Wednesday, December 7, 2011

Mastering Mogg's Mountain

Late Friday I managed to host the first foray into Hyborian mayhem on Google Plus. The muscled moody Pict, Bran Mak Morn (Jeremy D), the crafty Zingaran rogue Belvis (Michael M), the Northman Angnar (Jeffery O), and some Shemite pirate-chick "born under a Stygian catapult" (Steven G) all took the first run against the Mountain.

There was the mighty wrestling of beasts, there were gems stolen the size of a grown man's fist. There was eldritch evil and the rending of flesh. There were deaths both glorious and ignominious.

In short it worked. Mostly.

Crafting one-shots is a tough business. Especially ones that aim at: 1. being wrapped up completely in three hours; 2. building in at least a few meaningful, non-railroady choices; 3. providing a brisked pace, action-oriented romp with some diversity of adversity; and 4. concentrating on the literary flavor and themes of just one distinct (if powerful) element in the stew that went into our old favorite fantasy game. A tall order.

I agonized over the parameters. The number of rooms and encounters that can reasonably be explored in an hour. The ratio of empty rooms to stocked; the questions of whether or not you can really have something with real non-linear choice in something so clearly delineated. Finally even deigning to crowdsource.

(The peanut gallery opines from 4-10 rooms—including empties--can be explored in an hour, while my gut says you can present anywhere from 2-4 branching paths without breaking a scenario altogether).

I learned a lot from the writing, much more from the playing and the gracious feedback of the players. The aim is to play this scenario at least two or three more times—fine-tuning as I go—and then run two more linked (if only episodically in fine REH non-chronological, geography-denying order) scenarios the same number. By the end perhaps I will have finally gotten some window into this difficult art.

Switching gears back to organizing the current games, based on feedback I tried to frontload the exposition more. It cuts out a set-piece that had a non-linear array of choices behind it, but hey that just cuts your time down getting to the real meat and the bigger choices when you are staring up at that solitary peak.

The new full version of the prologue can now be found as a PDF file here (see “King of the Mountain” file). And if your mind—like mine--just naturally skips over the italicized purple prose of such creatures, the ADD version is neatly numbered and served to you in happy meal-sized bites below. Amphetamine salt optional.

The ADD version:
  1. You are motley crew of destitute fugitives from the Free Companions, a mercenary band destroyed a few weeks ago on the steppes.
  2. You found Ifar, an isolated, down-on-its-heels mountain town, facing a sinister evil in the shape of Mogg, a sorcerer-priest, taking the town’s wealth—and now taking its women as sacrifices.
  3. Roped in by the exhortations of the warrior-lass Larissa, you have set out to take Mogg down from his lair high up on Mount Ged.
  4. You have three avenues before you for the ascent (see illustration, forget about the jingling sound of keys).

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

Hyboria. Game. Tonight.

We are on for tonight for the first romp and rampage through Hyboria (by way of Google+).

If we have three willing canaries in the mine for the CONAN/ZEFRS one-shot, it's a go. Proposed playtime 8:30 CST.

See particulars and scenario backstory in yesterday's post. Just tell me if you: 1. want one of the three seats, and 2. if you are going to send me a custom character or want a pre-gen.  

Thursday, December 1, 2011

The Kettle-Drums They Beat

The steppe winds howl kicking up great billowing clouds of dust. Your hand draws back over your face shielding your eyes and black cracked lips.

Aeons seem to pass before the eerie stillness returns, as does that gnawing hollowness in your stomach. Your companions shoulder on next to you in that endless march toward the beckoning mountains shimmering in the purple distances before you.

You were the lucky ones.

Once each of your were of a band of dissolute rogues, the Free Companions, who burned and looted their way along the borderlands. Five thousand strong you were, from a motley score of the dregs of Hyboria, serving as mercenaries for a rebel prince in eastern Koth. When that cur made peace with his cursed sovereign, the Companions were out of gainful employment. By fire and sword you took to plundering the outlying dominions of Koth, Zamora and Turan alike.

In command of your company was a mighty-thewed Cimmerian. Blue of eye and black-maned, he was a demon on the battlefield of which he was said to be born on. Though mighty in battle, his tactical range fell on the short side.

A week ago Shah Amurath trapped your band near the banks of Ilbars with fifteen thousand men. Mitra! The skies were black with ravens that day. When the lines broke, after a whole day of fighting, some tried to break through to the north, some to the west. The steppes were covered with horsemen riding down the fugitives.

High above you a vulture calls.

Broken of your reverie, you halt suddenly. Far out under a lonely peak a flash of metal glimmers through the heat...

The first one-shot (of three planned) for Conan/ZeFRS is now rearing and ready to flex its tree-trunk arms against the untutored, man-beast hordes of Google+.

Titled King of the Mountain (unless we can crowdsource something better), it will take your would-be conquering hero/heroine up a blood-drenched lonely peak in a harrowing race. You and your companions have three and a half hours tops to best the horrors of that haunted place. Tarry once too many and you lose your moment in the sun.

More Particulars:
Possible Play Windows. As I said before the game will run “whenever”, that is some floating time period in which I have the spare hours and we have a critical mass. I will be traveling to the sun-swept wastes of the desert this coming weekend for work but I do have a few possible windows where I could run a game: Friday night after 8 CST, and/or Sunday or Monday sometime in the early day. Insomnia may make for some spontaneous late night sessions too.

Three Player Limit. I am trying to keep the action quick and the feel less like the small army of D&D parties, thus I will be limiting parties to only three players maximum.

Making your Own Character. Again look here for a free copy of the rules, make up your character and email it to me at kutalik at gmail the dawt com.

A few house rules (it was inevitable as the dawn rising of the sun):
1. You have 35 free talents to spread around as per the rules. The rules contradict themselves by stating that you get 5 talents per weakness you opt in the rules and 10 for each in the reference guide. Though the second reference for 10 is likely an editorial error, we will use that. Three weakness max.

2. You can have up to 7 points in any particular talent.

3. Pick or roll a d100 on the following chart for your nation of origin, note the bonus talents for each:
Roll
Nation
Bonus talents
01-06
Aquilonia
3 points any Knowledge
07-11
Argos
3 points any Knowledge or Medicine
12-16
Asgard
3 points any Fighting or Strength
17-21
Bossonian Marches
3 points any Endurance or Bow
22-27
Brythunia
3 points any Perception
28-30
Cimmeria
3 points in Animal Reflexes or Fighting
31-36
Corinthia
3 points any Knowledge, Pike or Halberd
37-42
Gunderland
3 points any Endurance or Pike
43-46
Hyrkanian Steppes
3 points any Prowess or Bow
47-49
Iranistan
3 points any Perception
50-52
Khitai
3 points any Knowledge
53-60
Koth
3 points any Knowledge
61-64
Kush
3 points any Prowess
65-72
Nemedia
3 points any Knowledge
73-78
Ophir
3 points any Knowledge
79-80
Pictland
3 points any Prowess
81-82
Poitan
3 points any Knowledge or Broadsword
83-86
Shem
3 points any Knowledge
87-89
Stygia
3 points any Insight
90-92
Turan
3 points any Prowess or Bow
93-94
Vanaheim
3 points any Fighting or Strength
95-98
Zamora
3 talents in Acrobatic, Climbing, Pocket Picking or Observation
99-00
Zingara
3 points any Fighting

Onwards and Upwards. If you survive the scenario your character (all pre-gens will be unique to the player) will gain experience and be eligible to run in the second, linked scenario.  

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

Monday, November 28, 2011

The Down and Dirty on the Conan Pick-up Games

A few details on how the Conan/ZeFRS G+ pickup games are going to work now that I have heard back from people (mostly on G+):

1. The games will be run “whenever”. If I have a window of time and there is critical mass (2-3 players), we play. They will tend to be later at night, past 8 pm Central US (-6 GMT). Insomnia should push that to some late runs at time. There could be a few day windows on the weekend and on some of the days in December and January when I am not working the real job.

I will post a heads up on G+ from anywhere up to a day in advance or at the drop of a hat. So it's all about the spontaneity.

2. The games will be first come, first serve on who answers--with preference to those who have raised their hands all nice and polite like today. I will probably run the same scenario 2-3 times before moving to a second one, so obviously those who played before are bumped off the list for that scenario.

In theory, the scenario—which will be original with some heavy borrowings from REH--will be a self-contained episode that can be “won” in one session.

3. Players can either custom make their own characters beforehand or pick a pre-gen when the game is announced.

All characters are built straight by the book (go here to find the chargen rules and here to pick a fitting nation from Hyboria to be from) . Pre-gens may have a few quirks that give them some unusual features. (That one's for you, Eric.)

4. There will be winners and they will be those who grab the glory. The player that earns the most fame points in a session is the “victor” and may be awarded a small gift (likely a book). Players will receive extra fame points for loot (I will announce what at the end of the game) and for upholding your own personal code.