Wednesday, July 18, 2012

Kezmarok: the Great Hostels and Games

 The Great Hostels
The sale of intoxicants is strictly—and lucratively--regulated in the city.  The typical constellation of seedy inns, taverns, and other watering holes is simply not seen in Kezmarok (though a few illegal speakeasies stubbornly exist).  Instead you have enormous, teetering centuries-old edifices, the great hostels, sprawling across entire city blocks.

Because half of all the income from  booze, powders, and smokeable herbs is owed to the City, the hostels have spread their commercial range across a range of activities—food, lodging, games, gambling, nefarious meetings, bawdy theater, romantic trysts, etc-- and thus have become central hubs of social life in the city.

Though each varies wildly in its character, each hostel does have a few common features. Each hostel is from 3-6 floors high with a dizzying array of sunny verandas, patios, trellises and balconies jutting out over the streets and structures below. Each floor caters progressively higher to a classier clientele, indeed after the second level customers are only those who pay exclusive membership dues and undergo initiation rites. Such “club” membership has become important to the status jockeying of residents.

A sample of the Great Hostels:
Finestra, Lodge of a Thousand Mirrored Gazes. Famed for its many, baroquely-famed mirrors and gawking, ever-judging clientele. Past the swill served on the first floor, the food and drink is quite good.

Ulthnarn of the Hanging Blade. The martially-themed Ulthnarn is noted for its many games of skill and chance, indeed it’s the only hostel that has a full hobbit-boloing arena. Gentlemen’s games can be found on the upper floors.

Duke Mraz’s Folly. The hruz, hallucinogenic mollusk paste, is out of this world as is the food. Decorated with strange shiny polished suits of armor.
 Games of the Great Hostels
Daemono. Tile-filpping game played with two-sided mosaic pieces. One side traditionally exhibits solid whites of Law, the other a multitude of vibrant colors for Chaos. The game is mostly played by the better sorts of the city.

Stonelegging. Two participants are in the ring. Live cockatrices are introduced into their trousers. The first one whose leg is petrified loses. In the better establishments a mage is on hand to reverse the process. Stonelegging is the NASCAR of Kezmarok.

Brinksman. Card game using bluffing, bluster and dumb luck. Anyone clearing the 21-count limit is slapped with a sand-weighted stick by custom.

Wrestling. Conducted in the nude except for gaudily covered harnesses. A sheet must remain between the wrestlers at all times for propriety’s sake.

Hobbit boloing. A wild Halfling is released into the ring. The first participant to knock him down wins the purse. All the contestants lose if the wee one escapes to the far gate.

Stave-fights. Just like it says, duels with quarter staffs. Usually conducted on narrow high-raised platforms. Sometimes combined with stonelegging and/or wrestling on slow nights.

Hippogriff races. Sadly now defunct.

Monday, July 16, 2012

Kezmarok, The Great Tour Part One

Thanks to ruthlessly killing a PC—and having a party willing to travel a great distance and plop down a big chunk of swag for a resurrection—I finally made good on moving play out of the 120 mile stretch of the Hill Cantons proper. Play for the last month has centered in the half-ruined digs of a city—and it’s vast, sprawling undercity--I have been wanting to introduce for years now.

What follows is Part One of my introduction to this new sandbox.
Crappy Players Map (click to enlarge.)

The ancient Southlands metropolis of Kezmarok has been known my many names over the aeons:  Vu Commoron, Zenopolus, The City Three Quarters as Old as the Firmament of the Heavens, The City of 500 Graces (or the City of 500 Sybarites and Popinjays to some wags), the list rolls on.

Five long centuries of besiegement by the ever-patient and languid forces of the Turko-Fae have severed it’s dominance over a vast network of fortified ports. The resulting steady collapse and abandonment of great stretches of the mile-and-a-half long city have diminished its once teeming magnificence, but it stubbornly clings to a sad grandeur high on the Great Rock.

Barely 40,000 of its former 300,000 residents still make their home in the city, and a good quarter of those are the Northern cantonal mercenaries, bonded outsiders and slick operators looking to make a golden wheel (Ur Kolo) or two from the largesse of the city vaults.

Of its native citizens, gone are many of the common castes. The great legions of the indentured and poorer wage earners have long shipped out for greener pastures, northwards to the Cantons or southwards over the Persimmon Sea.

While clinging like the city to former greatness many of the nobility—almost a third of the residents now--have doggedly stayed, but downshifted into a “shabby gentility”. It’s not uncommon to come across a city block of half-collapsed red marble manses with great taub-taub trees growing through them and families of these pauperized patricians patching long-handed down robes and doublets, writing epic poems, polishing dented heirlooms, and acting out parlor theater in the remaining shells.

Defense of the triple great walls that choke off the peninsula from the mainland—and the great silken pavilions and stockades of the besiegers—is in the hands of the Bonded Companies. Many a northern landsknecht, gendarme, or reaver has made an easy lifetime of serving a “long bond”, a 20-30 year contract of service walking the walls and performing in the mostly bloodless and symbolic sallies against the great host outside.


Friday, July 13, 2012

South Texas Minicon Update

A few updates on what happening with the South Texas Minicon we are organizing August 18.

Getting Registered. First of all, registration is still the “right price” free, but if you are coming please boogie over to our special new minicon website to register and get oriented (updates will be posted there over the next few weeks). (Big thanks to Brad for getting this up and running.)

You can find registration here and information on logistics and the game schedule (full schedule TBA shortly) here. Forums are active here and we will start using that as the clearinghouse for discussion of games and other chit chat.

Supporting the Minicon and Win Judges Guild Swag. Infamous NTRPG Con Bad Mike (who will be attending and selling/giving away goodies from his giant roleplaying stash) is generously running a fundraising auction to support the convention expenses. Please go here and help us keep the minicon free as a liberated avian.

Game Schedule. Three slots of three game for each (possibly up to six for each slot if we reserve another room) from 10 am-10 pm.

The games to-date:
Jeff Dee, Bethorm, a Tekumel adventure supplement
Talzheimer Mrr, Cavemaster RPG
Norm Harman, Mutant Future
Ed Teixeira , 5150 Star Army
Mack, old school starship mini battles
Brad Ncube, DCC RPG (tentatively)
Yours Truly, By This Axe fantasy mini battles and (possibly) old school D&D

Drop me a line at kutalik at gmail dot com for more information.

Tuesday, July 10, 2012

Space Cantons Theme Music and Setting Info

Update and some exciting news (for us in the hills at any rate) coming this evening or tomorrow morning about the South Texas Minicon August 18th. For now here is more setting info, house rules (full PDF), and theme music for players and voyeurs of the Space Cantons Traveller mini-campaign now going into its second exploratory mission into the cosmic weird Thursday night.

Theme music in keeping with the 70s-trip space opera aesthetic.




Learning New Skills
Automatic 0-level skills. Characters are assumed to have 0-level skill (no modifier) in Vacc Suit, Air/Raft, ATV, Steward, a single gun skill of their choice, and a single blade skill of their choice.

Experience. After every session, any surviving character can opt to make a check to acquire a 0-level skill. If there was none directly used in the adventure roll 2d6, on a roll of 10+ (+1 if INT or EDU over 9+) the character can pick any skill. The player can add +4 to the check if rolling for a specific skill in an unranked skill that he/she used in the adventure (actual success/failure is irrelevant). Example: Mongo X decided to try and rewire the ship's console in the adventure (for God knows what reason). He opts to try and take Elec-0 as a skill and adds 4 to his dice roll.

Advanced Skills. Skills from Books 4 and 5 can be learned at 0-level for a training cost of 10,000 CR. This includes: Interrogation, Hunting, Survival, Ship Tactics, Zero G combat, Demolition, Air Vehicle, Water Vehicle, and Prospecting. Composite gun skills from Book 4 can be learned at 0-level for 50,000 CR such as Combat Rifleman, Pistols, Lasers (includes blasters), and Zero-G. Composite melee weapons skills can be taken at 30,000 CR: small blades, blunt weapons, long blades, and polearms.

Cerebral Implants and Neurostimulators. Learn a skill-1 of your choice for 100,000 CR. The procedure can only be used twice lest your brain explode.

Nonstandard Weapons
Snub Pistol (as per Book 4: Merc). CR 300. Can shoot fatal (3D) or stun rounds (20 CR for a clip of 6). Usable in vaccum.

Web Grenade. CR 200. Produces a 10-foot diameter sticky web lasts for 1d6 hours at the point of impact.

Setting Info
Bolo. Your employee-owned, "post-work" exploration coop. All large-scale "capital investments" (ie the ship, office and hangar) are owned collectively by the bolo. Individual crew members get equal shares of the session's profits.

Known Players. Beyond your bolo, there are a number of local factions or individuals who are interested in your findings beyond the Weird:
1. The Spacers Guild
2. Sekifran the Solicitor. Eccentric collector of antiques and curios. High-powered big-shot trial lawyer who's trademark signature is his striped ascots.
3. Three-Eyed Jac. Local underworld boss. Doesn't have a third eye.
4. The Hermetic College of Nova Marlankh. Offworld university interested in findings.
5. Outpost Nine Rada. The local planetary government.
6. Hydra Corp. A conglom, large family-owned industrial “fiefdoms”, based off-world but with a branch “holdfort” in Outpost Nine

Base Rate for Exploration
Preliminary report 20,000 CR (planetary scan, observation of sentient life, preliminary survey of other system bodies)
Surface survey 60,000 CR (week of surface exploration, full UPP plus additional information)
Full survey 200,000 CR (three weeks of surface, geological reports, etc.)

Local Cantonment Planets
Outpost Nine C446353-9 Non-Industrial
Your little windswept, hard-times home.

Jump 2 Away:
Nova Marlankh B5658A8-B G
Terra-formed world ruled by the loving yet firm hand of the Indomitable Overlord.

Kugelworld C546525-9 Non-Industrial G
Little peaceful backwater planet founded by pioneers-bolos during the Autonome Upheaval.

Vesworld D450213-4 (B) Non-Industrial G
Desert world wholly owned by the Vesworld Corp, an entertainment conglom that has recreated an “Old West sim” planet complete with life sentence prisoner-actors. 

Monday, July 9, 2012

Space Mountebanks and Blasters

Of course as noted many times on this blog, I just can't simply play a game as written without unwisely messing under the hood. Bah orthodox RAWers be damned, this is the first post of likely a series of variant whoha for Classic Traveller for my Cantonment campaign.

Mountebanks
With the mounting decadance of the Cantonment, Mountebanks (also known as “Grifters”) are a shockingly common career choice for the quick tongued and amoral. 

Though some enjoy only moderately-shady employment by the various factions, circles, cults, and collectives as “fixers” and spies, most Mountebanks ply their hustles as a life on the make throughout the confederation.

Mountebanks have no ranks and receive two skills per term.

Enlistment 7+
DM+1 if Dex 7+
DM+2 if Intel 8+




Survival 6+
DM+2 if Intel 7+




Reenlist 4+

Aquired Skills Table

Personal Development
1 +1 Endur
2 +1 Dex
3 +1 Intel
4 Gambling
5 Blade Cbt.
6 Bribery

Service Skills
1 Forgery
2 Leader
3 Streetwise
4 Gun Cbt.
5 Bribery
6 Jack-o-T

Advanced Education
1 Streetwise
2 Leader
3 Electronic
4 Admin
5 Computer
6 Forgery

Advanced Education (Educ 8+)
1 Medical
2 Computer
3 Electronic
4 Admin
5 Pilot
6 Jack-o-T

Mustering Out

Material Benefits
1 Low Psg
2 +1 Intel
3 +1 Educ
4 Gun
5 Blade
6 High Psg

Cash Allowances
1 2000
2 5000
3 10000
4 20000
5 20000
6 50000
7 100000


Blaster Pistol (TL: 11)
Base Weight: 1000
Length 350
Ammo 20
Ammo Cost 200
Base Price 6000
Damage 4D
Same modifiers and Dex requirements as Laser Carbine

Saturday, July 7, 2012

Space Cantons Visual Appendix N


Last night I ran Traveller for the first time in a good long spell. In fact it was so long ago that the Soviet Union was still gearing up for parachuting into a small Wyoming town and New Coke had the nation up in outraged arms, that's how long ago.

It felt very much like seeing an old friend, the achingly-sweet remembering why you dug hanging out with them in the first place. But also like meeting an old friend there was the odd perspective shifts, the slow jumps that remind you how much you have changed.

Coming back to D&D four years ago was different. Yes, there were a number of dramatic and subtle shifts that changed how I play the game, but overall there was an exuberance in embracing the core play-style and the great body of older pulp fantasy that inspired it.

With Traveller I felt after dusting off the books that I could only meet it halfway. The system felt as enjoyable as I remembered, but there was something about the implied feel/setting/background literature that just doesn't as much for me as it did. The kind of hard(ish) sci-fi of the 1950s-70s: the Poul Anderson, Jerry Pournelle, E.C. Tubbs, H. Beam Piper (as much as I love Lord Kalvan), etc. school of projecting their now stuffy feeling cold war conservatism into the distant future of space opera. And the GDW house setting, the Imperium, which became more and more hardwired into the game itself left me even colder honestly.

That's not totally accurate, there was part of that era that has been inspiring me a great deal—besides still loving Jack Vance's contributions in that period—the art of a certain school of sci-fi artists of the 1970s. The great awe-producing full-color works of those four Terran Trade Authority books and OMNI magazine illustrations that crashed their way into my consciousness in 1979 just before getting into roleplaying proper (and CT was always my second game): the stunning work of Angus McKie, Jim Burns, Peter Elson, Peter Andrew Jones, Roger Dean, Chris Foss, Chris Moore and others.

The sensuous feeling, hallucinogenic influenced grand starships, full of organic, sloping curves and slender towers. The great mystery and pathos of drifting space hulks. The contrast of the primitive and the far future with the hint of the great swords & sorcery cover art of that period. The sense of something truly immense and unknowable out there among the stars.

All these elements hold great truck with me and influenced what I started stocking all those grey, unsurveyed planets on that subsector map from yesterday.

Let me show rather than tell.