Posts

Showing posts from October, 2014

THE VILLAGE: Horror RPG idea

Its a small town, and there are no big heroes to save you.  Monsters, trouble and danger permeate every shadow.  There is no big protective government to save you.  This is the tiny medieval village during the Black Plague.  The small fishing town being plagued with cthonic horrors from the sea.  The last colony on a backwater world, far from the interstellar tradelanes. You and your handful of people are one of those tiny pinpricks of light in a wide swath of darkness.  This is a horror game: players have little control, and worse, their choices only help to boost the Trouble they face.  They aren't really in control of the narrative at all.  Survival becomes more and more desperate. Each player is playing one of the central leaders of their group.  To create a new Villager, you need to answer the following 3 questions: What do you do? What is something the Village wants to have? Who or what would you die for? Then, you need to...

Thinking of NaNoWriMo

I decided I want to try Nanowrimo this year.  I've tried to get back to older ideas for stories, but none of them really survived the journey.  I've written a novel before.  So I know I can do it.  I just don't want to do what I did for that first novel, which was a haphazard bit of guess work chapter by chapter. In this case, I've found my worldbuilding for Crux, Noah and other setting have pointed out my strong suit: worlds.  If I can build up a world, I can write a story set in it.  So, I need a central concept for it to hinge on, a setting to build around and a good deal of cheating on my part. When I start Nanowrimo, if I miss the goal mark by the Nov 30th, I'm not going to stop.  Like Crux, this'll take over the blog for the immediate future.  Or maybe not.  I might try to revisit Crux from now and then.  Crux has grown to a big file too: last I checked, it was around 40K worth of a setting. My move from Pathfinder to Fate C...

City of Curses: Street Doctors

"The central polemic against our city is fear, not tradition, not logic, not morality.  Fear of its past.  They call it the city of curses, out of fear, not genuine knowledge.  If anything, there are more cases of miraculous events in this city than those of curses.  There are people who care for their neighbors here.  There are healers, dreamers and those who try to take away the burden of the less off. "They fear what this city represents.  Crux is the center of the world.  The wheel of the world spins around it.  This was the Ith was born in, and this was the city the Singer of the Song first sang her song.  This isn't a place to fear.  The vision of the future of our world can be found here.  A vision of beauty if you are willing to look for it." --The Voice Crux: The City of My Youth. Medicos (The Street Doctors)  The University of Crux boasts one of the premier medical learning institutions on the M...

City of Curses: Sea Witch 4

Image
This is the fourth part of a short story about a Sea Witch in Crux, Arsania, a Cecaelia a bit more open than others of her kind.  After refusing a job, someone leaves a ring in her possession that just brings her more and more trouble than she really wants... Part One | Part Two | Part Three The tiny building I used for my shop sat near the docks, at the end of a narrow alley.  One had to know what to look for to see it, something I considered a plus for my business when I started it.  I didn't want to be popular, I wanted loyal customers who'd come for the quality of my witchcraft. When I brought Little Annie there, it didn't feel unique to me.  I suddenly was aware of how vulnerable my shop was within the docks.  In the alley, there was little to no light.  I never bothered to learn anything about the local patrols.  I barely knew my neighbors.  I just kept to myself, never really worrying about them.  And they didn't worry about me....

The Keepers: Game Session 3

We finished the characters.  It took us three sessions (each being three hour sessions, which is why I think it took so long).  But now I've got characters.  So here are The Keepers: Aislinn 'Ash' Caoimhe Srady Wiseowl: a Ursyklon " Archaeology Major. "  With a affinity for some rodents, Ash is a Thief- but more of the Archaelogical kind.  She tends to work in the Archaeology department, frequently taking on "Expeditions" into the Skullmount's Catacombs for interesting relics.  Prior to meeting the rest of the Keepers, Ash had run into trouble with a relic she'd found under Crux.  When the criminals assaulted her, she stumbled into Pyro.  Gav's own gang had been involved with trying to get the relic- he called it off. Ishida Hana Gold-Sun: Assigned to deep cover at the University, this Tengu Ninja has more or less stumbled into association with the Keepers.  This deep cover has caused some of his own Clan to think of him as having...

City of Curses: The Ghostwalkers (Fate Core)

The Esteemed Ghostwalkers In a darker era, the city of Crux's own age proved to be troubling.  Generations of the dead infested the city's shadows.  Ghosts collected like moths.  Too many to be contained by spells- more would come, the curses and age of the city like Crux proving more and more difficult to contain through short gap measures.  This is where the Ghostwalkers trace their origin. The Prince created their group.  He provided cash, a place for them to train and commissioned experts in the field of Ectomancy and Necromancy.  The Ghostwalkers are adamant on one point- the Prince refused to use the University, perhaps because it hadn't been founded yet.  Or perhaps the Prince doesn't trust the University to do the job he wanted done.  He entrusted the Ghostwalkers, and their tradition was born. Ghostwalkers are small group of spellcasters of all varieties, each focusing on ghosts and other spirits.  Ghostwalkers speak for the dea...

Specialists Versus Generalists

In stories, there is a tendency for the most interesting characters to be specialists, while generalists tend to be not as interesting.  I'm talking about characters here, not mechanics or rules.  I'm not talking systems here.  I'm talking about how fictional characters get more interesting the most specialized they are. This has to do with the nature of limits.  The more specialized a character is, the more limits they have.  Limits (sometimes we call these laws) make characters more interesting.  They keep a character from bulldozing over obstacles. Good stories are about overcoming limits.  Great stories are about characters admitting to these limits- maybe they overcome them, maybe they don't. This has to do with how we humans as audiences empathize with the character- if they can overcome their limits, it satisfies a urge in us as well.  When characters come to terms with their own limits- it can help us as humans learn to realize our own...

City of Curses: Regions Revisit

Image
One of the things I didn't do before was do a bit of a think on the Aspects and potential faces in Crux as a City .  This is me spending a post sketching out some ideas.  So, let me get these down as I am thinking on them.  I also want to use some kinds of Location stunts, too, but I think those will emerge as I go along anyway. What is a Face?  A Face in this context is a NPC that also is a manifestation of the region itself.  I like to think of them as an expression of the Aspect and ideas going in that region- they capture its tone, and sort of define what scenes there might be like.  I've decided to keep faces quick and concise, with a description.  More details might be needed, who knows. (I'm borrowing this term from Dresden Files RPG for a large degree). The Grand Bazaar:  Aspect: Everything Has A Price Everything Has A Price refers in large to the nature of the size of the Grand Bazaar.  Its easy to find anything there, in...

City of Curses: Sea Witch 3

Image
This is the third part of a short story about a Sea Witch in Crux, Arsania, a Cecaelia a bit more open than others of her kind.  After refusing a job, someone leaves a ring in her possession that just brings her more and more trouble than she really wants... Part One | Part Two  | Part Four My arms were full.  With a bit of mental concentration, I called Muffins to me.  He opened the door to the potion shop as I left. "Come again, later lass."  The shopkeeper told me.  He sounded bored to me.  I paid him no mind, too busy coordinating between my familiar and my arms. Here's the thing about you dirtwalkers that annoys me.  You stare at those of us who weren't born with monkey-legs.  I'm being serious here.  Imagine how hard it is to walk on land with tentacles. Now imagine doing that with your arms full with thirty or so pounds of various magical potions and poultices.  Now throw in trying to mentally command a little Octo...

The Center Cannot Hold: Classes 8

Being brief tonight.  The last bit on the history of classes in Crux.  Crux is the City of Curses, and sits at the center of the world of Orphos.  I created it as a dark fantasy/steampunk without the punk setting.  I currently am running a Fate Core game set in it. Slayer: The less said about Slayers the better.  Theirs is a dark art.  Those who seek it become dark themselves, even if they struggle to keep a bit of the light within them.  Those who do know of the First Slayer, aren't willing to share that tidbit. Summoner: Summoners came about during the Tomasi Empire.  Their Legions relied on a swift force of summoning Witches and Conjurers to surprise and reinforce them.  Summoners were outgrowth of that, Wizards who used parts of the Witches bondings rituals with greater powers, but instead directed toward another kind power: spirits of the Aether and the planes beyond.  The first Summoner was the Tomasi Empress Arlassa the Green...

City of Curses: Sea Witch 2

Part One  | Part Three  | Part Four This is the second part of a short story about a Sea Witch in Crux, Arsania, a Cecaelia a bit more open than others of her kind.  After refusing a job, someone leaves a ring in her possession that just brings her more and more trouble than she really wants... Oddfellow glared down at the ring.  "A dark thing.  Who would dare leave such a thing here for you?" I shrugged.  "Teorgio.  Twins-damn it, Teorgio." "What?"  Oddfellow gave me a quizzical look. I explained my earlier encounter with Teorgio to the Android paladin.  Oddfellow huffed.  He looked disgusted. "And what, he thinks that'll make you change your mind then?" I smiled at the thought of the Android's attitude.  Oddfellow always thought in such melodramatic terms.  "Or its something he couldn't say anything about aloud, Oddfellow.  Something dangerous?" Oddfellow blinked at that.  "Dangerous?" ***** Od...

Crux Session Report 2: Still Doing Character Generation

This wound up being only part 2 of character generation.  Considering that I'm teaching both system and setting as I go, I'm not surprised at how slow its been going.  Patience, however, I'm sure will be rewarded. For instance, I don't have names yet.  After hearing people's character concepts and other barebones on what they want to do with their characters, I'm certain the name The Keepers is going to be the name of this little group.  They've decided to have subversive characters. Here is what the Keepers are comprised of so far: A Tengu Ninja pretending to have "Gone Crow" so he can do a deep infiltration of the University for the Prophet of the Winds. An Alchemy Lab Android with a focus on gunpowder experimentation- he also has a fascination with blowing things up.  Mad bomber from the Muppets style I think. A genius Magus with ties to the Voice- who also is a Aethamir who grew up in the Tomasi part of Poorfellows- a slum kid who got ...

City of Curses: Naming

Names I haven't gotten to this in most cases for Crux, but now it seems apt that I write down at least a little on the nature of names in the setting. Human Names Most names in Maru Sea culture follow the traditional western name pattern of First Name, Middle Name, Last Name. Example Human Names: Tomasi For the Tomasi, middle names rarely are of importance, and the ancient Tomasi placed importance on a second surname, a cognomen to help distinguish between members of larger families. In Crux, the Tomasi are the most common ethnicity of human to be found: here is a quick list of names and such that Tomasi Human might have.  Each of these lists are ten on purpose.  Use a d10 rolled on each to create a random full name for a Tomasi character, if you so wish. First Name (Male): Gavin, Teorgio, Adolgo, Aldo, Kristofor, Damian, Nichel, Odesto, Santo, Walpero First Name (Female): Gava, Kara, Adele, Adla, Dafni, Erminia, Hicaela, Mirabella, Saveria, Viola Middle Names: Of...

City of Curses: The Sea Witch 1

The Sea Witch Part Two | Part Three | Part Four I sighed, the saltwater above me stirring as I did.  I knew the words would carry, the subtle aura around me would do that much. "No, Teorgio- I don't provide that kind of service." The skinny man head drooped at that.  He knew better than to press me on this sort of thing.  He put up a hand in a placating gesture of surrender. "Ok, ok.  I just have a timeline is all, Arsania- there isn't anything She could do for you?" I caught the subtle emphasis on she.  Teorgio worked for The Voice, albeit indirectly and in his own way.  In addition to being the best known musician on this side of the Maru Sea, the Voice also was the title of the highest priestess in the religion only known as a The Singer of the Song. Charity work was a favorite thing of hers too.  She had foundations and groups that combed the city for people to help or causes worth her attention.  It made her a prominent politi...

Crux Build: Spellcasting in Crux Fate

Spellcasting in Crux Fate Here's a quick guide to casting spells in my Crux Fate game.  It borrows from all over, but mostly I'm using Mage as inspiration here.  To cast a spell, you need to do this: 1. Declare you are going to try to cast a Spell. 2. Describe the spell effect you want to accomplish. 3. The GM determines if that is a Cantrip or a major spell.  If it is a Cantrip, it activates and that's that.  If its a major spell, you need to use Sorcery or Faith to determine the effect.  You'll use that skill to perform one action, which will be the spell effect (attack, defend, overcome obstacle, discover, or create an advantage).  Spells created as advantages have stress tracks, which can be attacked by attempts to dispel the spell (the base number of stress boxes is 2, plus any shifts you wish to spend on them). 4. You must pay 1 mental stress to cast the spell, unless it is a cantrip.  If its supposed to be a permanent (or long enough to be...

The Center Cannot Hold: Stunts for Crux 1

Stunts For Crux So I'm going to go on a Stunt making binge while waiting to finish up Crux. Barbarian Rage: Once per session you can choose to fly into a Rage.  Rage only lasts for a scene, and during that scene you gain the Raging situation aspect.  In addition, you can't be impeded by physical obstacles- you barrel through them, ripping open holes, sundering walls, knocking over foes and continuing on as though you were a battering ram.  However, during a rage, you can't do anything intelligent, wise or social.  Others run away screaming in fear from you, and you are easily best by anyone using any complex tactics against you. Bloodrager Bloodrage : Functions like Rage, except that you can cast spells while in a Bloodrage.  This functions lets you spend physical stress to cast spells (much like any other spellcasting stunt can).  When you select this stunt, you should select two flavors of spellcasting, one of which is Blood.  The other flavor...

Reading Materials: Wield

Image
Got my copy of  Wield  in this week.   So I read it.  I'll admit it: I sort of got the book blindly.  I'm a  Wield  is interesting because it offers a unorthodox subject for a rpg.  Normally, in RPGs you have characters wield powerful artifacts and magical items.  In  Wield , you instead play those powerful items.  I am a +John Wick fanboy- usually I pick up his latest RPG for ideas to farm from.  That and they are interesting games.  They always have something different going on. Its akin to getting to be the One Ring or Excalibur.  And in this sense,  Wield  does deliver a ideal set of tools to do that.  I haven't run it yet, but the bare bones of its character generation section alone got my brain inspired.  You would conclude that being the powerful item used by another as not be practical.   Wield  takes this problem and turns into a interesting idea: your Wielder is played ...

Find the Path: The 3x3

The 3x3 This is a perversion of the original 3x3x3 that Cortex and Firefly first used.  This is intended to generate NPCs for a campaign as part of character generation.  Each player will have 6 NPC cards.  I've dropped Contacts from the selection, preferring to focus on the two subjects player's will care more about: Rivals and Allies. On all six of these cards a player needs to list their name.  After a "-" they should note what kind of NPC this is, Rival or Ally.  Each player can define two of the following for each NPC: A Name, their Character's Relationship with them (in one or two words), or one truth about them.  If they want, they can also write down which Icon that NPC is associated with.  Not everyone is associated with a particular Icon, but some PCs might want specific allies and rivals as their connections to particular Icons. Remember, there needs to be room left for other players after you're done with your part with it. After eve...

Reading Materials: Unframed, from Engine Publishing

Unframed is a GM/gaming book from Engine Publishing, part of the same outfit as Gnome Stew.  It's the fifth system neutral book intended for helping GMs and players.   Unframed focuses on improv.  It's filled with essays on improvisation, each providing a different insight. My personal style as a Game Master and player leans heavily on improvisation.  As such, I wanted more tips and ideas for encouraging roleplaying and improvisation.  And that's what I got from Unframed. A key part of improvisation is a sort of confidence game.  You are trying to get others to believe you, while leaving yourself open to a degree.  Key to good roleplaying is a sacrifice of dignity to a degree: player characters are both audience and writers.  Improv helps with that, and it can help the game's depth. Unframed is helpful, but still requires a interest in that kind of RPG.  Of late, the classic Narrative vs Gamist debate of RPGs has re-emerged, a per...

Find the Path: Alignments as Icons

Santa Vaca is something John Wick posts about, often ideas on modifying the rules of D&D for more story than mechanics.  Here's a suggestion I have, and how alignments relate to Crux, since its the most prominent in my mind.  The Pathfinder end of Crux uses Alignments more inspired by Eberron or Arcanis to a degree- alignment isn't predictable, and religions aren't bound by only one alignment.  Anyone or any faith could be of any alignment. So most of the normal restrictions on alignment become based on personal choice, not some moral choice on a macro level. John Wick's article talks about alignments reflecting Powers.  So he makes a suggestion for use of a alignment subsystem and stuff.  I'm not going to riff off that necessarily.  Instead, here is my alt subsystem: Alignments as Icons (or at least heavily borrowing from the idea).  Rather than track or maintain how much you stick to your alignment, this system instead helps generate some ...

City of Curses: Alt Race, the Cecaelia

Image
I never thought to make the Cecaelia a major race of the setting, but within Crux itself... welp, the Cecaelia within Crux itself are certainly an option. Alt Race: Cecaelia Cecaelia are a race of humanoids, whose lower halves are Octopi, eight tentacles.  Their coloration tends to vary.  Cecaelia are an offshoot of early Aboleth experiments on humans; they prefer their isolation, only developing clutches based around particular prominent witches.  The Cecaelia Witches in Ith have citizenship, using their underwater talents to aid Ithic trade and research.  The Cecaelia tend against socializing with outside races. All Cecaelia have can be compelled to experience pain or dehydration due to their water-biased natures.  Even though they are amphibious to a large extent, they still can't live for too long term out of water without experiencing problems.  Thus, all Cecaelia have this weakness stunt, Sea-Breather: they take 1 stress each time they refuse a ...

City of Curses: Crime and Crux's Laws

Crime, Law and Punishment Despite the larger organized criminal networks in Crux, a number of much smaller gangs flitter around as well.  Areas like the Grand Bazaar or Poorfellows are unclaimed as turf for the Prince or The Demon's Orphans.  These others are small-timers, usually unsorcerous resorting to illegal tactics in order to survive. These gangs often have a racial or ethnic component to them.  Tomasi brotherhoods and sisterhoods with long histories that compete with immigrant gangs from Othebea and Ainesia.  They stick to smaller, petty crimes- often protection rackets, gambling, prostitution and theft.  These small time gangs also stick to their neighborhoods.  They like to claim some sort of benelovence,  seeing themselves as protectors of their slums against more impersonal criminals, holding to a street form of honor. The Law When Ith took control of Crux from Othebea, one aspect of the law they changed was the right of justice.  In O...

City of Curses: Police in Crux

Ok.   A little bit on the police in Crux, their uniforms and means.  And one or two mechanical bits for Fate Core and PF people interested in #Crux.  So far, so good I think. Crux Metropolitan Police, City Watch and the Skull Guard. One of the more byzantine parts of Crux is its police forces.  Although the concept of a civil police force is relatively new, the city has always had some sort of armed force maintaining law on the streets.  Of course, almost always any City Watch or Skull Guard were also in the pocket of somebody, and never worked purely to maintain the Law. Crimsonspire: The Crux Metropolitan Police The creation of the Metropolitan Police was done against the will of the civil government of Crux altogether.  The government of Ith created the Metropolitan Police.  Because the Commissioner and most of the Metropolitan Police work out of Crimsonspire in Havershill, the organization tends to get known as Crimsonspire by most. The Metropoli...

The Center Cannot Hold: The Diva (Pathfinder Paladin Archetype)

The Diva: A Paladin Order The Divas are the holy paladins of the Singer of the Song, devoted to spreading goodworks through the act of entertainment.  All Divas blend aspects of Bards and Paladins, using music and performance to inspire others to become better than they are.  All Divas always dress and appear as beautiful women.  The favored icon of the Divas is the Voice, whom many in the order regard as their leader. Pathfinder Paladin Archetype: The Diva Beautiful Women:  Divas do not have a lawful alignment requirement.  Instead, all Divas need to have dress and act as beautiful women- a tradition that doesn't care what your actual birth gender is.  As the Divas have both male as well as female members, they don't care about the sexual orientation of their members.  The nature of the actual archetype requires the appearance of a fair woman to unlock its abilities.  If the paladin isn't in the proper appearance, they lose their class featu...