Showing posts with label actual play. Show all posts
Showing posts with label actual play. Show all posts

Friday, November 9, 2018

SGAM Ryuutama Session 1: Tholo the Peddler

This is the first session of my Ryuutama game for SGAM. The goal of this first week is to try out a RPG I've never played before. I've heard some talk about the game Ryuutama and some of its themes and mechanics. So, I thought I'd give it a try.


A Brief Bit About The Game

Ryuutama is a Japanese TTRPG that is made for beginners in mind, to teach people about Western TTRPGS like D&D. The game itself is labelled as honobono, which is a more pastoral, heart-warming style of game. It has a charm and style that reminds me heavily of Studio Ghibli films as well as the Dragon Quest video games, both of which I'm very fond of. Instead of a focus on dungeon delving and combat, Ryuutama's adventures revolve around travelling, exploration, and meeting new people.  You gain experience by exploring different sections of the map, with more difficult terrains and weather granting more XP. You also gain XP from combat, but you only get it from the toughest encounter of that session. The standard classes of fighter, mage, thief, and cleric are replaced by professions, like merchant and farmer. In addition, there are three Types that dictate how your character approaches obstacles. They are Attack (the fighter), Technical (the skilled), and Magic (the mage). There are only four attributes (Strength, Dexterity, Intelligence, and Spirit) and the scores are all even numbers from 4 to 12. They are tied to the different dice you have. So if you have a Strength 6, you roll a d6 for your checks. Skills don't exist. You just roll the correct combination of attributes and meet or beat a Target Number to succeed. So for Perception, you roll Dex+Int. If my Dex is a 4 and my Int is a 6, then I would roll a d4+d6. Rolling snake eyes is a fumble, while rolling either boxcars or the maximum of each dice is a critical check.

What is interesting about this game is that it has a GMNPC called the Dragon (or Ryuutama). In the implied setting, these dragons latch onto travelers and feed off of adventures and stories. The Dragon has some GM moves that can either help the players along, or complicate their lives a bit. As the players go through different sessions, this Dragon actually will level up and gain new abilities (called Benedictions and Reveils). After some time, the dragon will grow enough to fly off and leave an egg for the players. The game is an interesting blend of the different styles of Western TTRPGs. There are aspects of classic OSR style gaming with exploration and hexcrawling being big, but also some characteristics of narrative games and story games with the Dragon GMNPC. What I really like about the game is the implied setting, where people simply just decide to travel the world and see new things. It's a rite of passage in a way and while it can seem like a flimsy way to explain why there are adventurers, I think it works with the theme of the game.

I decided that I would give this game a try. Presented below is the first session of Tholo the Peddler, a merchant that has decided to uproot and travel north of his village of Gretelburg. The dragon I chose is the basic Green Dragon (a Midori-Ryuu) named Bard. This dragon is all about exploration and is the suggested one for beginners. For things like random weather, procedural terrain, and encounters, I use The Perilous Wilds' generators as well as Save Vs Dragon's free hex terrain generator found here. For music, since I was inspired by classic JRPGs I played as a child, I used Dragon Quest's Unknown Lands and Never-Ending Journey for travelling, and Final Fantasy VI's battle music.

Session 1: Northward Ho!

Tholo is a young man of lithe build with tawny skin and white hair. Today, he is embarking on his journey, a rite of passage to the people of Gretelburg. Tholo hopes to get a taste of the adventuring life, even if only for a few weeks. With his pack animals fed and equipment set up, Tholo sets out!
It is April 7th, and it is bright and sunny outside. The weather is clear but unseasonably hot for springtime. Tholo wipes the sweat off his brow and travels through the grasslands along the dirt path with his two pack mules and loyal dog, Uno.

Terrain+Weather Difficulty Class (This is the Target Number to beat with the checks down below): 7. Grasslands are fairly safe, but the heat is making it a bit rough.
Condition Check (this is Tholo's current fatigue level): 8. Tholo is feeling pretty good.
Travel Check (this is to see if an injury or exhaustion happens): 8. Tholo doesn't encounter any hardships.
Direction Check (this is to navigate the wilds): Tholo is travelling the roads, so he doesn't get lost.
Encounter: Yes, Friendly.

As Tholo travels north, he spots a wagon on the side of the road with two people by it. They seem to be fixing the wagon wheel and having a rough time of it. Tholo lends a hand, helping the couple fix their wagon to get back on the road. Gratefully for the assistance, the couple introduce themselves as Gregori and Priscilla. Both are newlyweds that have decided to leave their professions and become mail carriers. They go between the frontier towns, bring mail and supplies to them. Greg and Priss also sell things occasionally, dabbling in the mercantile arts here and there. Tholo asks where they are going, and Priscilla says they are going north to Hanselboro from Gretelburg to drop off supplies. Tholo offers to travel with them for a time and the couple agree. The trio set off to the north.

Camping Check (this is to see how they rest for the night and regain HP and MP): 8. The trio have a restful night under the stars, enjoying the cured fish and each other's company.

April 8th. The group is still travelling along the prairies. The weather is pretty hot and muggy, and now there's a rainstorm slowing the party down!
DC: 8. Grasslands are hot and visibility is low due to rain and wind
Condition: 9. Tholo is feeling pretty great
Travel: 8. The trio doesn't encounter any issues travelling
Direction: Despite the rain, they are still along the worn roads so don't need to make this check.
Encounter: No

The rains pelt the canvas-covered wagon, but this doesn't stop our intrepid adventurers. Instead, they talk about their lives before going on their journeys, their goals and dreams, and their homes. Gregori was a bricklayer at a town called Rumplestilton. His claim to fame was helping to rebuild an old bridge that led into the town. Priscilla was a fisher-woman at the same town, responsible for bringing in trouts and bass to the dockside mongers. Both ran into each other during the reopening ceremony of the bridge and decided on a whim to go on their journey together. Greg and Priss fell in love, and when they returned, they had a quaint wedding and decided to live out on the frontier as mail carriers.

Tholo is happy for the couple, and their story inspires him to push forward on his journey even longer. He remarks about how his father was an owner of the village's general store, and that's where Tholo got the itch to become a travelling peddler of wares and goods. But first, he wants to go onto his journey to prove to his family and himself that this is a good idea. He's had Uno for a year and the boxer dog is a great companion.

Camping: 9. The rains clear up some, though there is no starry night tonight. Tholo can't sleep well, as the ground is muddy and uncomfortable.

April 9th. The trio approach a forested area. The rains from the previous day have cooled the area off, but now there is a nasty thunderstorm brewing above Tholo and the gang.
DC: 11. Forests are harder to traverse, and the thunderstorm is slowing the party down greatly.
Condition: 2. Tholo is feeling Out of Shape. He gets the [Poisoned:4] Status Effect, which drops his Strength down to a d4.
Travel: 7. Because of his food poisoning, it complicates travelling. He is at Half HP [8 HP].
Direction: 9. The road is less defined here and the rains are making it hard to travel. The trio only go halfway through the hex.

The heavy rain and winds have made it harder for Tholo and his crew to traverse the forest road. The wagon slows down some as Tholo and Priscilla try to keep the canvas from flying off and Gregori tries to keep the pack animals calm. As they travel, they see a bunch of logs and trees have fallen onto the road, blocking their travel! Tholo is suspicious, but before he can check it out, the shrill cries of something terrible ring out. It's an ambush! Four calico konekogoblins jump from the thickets, clubs in hand, and ready to waylay the trio.

Round 1

Greg is first to react. He draws his short sword and strikes at the first cat goblin. He is able to hit the creature, but barely grazes the cat's shoulder. Priss is next, and she barely misses the second konekogoblin. The koneko strike together, but only the second one lands a hit on the beleaguered Tholo. Luckily for our sick protagonist, his armor helps deflect most of the damage. Tholo has one hand over his sick stomach and the other on a dagger. He strikes at the first konekogoblin that Gregori hit and lands a solid hit, knocking out the first cat monster.

Round 2

Gregori goes again, smacking the second koneko with the flat of his blade. Priscilla tries to hit the second one again, and lands a mighty blow on the feline creature, almost knocking it out! The remaining konekogoblins attack, but all miss. The third one missed so terribly that he drops his weapon on the ground! A boon for our heroes! Tholo takes advantage of this and strikes at the second konekogoblin, felling him in one swoop!

Note: the critical fumble combat effect for the koneko was something I added. I felt it made sense for the scenario, but it's not actually a part of the rules.

Round 3

Here I decided to make a morale roll against the konekogoblins' Condition, since they are now outnumbered. They failed their roll and will now run away. This isn't a part of Ryuutama, just something I generally do for combat in my games.

The remaining two konekogoblins realize that these travellers aren't nearly as easy to ambush as others before them. And so they take off, leaving their fallen cat comrades to the trio. Unsure of what to do to the would-be highwaymen, Tholo and Priscilla tie them up. Using the pack animals and their own two hands, the crew are able to move the logs in about an hour. As they set up camp, Tholo looks at the hungry konekogoblins they captured and feels a bit of pity for them. He takes some of his cured fish rations and give them to the two cat monsters.

Negotiation To Befriend the Konekogoblins: DC 9; I rolled a 13!

The konekogoblins are a bit cautious at first as Tholo approaches, but he presents the cured fish to them and unties the monsters. They sniff the fish as they stare at Tholo to judge his intentions, but soon, hunger takes over and they gobble the food down. 

Camping: 7. It's a rough night for the quintet, and they don't quite regain all of their Health and Mental focus for the night.

April 10th. The party is still in the same hex as before, but now it's a clear and beautiful day!
DC: 8. The weather is clear and temperate, so it's just a matter of travelling through the trees.
Condition: 8. Tholo is able to kick the food poisoning and feels a lot better. [Poison; 4] is now cleared.
Travel: 9. There aren't any hitches in their journey to leave the hex.
Direction: 11. Despite the roads being unclear, the trio make it through to the next hex.
Encounter: Yes; Passive

Tholo and his compatriots travel deeper into the forest, making it to a fork in the road. Hanselboro is more to the west from here, while Tholo wants to keep going north, into the heart of the forest. Gregori and Priscilla warn our hero that in the depths of the overgrown forest, few humans reside. Instead, the spirits of the forest as well as monsters dwell there, waiting to prey on travelers like Tholo. Not one to be dissuaded, Tholo appreciates the concern, but knows that he must continue this journey to prove to himself that he can be a travelling merchant. The konekogoblins, inspired by the kind treatment of Tholo and his willingness to go on, decide to stay with Greg and Priss as helping hands. Priscilla is a little hesitant, but Gregori is more than happy to expand their mail carrier business to their first two employees. Tholo waves goodbye to his newfound friends and heads northeast, ever deeper into the forest.

Along the fading road in the afternoon, Tholo spots something on the ground. Footprints! Giant footprints! Whatever made these prints must be huge! Curiousity overtakes fear, and Tholo runs headfirst into the true wilderness of the lands. What has made these prints, and will Tholo survive the perils of the deep woods? We'll find out in the next session!

















Sunday, August 13, 2017

Blow the Bridge

I've been chatting with a friend of mine about table-top gaming and how to avoid railroads but still have a semi-structured and cohesive plot for a campaign. It can be cool to want to run an epic adventure module with friends, especially some of the adventure paths like Age of Worms or Rise of the Runelords. As much as I like sandbox gaming with a bold group of players, sometimes I do long for a more structured adventure path that still takes into account the actions of the players. So to answer my friend, I remember something told to me by my lead cook.

One of the things his old boss talked about was called "blowing the bridge". Basically, the bridge is some goal or task that needs to get done. It doesn't matter how the bridge is blown, as long as it's blown up by the time he gets back. In this case, the bridge could be cleaning the kitchen, or getting through some prep quickly, or pushing through a rough service. He doesn't care if someone takes a lot of smoke breaks, eats on the job, or imbibes in their chefly vice (nose candy is fairly popular in the food industry), as long as ultimately the job gets done correctly and by the deadline. 

Now, say what you will about the philosophy in terms of physical and mental health of a chef (and believe me, we are not mentally healthy in the slightest), the idea is something that has stuck with me when I design my campaigns. For me, when I have some scenario in mind for the players to run through, I segment the goal of the players as the proverbial 'bridge'. I try not to throw too many limitations on their methods, though I am a believe that limitations breed innovation. But in general, I don't care how the players blow the bridge, as long as they go and accomplish their goal. Now, depending on the method of blowing the bridge, it can lead to some serious fallout and consequences. Which for me is great, since the players are literally doing my adventure hook creation job for me. So with that, even in a more structured adventure path/module/fox hunt style of game, you can still have the freedom of player ingenuity and cleverness take the forefront to tacking a problem.

Monday, July 24, 2017

M-Space Campaign


This coming Wednesday, I'm continuing my M-Space colonial campaign by using the above module with some changes to the adventure here and there. The main focus isn't going to be on the alien, though it will play a large part in harrying the players. The focus will be on the ship itself and a crew member cryogenically asleep in there.

While my game has been more of a episodic sandbox of exploring a hostile planet with a lethal atmosphere, there has been a sort of metaplot that the players have found. Some context. The players were on an ark leaving a dying Earth for a new planet through a wormhole. The plan was to set them there, set up shop, then bring resources back to Earth to help everyone survive. However, the ark stayed in the wormhole for 86 years before letting the players out, then closing forever, leaving them stranded away from a now dead Earth. As the players explored the planet, they found a crashed human ship called the FEI Icarus, despite the fact that the PCs were the first to make planetfall. Whats more, is that the spaceship has a more advanced power plant and an unusual engine in it that is more advanced than anything the player's or their colonial initiative has. 

So the question is, who are these humans and where did they come from?

In the next session, the players are going to the second planet of the star system to investigate an unusual radio signal. What it'll end up being is the sister ship of the Icarus, the FEI Iapyx. Inside will be the discovery of a lifetime for them. Evil hydrocarbon aliens, a rogue AI protecting the Iapyx, and the only living crewmember of the Iapyx, trapped in cryostasis.

The discoveries the players make will be this:
  • Earth and humanity still live on! Though in a much different state than they left it.
  • The Iapyx and Icarus were ships testing an Alcubierre warp drive that sort of worked, but left the Icarus marooned on the planet the players were on, while the Iapyx simply got lost.
  • The warp drive and the fusion power plant can be retrofitted by the player's engineering after some time.
  • The players are on the other side of the galaxy.
This will advance the metaplot by a great deal, and it will give the players a chance to upgrade their spaceship to take them beyond the confines of the stellar system. Just gotta do some more stuff for the module Wednesday and I should be a-ok. I plan on having the crewmember in stasis for a time due to health reasons, before revealing more about the state of Earth. But in the distant future, I do plan on having the colonies encounter Earthlings. And it won't be pretty.

Sunday, July 23, 2017

The Great Kitbashed Campaign

From the game Offworld Trading Company

The current game I'm running is an M-Space/Mythras game, where the players are colonists, explorers, and security for the last of humanity aboard a giant ark ship. It's been a fun game with a new system for all of us. We're still getting used to how Mythras does things and keeping track of things like special effects, hit location, luck points, and action points. But I feel it's made a much more meaning game with how it does combat. And I really enjoy the more skill based system as opposed to class and levels.

One of the things I like is the way they do spaceships. Everything is bought in modules and most of the actual cosmetic design is left up to the GM and players. I personally made the ships similar to Traveller with a bit of tweaking and math here and there, but kept it lower tech. Like something from Orbital 2100. No fusion drives, no FTL, no artificial gravity. It means travelling to the different planets in the new star system can take a little longer in game, but it gives the players some time for their characters to do their own things. One is building battle droids and researching a fusion drive they found. Another is focused on making their weapons better. And now that their colony is close to up and running, there can be more human interaction for them (since near everyone is in cryo stasis).

The game is a huge kit bash of sci fi rules systems (and one fantasy!). The base is M-Space and Mythras, with more and more from Mythras coming into play as we learn the rules more. For the creation of solar systems and planets, I ended up using Mindjammer and Traveller, with an extended table for creating gas dwarfs, ice giants, and gas giants. Much of that comes from Freelance Traveller's article about gas giants, because so much has changed since Book 6: Scouts was published. Mindjammer has some extended stats for planets, like temperature, gravity, and radius that I honestly like for flavor and world-building.

With the colony coming close to running, I've turned to the OSR for this. Stars Without Number has a supplement called Suns of Gold, which details a cool systems for running colonial holdings. In addition, there is Adventurer, Conqueror, King, which has a very robust set of rules for domain holdings, population growth, armies, and taxes. I've done a bit of massaging between the two and have a system that does the best of both systems. It's a bit simpler than ACKS, but unlike SoG, it has more of the land holdings and resource harvesting to get more raw materials for the colony. The colony starts with 5000 people, and the goal is to hit 100,000 citizens so that it can become self-sustaining. This is more of a side game, played in-between sessions throughout the week. And really, only for those interested in that style of game.

We are very close to beginning that, and I think one of the best things I like about the colonial game is that the players can see real, tangible results in a world with little law and order set up. And I think that's why they've really enjoyed the game so far. It's been a real pleasure.

Monday, July 10, 2017

Hero Southern Community Solo Session #2: Things Get a Bit Real

For this next adventure, I drew a card from the GMA deck to get an element and some icons. I got Water, Death, Sun, and Shield. That shaped the next quiz that I'll be doing.

Raul and his class walked outside of the gymnasium to see a frightening sight. The weather was grim, with the wind howling and rain pouring. In front of them was a flooded area, with only roofs and some treetops poking out of the water. Before he could react, Admiral Hammer placed his hand on Raul's shoulder.

"It's part of the quiz son," Hammer said with a grim look. "Don't go messing with the storm just yet."

Hammer gathered the students together. "We're jumping right into the next test minnows. For this one, we are going to be looking at your ability to use teamwork to rescue civilians."

Mr. Arms pointed at the house furthest away from the group and continued from where Hammer left off, "On that rooftop, a family is trapped and trying desperately to avoid the flood. Your mission is for you and your teammate to work together and save them before the deluge swallows them."

Raul squinted his eyes and saw that there were, in fact, real people on the roof! He was taken back by their use of real humans out there for such a dangerous test, but it only meant that the stakes were real. This is the real super world, Raul thought to himself. No more games.

"You all will be assigned a partner and you'll have thirty seconds to plan your move, then one minute to rescue the victims. Starting... NOW!" Mr. Arms and Adm. Hammer gave out slips with everyone's names on it.

Did I get teamed with Craig?: No But

Raul drew his slip and mentally begged that it wouldn't be CJ. He opened the slip and breathed a sigh of relief, before his heart sank. It looks like he got Melvin. While Raul didn't hate Melvin, he was very worried about how his bug bites were going to do anything in this situation. Still, this is the hand he was dealt, so he straightened up and went to get Melvin.

The two did a quick run down of the situation and decided on a good plan of action. Just in time too, because they were first.

For this challenge, I used the Pyramid Tests in ICONS Assembled. The way it works is that I am trying to achieve a Massive Success. So I have to roll skill challenges to get it. Getting lesser successes can add together to create a better success. So 2 Moderate Success create 1 Major Success, and 2 Major Success create a Massive Success.

Pyramid Test: Difficulty 7; Time Limit 4 Pages

Page 1
Raul closed his eyes and focused on the environment around him. The thermal shifts in the clouds, the wind vectors blowing across the land, the small globules of water and dirt in the air. He clung to these and began forming a new weather forecast for this.

Raul rolls his Weather Control to calm the weather: 4-1+6=9; Moderate Success!

The weather calms from a severe squall to a light breeze, as the sun rays begin to part the clouds. Melvin leaps into action, bounding from tree top to roof top.

Melvin rolls to leap. He needs 2 Moderates or 1 Major Successes to make it to the family: 2-6+6=2
Melvin spends a Determination Point to re-roll the result: 4-2+6=8; Moderate Success!

Melvin slips up a bit on one of the roof tops, but he is able to catch himself on a gutter and make it to about half way to the family. Raul was fairly impressed, realizing that he underestimated the kid. Still, it wasn't over yet.

Page 2
However, it looked like things weren't going to go as swimmingly as they had hoped. Jetting from beneath the waves were two masked villains, one with a shark motif and the other with an unusual octopus costume. The two began throwing debris at Raul to disrupt his concentration. Without a second thought, Raul forms a twister around him and blasts off into the sky to dodge the barrage.

Raul rolls to dodge: 5-2+5=8; Moderate Success!

Raul is just barely able to dodge the debris, but with his broken concentration, the thunderstorm began reforming with a vengeance. 'This can't be fair,' Raul thought to himself. He could hear Adm. Hammer laughing loudly and shouting, "Never forget, there are always nasty surprises to be had during a disaster!"

Does Melvin continue on to rescue the family?: No But

Melvin froze with fear, feeling the pangs of terror deep in his stomach. Without thinking, he turns back and tries to leap onto the shark villain harrying Raul.

Because he is attacking the villains but not directly going for the rescue, I rule that this roll doesn't count for the Pyramid Test.
Melvin rolls to leap and grab: 6-5+8=10; Major Success!

Melvin careened through the stormy sky and landed on the face of the shark villain, biting him constantly.

"Gack! Ge... Get him off me! He's BITING ME!!" the shark villain was flailing and panicking as the octopus villain went towards him.

"Now's my chance!" Raul yelled, blasted off to the family.

Page 3
The house that the family is on begins to collapse. Raul pushes himself hard to reach them, leaving a cyclone trail in his wake. But the storm was getting worse and worse and it was hard to maintain focus among the turbulence.

I spend a Determination Point to activate 'Force of Nature', giving me a +2 to my effort.
Rolling to reach the family: 6-5+5+2=8; Moderate Success!
Because I got 4 Moderate Successes, those are converted to 2 Major Successes and then 1 Massive Success.

Raul grabs the family and holds on for dear life as the house they were on gets swallowed by the water. Hammer blows his whistle while Mr. Arm shouts at Raul.

"Congratulations! You and Melvin were able to save the family with a couple of seconds to spare! Bring them on in!"

Raul landed roughly on the ground and let the family go. Looking at them, he saw that they actually had gills the entire time.

"Shhh," the youngest son winked at Raul. "We want to make it seem super dangerous. It'll be our secret. Though I think my dad hates your friend now." He pointed at Melvin making it out of the pool.

It's now time for Craig to go with his teammate, Alex.

Does Craig make it over: Yes And Twist!
I drew a card to reveal Crown Sun Sword, meaning a conflict is reveal between two rivals. Oh boy!

As soon as Hammer blew his whistle, Craig armored up and leapt into the air, clearing the villains and the water in a single bound. He grabbed the family and gave Mr. Arm the thumbs up.

"Jesus, he did that in a single leap!" Melvin exclaimed to Raul. "I can't believe how strong this guy is!"

Raul nodded as he watched an embarrassed Alex walking off the pool. "Man, I didn't exactly do shit that round," Alex said disappointingly. "I got him next time."

As Alex was getting out, Craig decided to play a prank on Raul. He slapped the flood water, sending a decent sized wave at Raul and soaking him to the bone.

"Haha that's a good look on you Soggy!" Craig yelled, laughing out loud. "That's what you get for thinking you could one up the champ!"

Raul lost his temper and fired a blast of hail at CJ, denting his armor a bit. Craig wiped the ice off of his face. It was go time!

Initiative
Raul:1+4=5
Craig: 3+3=5

A circle of students formed around the two fighters, chanting and screaming and yelling for a fight. Craig rushed to Raul, hoping to teach the twerp a lesson in messing with him. 

Craig rolls his Prowess against Raul's 5: 3-4+6=5; Marginal Success!
Because it's a Marginal Success, the damage is halved to 4. However, Raul has no resistance, so he takes the full 4 damage.

He wound his arm back and slugged Raul straight in the stomach, knocking the wind out of the poor kid. Raul is not happy, but he knows enough about Craig's fighting that he doesn't want to be anywhere near the guy. Raul flies up into the air and launched another blast of hail and wind at Craig.

Raul rolls Will against Craig's Coordination of 6: 4-2+6=8; Moderate Success!
Craig takes 2 damage.

Raul tags CJ with the full force of his hail blast, but Craig is able to withstand a great deal of it thanks to his natural metallic armor.

Do the teachers notice this and stop it?: Yes And

Admiral Hammer and Mr. Arms steps in, grappling the two and holding them back.

"Knock it off you two!" Arms's normally friendly demeanor was drowned out by seething anger. "You both are heroes in training. Fucking act like it!"

With everyone calming down, Arms spoke again, "You two need to see Student Services right now about this. We do not tolerate unsanctioned interstudent fighting here."

"But he started it!" Raul stammered angrily.

"GO! NOW!" Arms was not playing around.

And so Raul and C.J. headed over to be disciplined on the first day of school. Will our heroes set aside their differences? Will they be expelled? Find out on the next session!

Final Thoughts

So more and more, I'm finding that writing these sessions up are a lot harder than playing them. They certain take a lot more time, but it's a bit enjoyable. I'm also enjoying ICONS a bit, though I do plan on doing more with Qualities and Stunts once I grok them a bit more. The 1d6-1d6 method is perfect for solo play and I definitely recommend it. I'll also have to write up some actual stats for more students as we come along. I plan on continuing this as well as finishing the Mythras solo session write up in the future.

Sunday, July 9, 2017

Hero Southern Community Solo Session #1: School is in Session!

Below is the first half of my solo ICONS session I did the other night. Because of work and house stuff, I unfortunately have to break the summary down into two halves. Tomorrow I have the day off so I can do more with the blog. Apologies again.

For this, I used 3d6 for my basic GM, where the first is Yes/No, the second is And/But/Neutral, and the third is a Twist die. In addition, I use the GM Apprentice cards for more extensive answers. For rolling up NPCs, I have some of Ennead Games's superhero kits to roll up any superhero teacher that I need. As for ICONS, the only modification I've made is that I'm going with their 1d6-1d6 version of rolling. Basically I roll 1d6-1d6+my modifier against the difficulty (or NPC's modifier, if I'm going against them) and try to roll higher. Since I'm the only one rolling, it makes sense for me to do it this way.

Here we go!

*               *               *

We begin our adventure with our 'hero' Raul Montanez getting off the bus and arriving at HSC in the early morning. Plastered on his face are bags under his bloodshot eyes, red from the shots of coladas and 'greenery' he took to ease the anxiety. But today was the day he had been waiting for. While it wasn't any of the big academies, HSC was the closest Raul could get to finally getting his shot at the big time. A shot at being a bona fide superhero. Taking in a deep breath and readjusting his back pack, Raul takes his first steps onto the campus.

Taking in the sights, the campus was fairly normal looking for a supposed superhero school. The buildings were all from the 60's and most had bars over the hurricane windows. The lawn was tall and pot holes littered the roads running through the campus. The buildings were covered with make-shift decorations and homemade banners one would see at grade school orientation. A feeling of dread and regret hit Raul in the pit of his stomach, and he wondered if this was really going to get him into one of the bigger academies.

Do I spot any friendly faces?: Yes And

Just when he was contemplating leaving turning back, Raul spotted two friendly looking people at the bulletin board. They were a guy and a girl, both with pale skin, bright red hair, freckles, and similar enough features that they looked like they were siblings. Raul strolled up to them and tried to break the ice.

"Hey there," he said, voice crackling. "Is this were we get our class assignments?"

The guy smiled a goofy grin and nodded, "Yeah man, they got the listings up here." He scratches his short hair and pointed his thumb at the girl. "Me and my sis are first years, so we're hoping we don't get lost in this hole."

His sister shrugged, "Yeah, last thing I need is to make a wrong turn and run into some homeless guy out of his mind on flakka or some shit." She took a drag from her cigarette.

"By the way, I'm Jordan," she offered her hand out to Raul. "And this rude asshole is my twin brother Alexander. Too cool to introduce us."

"Hey, I'm your older brother!" Alex exclaimed, barely taking his eyes off of his phone.

"By like two minutes!" Jordan said. "You always bring that up like it's supposed to matter!"

"Hah, well it's good to meet you guys," Raul interrupted before their bickering could continue. The three continue talking while walking to their first class, trading stories and info. They live out in Miami Shores and apparently have opposite powers, with Alex being able to control ice and Jordan being able to control fire. They take turns showing off a bit before realizing that they are going to be late for their first class.

Do we have the same homeroom?: Yes But

While they had many of the same heroic courses, Raul failed a bunch of his general studies and is stuck in the remedial courses for math and literature. 

The trio make it into Hero Orientation, where they grab their seats at desks from the Reagan era and wait for the teach. Raul looks around to see a fairly large class. Most of the people have to stand since there aren't enough desks.

Do I spot anyone familiar?: Yes But Twist!

Looking around, Raul spotted a face he had hoped to never see again. A tall, muscular young man with a dark, charcoal skin and a buzz fade hair cut shoots Raul a dirty look and approaches him menacingly.

It was fucking Craig.

"Holy shit!" Craig yelled loudly, "They let YOU in here? Shit man, I think I picked the wrong school to go to. How you living, Soggy?"

"*sigh* Hey CJ..." Raul didn't make eye contact. Craig Jacobs was a childhood friend from when they were in diapers. They used to be close, until Craig hit puberty, got buff, and got in with the cool crowd. Since middle school, CJ has been calling Raul 'Soggy' because when Raul's weather powers appeared, it was in the middle of their middle school dance and soaked everyone in the gym, ruining the dance for the whole school. CJ never let him live it down.

"Man, don't be like that," CJ frowned and firmly pushed Raul's shoulder. "Though I guess if I didn't make any of the good schools, I'd be all cranky too."

"Hey, don't forget CJ, you're also here. Sounds like you didn't do so great either." Raul grew a bit of a backbone, getting tired of CJ poking fun at him

Rolling Will vs Will to insult and get a rise out of CJ: Difficulty 6; 4-4+6=6 Success!

CJ's face turned into a scowl and his body armored up, revealing a metallic coating around his whole body. He looked like a human statue made from iron. CJ made a fist and spoke.

"Listen here, I actually passed my entrance exam unlike you, Soggy. I'm just using this to get REAL experience before getting to the big time. And if you got something to say about that, I'll break your face in."

Before Raul could get up, a short, scrawny kid interposed himself between the two. "C'mon guys," the kid said, "the teacher's here! We can't get expelled on the first day!"

CJ sneered at the two, then took his seat. Raul felt that this probably wasn't the end of it.

"Thanks again. I didn't really want to see where that was going," Raul said.

"No problem. Name's Melvin. It's my first year here too. I can't wait to get this started."

The orientation teacher finally walked into the class room, placing his suitcase on the desk and straightening his tie. Raul and his classmates looked in awe as they realized who it was

Rolled a quick NPC with a weird name, but I liked it and decided to roll with it.

"Hello class, I'm Galactic Arm," he said, fixing his mask a bit. He was wearing a normal suit, but still had his mask over his face. "You can just call me Mr. Arm. I'll be your orientation teacher this term."

Galactic Arm was a fairly popular super hero in the day. His right arm was imbued with the powers of the cosmos, and it glowed like a star-studded nebulae. Arm could heal people with it, or launch cosmic blasts with it.

Is he friendly?: Yes And Twist!

"In this course, we'll be discussing the basics of applying your super powers to help others," his smile shone through his mask and one could sense the energy and desire to do good in his voice. "Being a super hero is more than about fighting the bad guys. It's about stopping crime and rescuing innocents. Expecting the unexpected."

Mr. Arm fiddled with some keys in his pant pocket, "And speaking of unexpected, we have a pop quiz for you all. I think you'll like it. Follow me."

The class groaned as they were led to the campus gym. It was the largest and newest building on the campus, capable of housing all kinds of crazy scenarios to test the students on proper rescue procedure. On the way to the gym, Raul and Melvin hooked back up with Alex and Jordan. Melvin spent the walk chattering about his life and powers. His powers included wall climbing, minor leaping, and giving people rashes with his bites. Apparently, Melvin had barely passed his entrance exam, but most of the academies didn't accept him. Most felt his powers simply weren't enough to handle fighting crime, which left Melvin no choice but to enroll in HSC and try to get in that way. Raul felt bad for the poor kid, since he himself wasn't able to pass the power control portion of his exam. Still, there was a sort of camaraderie of taking this last ditch effort to become a superhero.

As the class entered the gym, they are greeted by a gruff old man wearing a Navy inspired outfit with a giant hammer tattooed on his left arm

"Alright kiddos," he said menacingly, "I'm Admiral Hammer and I'm going to be in charge of making sure you all don't die out there on the streets." Hammer was a super strong brick that could swim through water like a torpedo. Raul didn't know much about him beyond that, except that he's been around since the 80's.

"Out there in the real world, villains, criminals, and Mother Nature won't give two shits whether you're too tired or not ready to deal with the day. When disaster hits, you need to be prepared to hit back, twice as hard. So put on yer big kid pants and get in line. We need to see what you can do first."

Hammer pointed to a circle in the dirt and explained that they had to use their powers to launch a baseball as far as possible. Anything went, but the only rule is that they have to stay in the circle.

CJ was the first up, and he transformed into his metallic form. He wound up for the pitch and launched the ball several hundred feet away. The class was impressed and it even caught the attention of Hammer.

"That was some fine throwing, Mr. Jacobs," Hammer nodded at the proud young man. "Mr. Montanez, you're next!"

As Raul walked to the circle, he went passed CJ. CJ bumped his shoulder into Raul on purpose, "Beat that Soggy."

Raul tried to calm his nerves and cupped his hands in front of him with the ball inside. The wind around his hands began to twist and turn, faster and faster until it created a small, horizontal cyclone.

Roll my Wind Blast against a Difficulty 4 to land a good score and Difficulty 8 to beat CJ's score: 4-1+6=9; Moderate Success!

Raul levitated the ball in the twister and launched it like a missile. The ball went passed CJ's marker by a decent enough margin. Raul turned to see Craig's disgruntled face scrunched up. It was worth it just for that, Raul thought.

"Ah, so we got ourselves a weather wizard here, eh?" Hammer looked sufficiently impressed, "Here's hoping you don't kill anyone with that power." Despite his laughing, no one could tell if he was serious or not.

Does anyone beat our score?: No And Twist!

I actually drew a GMA card for this one and got Significant Obstacle of Conflict in a Different Area.

No one is able to beat our score, though many come close. Alex came in last, as he couldn't think of a way to use his ice powers to launch the ball far. Jordan blasted the ball like a rocket and it reached a good football field's length before burning away. With the ball launch done, Hammer spoke.

"Now that we are done with that, it's time for the second part of your test. We've seen your powers, but now we have to see what YOU are made of with a little simulation the teachers came up with." Hammer motioned for the class to follow him.

What's in store for the students? Will Raul's and CJ's rivalry heat up too much and boil over? Will they all survive their first term in HSC? We'll find out next time!

Monday, July 3, 2017

GMing Challenge: Non-Sapient Wilderness Encounters

The last couple of months has seen me running a really fun sci fi game where the players are part of an expeditionary force going planetside to explore and colonize a lush but dangerous garden world. This is to ensure the survival of a dying human race, suffering from a shattered moon that has made the Earth unlivable for humanity. It's inspired by media such as Interstellar, Mass Effect: Andromeda, and Alpha Centauri/Civ: Beyond Earth

So this has been my sci-fi, planet-focuses hex crawl that I have been running. The maps are bigger because the players have an all-terrain, and there are lasers and such, but essentially, it's a good little excursion into surviving a deadly and alien wilderness. Because this is a brand new world that is mostly untouched by civilization (more on that another time), one of the biggest challenges I imposed on myself was to have wilderness encounters that didn't involve ancient ruins, forts, or dungeons. Essentially, nothing built by a sapient species, except for certain things that fit the metaplot of the game (for example, crashed resources pods launched ahead of their expedition). I wanted to make all of the encounters based on the xenowildlife on the planet and showcase a world virtually untouched by advanced civilization.

This proved to be incredibly difficult.

Wilderness encounters were much more limited to either finding evidence of an animal, encountering it, then fight or flight. While there has been some variation here and there, many of the encounters have felt the same sadly. And without intelligent, sapient aliens, there isn't too much in the way of role-playing opportunities. To my players' credit, they have spent a lot of time taming the animals in the wild rather than killing them. But I can really only get so much mileage out of throwing an animal-of-the-week at them and exploration of forests and caves before things get boring.

One solution I did was to take advantage of the fact that it's an alien planet, so I can get away with crazy, gonzo things for the players to explore. I found that I could write up a dungeon as a ruined keep, but then reflavor it as something natural. For example, the players found a massive mound-like structure with several tunnels throughout it, similar to a termite mound. It was essentially one big dungeon, but it was easy to explain as part of the alien wildlife. Same with having trees that grow rooms, or massive vines that excrete a sap that slows the players, or natural burrows of some trap-door predators. I've gotten pretty adept at making these encounters for the game, though I do have a hankering for adding some kind of alien ruins in the future. 

I'm curious how everyone else would do a game of just wildlife and wilderness adventures, with no dungeons, no ruins, and no sapient creatures and structures.

Friday, June 2, 2017

Solo Gaming Using Mythras Part 3: The Blood Money of Yahina

Here it is, the actual solo adventure where I teach myself how to play Mythras and how to do a solo game. It'll be complete with story, mechanics in italics, and my thoughts on how I did, what I liked, and what I'd change. If you want to know the set up, here are the first two parts here and here that detail the setup.

The Cast

Mucario: The main solo character, a Sulano fisherman with some fighting and casting skill
Ana: One of the pregen characters, she's a tan Okulek warrior trained in the spear and shield
Kara: Another pregen, she is the sister of Ana and a priestess of Amuzencab, goddess of medicine and community
Kju: The last pregen, he is a nomadic brave from the plains of the northern continent looking to make his fortune
Captain Abraham Spalding: The captain of the ship Kayaben, looking to break the Curse of 65 Coins

Act 1: Revelations and Superstitions

Day 13 of Alexan of Her Holiness's Course

We begin aboard the Kayaben, a large carrack cutting through the clear blue sea, sailing towards the island of Yahina. The island has a cursed past, where the village on it was raised to the ground years ago during the Great Island War. Most of the natives and colonists believe that the spirits of those murdered years ago haunt the land, hunting and devouring any that land on the shores. Most boats avoid the island at all costs, wishing not to anger the ghosts or be reminded of the terrible war.

I rolled a Locale on this and got a critical. Mucario has heard of the stories behind Yahina and is rightfully nervous, yet excited, about going to the island.

While Mucario and his compatriots were told of the destination by Captain Spalding, the rest of the crew were kept in the dark about it. Spalding finally reveals the destination of the Kayaben about three days out, and the crew are none too pleased. Whispers of cannibalism and angry spirits fill the decks until three sailors decide they have had enough and try to stage a mutiny.

The bodyguards are near Abraham when three sailors approach him with clubs. "We are turning this boat around, whether you like it or not cap'n," one of the wind beaten shiphands says.

Mucario tries his best to reason with the mutineers, but the older and exhausted sailors brush past the naive boy and attack the captain.

Mucario tried to roll Influence to dissuade the mutineers from fighting, but with only an 18%, he fails it spectacularly and is ignored for not knowing what he's talking about.

The first two sailors try to beat down on the captain, but only one is able to land a solid hit on Spalding's right arm. Mucario, frustrated with being ignored, loses his temper and strikes at one of the soldiers. His spear lands true and slices the shiphands's ear clean off. The pain is unyielding and the blood gushes from the wound as the sailor cries out.

"Back away from Abraham, or it'll be your other ear next!" Mucario shouts, hoping the sailor finally takes him seriously. The man balls up, clutching his severed ear, and yields to the adolescent.

Mucario got a lucky critical against a failed parry. Mucario went for Scar Foe and Compel Surrender, and did enough damage against the head to bring it to a Serious Wound. The sailor can't attack for 3 rounds and further more, he failed his Willpower Roll and now capitulates against the teen warrior.

Kju joins in the fight, firing an arrow at another sailor, but his bolt flies passed the man's shoulder and into the mast. 

"Dammit!", the proud brave mutters under his breath. He can't let the younger fisherman outshine him.

The remaining two sailors become furious at the maiming of their friend, and realizing the youth meant business. turn their attention to Mucario, They try to get past the range of the spear and within reach of Mucario, but are unable to keep up with Mucario.

"You'll have to do better than that if you want to hit me!" Mucario taunts the men

The two sailors flat out fail their Close Range action and Mucario doesn't spend an Action Point to press the advantage.

Ana moves up to one of the sailors and prepares to strike. Mucario finds a great energy from the adrenaline rush and presses his luck, attacking the next sailor. His spear lands on the chest of the second sailor, but the blow was softened enough that it only bruised the hardened sailor.

"You don't know what you are doing, kid!" The sailor shouts at the fisherboy. "This island will kill us all if we land there! No amount of money is worth that!"

Mucario landed another spear blow, but this time the sailor was able to succeed in blocking it. He parries it for half damage, then his armor brings the damage down from 4 to 1.

With the melee slowing becoming a bloodbath, Captain Spalding tries to talk some sense into his crew.

"You may or may not lose your lives on the island lads, but you will surely lose it here if you keep fighting. Lay your arms down and you will be spared a mutineer's death!"

Seeing no other course of action, the sailors drop their clubs and capitulate, not wanting to be keelhauled.

"Old man, you know nothing of the old ways," one of the sailors shouts as he is being shackled by Ana and Mucario. "Your greed will be the death of us all, mark my words!"

"I know of the cruelty and terror of your old ways... more than you'll ever know," Abraham's mind wanders for a brief moment before he shouts at the rest of the crew. "Take these traitors down below and keep them there until we leave Yahina. Anyone else that has a problem with this can join them in the brig!"

After dealing with the three traitors, Captain Spalding turns to Mucario.

"I'm grateful I didn't make a poor decision in hiring you," the captain chuckles a bit. "You're not half bad with the spear, though I hope to see it done to the ghosts on Yahina next time..."

"I hope we don't end up running into any of the dark spirits there," Mucario says with a nervous laugh. "Why are we going to Yahina? There hasn't been anything there in decades."

Captain Spalding's demeanor becomes more serious, "It is not the shield's place to ask why, but to protect. I am grateful for your service, but you need to remember your place in this world, boy." Abraham storms off, leaving behind a bewildered Mucario.

End of Act 1

My thoughts

This was my first combat in Mythras, despite running M Space. A bit more complicated since I am using melee weapons with Size and Reach, rather than ranged weapons that don't really need to worry about such things. It took me a bit to get through this first combat, though I'm happy to say that it gets faster as the adventure continues. At least until I get to magic.

Writing these are turning out to be another hard task all together. Between my inability to focus and people interrupting me at every chance, it definitely took me longer to get this written up than I had hoped. Ended up having to break it up into different acts, so I'll be sure to post more of this in the coming weekend.




Wednesday, December 14, 2016

Thivola Regional Map

Thivola Regional Map: 1 hex = 24 miles opposite corners. Sub hex = 6 miles
So here is the regional map of the setting I am running my players in. This isn't anywhere close to the final draft, as everything is too saturated and such. But, this is usable enough to where I can give it to my players and we can use it.

I will be placing some more icons on the map as the game continues and demands it. At the moment, the red triangle is the city of Kosna, the dilapidated frontier city that the players are currently at. As you can see, they are at the edge of a large forest. They've encountered some interesting locals both new to the players and familiar. There are some roads on the more zoomed in Province map below. These roads lead to some of the keeps that lie on the frontier. Two of the ones that the players have encountered were housing not the locals, but other people. The first one had a tribe of onbu, squat grey fey creatures that were robbing the locals on the roads. The second one had a mercenary band of orcs performing a sky burial for a fallen comrade killed by a pack of Iemesch. 

In addition to Kosna, there is the black square in the upper area by the merging rivers. This is the capital of the frontier province, Rikantu. This is very much a large city and a great place to get some items that would normally be out of the price range for the players. This is also a good place for some more urban styled adventures. Dealing with guilds 

At some point, I do plan on putting the map through the GIMP and work on it. Clean up the line art more, color it in a much better way, better icons. For now though, this will suffice for my game.
Thivola Provincal Map: 1 hex = 6 miles opposite corners. Sub hex = 1 mile
Above is the zoomed in Province Map, colored with pencils instead of GIMP. This is the actual map that I use currently for the day to day adventuring. Currently, my players are stranded in the mountains that are two hexes to the right of the city of Kosna (the red and black triangle). You can see that I've put in some roads and icons in here for the keeps and such. The way I have been doing my 'zoomed in' maps is that I try and break up the globs of terrain more as I zoom in. So, looking at the Regional and Provincial maps, you'll notice that I broke up the glob of forest some. I did this by adding bare patches of grasslands as well as some forested hills and such. I like doing this because it makes the terrain more realistic and more varied for the players. Though drawing it was a bit of a pain, but it was certainly worth it I feel.

I plan on populating it some more as the month progress. One of my biggest blocks right now is the trouble of finding stable work. Sadly, it's taken up a lot of my time to search for a job that can help pay to keep the lights on. The other thing I want to work on is the largest Atlas map, where I can get into some of the real big changes in area, like rainforests and deserts and such. Plus, I do plan on adding a sort of confederation of free city-states for the players to interact with and possibly even rule in, if that is their sort of thing.

That's it for now. I do want to detail some of the adventure sites on the Provincial map for the next blog, as well as talk about how the "Adventure in One 6 mile Hex" is going.

Monday, November 14, 2016

Running a Game Finally

So for the first time since the move in early October, I'm going to be running a game for some friends online. While I did want my first game to be face to face, it's still nice to get to GM again. And there is still time open to run a game in real life.

So the game of choice is 5e. While I'd prefer to try and run ACKS, the players are more familiar with 5e. And right now, given their revolving door of GMs and failed games, I think they could use some familiarity to ease their fears that my game will tank after a couple weeks.

So the question now is... what to run?

I have a setting I've been using for a couple of years now. It's based on a fantasy styled Caribbean, inspired by much of the folklore and cultures therein. While I like it and will continue to run games there, I've decided to expand the setting more. Inspired by South America's cultures, folklore, and terrain, I want to do something set there. 

The terrain is a big thing for me, because I love exploration. And South America has a great amount of varied, extreme terrain. Huge mountains, large deserts with the largest salt flat, massive rainforests... it's really exciting.

I've also been reading a lot about the different folklores and peoples there, which has been really fun. Great inspiration. It's helped me decide what I want to do for the campaign.

Here are the two ideas I have for it:

1. War has ended, but the continent is in turmoil. Ka Macha, new leader of the great Rational Quencha Empire, has won the civil war and now owns the empire. However, he now has to succeed in holding and repairing the land that is shattered by famine, violence, and hate. The players are currently paid body guards for a nobleman who is being sent to a fort hamlet as an act of reclaiming and repairing it for the Quencha Empire. 

This sets the players on a set goal at the beginning, but then opens it up to the sandbox a little later. I prefer easing players into the sandbox because I find that those that aren't used to it do freeze up a bit. After the initial adventure, they can leave the noble's service and do their own thing. Since this is also on the frontier, there is plenty of open wilderness to explore, take over, and own for the players. But for those that aren't interested in wilderness, there is the town and its people that they can interact with. 

2. The great Quencha Empire has consolidated its holdings and now seeks to add other tribes and city states into their control. The players are scattered tribes and bands, each driven from their lands into the great and terrible rainforests. In this, the players unite the squabbling tribes into one great kingdom to oppose the mighty empire.

This is a sandbox game with a sort of goal oriented metaplot. While it is a bit more buy in, I feel it's open enough where the players can still do what they want if they decide to take a break from being rulers. Plus, from a personal perspective, it turns the Law = Good Guys Chaos = Bad Guys around some as now, the players are the barbarians and beastmen dealing with adventurers and would-be conquerors driving them from their livelihood.

I'm leaning more towards the first one, though I do like the second one a lot. Tell me what you guys think. Also, for anyone that knows more about South American history, culture, and folklore, I'd love to know more about it for more inspiration. 

Saturday, October 1, 2016

Different Take on Alignment

Truth be told, alignment has never been something I liked. People arguing over what is good and what is evil, wars between law and chaos, detect spells, always evil races. Nothing about alignment really appeals to me. I don't think that people are wrong for liking alignment. It's just not my jam. I feel the alignment axis constricts stories a bit too much. I like the idea of clerics of a good god doing evil in their name, but you can't really do that with alignment the way it is. Not to mention the philosophical questions. If evil is a palpable thing, then is killing evil creature wrong? Should a paladin fall from killing a drow that has done nothing because they are always evil? It's kind of a headache. Also I really just can't get into Law vs Chaos. It doesn't really inspire me like it does others. And let's not get started on chaotic stupid evil PCs.


In addition, I like the idea of the darker, evil gods being facets of everyday life. It's something you saw with polytheistic religions. People prayed to dark gods to spare them, or perhaps the evil god had dominion over something that we use every day. Tezcatlipoca is a great example of this. He was a destroyer and a fairly evil god, but people still built temples to honor (or fear him). Tezca also had dominion over magic and was the patron deity of nobility. So instead of having clerics of Quetzalcoatl routing out cults of Tezcatlipoca, you'd instead have luxurious grand temples dedicated to the Smoking Mirror. I really like that idea of an 'evil' god (certainly not a nice god) having a large sway over civilization without damning worshipers to Hell.

Also can't say I'm a fan of Always Evil races. I feel it restricts your options when encountering monsters, since most players see Always Evil and keep their options to kill and loot. And you can't really blame them. In D&D, evil and chaos are palpable things. If something is always evil and known to be always evil (like drow, orcs, etc), then there is probably the best thing you can do. Sure you kill a bunch of orcs and goblins, but think of the potential human lives you save by doing it. I like the idea of players deciding to negotiate with orcs, parleying with dragons, and redeeming demons. Keeping that option open is pretty nice and can be refreshing when players make new, monstrous allies.

Still, there is value to having tags that describe your character. Ones that can help as a sort of rubric to see what your character's personality and reactions to situations would be like. But flexible enough where you aren't beholden to them and can simply change them as your character grows. So I've through out classic alignment and I use Motives, Nature, and Methods, or MNM. It's good if you just want some quick and sweet descriptor about your character and don't have the time or inclination to make a backstory.

Sorry, wrong one
Motives are tied to who benefits from your actions. Natures are you natural tendencies. Methods are how you carry out your desires and achieve your goals. You come up with your character's personality, and then pick which three tags from each category best fit them. The seven tags are listed below:

  • Altruistic (Motive): Altruistic people tend to think about other people, doing things to help them out regardless of the outcome for themselves. Some are self sacrificing, while others on the more extreme end believe the good of the many outweigh the good of the few.
  • Conforming (Nature): Those that conform tend to go with the flow, rarely deviating from the norm. They are more comfortable with sticking to the status quo, since to them, that's what has worked.
  • Mercenary (Motive): Mercenary people think about themselves, perhaps extending that to a small group of people. Many may just want to live a good life, avoiding other people's conflicts, while the more extreme may only care about others that have some value to them.
  • Pragmatic (Motive, Nature, & Method): Pragmatism is based on logic and efficiency. Morals may or may not weigh in on how to achieve a goal. Pragmatists are comfortable using most means necessary to achieve their goals without getting into extremes.
  • Principled (Method): The principled are bound to a code, personal or not. Bound by honor or ego, the principled tend to stick to this code when achieving their goals. It's a big deal if a principled character breaks their code.
  • Ruthless (Method): Those that are ruthless have no qualms with overkill, and will do whatever it takes to survive and win. Lie, cheat, steal, kill... few things are taboo to them.
  • Unorthodox (Nature): Unorthodox people tend to go against the grain. Tradition can be stifling and only through innovation can they accomplish their goals.
So I can make a character that is Altruistic, Conforming, and Principled. Or Mercenary, Pragmatic, and Ruthless. Or any crazy combination of these. Altruistic, Unorthodox, Ruthless sounds pretty fun.

Note that good and evil are purposefully unattached to these tags. That is because people of any moral compass can actually have similar motives, natures, and methods. A good person can be Ruthless and Mercenary, and evil acts can be done by an Altruistic and Principled person. It's up to the player to fill in the specifics. Like alignment, this is meant to be a spectrum. Unlike alignment, there are absolutely no mechanics that are tied to your motives and methods. There is no detect altruism or protection from ruthlessness. You won't fall because you decided to become mercenary or pragmatic. There is detect fiend and summon celestial, so those spells that do those things are still very useful without giving away a bad guy NPC.

As for divine casters, I have faith play the most important part in casting. The cleric must have absolute faith in their god and the tenants of their deity. Note deity instead of church. I like the idea of heresies of the same religion fighting each other. Schisms are great adventure fodder. Now with faith, I do intend to have a Stress/Fear style of rolls for situations. And if a cleric fails their fear roll, then their faith wavers and bad things happen. More on that another time.

These tags can change, especially when the chips are down. In film and literature, there are plenty of examples of characters who, when the going got tough, they defied their normal motives and methods. Han Solo, normally mercenary, comes in to save Luke during the Death Star trench run. Whereas Frodo, normally altruistic, dons the ring at the very end. Remember that you dictate your motives, natures, and methods, not the other way around. 

I've used this for a couple of games in the last year and a half and it really works well. It's helped to have players shape how their characters work in the game world without having to worry about falling or such. I definitely want to expand on this more at some point, but I think right now, it's fine the way it is.

I had also considered a Passion axis with Zealous, Moderate, and Apathetic, but I think that is unnecessarily complicated. Plus, MNM has a better ring to it.

Monday, June 20, 2016

EPF Match #2: Road to the American Open [WWWRPG Actual Play]

Taking a brief break from my sci fi dump to do my actual play of my bimonthly World Wide Wrestling RPG game on the heels of Money in the Bank. This match was shorter than the last as not everyone could make it. So I padded it with some NPC matches in the description.

Roster Appearance

Foul G: The leader of the Unholy Alliance. A fat, opportunistic heel Provocateur that won the Inter-Regional Championship and has been leading the stable on the warpath
Tavreth: The first member of the UNITY group. A face Monster with a martial arts motif. Kick a lot of ass in the last game on a three vs one handicap match.
El Capitan Verde: Another Veteran, a luchador that has joined forces with Tavreth to stop the Unholy Alliance and their reign of terror. Was beaten brutally by Foul G last game
Vlad Viper: A vampire golden boy that has been a bit out of the single match. Teamed with a mind controlled Sasha Lexington.
Sasha Lexington: A wasted submission expert battling alcoholism, she recently almost injured one of the EPF's enhancement talents. She's since been out of the ring.
Mailman Mann: The resident 'enhancement talent', Mailman Mann is, well, a mailman that wrestles. Plucky and endearing, yet never seems to snag the win.
Dungeon Master: The master of the hardcore, the Dungeon Master brings his d20 and kendo stick to make every match a hardcore one.

The Episode:

We start the segment backstage, as Foul G comes to gloat to the General Manager a bit about their upcoming match. Since he was over, he uses his pull to finagle a match between Mailman Mann, Sasha, and Dungeon Master. The General Manager humors the Rotund Rogue and grants him his wish. Meanwhile, Tavreth appears behind Foul G and uses his Over Move to make their title match at the American Open a Rage in a Cage match. The GM smiles and agrees, to the chagrin of Foul G.

First Match: Mailman Mann vs Sasha Lexington vs the Dungeon Master in a Hardcore Triple Threat
Probably to get revenge for her botch a couple of weeks ago, Mailman comes out swinging and uses a bicycle against Sasha successfully, and then to DM. DM takes control, rebounds off the ropes, and hits Mailman with a kendo stick. DM gets a shovel from under the ring, climbs the turnbuckle, and hits both Sasha and Mailman with the kendo and shovel. While DM gloats, Sasha takes control. Looking to show how a real wrestler fights, she hits DM with an electric chair facebuster and immediately does her finisher, the STS on DM to end the match early. Mailman does not want this to happen, so he Breaks Kayfabe and hits her with a bottle to stop the submission, giving Sasha a concussion.. The crowd goes absolutely nuts.

While everyone is shocked, Mailman takes a ramp from under the ring and does a sick nasty bike trick, hitting DM in the head. Then he gets a set of golf clubs from under the ring, sets up on the announce table, and hits a golf ball into DM's dice bag. DM trips him on the table, climbs the table, and gives him seven kendo shots to the chest as the crowd counts off each one. Then he runs into the ring to a rising Sasha and missile dropkicks Sasha. Mailmann runs in with his bike and hits them over and over with his bike, spinning and getting dizzy. Sasha takes control and does a swinging neckbreaker into a vertical suplex to the Mailman. While they are fighting, DM gets a set of scrap metal, pours it on the ground, throws Sasha on the top turnbuckle, and does a top rope suplex onto the metal on the ground. Mailman tried to capitalize on the carnage, but DM reverses him and slams MMM, pinning him for the win.

However, that wasn't the end, as Vlad runs in and slams DM. While he yells at his tag team partner Sasha for losing, Mailman hits him in the groin with a golf club and calls him out on a savage promo. Will we see a hot feud between these two?

Second Segment

GM is out and invites UNITY and the Unholy Alliance to come in for the match signing. The match next week will be an Achieve or Leave bout, between General Manager Montgomery Vincent Peterbilt and Foul G. The GM explains the legal papers and stipulations of the match. There can be no interference from anyone, including UNITY and the Unholy Alliance, or else Foul G immediately loses. Having 'read' the legal papers, Foul G signs the documents to seal his fate. Unfortunately for him, the GM is a crafty man and put something special in the fine print. The GM can pick any wrestler in EPF to fight for him in his place. It could be anyone. He teases that it could even be Foul G's ally, Bob Coleman. Foul G flips the table and an all out brawl ensures, with refs, security, and other wrestlers breaking up the schmoz. 


Second Match: Tavreth and El Capitan Verde vs. the Stellar Scouts

The match starts with an unfamiliar new team. Two women dressed as anime sailor scouts come out to 70's styled anime music. They come out to some cheers for this tag team match. The first has a Little Dipper symbol on her wrestling tights, while the second has the Southern Cross constellation. We'll call them Dip and Cross. 

We start with Dip and a flustered Capitan. They both go into a collar and elbow lock up, but Dip reverses the hold to a surfboard then laid a hurricanrana. Dip goes for pin and misses. Dip will tag her partner Cross and they go back and forth, with El Capitan taking control. Capitan double team hot tags Tavreth and crushes Cross.. Tavreth with the side slam against the Stellar Scout. Cross interrupts and begs for mercy, throwing Tavreth off enough to slam him in the gut, then tags Dip. Lil Dip then goes in for a top rope dive followed by a frankensteiner into pin. Tavreth escapes, then hits Dip with power slam. She tags out to Cross, but Tavreth immediately gives spear to Cross. While she is crumpled up, Dip distracts the ref and Tavreth looks on in confusion. Cross gets a chair and tries to make it look like Tavreth hit her to the ref, but Tavreth kicks the chair out and gives her a german suplex. El Capitan and Tav do a combo finisher of a Code Green into a Muscle Buster. Team Tavreth and Verde get the win as the Stellar Scouts throw a tantrum for their debut loss.

That ends the actual gameplay, though for building up NPCs we have the following matches


NPC Matches

Sin Miedo vs. Bruno Capello: Sin Miedo makes his first return since the Last Man Standing match, decimating Bruno viciously. He seems to be trying for a comeback.

E2C cut a promo about rising to the top and taking on the tag team champions. Citing their wrestling pedigree, they call out the champions Firefly.

Emilio and Enrique Cruz vs. Mack Razor and Dwayne Clinton: Team E2C beats Mack and Dwayne in a close match, making them 2-1 in EPF and building them up as a credible tag team.

Colleen and Artemis are interviewed about them joining UNITY, saying they are tired for seeing the bad guys running the show. When Colleen is asked about Tavreth eliminating her from the Royal Rumble, Colleen walks off without saying a word.

Colleen vs Masego!: This ends in a no contest, as Jimmy Ladder and Big Willy Johnson interrupt to beat down Colleen, before Artemis runs in and joins Masego! to save her partner.


That ends the show here. Our next match is July 1st and will be quite the card. In the meantime, one thing I want to do with this show is something called The Dirtsheets. In D&D you have rumor tables that have little tales your players can hear that lead them to adventure or disaster. Some are true and some are false. So I'm taking that concept with WWWRPG. The Dirtsheets are rumors about upcoming segments, matches, swerves, and 'real life' issues about the wrestlers. Just like in real life, you have websites like WrestleZone that dish out potential spoilers (true or fake) about upcoming wrestling events. So, I plan on using this for foreshadowing, game immersion, and the potential for moves that involve swerving the Internet Wrestling Community.