Showing posts with label domain game II. Show all posts
Showing posts with label domain game II. Show all posts

Friday, December 2, 2011

Jakalla and Nowhere: the Player's Perspective

I have noted elsewhere my phobia/disinterest around session reports.

Said pathology doesn't extend to my players. I always get a kick out of seeing the game as it is viewed through their eyes. On my better days even reading them I learn something about how to tailor games better to what they pick up on--and what they filter out.

A number of session reports have been coming back out of the Petal Throne and Domain Game II sessions on Google Plus as of late, so how about a little show and tell.

Tekumel fans may enjoy a quick account by the “high-functioning autistic” hunter-barbarian played by Jason K on his sojourn through the Jakallan Underworld here. Related through my EPT co-DM, Jeremy, is an account of last night's session by Evan on the happenings on that haunted isle just outside the City Half as Old as the World here (while you are at it you can pick up Jeremy's nice EPT character sheet here as a free download).


Finally back in Nowhere, Peter Robbins has a tale of frontier life to relate:

Jathur Ol Kadim slowly works his way around the fort on horseback, taking note of defenses that need building up. The recent attack by the hoard of undead white apes has left the newly settled community on razor’s edge. Nerves are palpably shattered amongst the settlers. They all share a simple but nervous greeting with Jathur as he makes his way through their rank and file. Each member of the community are seen pitching in--digging for new crops, clearing brush, removing chopped down trees; any way to keep their minds off the looming chaos spire still creeping into their thoughts.

Jathur himself looks with trepidation towards the previously “humming” apparition of a spire in the dark distant woods. If he listens closely, he can still hear it’s echo from recent past. A tell tale heart of darkness, pulsing their brains in the night’s sky.

Jathur finishes his rounds, returning to the fort, hoping the weight of his new leadership role to this garrison will soon dissipate. The “Vermillion Lancers”, a rag tag group of mounted mercenaries supplied to Jathur and company to help buttress the garrison fort are far from professional grade. 

Over the past few days he has attempted to whip them into shape, using the skills he learned as a warrior of the Desolate Isles. Constant drills, day in and out : making charges at looped rings on horseback, letting arrows fly to target from mount and foot, and stabbing at large bags of unusable grain stacked and tied to stumps or low-lying trees. They’ll make good soldiers, some day, just not today.

Jathur settles in, leaving horse tied near the barracks. He looks in on a make-shift hospital area setup in the large barracks area. Several settlers have taken on illness, or hurt themselves with a loosened axe head; nothing critical. Needing shelter, Jathur allowed them to be settled into the fort instead of the budding encampment, for it cannot be called a “village” in any shape or form yet.

Jathur moves on from the barracks, passing through the smells of the unmanned kitchen, the dinner from last night still lingering in the stale air. He then makes his way into the previous warden’s office. Jathur still is not used to having his own room. He is not used to ordering men around either. He prefers the company of fellow warriors ; equals, under night desert sky to this predicament. Call them the Desolate Isles all you may, but at night, in the summer sky; a warm curved woman by your side - the freedom you felt cannot compare to these ‘civilized’ lands.

Jathur sits down to practice his recently acquired writing skills. Bringing ink to parchment....

The 20th Day Of Summer, Fort Va‘rok

Summoned to the Jade Quarter of Lyk Ku’tah, along with fellow explorers Hasan and Betkin.

Received new title Warden of the South Reaches. I will receive a 2000 LB (Large Bronze) stipend/budget yearly to garrison the fort.

Traveled back from Lyk Ku ‘tah to Duke Mraz’s Southlands holdfort. Attempted to discuss the new promotion with the Duke, but was summarily told to “bugger off, the Duke is busy!” by his attendant.

Re-provisioned the caravan, containing Hassen and Betkin, along with roughly 40 settlers and 7 mercenaries of the Vermillion Lancers.

Caravan traveled to Fort Va‘rok to begin establishing Hassen’s sub-sub-barony, and build out a village for Betkin and his fellow colony settlers.

The group notices that a previous mass grave of indigenous White Apes, very large 4 armed apes roughly 8’ in height, is now empty. The previous smell of DEATH in the area surrounding the fort is now gone. The humming of the nearby glass Chaos Spire however, still rings in their ears. Even more so then in past expeditions to Fort Va’rok and it’s surrounding area.

The group decides to start immediately to clear the forest in the two square miles south of Fort Va ‘rok, which was bestowed to Sub-Baron Hasan. Betkin takes the lead in helping the settlers split up into the infirm and the spriteful, taking the able-bodied folks to help hatchet their way through the mixed brush and trees nearby.

I establish the Vermillion Lancers into the main tower of the Fort, allowing the settlers to temporarily take the larger barracks.

That night, during second watch, an alarm is raised. Panic ensues amongst the settlers and warriors alike. A dozen great white apes, undead in nature, attack the fort. A long battle ensues, many of us injured.

One beggar, now known affectionately as “Beggarman”, acts heroically during the battle, taking on several white apes on his own, with little to no skills at his aid. Surprisingly, he survives.

All parties act heroically throughout the battle. The undead white apes were all killed, without loss of warriors or settlers.

It is noticed that the previous humming of the nearby glass-like “Chaos Spire” has ceased. It was determined that in the morning, the group would venture out and see what if anything is currently going on near the spire.

Hasan, Betkin and I, travel to the chaos spire to investigate. Hasan investigates the spire, prodding and poking about. Soon a ghost-like apparition appears from the nearby woods, the same long lost general of the Southlands Satrapy that the group prior had seen. This time, Hasan is able to take his anti Chaos amulet, and force the apparition to retreat. Throughout, Hasan nobly asks the apparition to leave willingly, to no avail.

Several days have passed without further attacks or activity of note...

Signed, Jathur Ol Kadim, Warden Of The South Reaches

Tuesday, November 29, 2011

G+ Ephemera

From time to time readers will note some inexplicable content here: strange chicken-scratch drawings or long laundry-list rosters.

There's a simple reason. This blog began life as a campaign hub for players, and while it's taken on it's own life as a vehicle for other things, from time-to-time I use it simply as a place to drop a link to.

Be forewarned as I seem to take on more and more G+ sessions, I think you'll see more of it. We make heavy use of Twiddla, an online whiteboard program with some limited functionality. Among one of the handier features is the ability to import images with the paste of a link. That's what's going on here and with such things as the Rough Guide to Nowhere.

Campaign Intro for Domain Game II
The epics make out entering The Gate Between the Worlds to be as simple and as glorious as stepping through the Jewelled Door of Imyr. For you the Exiled it was something entirely less grand—more like a forced march than the easy, pomp-filled entry of heroes.

The rough, low-hanging tunnel beyond the verdigris-encrusted bronze doors of the the portal seemed virtually endless. No amount of light seemed to penetrate the haze hanging like a funeral shroud from the walls. Innumerable hours were passed putting one weary foot in front of the other until finally caravan members were hanging their hands in exhaustion out on the shoulders of their comrades in front of them.

Finally, one merciful moment many hours later, you stumbled into the sudden sharp shock of daylight. Catching your breath, a few minutes slipped by before you could really take in the full effect of being in this brave new world of Nowhere.

The scene in front of you seems jarringly both familiar and not.

The sun shining above you for one is not as yellow as you remember your own being. Larger, redder and filled with a sense of melancholy and ancient memory, it casts longer shadows much like late afternoon though it sits just a little bit past its zenith in the sky. The few trees around you seem almost familiar as those at home to be a comfort, though the darker, blacker hue of the trunk and the grayer cast of the leaves give the impression of something just a bit off. Their limbs sway a little too lazily in the stiff, cool spring breeze.

Stranger still is the basalt obelisk standing directly in front of you. Five man-heights high the monolith stands in silent testimony to some forgotten eldritch race's hand.

Taking stock, you notice the wave of nervousness spread through your caravan—disturbingly even among the trusted, solid faces of your long-time companions and followers. Each face silently asks, “what now?” as you are approached by the silver-masked, tight-lipped officials of the Colony.

Player's Map to the Southlands Satrapy

Player's Sketch for “King of the Mountain”, the Conan One-Shot 

Fort Va'rok

Fort Va'Rok, Week Three

Wednesday, November 9, 2011

Dirty Apes, Chaos Spires, Religious Coups, and the Rumor Mill of Nowhere

The Domain Game II is rolling along, with the third session going off early Sunday morning. Playing in my pajamas with a steaming cup of java in hand was a decided—yet fun—change of pace from our night games.

As some readers will remember we are playing with my Stormbringer first edition hack, which seems to get “hackier” as I tack on mods to fit with the domain rules. (If you care about such matters Mike D. of Sword+1 will be joining me as a co-writer/designer exploring ways to move the hack into something of possible use and interest to the larger gaming public).

Since it's a slow news day here in the HC, here's the recent tidings from Nowhere.

Two weeks ago, Duke Mraz and crew conducted a reconnaissance in force of the White Ape groves in the Forest of Whispers near the river crater. They wiped out one tree-platform and noted the presence of about six other ape lairs in the two hexes before withdrawing to the holdfort. No counter-raids or other activity has come from the White Apes since that time.

Jathur with his two new recruits, Zibran and Erlend (see roster below) undertook a mission from a black lotus-addled, high-ranking officer of the Satrapy to discover what happened to his missing nephew, an officer in charge of the small mudbrick watchfort to the south of the Duke's hold (hex 69.66). The three found the fort mostly abandoned except for a strange tentacled creature in the fort's cistern, bloated bodies, and a crazed survivor.

They investigated a strange humming, bulbous glass spire back in the woods and found the missing tunic and armor (gleaming and polished) hanging in a blackwood grove next to the spire. Attempting to chop the spire down they were psychically assaulted by the ethereal ghostly form of the missing officer. Hightailing it with the armor they made their way back to the holdfort.

Meanwhile back at the village, Zibran attempted a religious coup against Ehroon and the Elder Elemental Temple of the Ever-Unfulfillable Flame.

In Zibran's belligerent words:

“[My] plan with the priest, stage a religious spectacle in the centre of the village, use Ignite to create a 'sacred flame', assert the primacy of Thakan over this weak 'flickering embers' shite, grab any scriptures he has and stick them in the flame, along with my hand, using control of self to avoid pain. Heal said hand using healing spell. Challenge the priest to do the same, mock him when he can't do so, imply his faith is weak. Debate theology with him by shouting slogans then downing shots of spirits, smashing the glasses against my forehead (control of self!), invite him to make prayers to his feeble deity and do the same, last one standing gets the temple (and hopefully the acolytes). 

When I win I declare his god dead, and sanctify the new temple of Thakan by setting fire to him, offering him the chance to cut his own throat when the suffering gets too great and painting the sign of Thakan on the back wall in a mixture of his ashes and blood. Greet the following dawn with rattling sistrums, firey libations and drunken screaming, declare to all and sundry that the sun looks brighter. They call him 'the Calm' only in comparison with the other priest of his religion.”

Though he escaped near-immolation, a visibly shaken Ehroon has since holed up in the longhouse he inhabits with his acolytes—even missing the weekly Bonfire of the Febrile and Resplendent Flame ceremony--to the scandal of his small, demoralized flock. All queries by village busy bodies have been turned away by his lovely assistants with the vague excuse that the elderly priest is “ill”. A village teen was seen leaving his longhouse with a small satchel early yesterday, before galloping off to Lyk Kutah.

Three families—all shockingly bald and of a primitive and warlike countenance—have taken up residence in the village since the incident.

The Rumor Mill
In other news from the Colony's capital: the House of the Middle Path, a local brewing guild producing the Colony's hu'uz,(a strong spirits that allegedly produce visions and madness) is offering substantial rewards for securing a source for vol, a yellow-orange shelf fungus that grows under forest canopy.

A less-than-discreet source in the sequestered Jade Quarter is saying that the eunuchs will be issuing a recall order for the Westlands Satrap. Other loose tongues hint at a possible elevation in fortune of a certain nomad in the employ of Duke Mraz.

Meanwhile on the northern border Colony patrols have made contact with a strange beetle-riding race of diminutive nomads calling themselves the Khalik Vhar, compounding fears that the Colony was in for yet another round of bush wars.
Placating the waning Sun. 

Roster Additions
Zibran the Calm (Barry B.). A priest of Thakan the Bloody Sun of Nuk-Mir, a warlike deity who requires blood to fuel the sun, preferably that of might warriors defeated in battle, but any schmuck will do in a pinch. Zibran's first task in this new land is to make converts and/or capture slaves and get himself a sacrificial altar built as fast as possible before the sun goes out.

Erlend (Patrick W.): Erlend is from the Howling Moors. He carries with him a selection of axe handles, axe heads of varying sizes, sharpening stones, and a few other accoutrements customers might want.  While Erlend can make a living this way, he is always looking for a way to make a faster profit where being large, strong, and blunt in manner are useful traits.  Adventuring seems like it might be the thing.

Elrend purchased an indentured servant, Rheged, six months prior to traveling. It is unclear if he considers the young man to be his apprentice or servant or possibly both. It is also unclear what trade, exactly, Erlend is teaching.

PCs Waiting in the Wings
Kol (Jason K). Born into a family of wealthy merchants he was sent out, as all third born sons on the island of Koz-Ath are, to seek riches in a foreign land. A tall overweight man Kol would be considered by some to be deceitful and untrustworthy, features on his native island that are considered of high value. Respect is given among his class and faith to those who can use people and situations to their advantage. Rom’Zhe, the God of the Koz-Ath merchant class, is said to give favor to those who ruthlessly extract coin and treasure by any means possible. It is not of Rom'Zhe concern if others are exploited.

Ochar of the Endless Hills (Sean N). Ochar hails from the Endless Hills, A land of constantly feuding merchant clans. Ochar himself belonged to the Deiru family, a fairly low caste clan of butchers and leatherworkers. He fell hopelessly in love with the beautiful Yani of the Xotheo family. Normally Yani would be far above Ochar, as her family works in metal. However, as fate would have it, she was enslaved by the evil Count Kamyr that villain retreated from his foes into exile. Ochar's path seems clear. All he has to do is travel to Nowhere, kill Count Kamyr, rescue the beauteous Yani, and make his fortune. Not necessarily in that order.

Thursday, October 20, 2011

The Shaggy Dogs, Whirly Bits, and Motley Crews of Nowhere

Though the starting roster almost ran like the set-up for a Swords & Sorcery-inflected shaggy dog joke—a sailor, beggar, and nomad walk into a black lotus powder den--Domain Game II jumped off to a rollicking start in its ether confines Tuesday.

The last session was, as expected, a fairly conventional business. The newly-installed player-lording, Duke Mraz, and his motley retinue sized up the threats and hooks surrounding the lonely exclave of a fiefdom, 20 miles from the rest of the Colony and a dimension away from Elsewhere.

 Then as promptly they rode off to stick it to the white ape menace haunting the forest to the South. Much clacking of funny dice, mayhem and in-joking was made in the process.

The campaign as conceived is imagined as running on at least two planes. The first is that more familiar one of the adventuring party and it's non-linear exploration of the wilds. The terrain here is fairly standard (at least by the standards of the strange mixed other-worldliness of Nowhere), the player risks and rewards are fairly standard fare.

The hex map (the visible part being a tiny sliver of the humongous one I developed with Hexographer for Domain Game I) is littered with “experience point hoards” (thanks Roger for the term): sites of interest that pay out exp awards that vary according to danger, significance and difficulty in reaching from civilization. You explore, you deal with danger, you get the payout.

So far so good.

Over the next few sessions though by degrees—and player-driven inclination—the campaign's other more experimental hand will start to be seen. There are layers of mystery and environmental, arcane, and social factors at work that need bigger solutions—and broader play areas and tools.

Though I want to keep some of the cards close to my chest until we get there, I have fairly warned the players that while they are free to set the tempo, scope, and direction of their explorations that behind the sandbox is a highly active—and dangerous—set of “whirly bits.”

By “whirly bits” I mean the large array of external and internal forces that all have goals, plans, machinations, and dynamics of their own. And if that isn't bad Nowhere itself is a menace. Survival is more than just getting by with some hit points to spare, it's about having your little corner of civilization make it through another winter—let alone thrive.

But enough of that theorizing, let's go back to that motley roster as the first part of my reportback on the game's progress.
Holdfort on the Borderlands
Domain Game II Roster to date:
Duke Mraz (Jeremy D). In the Colony it's considered bad form to ask what circumstances led to a person's exiles, though some of the more loose-tongued courtesans of the Jade Quarter gossip that it had something to do with the popular movement that occupied the Walled Boulevard, a fortified arcade of money-changers in Haupt, last year. 

Whatever the circumstances the Duke--who's title is purely perfunctory and ceremonial now--has ridden down to his holdfort with his rag tag retinue to take up the lonely role of border satrap.

Zeph Buckthorn (Paul V). Zeph was born a body-slave to the inquisitrix Yantok in the Cities of Pain—soon to be a death metal band near you--but was happily press-ganged into service aboard an old cog from Athmyr called the Sea-Buckthorn. When she was sunk by pirates, he took the ship's name (modified slightly) as his own. Washed ashore and destitute, he joined a caravan to Nowhere.

Jathur (Peter R). An olive-skinned nomad of the aptly-named Desolate Isles, Jathur is a tough, quick warrior type with a mean mother of a greatsword and bone bow. He has distinguished himself in the retinue in the main by being the one on the receiving end of each and every combat encounter. He is rumored to have his eye set on the two comely twin acolytes in the fief-village, Fakyr.

Johan the Able, Master of the Five Winds, Sheikh of the Sighing Steppes (Brad). Hailing from the unremitting misery of life in the Sighing Steppes, the newly-installed Beggarmaster of the Southlands Satrapy (membership total: 2) is a master among...well...beggars. Despite his lack of a right eye and unsightly boils, he rose to the service of the Duke by deftly (and luckily) taking down a menacing sabre-cat.

PCs Waiting in the Wings:
Zibran the Calm (Barry B.). A priest of Thakan the Bloody Sun of Nuk-Mir, a warlike deity who requires blood to fuel the sun, preferably that of might warriors defeated in battle, but any schmuck will do in a pinch. Zibran's first task in this new land is to make converts and/or capture slaves and get himself a sacrificial altar built as fast as possible before the sun goes out.

NPC retinue:
Fahzul the Steward. Silver-masked eunuch-official from Lyk Kut'ah. Ass-kisser to all above his station, bully to underlings. Competent administrator. Likely a spy for the High Satrap. Obsequiousness skill of 90%.

Ofamm the Overseer. A rolly-polly middle-aged big-hearted, permissive sort. The estate's thralls love him and will even appear to work hard when he is around.

Barghun the Reeve. Steely-eyed hunter, hayseed and local enforcer of the laws. Leads a group of 14 hunter, part-time rangers (two are in service at any given time) and has been in Nowhere since Year Zero.

Seven white-ape hatin' mercenaries: Survivors of the Two-Tailed Banner of the Vermillion Tarns, a disbanded mercenary warband that backed the wrong horse in the internecine domestic warfare of noble life back in Elsewhere. Roused by the stirring oratory of Zeph, who they now worship and adore, they are ready to “give it to” the white ape menace.

Eight household thralls: 3 adult men, 5 adult women (with four free-born children). Strangely they have no faces or noticeable personalities of their own.

Other local notables:
Ehroon. A priest of the Elder Elemental Temple of the Ever-Unfulfillable Flame and his two comely acolytes: Lefa and Mussa.
Y'roon. a crazy old witch/herbalist
Xes Mahour. An eccentric sculptor and shaper of earth mounds
Steelpike. A grizzled, deaf-mute veteran

Tuesday, October 18, 2011

A Rough Guide to Nowhere

Tonight in the Google+ pocket universe we'll be kicking off the first session of Domain Game II, hand-powered by the increasingly wild and wooly Stormbringer hack. Group Two will be taking their own stab at lordship on October 30th. (One seat still open in each group.)

Domain Game I's foray into the brave new world of Nowhere was shrouded with a dense fog of war. The 15+ players only knew the situations of the other expeditions when they stumbled into them and forged diplomatic channels. Even then there was a fair amount of duplicity and hand-hiding (right James?).

It was immensely fun, but also incredibly difficult to maintain. Essentially, I was running multiple, simultaneous, but related campaigns—all mediated through a small mountain of paperwork (over 300 pages, by the time it just slowly slumped).And worst of all, because of that fog, I couldn't lift the window too much and share all that beautiful madness with readers of the blog.

Fortunately for lazy me, Domain Game II is much closer to the traditional play group. There will be off-season play that will be secret and individualized, but the central play arena will be a “face-to-face” with a somewhat traditional party structure.

A sneaky, shifty, look-at-the-hand-holding-the-keys emphasis on that somewhat. Technically, the face-to-face will be video-conferenced. There will also be some serious curveballs and twists: an asymmetrical array of some playing lordly characters and others playing their hanger-no's. And only like the open books of other games, some players may not be who the rest of the party thinks they are...

Not having the same limitations on reportage, readers will start to be able to check out what's happening with this experiment. Which I am duly going to start today with the first installment of the Rough Guide to Nowhere, the background material and running notes that players will have in their hot little hands (the longer, more detailed version can be downloaded in PDF form here if you are interested) .

Map of Known Lands in Nowhere

Places of Note, Installment I

“The Gate Between the Worlds” (Hex 65.62)
Mysterious black obelisksseem to be spread throughout the landscape of Nowhere. This is the only one accessible to date by the Colony, the gate leads back across the dimensional void to a remote forested area in Elsewhere (50 miles distant from closet town). Tightly-regulated, closely-supervised caravans wind their way through the gate twice a month.

Lyk Ku'tah (Hex 65.61)
The preeminent...well, the only...town and administrative center of the Colony. Close to 3,000 residents are packed into a circular crude but stone-walled and double-trenched townsite.

The High Satrapy's silver-masked eunuch-officials, bureaucrats, courtesans, popinjays, and small horde of hanger-ons and slaves manage to cling to an unusually high level of decadent (if insular and provincial) civilized luxury in the Jade Quarter.

Recent buzz in the quarter's high circles centers on leaked news from Elsewhere that transparent, orange-hued wrap-around sarongs have seemed to push out last season's more somber fashions. Gauze is indeed the new Black Toga.

Black Ziggurat (Hex 55.66)
Scouts report a massive, multi-tiered, dull-black pyramid in the ash-choked burned out southwestern verges of the Colony. Attempts to penetrate the mysteries inside have been reputedly met with quick, ignominious death. One brain-addled, burn-scarred survivor spins wild tales of brass-sided urns filled to the brim with luminescent opals and hollow-tooted demonic guardians .

But then don't all sole survivors go on in such an unbecoming manner? Really now, it's hard to find good explorer help these days. Another pinch of black lotus powder?

Ash Wastes
A burned out wasteland stretches off to the west. Grey ash piles up like snowdrifts around rows of jagged-toothed trunks. The wastes are broken up every few miles by great crude stone-blocked ruins of villages and what look to be ceremonial spaces. The Colony has had a hit-and-go running war with hooded Serpetmen bands that haunt the western portions of this area (Hex 53.65 and surrounding).

The Pasturelands (Hex 63.65 and surrounding grassland hexes)
This is a grasslands, savanna-like area thick with game especially near deep naturally occurring cenotes (sinkholes).  There is an other-worldly, mixed-matched strangeness to the local ecosystem. A number of the species seem unsettingly divergent from each other: a six-legged furry mammalian-looking herd animal here; an exotic vermillion-streaked, many eye-stalked frog beast there.

Forest of Whispers
The Colony's is bordered to the south by a thick band of mixed wood forest. In the deep, eerily quiet reaches of this forest there are dense groves of ebon black-trunked trees--some rising tall and straight over 200 feet. The deep groves are surrounded by gentle rolling ridges with broad-leafed hardwood trees that give off enormous, sweet-meated nuts the size of a child's fist.

Ferocious warbands of white-furred apes haunt these woods and make terror-producing raids every High Summer all along the southern reaches of the Colony. Nothing is known of the fates of the children carried away by the brutes.

Crater and Dome (Hex 65.68)
A recent punitive raid on a White Ape war-camp by the outgoing Southland Satrap revealed a massive crater near the banks of the river here. Even more mysterious was the gold-domed edifice at its center surrounded by a circle of fine, dark gray gravel. The dome reportedly seemed to shimmer and be almost translucent in the glare of the noon-day sun.

The party walked the perimeter of the dome and found a small metal door with a bronze-looking circular value. The space beyond was a large open space (as wide as the dome), with a smooth-bored shaft leading precipitously down, down, down. How deep remains a mystery as the first party's lacked sufficient rope to descend.

Southlands Satrapy (Hex 68.65 and 69.64)
Player starting area, a small border fiefdom ruled by that cruel, young overlord, Jeremy D. (or some other player-tyrant).

The fief's total area is 48 square miles of coastal prairie land. There are currently a mere 10 square miles of the fief under cultivation running in a roughly quarter-mile wide band along the northern banks of the narrow, shallow (and still unnamed) river that marks the southern boundary of the colony in general.

Tuesday, October 11, 2011

Generating a Swords & Sorcery Land: Your People

Part two taking off from earlier today.

Step 2: National Features

“The People of My Nation Tend to Be...” Chart
Roll d20, 1d4 times. If the same result is rolled double any mechanical effects that may apply, otherwise re-roll. 

Results dictating class background give the option to roll on one of the results of the player or GM's choice. If results do not dictate class background, roll on standard chart as normal.

Re-roll contradictory results—if desired.
1 Average in All Ways Cancel all other results, all classes open, no adjustments
2 Nomads Add d3 to DEX, -1 INT; Class Background d8: 1-4 Hunter, 5-7 Warrior, 8 Poor Noble
3 Barbarians Add d3 to CON, -1 INT; Class Background d8: 1 Farmer, 3-5 Hunter, 6-7 Warrior, 8 Poor Noble
4 Seafaring Class Background d8: 1-5 Sailor, 6-7 Merchant/Trader, 8 Poor Noble
5 Mercantile Class Background d10: 1-2 Sailor, 3-8 Merchant, 9-10 Standard table
6 Rural/Agricultural Class Background d8: 1-4 Farmer, 5-6 Hunter, 7 Craftsman, 8 Poor Noble
7 Exclusively Aligned with... Roll d6, 1 Law, 2 Law (Evil), 3-4 Balance, 5-6 Chaos
8 Desperately Poor +1d3 CON; Class Background d8: 1-4 Farmer, 5-6 Beggar, 7-8 Standard Table; -d20 starting LB
9 Wealthy -1 INT, +1 CHA; Double starting money
10 Warlike +1d4 STR; Class Background d8: 1-6 Warrior, 7-8 Standard table
11 Obese -1 CON, -1 DEX, Heavy frame
12 Beanpoles -1 CON, +1 DEX, Light frame
13 Dwarfish -1d4 SIZ
14 Huge +1d4 SIZ
15 Learned/Cultured +1d4 INT or CHA
16 Decadently Civilized -1d4 STR or CON, +1d4 INT, POW, or CHA; Class background d6, 1 Warrior, 2-3 Priest, 4-5 Poor Noble, 6 Noble
17 Magically Inclined +1d3 POW and INT
18 Pious +1d4 POW, Class background d6, 1-4 Priest, 5-6 Roll on standard table.
19 Completely Bald/Hairy Beasts -1 CHA
20 Insane/Drug-Addled Random addiction or insanity. -1d3 ANY, +1d3 ANY

Optional Dominant Skin Color
Roll d12

1
Albino
2
Pale
3
Peach
4
Ruddy Pink
5
Olive
6
Bronze
7
Tan
8
Dark Brown
9
Black
10-11
Exotic Hue of Your Choice
12
1d3 Types/Roll Again

Generating Swords & Sorcery Nations

One of the most interesting and flavor-choked character generation elements in first-edition Stormbringer is its character Nationality chart. A single random roll not only tells the player what part of the Young Kingdoms she hails from but has a profound effect on what the character will be. Her range of class backgrounds, magic accessibility, cosmic allegiances, body type even, all hinge on that single roll.

The resultant character positively drips with Moorcockian Swords & Sorcery ambiance--while providing for some really interesting asymmetrical surprises for the player--a hell of a nice hat trick in game design.

Though I have been busy dumping the Young Kingdoms formal dress in my (non-commercial) SB hack for the second Domain Game phase, I am not-surprisingly deeply reluctant to dump those kinds of elements in the mash-up system.

So what's the work around? How do you create something that can hit those notes without being bland as white toast, buying into a big-boy licensing feature, or straight-jacketing co-creation?

Solution A is create a generic, sociological system. Solution B is to tie it around a specific, hardwired setting of my own. Insert the sound of a loud, strident game show “wrong answer” buzz here.

Solution C is to try and play to that strength of that original chart and go even more random—and weird (and tongue-in-cheek). I, of course, voted for that.

Below is part one of my random S&S nationality generator. The first part is more generalized and can be used for nearly any fantasy rpg, the second part will have more mechanical applications to my hack--but should be relatively easy to adapt into other games if desired.

As always eager to hear any feedback.


Swords & Sorcery Nation Generator
Step 1. Roll on Nationality Name. Change or modify results to suit your own taste.
Step 2. Roll on National Features.
Step 3. Based on Step 1 and 2, compute background paths.

Step 1: Nationality Name

Name Structure Chart
Roll d10

1 [Syllable]
2-3 [Syllable] + [Syllable]
4-6 [Syllable] ' or - [Syllable]
7 [Syllable] + [Syllable] + [Syllable]
8 [Place Name] “of” [Descriptor]
9 Color of Your Choice + [Place Name]
10 [Descriptor] [Place Name]

Syllable Table
Roll d100


01-02
Ain
03-05
Ath
05-07
Bai
07-08
Bay
09-10
Be
11-12
Can
13
Dei
14-15
Eo
16-18
Fir
19
For
20
Gur
21-23
Gor
24
Hir
25-27
Hor
28
Jen
29-30
Jor
31-33
Kar
34-35
Kam
26-37
Koz
38-41
Kyr
42-45
Lan
46-49
Mar
50
Mer
51-53
Mir
54-55
Myr
56
No
57
Nok
58
Nuk
59
Oi
60-61
Po
62-64
Rom
65-66
Rat
67-70
Ror
71
Rex
72
Ru
73-74
Tek
75
To
76
Vlk
77-80
Vor
81
Xo
82
Xai
83-84
Xe
85-88
Xoth
90-92
Yani
93-94
Yor
95-96
Zhe
97
Zu
98-00
Roll Twice

Descriptor Chart
Roll d10

1
Sighs/Sighing
2
Whispers/Whispering
3
Howls/Howling
4
Woe/Woeful
5
Dread/Dreadful
6
Fear/Fearful
7
Desolation/Desolate
8
Madness/Mad
9
Endless/With No End
10
[The First Word that Comes Into Your Head]

Place Name Chart
Roll d10

1 Desert/Wastes/Barrens
2 Steppes/Plains
3 Cities/Towns
4 Forest/Woods/Jungles
5 Isles/Islands
6 Mountains/Peaks/Valley
7 Hills
8 Moors/Craters/Broken Lands
9 Swamps/Marshes/Bogs/Mires
10 Ocean/Seas/Gulf/Bay



Monday, October 10, 2011

Domain Game II, The Particulars

Coming out of a satisfying weekend of socializing and gaming—gratuitous, non-sequitur picture of the ever-proliferating small army of HC players and hirelings marching off into the dear sunlight of yesterday's session below—I am fired up and ready to move on Domain Game II this week.

The nitty-gritty:
Stormbringer Hack. The voting was still in deadlock on the rules and I have decided to use my executive privilege to indulge my current crush on the Stormbringer hack and go with that. I am the decider.

Part I of my hack, which has all rules relevant to the players other than the sorcery system, will be available by this evening. What you will see is elements of Stormbringer mixed in with old school Runequest and D&D--more and more the kind of “frankenquest” that Jeremy Duncan has inspired me with his Hellenistic Successors-era game (along with some other ambitious and creative projects) .

Interested readers and players who haven't emailed directly can email me at kutalik dot the gmail dot the com so I can send you the necessary files.

System is Secondary. That all said above, I need to emphasize to players and those interested in watching the action that the existing rules mechanics (both the hack and existing sections of Borderlands that we'll be using) will be secondary. The underlying philosophy here is similar to what happened in the first phase of the Domain Game, the campaign is a wide-open incubator.

What rules we use are merely guidelines—think menu options rather than immutable laws--and will be running behind the actual play. Practical translation: you tell me what you want to do, I will tell you what to roll, and we will translate it into system mechanics as we go.

Campaign Roster. The campaign currently has two “top-tier” lord characters, Jeremy and Reg, and 12 “casual” players. Given the usual rate of attrition I am going to keep open four more seats for casual players. If you want in email me at kutalik at gmail dot com.

How the monthly game will work is we will always have seats for our lord characters and 2-3 seats that will be allotted to the casuals by their availability--and by random roll if necessary. I will send out a notifications a week and a day before letting people know what's going on.

Tabula Rasa. The players are starting as exiles forcibly cut-off from the old world of Elsewhere. Their home planet is a diverse land vaguely mirroring the lands of the Young Kingdoms and currently unified by a cruel, pre-human race of lithe, play decadents (it starts with an “M”).

However because of their isolation—and the underlying campaign philosophy—much of the particulars of their society is a blank slate. Players are free to make up as much or as little of the culture, religion, political structure, etc. of back home.

Background setting is thus wide open to all who participate—and based on my past attempts at bottom-up co-creation an interesting—strangely coherent even—sense of place will tend to evolve out of play and the constant “yes and...”. Fun stuff.

Kick-off Session. I am going to throw out three dates for the first session: October 18 8:00 pm Central US; October 26 (same time); and October 30 noon Central US. And of course, the “where”, is that charming little pocket universe created by Google+ Hangout. Players should drop me a line here or at my email address about what sessions they can make.  

Wednesday, October 5, 2011

The Domain Game Take Two

Plans for a “face-to-face” second round of the Domain Game are rolling right along. The official count of players opting in is now at ten: two “lord” players and eight “casual” players. (Space for casual players is still open.)

The campaign will come back to the extra-planar wilds of Nowhere, this time centered around a foothold colony that has been clinging on to a section of the southern continent for almost a decade.

While it's a decidedly rough-and-tumble frontier society compared to Elsewhere, a trade town has developed near the obelisk gate and rough trappings of civilized society—and resulting intrigue—are starting to bloom. Players will be navigating through less of the Jamestown-like experience of the Domain Game 's first phase and more of a take-off period.

The Three E's
Although there are still a lot of angles to be developed, I am envisioning the campaign as a “deep sandbox” with a meta-theme for player motivation that boils down to: Exile, Exploration, and Expansion.

All of the PCs, indeed all the denizens of the Lands Beyond, have been exiled from Elsewhere. The players are part of the last recent wave of exiles pushed through the gates and have been effectively abandoned to their own devices. The lords will take the bittersweet reigns of their new manor-holds and the other player-notables jockey for the limited positions of power and influence in the fluid borderlands society.

While heavily-sanctioned trade continues back and forth to the motherland, the few traders and officials that make it through the gate are forbidden from sharing news from back home.

Hemmed in by the wilds and mysterious bordering sentient races ranging from the indifferent to the hostile, the hold has remained stable and self-contained--until now. The last wave of newcomers has pushed that containment to a tipping point; pressure for land, ambition, and the sheer boredom of frontier life are pushing the colony to look outward. "Grow or die" is the watchword of the day.

How Gameplay Will Work
The lion share of the play action will be in the monthly session. True to the campaign/off season conception of Borderlands each campaign season will take place over 1-3 sessions. The off-season in which most administrative, training, and other non-adventuring activities will be covered in brief emails between.

After a campaign season and off season is completed the calendar will be advanced from 1-3 years. Thus it's conceivable that players, like in Pendragon, may end up playing descendants of their original characters if we go a real-time year or more.

OD&D vs. Stormbringer
I left the decision open to incoming players and low and behold mirroring the two-party system is some good old fashioned gridlock with votes even divided between two systems.

It beckons...
Personally I lean toward the fresh start of Stormbringer—with a possible deal-breaking qualification. That being the singular fact that Borderlands as written and conceived is heavy invested in core D&D concepts: experience points and treasure as key motivators and the power arc of low/middle/high-level play (all of which map back into the premises above to boot).

Many portions could float autonomously and be adapted pretty readily, but there is a big stumbling block in that Stormbringer barely even has a mechanic for character improvement, and what it does have is the kind of bean-counting system (limited improvement when skill and attributes are checked) that I dislike.

Long and short is that I would have to hothouse an “emulator”, experience/improvement rules that approximate the carrots of D&D and the campaign's themes. Not an insurmountable task, but something I haven't wrapped my brain around completely.