Showing posts with label setting. Show all posts
Showing posts with label setting. Show all posts

Wednesday 27 April 2011

Vornheim: The Complete City Kit

Player: Fluffy the half-golem needs repairs! Where's the nearest alchemist?

GM: Err... [flips through three hundred pages of text] hang on, it's here somewhere...

Player: I'll put the kettle on.

A proper old-school GM cares not one jot for detailed maps of every street of every district of the City of Genericfantasyburg, because the old-school GM will just roll on a random table to discover what's round that corner or behind that door. I don't know him aside from his blog persona, but Zak S. -- it stands for Sabbath or Smith depending on which hat he's wearing that day -- seems to prefer this philosophy of generating random data and trying to sort it out at the table, but with Vornheim he suggests that even random tables aren't quite fun enough.

Vornheim also represents an explicit dissatisfaction with the rpg book as a format, that as game books, they're perhaps a bit too bookish and aren't nearly gamey enough. Zak wants them to be more than just containers for text -- this is reflected, consciously or not, within the city itself, where snakes are the medium of choice -- and as such Vornheim is a thing to be used, a bundle of mechanics and tools, a -- you knew it was coming -- kit that only takes the shape of a book, for lack of a better format.

Imagine I want to generate a city location, so in order to do so, I use the front cover of the book. I adore this. It's the author saying "I don't want the cover to just be the thing you stick the title and a pretty picture on, even if I am an artist; I want you to be able to get an actual use from the cover." The idea is to maximise game utility, because the prettiest painted cover image is of about as much use as a chocolate fire guard if your players want to know what's behind that green copper door.

So, I want to generate the location. I get a d4 and I roll it -- this only works with the pointy types; my fancy twelve-siders just roll right off the book, off the table and into the dark corners of the room, where the spiders dwell -- onto the cover of the book itself.

Vornheim is a city of towers, so let's generate one of those. The 14 to the right of -- and almost obscured by -- the die tells us that the tower has fourteen storeys, and the 2 below the die tells us that the tower has two bridges linking it to other towers. The number rolled, a 1, tells us how many entrances the tower has. This takes about a minute, start to finish, more if you faff about trying to find your dice bag.

It's not just cute and fun -- though it is that too -- as this kind of innovation is also there to make the generation of game data more useful and efficient; the exact same roll gives us a fighter with an Armour Class of 18 or 2 -- depending on D&D version -- of second level, and wielding a sword. The same chart can also generate an animal, monster, thief, wizard, group of city guards, inn, two types of internal room, two types of magical attack, and a poison. There's another very similar chart on the back cover, and the book contains a number of different pages that operate along similar lines.

Not all the material in the book follows the same format. There's some prose description, maps, a couple of keyed map adventures, and more than a few random tables, but these are all infused with the same sense of trying to do more with such tools, to not fall back on what is expected of a city-based rpg sourcebook. This informs and supports the general approach of describing Vornheim through examples, rather than present an encyclopaedia of every street, house and citizen.

That said, the GM is given the tools to generate such elements as and when they are needed, and more importantly perhaps, to make them interesting and dynamic when they do come up; Vornheim rejects the mundane, conventional and boring, and this attitude is apparent on every page. The stated goal of the book is not only to allow a GM to create a city on the fly, but to make it interesting, memorable and fun, and I would argue that it more than succeeds in that task.

It is rather D&D-centric and I don't run D&D, but that's not the fault of the book and it's not as if Zak's blog title doesn't make it very clear what his game of choice is. It's not a huge problem by any means, as the book uses so few actual statistics and rules that it's easy enough to convert to one's chosen system, and besides, my key interest was in how Zak pushed the boundaries of rpg sourcebook presentation, and that's something one can appreciate irrespective of the game system.

The book could have done with another editing pass perhaps, as there are some glitches here and there, such as missing table headers and a couple of cases of repeated and redundant information. In places, there's also some repeated and redundant information. Even so, these glitches are few and none of them have any negative effect on the utility of the book, and that's what counts at the end of the day.

To compare Vornheim to the perennial Best City Book Ever nominee Ptolus is perhaps not fair -- although I sort of just do that, oops -- as they're very different products with very different intentions, and to say that one is better than the other seems a bit pointless. Let it be said then that I prefer Vornheim, even as an infrequent fantasy GM, because it strives to be more useful than exhaustive, and because I admire and support the genuine attempts to do something different within the format of the rpg sourcebook.

Vornheim is a sixty-four page A5ish hardback book, more or less compatible with most versions of D&D -- even the Unmentionable -- and is available from the Lamentations of the Flame Princess shop for 12.50€. It's well worth every whatever-pennies-are-called-in-the-Euro-is-it-cents-I-don't-know.

Monday 18 April 2011

One Issue Campaign, UK Edition: Part the Second

Right, so in the first post, I went through White Dwarf #67 and pulled out most of the material suitable for use in a game; now I'm going to try to hammer it into a campaignish sort of shape.

Right away I realise I have a problem: I have no map. Of the games I have to hand, Rogue Trader has a starmap, but one that's already well stocked with detail, and I'm not that fond of the sample map in Labyrinth Lord; it's a decent enough campaign map, but I'm not getting the right feel from it in this case. Instead I'm going to see what I can build from the material in the magazine, which also lets me off the hook in choosing a system for all this, as I'm still not ready to make that choice yet.

So, what have we got? There's some setting information in the adventure A Murder at Flaxton; aside from the titular village, we're told of the towns of Brecor to the north and Zerler to the south, as well as another nation across the sea, called Veridor. So that's the starting point, and I think I'll also use that advert for Games Workshop stores -- the one with the parachuting pygmy orcs -- and convert the seven shops into settlements in the game world. Quick and dirty campaign map below!


I've already identified hobgoblins and orcs as major humanoid races in the setting, and there are enough dwarves in the magazine to make them the third racial group. Humans are conspicuous by their absence -- although I suspect distant Veridor is a human nation -- but we've got a barbarian culture to put somewhere, so let's make them humans.

For some reason, D&D hobgoblins have this east Asian -- Mongolian usually -- aesthetic, so let's use that and combine it with the samurai and ninja miniatures we uncovered in the previous post. Our hobgoblins then are generic Oriental types, which ties in with the Peking Duck adventure; we'll set that in our capital of Ravenscourt, which is cosmopolitan enough to have a hobgoblin restaurant, and the Tongs in that scenario are now a hobgoblin criminal gang. Let's also turn the scenario's mafiosi into dwarves; we'll call them the "Iron Ring" and their chief enforcer is a dwarf nicknamed "The Juggernaut" for his special ability to smash through any obstacle with ease.

The head of the Iron Ring is a dwarf named Silenjax, who has made many an enemy in his time. What follows is an actual classified advert from this issue:

Rukin, hobbit extraordinaire, seeks vengeance on Silenjax, dwarven scum. May your beard grow lice and wither, you disgusting relation to Jock the American.

These in-character small ads were a much-loved part of the old Dwarf, and they reappeared in the mid-1990's with the gaming magazine Arcane. Did Dragon have something similar?

Ravenscourt is also abuzz with talk of the upcoming election. The current Lord of the Living Stone -- essentially the dwarven king -- is developing a reputation for being rather addled and absent-minded, with the Stone Parliament grumbling incessantly -- behind layer after convoluted layer of etiquette, of course, because it just wouldn't be seemly to openly criticise the Lord -- about this or that gaffe he's made. The Iron Ring have no wish to lose the freedom they've enjoyed under the incompetent rule of the current Lord, so they'll attempt to rig the election so he stays in power.

As an example of the government's impotence, a village not two days' ride from the capital has been the subject of raids by a mysterious warrior, and the populace has had to resort to hiring mercenaries such is the lack of decisive action from the government. We'll slot Thrud and Lymara in here.

To the north, Broadmarsh is the site of the Monster Colosseum, where all manner of exotic beasts are brought to fight in the arena for the entertainment of the crowds. People travel from all over the kingdom and beyond to watch and take part, but there have been grumblings -- again, not open criticism, for we are dwarves, not uncouth barbarians! -- of late that the prices for entry are too high; a number of interested parties, including both hobgoblin Tongs and the Iron Ring, are looking to get involved in a rival setup, and players could take advantage by capturing monsters out in the wilderness and selling them to the highest bidder. They might even get involved in setting up their own arena. The smugglers/slavers from A Murder at Flaxton are probably involved somewhere too, and the highest bounty of all has been offered for the legendary, possibly mythical, Jabberwock.

Recently, two adventurers named Critchlow and Harrison, one a warrior and one a wizard, went to capture a green dragon for the colosseum. The manager of the arena took it as a bit of a joke at first, but is now a bit worried about them, particularly as the wizard Harrison is an impulsive sort given to random and unpredictable behaviour; we'll work up some kind of random table for him.

The dwarf kingdom exists in an uneasy peace with the hobgoblin nation -- which we will call the Western Court, after the location of Games Workshop's Birmingham branch -- while the human barbarian tribes wander about in the southern regions, and orcs roam across the northlands; the orcs have of late been using unusual tactics -- such as parachutes -- in their raids, the result of one of their chieftains being possessed by an insane spirit that is trying to turn the greenskins into an army of conquest. I'm thinking that it's the spirit of some old crackpot inventor who was never taken seriously in life, and is now exacting vengeance through weird science and gonzo tactics. The orcs don't mind that old chief Jukka -- name pinched from the classified ads -- has gone a bit funny, because the raiding and pillaging is even more fun as a result.

That spirit is not the only one causing trouble across the land. A banshee plagues the town of Arndale, her cries causing a death each night, while across the mountains in Goodramgate, the people not only have to contend with parachuting orcs, but also a spectral black hound with fiery red eyes and a tendency towards PSYCHIC VIOLENCE. Further south, not even the famed soldiery of Broadmarsh can do anything about the malevolent Will-o-Wisps haunting the town's outskirts, driving away trade and leading travellers to their doom. Even the capital itself is suffering, as poltergeist activity is on the increase in Ravenscourt, yet another crisis for the Stone Parliament to watch unfold, powerless to intervene.

These baleful undead should be trapped on another plane, locked away by the magic of the Vivimancer Agaard -- name borrowed from Paul Agaard, Games Workshop's new (in 1985) events manager -- but the Vivimancer has grown bored of his lot and has let these beings go loose, in the hope that they will be tracked back to him in his lair on the plane of Elysium and he can be given a final death. Agaard's house servant is a centaur called Cowley. Cowley likes to wear a bowler hat as he attends to the Vivimancer's flower gardens, and I imagine him to be your typical snooty and superior Jeeves type, only a centaur.
 
As an aside, I discovered that The Gameskeeper is still there today, so well done to them!

As luck would have it, deep in the barbarian lands to the south is a portal to other planes and dimensions. It is in the control of a beautiful but excessively violent woman named Ashley who goes to battle sky clad and swinging twin broadswords; she has managed to get the portal to work in one direction, plucking warriors from across the multiverse -- here are our GURPS lot -- to fight at her side, but her true goal is to use it to escape this world.

The other barbarian tribes are either unaware of Ashley's plans or are busy with other concerns; the fifty-year-long autumn is due to come to a close, and the druids and shamans are turning their spiritual energies towards preparing for the Long Winter to come, as they cannot merely flee underground like the dwarves. They also have to deal with a beast they call Hiihtajantie -- name again stolen from the classified ads -- a vast purple gargoyle-like thing which has of late been stealing livestock and even the odd tribesman. Hiihtajantie is the size of a dragon, and the glowing lights which orbit its head are said to have a number of magical effects, including hypnosis. As the barbarians are an insular sort at the best of times, the arena owners up north haven't yet heard about Hiihtajantie the Disco Beast.

That's enough to be getting on with, I think. I've used almost everything from my initial list, and I've discovered some more bits and pieces while doing so. I'd start the campaign off with A Murder at Flaxton, then there are plenty of options for the players to explore. They could get involved with the organised crime element, engage with the politics of Ravenscourt, or spend their time monster hunting for the colosseum. At some point they might run into the ghost problem, which would then lead on to some planar travel and a big fight with an astral hippie. As for a system, I still haven't made that choice, although I'm leaning towards some kind of BRP variant, perhaps RuneQuest or maybe the core BRP book itself. That said, there's enough common ground between BRP and D&D that one could convert the Call of Cthulhu and RuneQuest material over with relative ease.

So that's that. I have too much gaming on my plate as it is, so I don't think I'll be using this any time soon, and as such I release it to the community. Do with it what you will!

Thursday 14 April 2011

One Issue Campaign, UK Edition

I've decided to have a go at Jeff's brilliant idea. First of all, here are the rules:

  1. Start with set of core rules, preferably one a small amount of setting material or a strongly implied setting. Too much setting info will spoil the soup I think, while none whatsoever will serve as an insufficient basis.
  2. Get a single issue of Dragon or some other gaming mag.
  3. Squeeze every possible of iota of usable information out of that magazine and nothing else to flesh out a campaign for your ruleset.
I don't think I've ever owned a single issue of Dragon, so I'm breaking the rules already. Delving in my rpg box, I have uncovered White Dwarf #67, from July 1985, somewhere in the middle of the magazine's Back When It Was Good period.

In this post, I'm going to go through the magazine and pull out the most useful material as it strikes me. In the next post, I'll try to meld it all together into a playable campaign.

Let's start with the cover, by Mark Bromley. We've got a warrior -- perhaps a proto-Warhammer Chaos Warrior -- bursting through a wooden door, only he's not. From his pose, we can see he's not moving forward with any great speed, and yet the door has been smashed to the ground, and one of the metal hinges has been bent out of shape. This suggests either that the warrior is moving through a gap someone else has already made, or he's of such great strength he doesn't have to take a run up to annihilate a wooden door. It's also not clear if he's human; there's an element of dwarfishness to him, but the door also seems to be scaled to his size.

Jeff's cover star became the main villain of his campaign, but I don't think this fellow is destined for that. Instead, let's say he is a dwarf, and let's also say that he's possessed of some kind of Juggernaut type ability with which he can deliver massive kinetic blows without a run up. Behold the Juggerdwarf!

Inside, we've got adverts for what appears to be a Games Workshop edition of Middle-Earth Roleplaying as well as Grenadier Miniatures' UK division. There's not much there to steal, although the Grenadier page has a photo of a samurai taking on two ninjas, and that's worth importing.

After that, there's a nomination form for the Games Day '85 awards, including an award for "Best Games Magazine"; given where the form is printed, and that Games Day is run by Games Workshop, I'd be surprised if the Dwarf did not go on to win this one. It does give me the idea of including some form of -- potentially rigged -- election or contest in the campaign.

After that there's the contents page and a superficial editorial from Ian Livingstone -- perhaps the above election is to install or depose a limp figurehead -- then a three page article on ghosts in Call of Cthulhu. Since this is actual game material we should use it, but it's also quite detailed, so ghosts will be a big part of the campaign and they'll have lots of special abilities as per the article. I am not turning down the chance to use a power called "Psychic Violence".

More adverts follow but there's little to swipe, aside from this delightful fellow from a strange graffiti-inspired advert for the UK series of D&D modules:


I'm not sure if this beast appears in any of the scenarios, but he's in the campaign, disco lights and all.

Reviews follow, for Star Ace, the second, third and fourth Dragonlance scenarios, and Monster Coliseum [sic] for RuneQuest. There's not much to borrow from most of the reviews, but the colosseum is in, so somewhere in the campaign setting will be a place where characters can fight captured monsters and perhaps gain employment; someone has to go out and capture the things in the first place, after all. Reviewer Oliver Dickinson has a moan about the price of the boxed set -- £16.96, or just over £40 in today's money -- so that'll be a feature of the campaign colosseum too; while it's a popular entertainment, it is considered expensive, but then it's the only game in town... until the players get involved.

Dave Langford's book reviews are next, and the most interesting thing here is the review of Brian Aldiss' Helliconia Summer, which makes me want to include great big century-long seasons in the setting. The next article is a piece on barbarian magic in RuneQuest, so we'll borrow that too, which means that we have to make room for a barbarian culture somewhere.

Thrud the Barbarian -- king of the aforementioned culture? -- follows, with Lymara the She Wildebeeste using her ample curves to distract some opponents before beheading them. That's all there is to the strip, but I'm sure we can find a space for Lymara and Thrud in our campaign. After that we have the first of the issue's scenarios, Peking Duck, a multi-faction brawl set in a Chinese restaurant in modern-day London, and with statistics for Champions and the mighty Golden Heroes, now known as Squadron UK. This may be difficult to include in a fantasy campaign without considerable modification.

Then we have an episode of The Travellers -- see a digitally remastered version here -- involving an NPC patron with arbitrary, dice-based reactions to the protagonists. Of course this is in. Facing this is a single page article on social customs in Traveller; it's basic stuff, but it prompts me to decide that social rules and customs will be a big part of this One Issue Campaign.

More adverts follow, then a mystery scenario for AD&D1, A Murder at Flaxton. Or rather, the first page of said scenario, then an early pull-out Citadel Miniatures catalogue. It features Citadel's The Lord of the Rings range -- I'm not sure if we can use that -- as well as some great hobgoblin and orc miniatures; as such, hobgoblins and orcs will be the major humanoid races in the campaign. As an aside, a set of three Citadel miniatures would have set you back between £1.50 and £1.95 in 1985, or about £5 in modern coinage. Hobgoblins are 60p each!

A Murder at Flaxton is an investigative scenario involving dwarf smugglers -- as in smugglers who are dwarves -- slavers and pirates. It's a low-level scenario, with the NPCs hovering around third level, but it might make for a good starting point. Aside from the maps, the main illustration is what looks like an early John Blanche piece showing dwarves drinking from bottles of Bugman's Best Rum, implying that the scenario is set in the Warhammer world. I don't think we'll go that far.

Even more adverts follow, including one with a picture of a nude woman with very 80's hair, make up and earrings, covered in blood and wielding two glittering swords. As a modern enlightened male, I of course deplore such horrible, exploitative cheesecake, but as a gamer I recognise that it's so over-the-top that I have to include it somewhere. After that there's the letters page, which like every other White Dwarf letters page in history is full of people moaning about how wrong White Dwarf is getting pretty much everything; the campaign will feature a bunch of grumpy old dwarves who can't stop going on about how rubbish everything is. They may be involved with the rigged election.

Following that, we have two pages on various different ways spiders in AD&D1 can kill a character. I doubt anyone has ever used this in the twenty-five years since it saw print, so let's be the first and make spiders a major hazard in this One Issue Campaign. Then we have more adverts, including one showcasing Games Workshop's seven -- yes, seven! -- shops, and featuring pygmy orcs with parachutes:


Holy Hecuba in a hairnet, these little chaps are definitely in.

The next article is the good old Fiend Factory but instead of the usual gonzo monsters, we're given the Vivimancer, an odd sort of prestige class for high level AD&D1 characters. It's not clear if this is intended for players, although since they are barred from the Prime Material Plane and only increase in level once every fifty years, I'd guess not. They seem to be a Neutral Good equivalent of the lich and use enchanted flowers to focus their magical abilities; even so, I think we have found our campaign villain.

More adverts follow -- and people say it became a glorified catalogue only after Games Workshop booted out all the rpg stuff -- but one has a picture of a centaur in a bowler hat, so he's in. Then there's Tabletop Heroes, which would eventually become the regular 'Eavy Metal modelling and painting pages, and is here hosted by Joe "Lone Wolf" Dever, although John "John Blanche" Blanche is hovering about in the shadows. There's little of interest here, although one of the figures covered is a Citadel Miniatures Jabberwock, and they're such great monsters that I have to include them in the campaign.

Then there's an article on magical backpacks, all of which have some kind of minor teleportation ability, and I can definitely see them getting some use. Then there's an advert for GURPS which is just pictures of a superhero, a Viking, a British "redcoat", a knight, two stetson-and-sixgun-toting Western characters, a Roman legionnaire and a couple of brutish monsters; this mismatched group will find their way into the campaign, I'm sure. After that, there's a news page, more adverts, the ever-popular small ads -- which could be a whole blog post in itself, although I will note for now that Jonathan Welfare of Tavistock Road is offering the all-new gladiator character class for the bargain price of £1 plus a stamped-addressed envelope -- then two colour adverts, one on the inside back cover for Citadel starter sets -- adventurers and monsters -- and one on the outside for Citadel's D&D miniature line; there are no examples of the latter, although the artwork looks like early Blanche again, and features a warrior and a wizard in mêlée with a green dragon. This pair of idiots may very well make it in.

So there you have it, White Dwarf #67 more or less cover-to-cover, with most of the playable material stripped out. Next up, I'll try to turn that lot into a campaign. I will also be choosing a ruleset, which I should have done at the beginning, but I'm a maverick, and if the pencil-pushers at City Hall don't like that, then they can shove it!


EDIT: The second part of the exercise can be found here.

Saturday 12 March 2011

Tarzan of Lothlorien

James Maliszewski said:
Here's what I'd love to see propagate across the old school blogs: an example or two like the one I posted above about orcs. I love hearing how referees have made the raw materials D&D offers their own, especially if doing so draws on longstanding information or images associated with the game. The examples don't have to be long, unless you want them to be; all I ask is that they reveal a little bit of that do-it-yourself spirit I think is so representative of our corner of the hobby.

Now this isn't really an old-school blog, and I have an on-again-off-again relationship with D&D itself, so I'm probably not qualified to comment, but I do have one hat to throw into this ring.

I've never been happy with the traditional fantasy elf. They seem too easy somehow; they're fast, intelligent, better at magic than everyone else, and are usually immortal. It's Superman Syndrome, and like Superman, there's no edginess to them, nothing to grab and twist and make interesting; the closest you get is some ill-defined malaise, like the ennui which affects Tolkien's elves, the harmful decadence of Games Workshop's Eldar, or Moorcock's Melnibonéans -- though not elves per se -- which combine both. This is of course a sweeping statement, and I'm not nearly well-read enough to identify the exceptions, of which I'm sure there are many.

Even so, it's difficult to translate these social and psychological aspects into a game about kicking in doors and killing stuff, so my thoughts have tended to follow a different, more practical, path. Taking the forest-dwelling aspect as my starting point, I've expanded that along somewhat realistic lines, influenced in no small part by an old White Dwarf article -- in #69, by Peter Blanchard -- about how underwater societies would develop without access to metalworking (no fires, see) and other such markers of civilisation.

So my forest elves would be agile and stealthy, as comfortable in the canopy as they are on ground, somewhere between the alien in Predator and your average wuxia showoff. They probably wouldn't have metalworking, since mining seems out of character and you don't want to be setting up furnaces if you live surrounded by trees; so there's no elven steel, no mithril, or any of that extraneous bling. There might be the odd item that they've stolen or traded, but for the most part these elves are using sharpened stone, bone, the odd bamboo spear here and there, and probably their fists too, as unarmed combat seems a logical consequence of a dearth of proper weaponry. On a similar note, they'd probably be nomadic, as carving homes into the trunks of trees seems too destructive, and the typical Ewok village type treetop construction would be saved for the odd meeting place rather than each and every settlement. I want them to wander the forests and not be tied down, so that when outsiders come into the woods, the elves seem like ghosts, difficult to pin down and predict.

So essentially my elves would be barbarians -- with a touch of monk -- in D&D terms, one part archetypical jungle savage, one part Princess Mononoke.
Despite their long lives, they'd have a society based around impermanence, with little in the way of metal and probably no paper, although they'd probably make use of standing stones and the like. They would be shamanistic and their magic would be based on illusion and druidery, with a fair smattering of earth-based spells in there. I'd also place more importance on their alliances with other forest dwellers, such as earth elementals, shambling mounds and even sentient animals, again like Princess Mononoke. Their utter rejection of the --literal -- building blocks of human society would make them seem more alien than the usual Immortal Skinny Bloke, and I'd consider giving them penalties when in urban situations, and perhaps full-on panic attacks when in a dungeon.

I'd keep the immunity to ghoul paralysis though, as I've always liked how strange and unexplained it is.

Oh, and no dark elves, sorry. The idea that you can tell the a "good" elf from an "evil" one just by looking at them appals me -- yes, even in a game about kicking in doors and killing stuff -- and I won't have it. You can tell my good elves from the evil ones by seeing whether they frighten off the loggers, or just skin them alive on the spot.

Monday 7 February 2011

Sun, Sea and Cyberware

Well, I wasn't intending for this to be Shadowrun Week at the blog, but what the heck.

When Tim went off to university and took his Shadowrun campaign off with him, I attempted to fill the gap. We played a few generic, disjointed sessions, but in the end we moved on to different games, and my custom setting never saw the light of day. The notes are long lost now, but I can put together the basic elements from memory.

Since I was barely out of my teens, all vim and swaggering arrogance, I decided I wanted to subvert the usual gloomy trappings of the cyberpunk genre, and as such swapped the dirty alleyways and torrential rain of the urban sprawl for the sub-tropical splendour of Bermuda.

Perhaps taking the infamous Triangle as inspiration -- which strikes me today as being quite clever, although I'm not sure I intended the metaphor back then -- I set up a three-way power struggle. Before the Awakening, the Bermuda Triangle was known as one of the world's hotspots of the weird, but with the return of magic to the world in 2011 (!), the weird became manifest. Storms of unnatural strength and size battered the islands and cut them off from the outside world, while strange things fell from the clouds and crawled from the sea.

Prior to 2011 (!) Bermuda was an important offshore financial centre for many corporations, a result of its favourable taxation system. As such they were quite keen to get back in touch with their offices there, and when the eldritch storms finally subsided, the mega-corporations raced each other -- and the British government, as Bermuda was still a British territory -- to the islands, only to find them wild and lawless, and ruled -- if that is the right word -- by a cadre of newly-empowered and quite militant shark shamans.

Today, Bermuda is officially under British rule once more, although stable government is confined to a few key locations, most notably the northern islands of St George's and St David's, with much of the rest of the land a wild zone full of wandering Awakened creatures and independent settlements. The capital -- and all that valuable financial data -- is in the hands of the shark shamans, and negotiations continue between the shamans -- who demand an independent magical state like those seen elsewhere in the Awakened world -- and the British, with the mega-corporations waiting on the sidelines, their impatience growing by the day.

There you have it, as best as I remember, anyway. There's potential for the traditional Shadowrun political and corporate intrigue, with a number of factions jockeying for position, but with all sorts of weird stuff slithering in from the Bermuda Triangle, there's also a chance for a good old-fashioned monster hunt. There's even room for some D&D-eque ruin exploration, as those abandoned corporate facilities are bound to be full of the kind of stuff that would command a high price on the shadow markets.

And of course, there's always room for speedboat chases.

Wednesday 1 December 2010

Musings & thinking ahead to the next campaign!

Setting search
I am wondering what setting I’d at some point like to run some non-generic fantasy in. As much as I am enjoying Kingmaker, it is a generic-quasi-Greyhawk setting (magical Europe)…. And in that respect it feels limited/ limiting… and even non-magical…. (no worries to those playing it - it is still a blast - I am just aware that I need to also slowly plan ahead - it is How I Am ;)
But what next (as in in 2+ years time)…. Various settings interest me:


  • Shattered world concept – SW have a setting for it ‘sundered skies’ – but it is not quite what I am after (don’t like linear paths to start with)

  • Swords and Sorcery concept – ala Conan/ Fafhrd and the Gray Mouser, with low magic (Iron Heroes perhaps?)

Post-apocalyptic world – taking some of the ideas from Dark Sun – but in a different political setup.


  • Steampunk – early age – ala Defoe (the comic) meets New Crobuzon from Mieville’s work (but I am aware an rpg is apparently been made for this). Iron Kingdoms d20 has some classes and gear which could be nicked for this purpose.








1600s Europeala Solomon Kane (but not a replica of that) – Gothicblack powder weapons, clockwork, think Sleepy Hollow.

Party concept
I also have another conundrum –what kind of adventuring party concept? I like to set up a game, in liaison with the Team, as to what kind of party angle they would like a stab at, as well as what kind of game….. Having made the guys I game with play good pcs, and with Stuart chomping at the bit to play more of a ‘grey’ moral pc, (ala the anti-heroes of old, as well as Conan/ Fafhrd being heroes who were also pursuing self interest)… I am keen to have a party set up which captures those possibilities…..

Thus possible party structures:
  1. Mercenaries - like Conan was for part of his career - in the sense they are members of a merc group, have a code of honour, are not evil, but neither are they good - but certainly would be united against the hordes of chaos etc. Could be any pc classes & pure sandbox - although they could seek out missions (for money), as well as developing their own ways of making hard cash - works in low magic S&S/gothic/planar settings OR
  2. Thieves Guild - they could start off as lowly scum in the city's Thieves' Guild - and the first arc is them rising to mediocrity in the ranks: rogue, fighter, ranger, wizard/ sorcerer - play it out like GTA - with missions, as well as with sandbox - think the Sopranos meets Fafhrd & Grey Mouser here - works in an urban adventure setting - and events could see them having to leave it for a while.....(eg falling out with their bosses).... works in gothic/ S&S/ planar settings OR
  3. Witch Hunters – they could be members of a religious order & hangers on: inquisitor, paladin, cleric/cavalier, wizard and rogue/ranger - again like GTA - a mix of sandbox and missions from your bosses. Think Van Helsing & Solomon Kane here - works in the gothic/ planar setting
Obviously some party concepts may work better in a certain campaign. Here's one example:


Witch-hunter setting/ campaign - fleshing it out a little
Reasons for joining the witch hunters: personal gain, joy in hunting, with one party member possibly playing the role of a believer in the cause, but also believing in using whatever tools (eg other pcs despite their greed), and methods they can (since they can rationalise anything in their warped ethical code)

Style of game....thus you have a party moving through the countryside, like in The Witchfinder General, hunting down trouble - for gain (honour, gold, power, women's favour, fear of locals, etc). It could also be part urban - Gothing up Ptolus for example - its backdrop of the Spire, and all the undead in the graveyards is a perfect backdrop for a Gothic witch hunter game for d20.

Development. Of course - as pcs progress, the game could explore how the pcs develop - or otherwise - a broader perspective - eg morality etc - but initially - for 5 levels or so – the game could encourage them to act it out as immoral basterds doing pursuing self interest in the name of their gawd.


Technology levels: I am thinking the backdrop would be airships, guns, etc - but these would add flavour initially - rather than being the centre of attention, eg the party could have either a pc or maybe better npc arcane mechanik in their mercenary band who helps upgrade gear - so long as the pcs get them the resources they need to do the work on their portable workshop inside their steam-wagon. Defoe is of interest here - with the zombie-apocalypse as the backdrop, and the famous scientists of the day pressing fast-forward on the tech levels as they try to create better guns and tech to beat the zombie hordes - applying ideas from Deadlands to 1669 England.

System: either
Pathfinder – with classes such as the new ones from the APG: inquisitor, alchemist, cavalier (?)… as well as old ones: paladin, cleric, rogue – with tech levels – I prefer those of 1600AD-ish for this ..
OR

WFRP
could be the other setting/ system for this game of course. 3e or 2e this is the question!!

Plenty of loose ends here - assuming I stick with this concept:
  • what system? WFRP (2e/3e) or Pathfinder (I know there are others - but these will do for me)
  • tech levels: Solomon Kane of 1600 - black powder only; or the more souped up stuff from Defoe, or even New Crobuzon, with trains..... Renaissance/ just pre-industrialisation/ industrialisation - all of these choices have profound consequences!!what world? Do I modify/ modernise an existing one - what would happen to it if.... (advantages - people may be familiar with it, eg WFRP - but in an industrial age, so some things would be strange), or start from stratch? (won't upset people, but involves more work!) This partly depends on 'what system'.
  • What world? Do I want to modify/modernise a familiar world - what would it look like with these new technologies/ if a zombie-apocalypse happened etc or create a new one from scratch? Each has stengths and weaknesses.
  • Is this the game I want to run? (ie I still need to explore the other ideas as well!

More musings another time. Time to bust a groove now and do some work!