Showing posts with label musing. Show all posts
Showing posts with label musing. Show all posts

Thursday, March 22, 2018

Back Into the Solo Saddle



It's been quite a long couple of months of silence. The usual holidays, work, and personal stuff seemed to keep me from posting or gaming much. Now that things seem to be slowing down some for me, I feel I can get back into the swing of things.

What I want to do most is to continue doing solo RPGs. I really enjoy them when I'm doing them. The biggest problem for me is getting started. It seems like pulling teeth to try and sit down and roll dice for a solo adventure. Some of it is the mental energy required to be both the PC and the GM. Some of it is my inherent inability to focus. Especially when I'm at my computer, surrounded by social media and video games. Some of it is lack a time. Good perfect storm of stuff to stop me from soloing. Which is a shame because I really do like doing it.

But no more. I want to try something to help push me to solo RPGs more. So I want to take a page from my exercise routine and have myself accountable to people that may want to read my AARs. I want to try and get at least one Solo Session Report in a week and post it to the GooglePlus community. In this way, it'll keep me motivated to do more solo gaming. Maybe even do things like posting  resources and my own little oracle I like to use. That's mostly what this blog is about. Using the community to help me push through and enjoy solo roleplaying more.

So the first solo session I want to have will be using Untold Adventures Await as the oracle, with ICONS being the main game I want to use. I plan on continuing the Superhero Community College game I did a while back. After that, I want to continue a sci fi M-Space solo game I'm almost done with, and maybe even give Ironsworn a try. 

I'm also down to try any advice anyone wants to give me. There are a lot of prominent posters on the Lone Wolf and I can always use the help!

Thursday, September 28, 2017

Space Governments Musing

In its most simplistic explanation, a government and its effectiveness in maintaining security and loyalty over its citizens is dependent upon transportation and communication. As all have improved, it's been possible for nations to grow larger, keep their holdings, and maintain their borders. Once you get into space, however, geopolitical borders and control go out the window. This is especially true the slower you make transportation and communication between two star systems. If everything is done with wormholes (or any relatively short hyperdrives) and instant ansibles, then it's a lot easier to have sector-spanning star empires. It's easier to get military ships to defend your planets from pirates or enemy alien attacks. You can send supply aid quickly in case of a natural disaster. Or, you can stop those damn space Yankees from revolting and throwing your supplies of space tea into the space Boston Harbor.

But, the slower things are, the harder it is to maintain security, loyalty, and control. So, if you have something like Traveller's jump drive, it's going to be more difficult to set up the big grand empire. In a setting where travelling to a star can take a week or more
per parsec, you would need a less centralized government to keep your outworlders happy about their independence, but planetary governors to keep them loyal to your government. A standard unitary sphere couldn't work like that. So what kind of governments could you see in such a setting? Luckily, a lot of this can be seen in settings like the Third Imperium of Traveller, as well as several of the 50's to 70's sci fi that inspired it and many modern takes on the space opera genre.

A note here. I'm no political scientist. I'm just a cook that has an interest in sci fi cultures and politics. So these are just rudimentary explanations done with the intent to provide interesting ideas for sci fi games within the constraints of a slower FTL drive. They aren't meant as a treatise on why one is better than the other.

Anarchist Communes

This is one I see a lot in transhumanist RPGs and literature, such as Eclipse Phase and The Culture series. Essentially, due to the vast distances and time that transportation and communication must cross, enforcing control over a planet is difficult. So these planets have to make due on their own in a lot of cases. Now, this really can only work if either there are a lot of resources available on the planet, or they have advanced mining and nanofabrication machines that can literally print what they need. If you are lacking either of those, then the colony is entirely dependent on either their patron, trade, or neighbors. Still, it's an interesting culture to see in space, and one that can be pretty alien to many of your players.

Feudal Empire

Whether it's Dune or Traveller's Third Imperium, a feudal space empire dominated by houses is another possible government that one could see across the vast gulfs of space. One could see it as a fairly decentralized monarchy, with each planet owned by a house of nobility. There would be a great deal of tradition and honor laws to keep people loyal to the capital world, and the capital world would have to have a large space fleet to keep a good military presence. Basically replace tithes and levies with taxes and militia prospects and you've essentially got a cool and interesting space empire.


Republic Confederation/Federation

With this, much like Star Wars's Galactic Senate, you have a union of worlds that want to retain some independent government over their planet and holdings, but still have an overarching government that runs things between the members. Stuff like trade and economics, social and civil rights, law and order, military, and foreign policy. The overarching government is the federal government, while the individual worlds would be the world government. People in America are fairly familiar with the federation, while a confederation is more decentralized. This puts more power into the world government and they are more likely to be different governments from each other than in a federation. Unlike the feudal system, where the members are all subordinate to the capital, the federation/confederacy members are generally equal (at least on paper). People in these federations would be united against a major threat. Think something like the Klingons and Romulans, or the Zerg in Starcraft. Because of the remote distances and transportation times, sticking together against enemy empires is a good reason to form a federation.

Free World Alliance

Similar to the federations and confederations, an alliance is a cooperative union of planets that remain very independent and under control over their own populace, but have banded together for mutual defense or economic trade. Unlike the federation, this one is much looser and laws (usually called treaties or accords) are decided on by the members. This can be mutually beneficial, or it can lie more in the realms of realpolitik, with each trying to get the most from their relationship with the least give. An alliance is great because the worlds can be completely different governments and cultures from each other but still be together. So players can go to a monarchy one adventure and deal with social intrigue and nobles, and the next, they can deal with someone tampering with the bureaucracy of a republic's elections. Worlds would unite either for resource trading or to go against a common, but less powerful enemy. Like pirates and raiders, or other free worlds looking to exploit them. Maybe even a budding galactic empire looking to grow quickly.


Trade Empire/Cartel Plutocracy/Kleptocracy

This is a set I like. You can have a group of worlds united under several different companies, corporations, and conglomerates. Each planet is a client state under a specific corp rather than a government agency. Perhaps the government of the capital world prefers the private sector to fund colonial and trade efforts. Or, perhaps you can go full cyberpunk and the government is bought out by the different corporations at the expense of the citizens. Or maybe they simply are the government, with CEOs also holding government positions and social mobility being very limited or non-existent. Or perhaps the government retains control, but focuses less on claiming holdings for themselves and more on setting up trade agreements for either mutual or personal benefit. These could be balanced for the benefit of both parties, focused on the benefit of one, or the detriment of the other. Think Venice or Portugal during the Age of Discovery, or England and America during the 1800s with their aggressive trades with China. You can actually go a lot of ways with this beyond the usually evil megacorps you see in cyberpunk. The groups of corps in similar industries could form a cartel that controls the price of their exports. It'd have to be something not readily available or some sort of service or luxury (or even drugs). If you really want to make them the bad guys, you can have them form a kleptocracy, where they steal from their own people to supplement their own expenses. These worlds can be great for games of traders, political intrigue or, for the kleptocracy, rebels trying to overthrow their government.

That's all I have. I'm actually using a lot of these ideas for my current sci fi game that I'm running on Wednesdays. I like being able to add different types of planets and governments to make them feel like the players are entire a different world. I've actually had a lot of fun making the Trade Empires and Cartels in my game. What are some other empires and governments one could see in a sci fi setting of slower FTL ?

Thursday, July 6, 2017

A Solo Superhero Sandbox Scenario?

Switching gears from constant sci-fi and M-Space stuff, lately I've been in the mood for superhero gaming. I blame binge watching Flash season 3 and My Hero Academia with the lady friend. But I don't really want to cancel my M-Space game. So I've decided to try my hand at solo gaming again and do a superhero solo game.


Right now, I'm waffling between using ICONS, a simple hero game reminiscent of FATE done by the Mutants and Masterminds guy, and Guardians, an OSR clone done more in the style of super heroes rather than fantasy. I've played ICONS and liked it, but I also like trying new things and am looking at Guardians. I am looking to keep it simple for ease of solo play, so anything in that style can fit.

I'm going to be taking my notes from a superhero campaign I ran a couple of years ago called Magic City Defenders. In it, I had the players as Miami's first premiere superhero group. There's a map of the different sections of Miami (Overtown, Brickell, Wynwood, etc) that I had planned to use as a sort of patrolling 'hexcrawl'. Basically, the players would patrol a different borough and I would roll a random crime encounter table. The difference between this and fantasy games though is that something would always happen. It was just a matter of how important it was. More often then not, it would be simple stuff like muggings or car jacking, but every so often, there would be a bigger supervillain event that the players would have to contend with. The map of the neighborhoods is below for anyone interested



So with this, I plan on taking those notes and applying them to this superhero solo game. Luckily, ICONS has a fairly robust adventure generator that I can use, even if I use Guardians or some other game. In addition, I have a great catalog of villains from all kinds of systems, from HERO and M&M to ICONS and Savage Worlds. I think I'll have enough to go off of for a good solo campaign. I think I'll start with a premade adventure at first, to get my sea legs again with solo gaming. After that, I'll do more of my own adventuring.

My biggest enemy is time, or lack thereof. With summer here and working at a restaurant next to a movie theater, there is no slow season. People flock to our kitchen while on their way to the next summer blockbuster. And this week is the premier of Spider Man so... it will be a difficult time to say the least. That's partially why my Mythras solo adventure write had been put on hold (the other being bed bugs). I'll have to finish that sooner rather than later.

I think I'll decide on which RPG to use by tonight, though I'm always down to try new games out there. I'm leaning towards ICONS since I've played it before, but Guardians looks like a lot of fun. And I am more familiar with d20 systems. Also I'll post my hero at some point, before I get to the adventure.

Tuesday, May 30, 2017

Solo Gaming Using Mythras Part 1: The Adventure and Setting

So for awhile now, I've been doing practice games with solo gaming to help grok it better. It's been an unusual experience, especially with my inability to sit down for more than an hour to do anything. But, I feel like I've finally got the hang of pulling double duty as PC/GM while also using a good oracle. I've been using Tiny Solitary Soldier's simple oracle, with the caveat that for good/bad chances of a question, I change the probability of Yes or No. So if there is a good chance of something happening, then rolling a 1d6 will yield a Yes on 1-4, while the reverse is true for a bad chance of something happening. Adds a bit more nuance and variety to rolls I feel.

The System

After playing all kinds of game systems out there from FATE and Dungeon World to Savage Worlds and D&D/Pathfinder, I've come to settle down on Mythras. While it is certainly a more complex ruleset than much of the OSR games I've been reading in the last year or so, I've found the rules to be fairly intuitive and easy to understand, as well as fairly deep. And truthfully, I've always leaned to skill-based classless systems the likes of HERO and GURPS. I'd probably still be playing HERO if they hadn't locked me out of the pdfs I bought years ago.

So I will be using Mythras in my campaign setting of Anacaona, one that has seen at least three rules shifts since I started it years ago with Pathfinder, then Savage Worlds, then ACKS, and now Mythras. 

The Setting

I'm not sure I've ever gone over my home setting, but here it is in a nutshell. The setting takes place in a high fantasy world much like the Americas. Folklore and traditions from the different tribes and civilizations of the New World (both Pre and Post Columbian) as well as stories I grew up with as a child are used as inspiration with my own ideas and twists. There are two continents, Thivola to the south and Kivira to the north. In between is a giant chain of islands like Indonesia called Anacaona. This place has a lot of themes from Caribbean natives, as well as inspiration from things like Pirates of the Caribbean, Treasure Island, Age of Sail Caribbean tales, and even some modern day Caribbean folklore and trends.

The islands host a variety of peoples. There are the native civilizations of several island-states that are in a constant cold war among themselves and the new groups of colonists, who themselves fight among each other. The setting begins five years after a terrible series of endemic wars between the natives and colonists that ended with a terrible plague wiping out a great deal of everyone on both sides. Now people have to live in a tense peace, all the while magical zones of arcane energies are popping up.

It is a highly magical place, but not in the sense of something like Warcraft where everyone seems to have world shattering magic. Rather, magic is a part of the world. There are spirits everywhere and demons that roam the islands looking for souls to harvest. Entering a cave can lead you into the underworld, another plane of existence, or even to a completely different time. Besides the magic, you also have to deal with the people. Distrusting natives, paranoid colonists, slave trade, piracy, disease, famine, and the remnants of the great war, and you have a setting rife with conflict.


The Adventure

With all that, I will be running a modified version of Sariniya's Curse, available at the website of The Design Mechanism for free. Only setting stuff is changed, but the main adventure conceit remains.

"Venture-Captain Abraham Spalding is an aging merchant that has spent the last forty years of his life creating a prosperous trade company in the Anacaona Sea. He is a rich man whose name is known throughout the wharves of the islands, and he is able to ply coin from the normally insular native Sulano and Okulek peoples. However, his family houses a dark secret. His father was a Devian soldier and a terrible man, looking to make his fortune in the tropical paradise of Anacaona. Searching for the famed Cities of the Gods, he instead found a smaller village of Sulano with a chest of 65 precious gold coins. Seeing opportunity, the man razed the village, killed the village spirit leader, and took all of the coins and women for himself. In the shaman's dying breath, however, he cursed the man and his kin to die a terrible and gruesome death at the age of 65, one year for each coin stolen. Abraham himself took no heed of this curse, until his father was dismembered by sharks. And then his uncle died painfully from chikungunya. And his mother was found partially eaten alive from a band of ghouls. With his 65th birthday approaching in mere months, Abraham has spent years collecting all 65 coins and has hired the PCs to protect him while he goes to the island of his father's sin to make things right. But what awaits the PCs there may be more than they bargained for..."

That's the basic gist of it. I will be playing with three of the pregenerated characters as well as one that I have made myself. I'll post that for tomorrow. Until then!

Friday, February 24, 2017

Science Fiction and Monocultures

Despite my constant fantasy gaming, I've always had a special place in my heart for science fiction. A lot of it stems from watching and reading about Star Trek as a kid, and from there, I've read different science fiction books. However, there has always been something I was never a fan of in sci fi. Monocultures. Mostly found in space operas, it tends to take an alien race and oversimplify them to a couple of traits. Klingons are the honorable warrior race. Vulcans are the logical scientist race. Romulans are super imperialistic and machiavellian. Ferengi are space merchants. And so on.

The diverse cast of Deep Space 9
In a way, it simplifies the races for the viewer to be able to understand and makes it easier to differentiate between them. And when you have 5+ alien species in your universe, it can be tiring to consistently add different factions and nations for every single alien race. However, I've always felt a disconnect in monolithic world governments with a single culture. I feels like it pigeonholes an alien group into a certain niche and can make it difficult or even jarring to add differing characteristics to someone of the same race. Try imagining a pacifist Klingon. It's a bit weird. It also doesn't feel very realistic. If you look at humanity, there are so many different governments and idiosyncrasies between different nations that it can be weird just to have everyone on one planet the same.

In the game I'm going to run with Stars Without Number, I am endeavoring to have at least 3 factions for each alien race to give the races more depth and complexity. This will make first contact and continued diplomacy more nuanced with the players. Here is how I want to do the different cultures. Much of it is inspired by rudimentary knowledge of politics as well as the video game Stellaris, a grand strategy sci fi game which I have really enjoyed. Since this blog is talking about politics, I'd like to stress that nothing down below is meant to push any agenda or offend anyone of a particular political bloc. This is just for entertainment purposes only.

Nature and Nurture

Since I'm working with aliens, the first thing I start with is their biology. Making aliens mean you can really go crazy with how their biology works. Looking at Earth creatures is a great way to make some truly alien-feeling sophonts. How do your aliens eat? Are they carnivores, herbivores or omnivores? How do they reproduce? Are they like humans, with XY chromosomes? Is it something more akin to asexual reproduction, or something like parthenogenesis? Can their genders shift, like some amphibians? Do they have more than four limbs, or multiple eyes? Maybe they have alternate ways of certain biological functions, like using antennae for smell and hearing, or spiracles down their sides for breathing, or organs that can sense bioelectricity. How are their family units set up? Or communities? These are all good questions to ask yourself when developing an alien race for your setting. What I generally do is pick an animal and do some light research on their biology. Then, I use that to extrapolate how a society of sapient creatures of that biology would function.

I was always a huge fan of the 2005 War of the World aliens (Credit to Adam O'Donnell)
Of course, biology is only part of the equation here. A creature's surroundings play a huge part in their cultural ethics. Terrain and climate are two of the largest factors in this. If their surroundings are harsh with terrible weather, you can bet that their communities would be smaller and more insular. They may be nomadic, moving to better areas. They could also be raiders, attacking other civilizations that have more resources to supply their own tribes. Aliens living in arable land would be able to support larger cities and boast walls and armies to protect them from raids. Religion and culture can be affected by one's surroundings. A nation of peoples that live in pastures and steppes may revere a god of the great sky, while those living in mountainous areas would venerate the peaks themselves as gods. People living along the oceans would have festivals celebrating fish caught, or those living on pastures would have harvest festivals come autumn. Just look at Earth cultures to see different cultures and try and work them with the biology of the creature.

Surroundings don't just include the terrain and climate. Look at the people and animals that your race has around it. Are their neighbors fairly friendly, or is there a sort of rivalry going on? Is warfare endemic or more structured? What about the animals? Are there any animals that the race hate and fear? Or hunt and revere? Or keep as pets or livestock? The relationships with other creatures can go a long way to making your aliens feel real.

Ethics

Ethics are the core principles and beliefs of the alien race. Whenever I describe a government, settlement, or faction, I like to use a set of ethic tags to describe the organization. I find that doing so can organize and show what the different ethics are for a group of people or aliens. I have a set of seven categories, each with two opposite tags to describe a group of sapient creatures. They are purposefully vague to incorporate a variety of sub-ethics under one tag. Just remember that there is a wide spectrum of beliefs that could fit under one tag. They are inspired by the ethics of Stellaris, with some more added or renamed for more clarity and depth.
  • Insular/Cosmopolitan: This category is how well a group of aliens deals with outsiders and foreign ideas. An insular group tends to not trust outsiders and will shun beliefs that are different from their own. Some are friendly but want outsiders to assimilate into their beliefs to maintain a tightly-knit community. Others can be cruel and petty and will drive deviants out by force if necessary. A cosmopolitan group has a wide variety of cultures and differing beliefs are simply a way of life. Most places tend to be large cities or trade hubs that see different aliens. While there is a general integration and acceptance of different peoples, sometimes cultural friction can happen between two or more groups. This can make it hard to let go of old grudges.
  • Authoritarian/Libertarian: This is the category on how a species may prefer to be ruled. Some may want a more decisive rule by a singular autocracy or a group of elite oligarchs. Others may prefer a bottom-up democratic or anarchist rule where everyone has a say. Some may want the government to intervene and regulate things, while others want the bureaucracy to stay out of their way of life.
  • Spiritual/Secular: This is how much religion and spiritualism affects the every day lives of an alien. Spiritual aliens may place an importance on religion and worship in their personal lives, or perhaps they make it more of a part of the government and culture (like a theocracy). Secular aliens may simply have some spiritual beliefs but leave it in private, keeping it away from their public lives and society. Others may believe spirituality to be harmful to the individual and to society and will outright shun religion.
  • Militaristic/Pacifist: This is how aliens approach warfare and peace. Militaristic aliens may be imperialistic hawks that wish to spread their control over other countries for their resources. Or, they may instead be more casual with warfare as a good option against enemies, but remain relatively peaceful with allies. Pacifists tend more towards diplomatic solutions, but may still have a good military for defensive wars only, or may only engage in wars of liberation. On the extreme end, they may simply eschew a military, both formal or paramilitary, and instead focus on peaceful and diplomatic solutions.
  • Collectivist/Individualist: This is how sophonts view themselves as a part of a whole. Collectivists see themselves as a cog in the machine, or their society as a sum of its parts. Many can focus on the greater good and can vary in limited individual freedoms (or outright ban them). Individualists place an importance on individual rights and abilities. They see it as something to be celebrated and use individual talents to better the community. They can vary on altruism to their peers, or simply focus on their own goals and happiness (sometimes at the expense of others).
  • Isolationist/Expansionist: This is how aliens view themselves in the Great Game of interstate diplomacy. Isolationist species want to be left alone. They generally do a policy of unilateralism, keeping a safe distance even from their allies. Some may simply close their borders to some or all trade and immigration. Expansionists keep up with the political scene and remain big players in it. Some may expand via more diplomatic and economic means, saving military action for proxy wars. Others may go full military imperialist, ruling over entire planets.
  • Ascetic/Materialist: This is how much importance a race places on material things and wealth. An ascetic race of aliens believe that life is fleeting and 'stuff' isn't as important as people. Many eschew material goods for a lifestyle of self-improvement, or for community bonding. Materialists love their wealth and living the good life. Many see wealth as a way of improving living standards and technology for the betterment of their society. Some may also have a love of seemingly trite things, like lifestyles of celebrities.
From these ethics, you can start building a culture based on them. How would a race of spiritual materialists work out? Or militaristic isolationists? Mix and match two or more of them and try and build how a culture would form around those tenets.

Government

Star Wars Galactic Senate
Once you get ethics, you can look at the styles of government. I use the Wikipedia listing here to look at what could fit for a race. Governments vary a great deal, so it's hard to really categorize them. Below is a super simplified list for the sake of RPGs, not for actual political discourse. Generally I look at the following categories (again, credit to Stellaris for this)

  • Who rules the state: This is probably the first question I ask. Is it a rule by an elite class of people (aristocracy), or ruled by a singular group or person (despotism)?
  • Who empowers the leader: This is the second question. Who empowers the mantle of leadership for a state? Is is a democracy, where the leader is elected? Is it authoritarian, where the leader claims the title through might? Is it oligarchic, where a select group of people choose to run things?
  • The power structure: How is power distributed? Is it a highly centralized unitary state, a more open federation, a decentralized confederation, or a casual alliance of like-minded states? Maybe they are fragmented nation-states in a never-ending cold war. Is it a republic, where political matters are public, or are legislative and executive matters private? 
  • How the state handle certain processes: There are categories that a civilization has under control. Things like economics, social issues, class stratification, foreign and domestic policies, citizenship, immigration and emigration, military and security, law enforcement, jobs, resources, and means of production are all good examples of what a state needs to handle. Using the ethics from above, you can figure much of this out. 
  • Control of the state: How much authority does the state have over the above processes? Is it anarchy, where the authority is light and comes directly from the people? A minarchy with minimal control? A lighter, more libertarian touch? Is is more centralized like a unitary state, or more decentralized like a federation or confederation? Is it authoritarian, where the people have few individual freedoms, or totalitarian, where the government have full control of every aspect of their peoples' lives? Does the government only handle matters of security and defense, or do they also control economics and social policies?
  • Relations with other: No state exists in a vacuum. What do other governments think about your alien race? Are they seen as true friends, allies of convenience, or enemies? What do your alien government's own people think of their masters? Do they see them as a benevolent force, or a coercive and malevolent entity?
Those are the questions I ask myself when building an alien society. When making governments, it's always good to have conflict that can add story ideas for your adventure. One thing I stress for making a believable government that is foreign to one's beliefs is to try and look up both the positive and negative aspects of it, then apply it. It's really easy to insert your own political bias when coming up with a group. Remember that these are aliens with their own way of think. Of course, if you want your aliens to be the bad guys, or you are just tired of politics in general, then you can certainly simplify their government. Sometimes you just want to topple an evil military dictatorship and free their people. That's fine for an adventure I feel.


Deviants

Of course, even with everything above, there are always bound to be those that do not conform to ethics based on anything from above. Just by looking at humans, there is a huge variety of cultures, sub-cultures, governments, ethics, philosophies, and communities. This is where making an alien species can get really hard. Generally, after I've done the above, I then treat sub-cultures as a sort of spectrum of the above beliefs. For example, if I've made a race of aliens that lived in colonies not unlike ants, I would have them tend to more autocratic or oligarchic societies. This represents their collective community ruled by a queen or a group of breeding drones. However, I could have sub cultures and factions that want to enact change. Maybe they desire less authoritative rule and want a more republic government with individual freedoms. Or alternatively, maybe they want to centralize their government more to an autocratic rule with a focus on the greater good and stratification. Some may want a less insular society while others demand to remain isolationists. Really, I'll take the above ethics and see how I can fit the opposite with a society. So if a culture is more secular, I try and see what would make some more spiritual while sticking to several of the factors that made their culture who they are.

That's my thought process when I'm fleshing out alien races. While it seems like a lot to do, once you get used to it, it's a fairly intuitive process. Everything leads to the next, and the more that you detail your creatures, the more life you truly breath into them. Next post, I want to show and example or two that puts this method into practice.


Monday, November 7, 2016

Bound in Ruin

"This post is inspired by the Pan-Dungeonism belief discussed over at Hill Cantons. The blog has some great stuff that has really inspired my hexcrawls. Lots of good stuff here to look at, but the Pan-Dungeonism has really struck a cord in my meat noodle, so here we go!"
All things die in the end. People, animals, even the gods themselves will fade away into the afterlife. This has been the way of the world for eons upon countless eons. Though we ourselves have never set foot upon the blessed paradise of Heaven nor the blasted halls of Hell, we know well that our souls make their long trek home with the guidance of grim, sullen-eyed psychopomps.

And yet, who says that creatures and man are the only ones that descend to oblivion?

There is a tablet from an ancient age when men huddled in mud huts for warmth, and the riddle of steel still hung unanswered in the minds of artificers. Written by pressed reeds is a tale of a world of ruins. An entire universe containing the spiritual remnants of civilization. Ancient ziggurats and step pyramids litter the world as testaments to the ephemeral nature of man. Sullen-eyed spirits troll the blackened wasteland, scavenging for information, architecture, or souls hiding in the rubble from damnation.

There is much to pick from the carcass of civilization. Pieces of broken technology can be found and with the right knowledge, refurbished and reused. Lost knowledge can be discovered and traded for the right price. True names, missing people from one's lineage, architecture secrets, lost treasure... the realm of Ruin is the multiverse's landfill. And if someone could find a way to travel there like the ancients were able to, then they can truly make one man's trash into their own treasure.

But how does one make it into the World of Ruin?

There is the current belief that all places of ruin in our world can lead to the World of Ruin.  Places of decay and destruction... like a dungeon. Ruined temples and keeps, old forts from wars long done, steadings razed to the ground, and crypts and tombs can all take us to the World of Ruin with the knowledge of the right ritual to open up a sinkhole in reality. Entering the World of Ruin through these sinkholes is believed to take you to a mirror image of the dungeon you were in, as it sinks further and further into oblivion. From there, it is theorized that you can travel to other sinking dungeons and come back to the real world in its mirror image. You could start your adventure in a ruined temple in a desert and end it at an ancient alien city frozen in the South Pole. All dungeons in the world are connected by the World of Ruin as a sort of network of crumbling dungeons. The implications of travel are incredible to those looking to exploit it. Colonization, military mobilization, trade. All can be improved if these sinkholes were mapped and the ritual was discovered.

Even without the ritual, dungeons can, after a time, have natural sinkholes form. The older the dungeon is, the further it has sunk into the World of Ruin and the greater a chance that one or even more sinkholes into the World have spawned inside. There have been tales of adventures that have traversed between two dungeons in completely separate continents via these portals. But when taken back to the dungeon, the sinkholes have disappeared. Do they only appear for a small amount of time before vanishing? Do these portals change locations for each adventurer that enters the dungeon? Or is this just another case of adventurers telling tall tales?

Thursday, October 6, 2016

Musings While in a Hurricane

I want to make a race of squat horned lizard people that live in the deserts and can shoot blood at enemies. It's so cool.

I think as far as my homebrew setting goes, I'm ready to detail the southern continent, which is based heavily on South America. I've always loved the wide amount of landscapes there, from rain forests and plains to mountains and salt flats. 

I want to use more creatures from American myths and folklore in my games, both Pre-Columbian and Post. There's some fun stuff there that can breath some life into a setting where kobolds are bog standard.

With Axioms #3 out, I'd love to run a kingdom building game, but the players are the forces of 'Chaos'. i.e. they are tribes of nomads, hunter-gatherers, and chiefdoms that are fighting back against the encroaching forces of a mighty empire. I'm thinking this will be in that southern continent from above, and the empire will be based on the Inca Empire. I'll probably make some tribe generator for players who want their backstory and clan more involved.

I like the naming conventions of various Amerindian groups, where they use a verb to describe the person or creature. I learned about this a decade ago when I read about Sitting Bull, and was reminded by noism of Monsters and Manuals. A later blog will be about a creature called "walks-like-man".

I need a list of names for NPCs.

I like Beyond the Wall. I know people generally don't like spending time on character creation, but for me, it's half the fun. And most OSR games don't really do it for me in that regard. Plus, I don't like rolling for stats (sorry DCC, I tried!). Beyond the Wall really makes character creation fun again, and it even makes rolling stats fun to me. Plus, I like having that bond between characters in games.

Druids don't really hate civilization per se, but see it as a symptom to what ultimately separates man from nature; unchecked ambition. Only man has that drive and determination to transcend surviving and thriving and instead command and exploit nature. Druids hate that.

I love rolling dice and all, but I'd like to use playing cards and dominoes in D&D. I could see doing a dungeon generator or NPC mapping with dominoes. And cards would be awesome for backstory generation. I was inspired in part by Scenic Dunnsmouth.

Here's a 1d30 table for when you roll a hurricane on your weather chart and need a category

1-10:   Category 1 (74-95 mph wind)
11-18: Category 2 (96-110 mph)
19-24: Category 3 (111-130 mph)
25-28: Category 4 (131-155 mph)
29-30: Category 5 (156+ mph)

Alright, the storm is close to landfall. Time to buckle down, get cozy, and drink some rum.