its constantly warping and hard-to-track time zones.

Except the third month of the year, which is just March. Thank you for your time.

Exciting Esoteric Events

It's that time again. Time for an Esoteric Update.

I've been hard at work these last couple of weeks working on patches for the demo release (that went rather well, if I'm being honest), checking out the massive amount of feedback you've left me, and of course preparing for the rest of development.

Things are moving. 2024 will be an interesting year for Ebb. Starting off, I'm happy to announce two Steam events coming up!

[h2]Games in Sweden[/h2]

Esoteric Ebb is featured in the Games in Sweden event, presented by Fireshine & Raw Fury! A brand new event, it's set to feature a bunch of amazing games. I want to give a shout-out to some of my local dev-neighbors featured in the event, whose projects you should absolutely check out right now (and wishlist!):

  • Fae & Fauna - a gorgeous open-world pet collector RPG. Just look at that trailer! I can highly recommend keeping an eye on it.
  • Odinfall - a thrilling viking-rogueish-topdown-shooter! I got the chance to try it last year, and it's a damn good game. Can't wait for it to come out!


[h2]The Storyteller's Festival[/h2]

Esoteric Ebb is also featured in The Storytellers Festival 2024! Back again this year, on January 29th, the event will showcase a ton of narrative-focused games – which, if I had to guess, would probably be quite interesting to you if you're into Ebb. So check them out! Try out some demos!



[h2]Development Update[/h2]

In the wake of this PC Gamer article (which is very well-written in my humble opinion) it turns out that a lot of other people also enjoyed playing as the world's worst cleric. In the last two weeks, Ebb has more than QUADRUPLED in wishlists and demo downloads. It's even inching closer every day to being in the top 500 wishlisted games on Steam.



So I'm pretty happy with the demo release overall. Thanks to everyone who's played the demo, left feedback on the Steam discussion, checked out the Discord, or just generally sent well-wishes on social media. I keep repeating myself, but I really do mean it when I say that 2024 will be a very interesting year for Esoteric Ebb.

-Christoffer Bodegård

Hotfix #4

Hey! Quick hotfix for some major reported bugs. Thanks to everyone posting in the Steam discussions and the Discord. Your feedback is extremely valuable!

[h3]FIXES[/h3]
  • Fixed a bug not letting your equipment alter your stats in dice rolls and passive checks.
  • Unlocking dice checks with Shard of Jor will not lock the dialog choices, so you can't softlock yourself by pressing numbers on your keyboard.
  • Made a the trap trigger once, instead of several times.
  • Removed the infinite snail loot stash exploit. The economy will recover.
  • Tons of spelling erors fixed. [sic]

[h3]OTHER CHANGES[/h3]
  • UI changes, all visual.
  • Added a short rest button.
  • A walk marker, marking where you'll walk as you click.
  • Added the exhaustion system.