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14:00
@kviiri Have the basement be an old stone-and-wood basement that's full of trash, and bury the chest beneath some of it. Or behind some hidden stonework, a false fireplace back, a secret door, etc. Your investigators may still be able to look for it once they have an inkling there's something hidden here.
Another thing, I want an ending that hurts, should it come to it. Like, really packs the idea that "things are seriously bleak" if the maggots escape with their mother. Without just stating things like "well there's a thousand of them, they wriggle towards the lake, soon more lakes will be infested by these pests. Better stay dry. The end"
@doppelgreener Yeah, this is actually what I've been planning to do. Maunu (being a good craftsman) has put a lot of effort into concealing it.
How good are you with NPC design? Because if you make a character the players love, and that character dies alongside the rest, it will be tragic
@Skathix I usually stick with fairly superficial NPCs. It's better in Apocalypse World, one's looking at them through crosshairs anyway.
I'd make notes about things the players seem to care about, and like, and use those thing's destruction as a way to get to them.
@Skathix Good idea!
14:03
A kindly mayor that helps them, or an insane person they really enjoyed
Gets infested by maggots, or their corpse is used as a breeding ground.
If the players go back to an inn room or something, everything can seem fine, until they go to lay down and when they do they notice their mattress is wriggling
And they get eaten alive by the maggots
Or a really big one falls from the ceiling
Alexander Pimenko is their friend, and he's also sort of a red herring. His last name is (as far as I know) not an actual Russian name, but rather pretty close to the word "pimento" (umbra) which suggests an underlying malevolence to his character. It's not there. He's just a normal officer who likes to chill out with his friends.
@Skathix Very quick summary: Cthulhu is a creature from the stories of H.P. Lovecraft. His stories focus on Cosmic Horror. The primary theme of Cosmic Horror is that humans are insignificant and inconsequential in the greater cosmic reality and worth no notice whatsoever, that there are creatures so great that they are utterly indifference to the existence of humanity, much like we are utterly indifferent to the existence of ants.
I'm familiar with Cthulu Proper, just not the tabletop rpg
Many of these creatures pose existential threat to individual humans or all of humanity by consequence of their ordinary natural processes -- like taking a breath. They won't kill people with specific intent, since humans aren't worth that intent and focus -- it's just a thing that happens, and they think less of it than a human may think of crushing a bacteria underfoot as they walk across the city.
Ooooh, like a really fucked up thing to do would be take a character that they like or trust enough not to murderhobo (I make this distinction because the most beneficent thing my group has done is assisted suicide) and have them say something like "Well it looks like everything is going to be okay" but have him cut off halfway through as a maggot (or whatever) falls from his pant leg, then another, and as he begins to stare in horror at them, maggots begin to pour out of his eyes and nose.
That'd make me run like hell
Excuse the language, my apologies, running on very low sleep
14:09
(Please avoid swear words here in chat. It keeps the atmosphere nonconfrontational and welcoming.)
@Skathix thanks, try to keep it at bay :)
Yeah, my bad, it's in my vernacular. I know better -accepts slap on wrist humbly-
But still, foul language aside, that's something I'm probably now going to use because of the level of depravity
There's some Cthulhu RPGs like Trail of Cthulhu (a gumshoe mystery investigation game) or Call of Cthulhu (a d20 game, complete with fighting and stuff). Cthulhu Dark is a super-minimal investigator RPG which really effectively embodies the notion of human insigifnicance and futility -- the author originally thought of calling it Cthulhu Lite, but Cosmic Horror is anything but Light, so he called it Cthulhu Dark instead. :)
One thing you gotta give Angry: he can pithily summarize a beloved behemoth of the genre.
"The Lord of the Rings has a single plot arc: it begins with a conflict (evil dinosaur conquers the midwest) and ends when that conflict is resolved."
We've been playing some Call of Cthulhu. I barely know the rules, the GM is of the type who prefers that we just roleplay and he applies rules where applicable.
Anyway, I've been planning for Pimenko to become seriously unhinged too. Like getting scared of water to the point of forgoing drinking completely.
@Skathix One thing you have to be very careful of in horror stories is desensitizing the audience or breaking suspension of disbelief. If you escalate things too fast, the audience is immediately conditioned to be less sensitive to the rest of what you do. If you come on too strongly with the horror aspects, you can break suspension of disbelief and your audience disengages with the story.
14:15
This is why I have you guys.
<3
It's for these reasons horror stories usually only very gradually escalate, such how in tons of horror movies you only get glimpses of the monster in the beginning, and get to see slightly more and more as the movie goes on -- and might only see it in full in the final scenes, if ever.
It keeps the audience very sensitive to the horrifying circumstances you steadily dole out to them.
And the relaxation points are super-important, too. Scenes where normalcy creeps back in and lulls you into complacency.
(The "kids riding bikes and playing stickball" scenes, if you will)
The best horror is subtle.
For me, the best horror is completely real. I always think of that Stephen King short story "Lady Fingers" from... maybe Skeleton Crew?
@nitsua60 Yes! You can't keep the audience on edge for the entire story or you similarly lose their buy-in to your story. Humour is a great way to relax, so a lot of horror stories include some of it, and it's been my experience in horror games that players will actually try to make jokes and humour. That's a good thing.
14:20
One stupid monster idea I have is the Ghost of the Artist. He travels by night, striking his victims and turns them into portraits, with brutal expressions of terror and all. He then hangs the portrait somewhere close for people to see. No other trace.
(spoiler alert for a thirty year-old short story; also, it's a little gross)
A doctor is marooned on a desert island with nothing but the cocaine? heroin? he'd been smuggling. We read his journal as he slowly (a) has to amputate parts for food and (b) swirls around the drain of madness.
I actually have a question on horror since I'm planning at least 2 games with it
@Skathix Shoot.
The group is going into basically a shadow temple. This group is pretty good about splitting up and not staying together
I'm thinking about having the shadow plane be pouring into this temple in some sort of worship
And the shadows taking the form of the group.
(Also @kviiri since we appear to be moving on, parting words -- I like your scenario a lot. Be careful about making the green jewels anything anyone's entirely comfortable with or understands well; avoid those circumstances.)
14:23
I don't know how I'd handle it though, and I'd like to make it creepy
@doppelgreener Cheers! Will do :)
(@kviiri let me know how it goes, it seems amazing. Add me on steam skath1x, if you want)
I'm thinking I could start out with the Doctor Who episode that introduces River Song, where they're in the library
@Skathix Sure :)
I'll share the full scenario doc once it's done.
Awesome
And later, the session writeup.
I've been sticking to the scenario making guide, with minor alterations.
The five-layer model.
14:29
@Skathix Evil shadow doppelgangers is a very well-used and fun trope people understand well, and a popular action aspect. It's hard to make that properly horrifying just on its own. Compare a story like The Thing, which has a parasitic creature kill and replace a person as their doppelganger, but continue to act like them, which breeds major paranoia and existential questions.
For example, in one scene, someone wants to tie everyone else down to a seat so they can't go anywhere, then wait until the parasitic organism shows itself and he'll kill it -- but what if that guy is, in fact, that parasitic organism?
How do you handle something like that and keep the pace of the adventure
What kind of feeling and atmosphere do you want to use these shadow doppelgangers to create?
"The shadow plane pouring into this one" is already quite a potentially scary on its own that has a lot of space to play around in, without introducing shadow doppelgangers.
I didn't study, can you give me a multiple choice question?
@Skathix In another horror-game (although more DnD than Cthulhu) I had a witch's house that was cursed with "living darkness" that was impossible to penetrate well with plain light. It also made everything look more terrifying (rotten, desolate, and malicious). The secret to penetrating the darkness was using a special lantern that was hidden in one of the rooms.
That seems like it could make for a good boss fight, need to use the lantern to strike the boss
14:33
The witch herself was a pretty benevolent gal. The living darkness made her appear as a corpse while her real form was that of a 30-ish blonde woman. She just preferred isolation so her powers wouldn't be pressured into malicious uses.
Btw, I told you guys there are 7 people, they took out an Ancient Dragon Stat blocked boss last game
So, gotta figure out a way to bring them down
(CR 30)
@Skathix You could have the "core" of the darkness move around, even. Make it a game of hide-and-seek. (That could get tedious if not done very well, though)
Right
@doppelgreener
You mentioned the shadow plane giving a good scary effect on it's own, would you like to elaborate?
@Skathix Ok. Breaking things down: horror stories are all about making the audience feel a certain way (mainly, horrified, primarily at key moments). Every part of the plot exists to help the audience feel a certain way. It may be to make them relax for those relaxation points @nitsua60 talked about, or it may be to make them feel terror (tension, dread, anticipation, anxiety, etc), or it may be to make them full-on be horrified.
Shadowy plane bleeding out into the temple is, itself, ripe for little setpieces that create terror or horror.
But "shadowy doppelgangers" sounds like a setpiece that is cool, but it needs that question answered: if this exists, how do you want the players to feel from it?
and if you want those players horrified by it, are shadowy doppelgangers really the right tool for that kind of feeling?
I want them to feel like they're almost powerless at certain points. They've been so used to being powerful enough to strike down anything. I'd like them to feel like they don't need to take that power forgranted
14:37
How about you flip it around and make it seem the PCs are the shadowy doppelgangers, not real people?
I want them to be scared, but not so scared they stop wanting to go on
How @kviiri
@Skathix Hm. One thing Cthulhu Dark does very well to create that feeling of insignificance is this: the investigators succed at almost everything they attempt; they only roll to find out how well they succeed. (The exception is when something actively opposes them, which is rare.) And the combat rules involve just one rule: if your investigator fights any creature, they die. (They might fight and achieve something in the process, but they will die in that very scene.)
@Skathix I hadn't thought of that bit yet... but first, you'd need to avoid having the "actual" doppelgangers having too much shadow tropes. They need to seem real so your PCs can feel legitimate doubts about whether they are real or not. Instead, make those shadowy tropes apply to your PCs... it'll require good narration to work well.
CD creates a sort of atmosphere that the investigators are extremely competent and succeed almost consistently, but it doesn't help.
Extremely competent, or at least lucky!
...for some definition of "lucky".
14:41
@kviiri Hahaha. Yeah, a bit of both.
Perhaps that kind of powerlessness could be beneficial, is why I mention this.
So I'm getting some ideas
One being that they actually find themselves in this dungeon consistently besting everything but only being drawn in deeper and deeper
Until they're basically drowning
@kviiri I feel "are we the shadowy doppelgangers?" might require running into other people, as well as people who are theoretically potentially the original party.
Like a quicksand effect
And the BEAUTIFUL thing
about them being the shadowy doppelgangers
Is that these characters are Neutral evil to Chaotic Neutral
It would be SOOOO easy to make them think they're actually some counterpart to good people
Both of those I can work with, thoughts?
Hmmmm.
@Skathix Have you seen Stranger Things?
Yussss.
14:45
It's coming to mind as reference for exactly the sort of atmosphere that could be used in the temple.
The upside down, the real world, or both?
... b-both?
the mixing points really
Gotcha
Yeah like the last 5 seconds with Will?
(Spoilers)
14:46
The PCs being counterparts to good characters can be executed in two distinct ways.
You can make it a rather "traditional" challenge, a hostile party, fight or three, get it over with. But to make it really spooky, it has to pack more significance.
@doppelgreener can do.
@doppelgreener How do I do that?
@kviiri Go on
To make it horrifying, it has to deal with bigger themes. Loss of identity, loss of humanity. Make the players and the PCs unsure whether they're real, or just shadows and reflections.
Mostly your emotional tools at high-tension points are: tension, anxiousness, terror (dread and anticipation), and horror (which is largely considered a mixture of shock and revultion).
14:50
For example, pick a friend, family member, or an ally of a PC. Someone who's usually friendly, or even intimate with the PC. This NPC could see the PC in question and their shadow, and outright shun the PC as a monstrosity and treat the shadow as they normally would treat the PC.
Revultion comes from a few sources. One of those is things our instincts warn us away from, such as decay. Another is seeing or experiencing something that's similar to what we know or to what we're comfortable with, but not quite right in some way, or twisted in some way. This is exactly what the Uncanny Valley is about. It's also a lot of what powers the horror in Stranger Things.
Meanwhile, the shadows display emotion beyond what one'd expect from a doppelganger. They are alive, emotional, not mere monsters.
And of course, they (and everyone else you encounter in the temple) should treat the question "which one is real?" as if it was the simplest question ever: of course the shadow is real.
Have you read d20 Modern's epic Doppelgangers?
Nope
14:55
Alien tapped into other sources: audiences were already getting used to horror circumstances (they were desensitized already, which is why modern horror films go to significant extremes, like SAW). The creators decided to tap into a different source of horror: rape. Everything horrifying in Alien is effectively intended to confront people with their feelings about that. (Yes, even that thing. And that other thing.)
Damn
I never thought about that lol
That's something you'd probably want to stay away from in your own game (seriously, you're almost always better off just simply never broaching the topic of rape -- odds are good your group has someone who's been a victim of it or knows someone who is, and those feelings are best left alone) but I bring this up to show where horror can be sourced from.
Well, I fortunately know my group EXCEPTIONALLY well
We've gotten drunk together too much not to know everything about them.
I think the doppelgangers like @kviiri would actually be good because the thing most of them are scared of is detachment, or being excluded.
(We have at least two questions on main site which are basically a GM saying: "A character was sexually abused in the game I ran, and then I found out [one of the players / the player of that very same character] is a sexual abuse victim. I've totally messed up. They say it's OK but I know it's not. What do I do?")
@Skathix Awesome. Gently dip them into feelings of detachment and exclusion and you might get a very horrifying session.
Hug them... or don't. Damn, seriously never broaching that topic
It's like their worst fear, we're all codependent bastards.
15:01
@Skathix Feelings of detachment, dissociation, etc are very common fears, and have a lot of workable ground.
I'm thinking at some point I could have a slot where it looks like a knife or sword might go near the end when they begin to realize they're real, and when they insert a blade, they kill someone important to them
Like they realize that wasn't a wall, that was your sister
You jerk
I CAN EDIT MY MESSAGES
NEAT
You can!
Cool, well that resolves that issue. Anyway, like just when they think they're out of the darkness
You can hit UP to move up through your most recent messages, or click on the drop-down arrow on the left of any message to access an edit link for that message specifically. (The drop-down arrow only appears when you mouse over a message.)
Editing's limited to ~2 minutes after you make the post.
They see light pouring out of this slot that looks like it's where a sword goes.
Then bam, you're the monster they claim you are.
Granted I'll have to tweak that because these people are kind of evil anyways
But they each have things they care about
15:05
@Skathix That would require some gentle foreshadowing and warning; if you just dump that on the players they'll disengage because it's coming on too strongly.
This is a really good foundation to build on, I've got two weeks, I'll drop the plans in here if you guys wouldn't mind building it up with me.
I don't, at least.
I'm a bit poor when it comes to DnD specifically, though!
The Deep one from this seems like a great boss
For the Shadow temple, with some editing, but it can inflict madness
I think madness needs to come into this temple
For example, establish the notion of this kind of device (stick sword in -- thing happens to someone); establish a symbollic language; establish that both can coexist -- then throw in "keyhole device where symbols indicate NPC the players are actively invested in". Things like this take major build-up and care.
A few scenes in the SAW movies come to mind, but I'll just discuss them in spoilers or something.
Have people not seen SAW?
15:09
@Skathix If it's D&D -- avoid presenting them with circumstances where there is a thing with stats and killing it is a clear path to victory.
@Skathix Lots of people including myself have not seen SAW.
@UrhoKarila Thanks to you, by the way, for reminding me of Kalevala stuff. It gave me the inspiration for the water fiend.
Hmm
Okay cool
I know people who saw saw but don't want to see saw.
I'm planning to name the mother "Turso" in the honor of Iku-Turso, who is basically the Kalevala-Cthulhu.
Saw see saw saw see saw see.
15:09
The first one is worth it, after that you're good.
The rest are just more gory first ones, the first one keeps the gore to a relative minimum excluding some good parts that, like you say, build up.
@kviiri Completely agree with this as a useful device. However depending on how you use it, it could provide immediate answers of "okay we're not ourselves" rather than preserving the uncertainty around that.
They spike then bring it down then spike
Kalevala?
@Skathix the Finnish National Epic
@Skathix The Finnish national epic, a collection of poetry collected by Elias Lönnrot during the 19th century.
@Skathix Well like... personally, I don't have any desire to experience what SAW is designed to make me experience. Intellectually I would like to watch it as evidently a major achievement in film and horror, but emotionally I would rather leave it be.
15:12
@Skathix A good collection of Finnish folklore & mythology, at least the parts that weren't whitewashed before they were collected
Cool
Yeah, it's still debated how much of the book is actually Lönnrot's own work and which parts are actually older tradition. There's a lot of parallel's to the Estonian folklore collection "Kalevipoeg" (sons of Kaleva) which lends it some credibility, I guess.
I enjoy it regardless of its origins, though.
@Skathix (The two SAW scenes I have in mind are ones I've only heard of in general description: mouseover for gruesome SAW scene description; be warned, and also gruesome terrible)
Yeah, the first one was well done, the second is in the second movie
Which is the dumbest movie I've seen
Right. The first one probably has some very careful build-up to those stakes.
15:16
Yea
It does
The second is just like, HOW MUCH AWFUL CAN WE FIT IN THIS MOVIE
You don't give a crap about anyone but the antagonist
oh, well, i mean, the first of those two scenes I described.
Yeah
You know the greatest part of this?
They were sent 10 years in the future
Characters they know have left (Players created new PCs)
They've developed this story for the ones that left
(They did, not me lol)
You'd need to just as carefully approach implications re: the players being forced to potentially kill someone they're attached to, and you may want to consider the gravity of making that have to happen.
And they're now in the underdark
I might actually get them to doubt their experience.
For the record, it will be clear at the end it was the temple drawing them in and messing with their head
They won't actually be killing their loved ones
In one of @BESW's campaigns, the player characters over a long period of time made friends with an NPC (and the players grew attached to that NPC), who was also one of BESW's actual player characters at some point in a previous campaign. Eventually, the player characters made some powerful enemies - who gave that NPC a very gruesome death to send a message to the players' characters.
15:20
Heading to class, be back on in a bit.
The players -- the actual players, not the characters -- were quite shaken by this, and then became furious at those enemies who'd done it and vowed to destroy them.
I feel like killing off an adored NPC should be done with great care and be treated with all the gravity it deserves -- it should be no less than a driving force, and not a one-off that's later forgotten about in the plot.
(That's in the context of D&D. In a Cosmic Horror story set in a different game, there'd be different narrative rules. But with D&D you have to be careful about certain things: killing off people the players get attached to wthout something in exchange like emotional payoff, can just make them avoid forming attachments and turn the characters down the path of murderhobos.)
@doppelgreener interesting idea
[test](spoilt-text)
[spoiler warning](http://write-your-spoiler-here/)
needs the http--got it.
Alternately we could create a spoiler room.
15:27
then, if the second one is the one I'm thinking of, it's actually even grosser
Or, I'm ready to just stop talking about SAW scenes... lunch is imminent in my part of the world =)
@nitsua60 oh shoot, that's bad.
the person tortured with it is an ex-junkie
 
1 hour later…
16:29
Anyone still here?
@Skathix I'm in & out
@doppelgreener @kviiri @nitsua60 @UrhoKarila (Reference point message)
So at this point in the development I'm wondering if there's a good system for creating horror. Kviiri mentioned a five layer approach
I want to build up to it, not just an immediate thing
I do like the 5 layer system. You've read it?
@Skathix I've never run a horror game, just enjoy the reading and viewing of it =\
16:36
Cool
Is there a place I could research the 5 layer approach? Google is returning some Layers of fear video game and OS/GRUB stuff
GREP*
@Skathix There's a GM section for Cthulhu Dark's story structure that I know @BESW knows how to find, but I don't know where it is. Might provide a useful reference point.
(unless that's what you're talking about @kviiri?)
Might be worth asking main-site, “What is the Five Layer Model of horror scenario design?” Then @kviiri or anyone else can supply the answer.
16:52
Good call and Hi SSD
What tags should I put on it? Game-Design?
Seems about right?
@BESW @kviiri
1
Q: What is the Five Layer Model of horror scenario design?

SkathixI'm designing a horror part of my campaign. I've heard of the Five Layer Model for horror scenario design but I'm not sure what it is. Has anyone heard of it and if so can you either explain it or provide a link to it?

@Skathix [game-design] is for designing game systems themselves; we have [adventure-writing] for scenario/adventure designing. (I've done the edit already. :)
Thanks buddy
No problem!
17:04
hmmmmmmmmmmmmmmmm
90% sure the tag should make the question somewhat more spooky
such as by randomly distributing skeleton gifs around the page / turning updoot and downdoot into skeleton hands
@Skathix Took a stab at it. Time for lunch!
17:22
@UrhoKarila Thank you, that's just about perfect. I don't know how it could get any better
17:32
That 5-layer structure's pretty awesome. Wish I'd have known of it a few months back, when planning a campaign that's ending this month =\
18:04
@nitsua60 Yeah, would have been nice to know about a year ago
There's always next time, I guess
 
1 hour later…
19:30
Hey anyone have an opinion on XP being given from the Encounter CR vs the base xp of each monster?
@Skathix might help to clarify which game/edition you're talking about :P
it's probably D&D but there's several editions which feature CR
5e
Sorry good call
Yeah 5e
Pretty sure the DMG states to Add the sum of the monsters fought and divide the xp evenly among players
I find at higher levels that makes for a much harder time leveling up with 8 people, so I bump the numbers a bit
there's a popular third option i'd probably use if I played/ran D&D again: no encounter XP at all. instead, your players level up when the GM says so, typically at the end of every second session.
That's basically what I do, I just give that much xp
No one complains lol
that way your characters can focus on the story and doing what's fun, and fight only those fights they consider important, instead of both the GM and the players feeling obligated to make sure regular meaningless fights happen so as to ensure progress.
19:41
Yeah
I generally give xp at the end of the night
That's 1/2 progress tnl
@Skathix (... end of the campaign!?)
oh :D
that sounds good too
 
1 hour later…
20:44
Is there anybody here that has experience in Joomla? I know there's a Joomla SE but I need someone who also knows D&D XD
What do you need to do with it?
21:05
I'm trying to build a SRD-like site
but I don't really know what's best for me
Ah, are you trying to do it yourself and are just stuck somewhere? Or are you looking for someone to build it with you?
If this was a site I did myself I would use a page that loads pieces from a database
Ah, no, I want to do it myself
I think I could do the pages as many articles and then use a search by tags where one tag is "spell" or "feat"
Or I could just start writing personalized html modules each with a page, and then build a navigation later, somehow.
Using a page for each spell/feat/whatever
And I was wondering what's better
21:23
I think I'll go for a menu for each kind of part (feat, spell, weapon, etc.) and then I will create one page per each, with a module per page.
@Skathix I highly recommend the book Nightmares of Mine. It's an analysis of the various elements and techniques of horror through the RPG lens.
A lot of the horror concepts @doppelgreener used in your conversation (like the difference between revulsion and dread) are derived from Nightmares of Mine.
21:42
@UrhoKarila even for a non-horror setting, it's a nice reminder to parcel things out slowly, sometimes.
@BESW I haven't read this; would you recommend it?
I am interested in actual analysis & breakdown of what prompts various experiences, like horror and comedy, since I've found what little knowledge I've picked up about these subjects over the years very useful.
@doppelgreener Very much so. Any GM who's interested in horror gaming will find it invaluable, and I think any GM or RPG player at all will find it useful even if they have no interest in horror gaming.
And yeah, even as a non-RPG discussion of horror it's got some very useful chapters.
@Zachiel I would caution that PHP is widely regarded as the only programming language that's objectively fairly broken; if you'd like to do further programming you may benefit from learning languages such as Python, Ruby, or C#.
(Lots of languages in popular use have an abundance of flaws and problems; PHP is systemically comprised almost entirely of them.)
I already have a base of PHP. Enough to make Jommla's mailer work. Also, my free hosting has PHP support.
My plan, anyway, is to use mostly JS or JQuery
And care very few for server-side things
yeah, fair, though a lot of apache hosting also has free python and/or ruby support
21:57
Damn! Just realized if we tied M12’s origin to Groom Lake, we could’ve had a Grand Unified Theory of Will Smith: Wild Wild West, MiB, ID4.
just pointing out, programming in PHP is not necessarily ... good. it's a bit like joining the guitar player industry but you're using the Guitar Hero guitar with the five buttons and the switch-toggle thing.
it'll do you well! it's pretty easy to pick up for newbies and it's really good for building relatively simple things very fast; it might well be ideal for your site.
but if you wanna do much more programming it'll be good to switch to, like, any other guitar and learn how to play those.
@BESW nice.
@BESW Radical. Thanks. I'll put it on my reading list.
@doppelgreener I see. I've had my problems building a working interface for managing the Joomla Mail from a form (JQuery Ajax into php enveloper that I'm not 100% sure is spammer-safe)
I'm also pretty proud of my "PHP that builds a HTML page according to the variables of my ajax call and draws a nice html e-mail with inline css and all"
@Zachiel mainly i'd suggest you learn about how SQL injection works, and learn how to use stored procedures (because those guard against SQL injection). understand the same sorts of principles can apply to any other data someone can send your server, and that people can send data straight to your server without using your HTML page and thus are able to send your server data that the HTML page would never permit them to send.
i talk about that a bit here:
187
A: Do I have to guard against SQL injection if I used a dropdown?

doppelgreenerYes you need to protect against this. Let me show you why, using Firefox's developer console: If you don't cleanse this data, your database will be destroyed. (This might not be a totally valid SQL statement, but I hope I've gotten my point across.) Just because you've limited what optio...

@doppelgreener I had the built-in mailer (PHPmailer) care about injections (I also did some basic anti-injection things like looking for carriage returns and other suspicious things, but regex mail validation is a horrible idea)
My big pronblem was trying to ensure that the data to the php page came from the same joomla session. When I got told that was not enough anyway I just gave up. It looks like the PHPmailer author has already taken his precautions and I'm not using databases of any other kind.
I'm more worried about that kind of attack where I say I'm someone else and start spamming and all the replies go to the address I used.
This is a public service announcement about the Canada lynx and its ginormous fluffy paws. Thank you for your atten… https://twitter.com/i/web/status/777982493513383936
22:27
Why the Soviets Sponsored a Doomed Expedition to a Hollow Earth Kingdom @atlasobscura http://www.atlasobscura.com/articles/why-the-soviets-sponsored-a-doomed-expedition-to-a-hollow-earth-kingdom
 
1 hour later…
23:45
(And if they come into chat, suggest Eclipse Phase/Transhuman.)
@doppelgreener -- btw, the term you're after is prepared/parameterized statements not "stored procedures" -- I have written SProcs that do dynamic string SQL mangling (as you can't parameterize DDL in Oracle), and have written injection-proof code in RDBMSes that have no stored procedure facility whatsoever (such as SQLite)
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