Archive for the ‘setting’ Category

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Tenra Bansho Zero: Wait, I like this scenario…

October 25, 2012

Finally got to reading the included “playset” with the game – basically a nailed down setting bit for people to play in.

Normally I hate specific setting stuff in games – either lots of dry almanac style information that you have to crack open and think hard about to make useful, or lots of completely meandering history that is too convoluted and disjointed in it’s own ways. I had saved reading this towards the end of going through the book because I’m so used to being disappointed in this stuff.

Here, TBZ homes in on a simple, important issue – only talk about what is relevant to leading to current conflicts. In 21 pages you get few states to work with, but basically in 11 pages you get a good focus on one, with an idea of what it’s recent struggles are, what direction it’s going, what threatens it, and who are the folks in power that might save or damn it.

Like a good character, it’s got a direction and motivations driving the whole land and it’s politics. The characters are also laid out with their own goals and desires, and any one of them would be equally as entertaining as a PC as much as an NPC, and since they’re left without stats, it’s pretty easy to swing them either way. What helps is that no one is a clear villain – everyone’s got an understandable motive.

Under each section describing something or a character, they give suggestions story/situation ideas to jump into play with.

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4E: Lost Alliance Set-up

June 29, 2011

Concept: Heroic 4E Essentials game set in a non-european culture – a balance of combat and skill challenges, with players self-directing goals.

What Players Need to Know:

1. Lost Alliance- core setting and class. Read First! Conceptually classes and culture is very different than vanilla D&D. (I’ll need to do a write up of the other classes and races later).

2. Human-centric. Dwarves and halflings are minorities in the Masara, Elves rarely heard from. No other core races available as PCs, initially.

3. Sometimes there may be places/random encounters with monsters beyond your ability. Good time to run!

4. Mearl’s Damage Hack: Don’t roll for damage- normal hits do average damage, crits do full damage.

5. PC death? Create a new character 1 level lower than party average.

6. Normal XP awards, Quest XP, personal Quest XP, and bonus XP for good tactics, stunting, or creative actions in Skill Challenges. This may cause the party to diverge in levels- which is fine by me.

7. Monsters will have reduced HP and probably different powers. Encounters will have more monsters to make up the difference.

Same Page Tool expectations:

Play to win? Yes.
Win conditions are making Masara a safer, better place and are rewarded with XP per the Quest xp rules.

This can be fighting back monsters and helping settlements expand, it can also be stabilizing the political groups within Masara or making alliances with other groups/peoples. By sword or by diplomacy, whatever works.

PCs are expected to work together, conflicts are mostly for show

The GM preps a map with NPCs and/or monsters. The players have their characters travel anywhere they can reach on the map, according to their own goals.

The players’ roles are to to set goals for their characters, and pursue them proactively.

Doing the smartest thing for your character’s survival sometimes isn’t as important as other choices (see win conditions above.)

The GM’s role to the rules is follow them, come what may. (including following house rules)

After many sessions of play, during one session, a player decides to have her character side with an enemy. This is something that shouldn’t even happen. This is someone being a jerk.

This one is actually a bit more tricky- given that I expect politics to play in this game. That said, if it’s at the point when people are drawing swords, sides are usually pretty clear – it’s not Dogs in the Vineyard or Burning Wheel, so I’m not going to be having ultra-deep moral issues, so this shouldn’t be coming up often, and where it does, it’s probably time for a Skill Challenge.

DM’s Role

1. Create a map with local things of interest. Start at one settlement, spread further as the campaign evolves.

2. Create 6-8 NPCs with interests and goals. Don’t need to stat them, really, just use them as personages, allies, obstacles, etc. (Build with an eye towards setting and PCs)

3. Create a backlog of monsters using Monster Hack rules maybe 5-6 for an environment type/area, cover 3-ish areas or so for some variety. Steal power ideas liberally from videogames for interesting tactical aspects. Skip statting out attributes and stuff you can make up on the fly.

4. Follow the players’. Set up/Offer Quests according to player goals and NPC motivations. Set up Skill Challenges as you go, encounters as you go as well.

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4E: Lost Alliance

June 21, 2011

A fun little setting idea for 4E Essentials.

Where?

The Masara people have carved out more than simply “points of light” in the darkness- theirs is not a great empire, but it is a nation, prospering through hard work and courage, and that is much these days.

Over 3 centuries of work, they have fought back the monsters and beasts, and left the land relatively safe- safe enough that in many places, there are towns and villages without walls, merely a simple watchtower to serve as warning.

Imagine a mix of the architecture of Thailand with Moorish Spain- intricate carvings, expert engravings, beautiful plazas and courtyards. The wealthy have water gardens in their compounds, the less wealthy build their clan houses in a circular pattern facing inward – to a common yard where fruit trees and small gardens sit.

Who?

Your mother and your aunts hold council for your clan, they make the decisions. Your families live near by, more from tradition than need at this point, and the traders and travelers are the few who live distantly, though alliances hold families from generations ago, which allows you a network of connections should you travel to the outer settlements.

Your clan, your status and your deeds are worn openly with colored patterns of beads in your hair. Women may wear them in any direction, men only wear theirs on the back (they are not allowed to sit facing forward – usually only to the side, so their beads are always visible at gatherings.)

When you pass, your hair will be cut, and placed on the ancestral shrine with your beads on display – this will be the altar through which your family prays for you, personally. If the beads are lost, prayers cannot be made to you, or for you specifically, but only for the family as a whole.

Mask Keepers (Fighters- Knights)

The mask is a tool for summoning- with a mask, you can bring the spirit or a god into your body for dance and ritual. With armor- you have a mask and full suit – you bring them in for war.

The Mask Keepers are the warriors who keep the land safe from the most dangerous threats, though fewer people study the old ways, and the mask-makers also dwindle in numbers.

The tradition was a marriage of customs- the mask rituals of the Masara and the armorcraft of the Dwarves. The Exile Clans of the Dwarves who still live among the humans, they consider themselves the last defenders of that alliance long ago.

Trance Fighters (Fighter- Slayer)

The other tradition of defense are the Trance Fighters, who use a combination of chanting and mudras to bring their minds into the appropriate state for war. It’s said that their arts come from the Song of the God of War, and each stance and chant is but a part of it.

As the peninsula has become safe, their ways are forgotten around the older towns, but further out, by the frontiers, you can find the masters in the wild, practicing their arts with their disciples and fighting the beasts without.

Divines (Clerics – Warpriests)

The High Temple has 888 Divines at work at all times. During initiation, their name is carved on a tree trunk, which is planted in the Temple Grounds- the tree lets the temple know of the Divine’s life force- when they die, the tree falls.

Then it is time to initiate a new Divine.

As grim as that sounds, they are the relentless mystic warrior-lawgivers who travel the lands aiding the people and driving back evil spirits. They are a major reason the Masara have survived the times of Evil and the monsters.

The Night Blades (Rogue- Thief)

They came to Masara during the time of Evil- their own lands destroyed and corrupted- a mysterious order of mystics and warriors – and they swore fealty to the Queen. They are the hidden society of justice, who have helped keep Masara from falling into disunity and destruction throughout the generations.

They take lives to save life itself- “Many must die so that all may live” is their words of assassination, and their words of sacrifice.

The Mystics (Wizard- Mage)

Before the age of Evil, there was a book with the Knowledge of the World, all the Gods’ knowledge, which the High Mother held and passed down from Queen to Queen. When the Last War broke out, the book itself was shattered, and it’s pages flung across the worlds.

Someone found that page, someone wise, someone who knew their duty was to protect it’s knowledge, until the day the Book would be reassembled. Though the pages are hard to find, the finders would copy the knowledge, and pass it down from adept to adept, each person learning a little bit about the magic of the universe and it’s creation.

A spell is not just a set of words- it’s several ideas changed to the moment and the exact situation- doing the same spell twice entails doing different movements, different words- a mage doesn’t cast the spell as much as line up exact forces of stars, celestial bodies, elemental influences, and ideas, which revolve around a compass always moving.

The spell book doesn’t “teach” you the spell, it teaches you how to calculate these complex forces- the time isn’t memorizing spells as much as checking the times of sunrise/sunset, tides, the exact position of the sun to your current location, so when you actually need to cast the spell, you’ve worked out a lot of the major factors and only need to figure out the finer details in the moment.

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D&D: Eternal Lunar Lich War

October 24, 2010

There’s an rpg.net thread, innocuously titled, In 4E, can you still live on the moon? where the question is asked, can you put together enough magic to live on the moon?

Someone points out that you could become a lich, thereby ignoring that whole oxygen, hot/cold, food, water thing.

Then someone else points out, if you can do it, others can too. Which… leads to premises too metal to consider without some portion of sanity loss.

Go. Enjoy!

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Shadowrun World

July 16, 2010

I’m thinking I’m going to have to do a Shadowrun Hack of Apocalypse World at some point.

The grubby desperation to keep fed and housed, the “I know a guy who knows a guy, but that guy works for the other gang-oh shit!”, and just cracked out action of Apocalypse World seems like a perfect fit for Shadowrun. One of my big sticking points for Shadowrun was the clunky system (and fucking up Seattle, and sketchy race shit…).

I could see keeping the moves, but adding in Moves like, “Going Wireless”, “Calling Spirits and Daemons”.

The interesting twist is that AW doesn’t have a social structure- power is pretty much you, me, us, them, nothing above gangs- while Shadowrun is basically about the us vs. them under the heavy shadow of the corporations crushing everyone underfoot.

In half the cases it’s going to be dealing with folks after you because they’re dealing with a scarcity, and the other half would be dealing with folks after you because they’re just fucking greedy.

Having a rival gang push you out of your territory because they’re going to set up a giant neo-meth house out of your entire apartment complex is just as messed up as having everyone in the building get arrested in a surprise police raid because they want to knock it down and put up a mall in time for next month’s World Cup game.

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