What no Rambling Bumbler can resist

What’s the worst that could happen?

My players are congenitally unable to resist this kind of thing.  After one campaign where they destroyed the universe by shooting the doomsday machine before the villain could finish explaining that shooting it would doom them all, I’ve taken the precaution of removing all self-destruct mechanisms and other single points of failure from every subsequent setting.  And they still go searching for them…

Special Purpose Wikis

I’m a fan of wikis for organizing and letting you search for game information. I’ve got the main Haunted Realm campaign wiki running on my website using MediaWiki, but that’s for public consumption; I still need a place for working on all my campaign notes that the players aren’t supposed to see.  I’ve mentioned TiddlyWiki before, a lovely little all-in-one-page portable wiki suitable for sticking on a thumb drive, but now Uncle Bear has two nice enhanced versions specifically for campaign notes and world design: TenFootWiki and WorldBuilding 101. Quite spiffy.

The Mythic Game Master Emulator

The Mythic Game Master Emulator is pretty good for solitaire play; it’s actually more ambitious than just random dungeon stuff, it’s meant to allow you to use charts to randomly determine much more open-ended adventures. There’s a demo pdf that lacks the main chart, so you can’t actually take it for a test drive, but it does give enough explanation (I think) to get a sense of how it all fits together. Basically it gives a structure for asking yes/no questions and resolving whether it’s a strong no, no, yes, strong yes depending on the odds and how “chaotic” the scenario has become and whether a random event has occurred and if so what sort and whether it interrupts the logical flow of the scenario. A random event isn’t just a wandering monster but something like: Move toward a plot thread, Action: Expose, Subject: Jealousy, and then the player has to interpret what that means in the context of the adventure so far. If nothing suggests itself, it’s just dropped.

It’s surprisingly easy and satisfying, particularly for strongly structured stories like exploring a dungeon (possibly supplemented with random monster and treasure charts for determining things like what precisely is lurking in the cavern that the Orcs won’t enter) or perhaps a manor-house murder mystery…it takes a bit more practice and comfort with taking a “director stance” approach to at least some of the play for a really open-ended story, but it’s really good at keeping you from knowing everything that’s going to happen in advance on the one hand and having the adventure feel completely random and undirected on the other. Even though once you grasp the system, it really boils down to about 2 pages of charts (out of 54 pages), besides explaining the system the remaining pages do have a lot of helpful examples and advice about how to use it and how not to “cheat”… I found it well worth the $7.

I haven’t yet tried to use it for play with other players, and I’m not sure I will…though I can imagine keeping the chart around as a source of inspiration if the players hare off in a direction I wasn’t expecting and nothing immediate comes to mind.

Tolkien Not Spoken Here

I’ve just decided that in my new setting, the Haunted Realm, I’m not going to have either Orcs or Hobbits (or even “Halflings”). Probably no great surprise to my players, but I had mentioned Orcs as being one of the Invader races and I’ve thought the better of it.  The grunts of the invading army will now be Trolls, Kobolds, and possibly Red Caps (which were native to Faery but threw their lot in with the invaders).

It’s already been established that Elves are more like those of fairy tales, native to Faery and not to the Bright Kingdoms themselves, though they mingled freely with them before the Plague.  Dwarves, well Dwarves are Dwarves the world around…  No, really, I’ve tried running settings without Dwarves before and my players just took the race that was most similar to Dwarves and turned them into Dwarves, albeit ones with darker complexions and a propensity for living above-ground.

Is there are reason for this de-Tolkienization?  Not a strong one.  Unlike some of my prior settings, I’m not trying to make it feel really exotic or subvert the fantasy cliches.  In this case I want it to seem familiar, if somewhat spooky.  And Orcs just somehow don’t have quite the right vibe.  Or maybe it’s that the LEGO minifigs I have are of Trolls…

Desirable Generic RPG Qualities

Here’s a blast from the past, something I wrote ten years ago on what I was looking for in a generic RPG system.  I still agree with a good bit of it, though some of it I’m less certain about, and about one particular issue I think I was just wrong.

Subject: Desirable Generic RPG Qualities

Date: 1998/09/22

Based on some of the recent discussion, here are some of my thoughts on qualities that I would like in generic RPG rules, broken down into the categories:

  • Character Generation
  • Character Advancement
  • Task Resolution

Desirable Qualities by Category

Character Generation

Descriptive

It should be possible to go from a description of what the character is capable of to a codification of the character in game terms, without the system requiring modifications to the character to fit certain genres, power levels or preconceptions of the game designer as to what combinations/levels of ability/backgrounds are permissible. It should be possible to describe the character as it is now, without having to reconstruct the development or career path of the character up to this point (if you want to that’s a different story entirely).

Straightforward

Should have few, if any, subtle emergent properties. The obvious way to build a character should be just as useful/efficient as a more complex way. Character building expertise, rather than character description, shouldn’t be rewarded.

Utility priced

In a point-build system, prices should be based on relative utility of a power/level of skill/attribute, not based on rarity. Thus total points should represent how effective the character will be in the setting, not how unusual (although it’s reasonable to increase the price if rarity itself increases the utility, e.g. possession of psychic powers in a setting where nobody else knows they exist).

Concrete

Levels of ability should have specific measures, so that it is possible to work backwards from real-world descriptions to ability levels. E.g. if you know that you want the character to be as strong as a weightlifter, and that a weightlifter can lift 1000 lbs, then it should be possible to work out in game terms what STR is required to lift 1000 lbs.

Fine-Grained

The system should be capable of making fine distinctions between similar skills/attributes/powers, without requiring them where unnecessary. E.g. it should be possible to build a character who is particularly good at endurance sports, without being particularly resistant to disease, without requiring every character to separately determine how good they are at endurance tasks and disease resistance.

Wide Ranged

The system should be able to handle a wide range of power levels and genres without breaking, even when the power levels are mixed in a single setting, and without rendering characters’ abilities at one end of the scale indistinguishable from each other or irrelevant.

Deterministic

(possibly w/optional random generation, but if so random generation should only come up with characters that are legal under deterministic generation)

Simple

The process of building a basic character should be short enough that you don’t have to cut corners to create an average (or even skilled) NPC, and require little math or extensive consultations of the rules. A spread-sheet or character generation program should be sheer overkill.

Character advancement

Exists

There should be a way to improve characters over the course of play

Preservative of niches

The system should preserve the relative rank order of specific abilities among characters, presuming equal initial talent and equal attention to advancement. I.e. if one character starts out more stealthy than another, or a better shot, it shouldn’t be possible for the less skilled character to overtake the more skilled one by accumulating equal experience, unless the more skilled one neglects to advance that skill, or was deliberately bought as less naturally talented at it.

Insensitive to timing

The system shouldn’t distinguish between character that have advanced through experience and characters that are simply created as being more experienced. Order that abilities are acquired/improved shouldn’t make a difference to outcome (possible exeption: abilities that improve the learning of new abilities).

Equivalent to training

Although for some fields, experience attainable through the school of hard knocks ought to translate to experience from adventuring, for many abilities non-adventuring time spent training or on the job ought to be treated equivalently, and the system should provide for it. E.g. it should be perfectly possible to design a bright NPC high-school student, calculate how much experience she would get from attending college, entering graduate school, completing her PhD, and spending twenty years as a professor, apply it to the character, and arrive at an expert in the field. (It should also be possible to simply buy an NPC as that in the first place, but that’s an issue for character generation.)

Task Resolution

Adjustable level of detail

Ideally it should be possible to fill out interpretations of rules results to as much detail as is desirable, while not requiring that you generate more detail than you want at the moment. For instance, when determining hit location the rules should allow for anywhere from straight success/failure down to “you hit his left index finger” depending upon circumstances.

Concrete

Gives results that can be interpreted in quantitative game-world terms. E.g. an attempt to throw an object as far as you can should return results that can be interpreted as a specific distance (whether it’s 1 meter, 1 kilometer, or 1 light-year), not “that was really far, but just short of extremely far”.

Robust

gives reasonable results at all power levels and combinations of power levels handles unlikely cases as well as likely ones.

Easy to extrapolate

‘Nuff said

Intuitive

It should be easy to intuit the probabilities of any simple course of action, given familiarity with the game system. (I.e. the player shouldn’t have to be an expert mathematician, or perform an elaborate calculation, in order to get a good sense of the chances of success that a character ought to be able to tell at a glance, such as whether a particular ditch can be easily jumped.) The system should have few, if any, strongly counter-intuitive properties (such as novices being just as good at defense as experts), and any such should be clearly labeled and justified.

Simple

Shouldn’t involve more math than the players can easily do in their heads, shouldn’t involve looking up rules except for the occasional truly obscure case (which ought to be easily interpolated from known cases anyway), shouldn’t take a long time even when doing simple math (e.g. adding 20d6 is, to my taste, too much)

Unified mechanic

To such an extent as is possible. Since different types of tasks sometimes require different levels of detail (even if the requirement is merely the desire of the players to have more detail), there may well be a limit to just how unified the mechanics can be and still satisfy.

Fluffy Crunch and Crunchy Fluff

Matthew Conway recently wrote Fluff and Crunch Are Dead To Me, about how he’s grown to hate the terms, but I see them as getting at something.  To me, anyway, Crunch is all the mechanics of the game: you roll this, and subtract that number from this other thing, if the result is 0 or less, the creature is dead, and so forth.  Fluff is all the stuff that doesn’t touch the mechanics at all, and could be freely swapped with any other fluff without changing the in-game result.  To take a concrete example, if you know the HERO game system:  that an attack is 6d6 Energy Blast, Armor-Piercing, 1/2 End Cost, Activate 14- is all Crunch.  It tells you everything mechanical you need to know to resolve the attack, and absolutely nothing at all about what the attack is or how it appears to the characters.   The fact that it’s a bolt of flame, or darting daggers of ice, or even a pack of pink bunnies that materialize, savage the target, and disappear is pure Fluff, flavor without any substance.

Now, neatly separating things into Crunch and Fluff is a huge convenience to the game designers, who can on the one hand say “Hey, I don’t need to write any special rules for Ice Daggers versus Fireballs, an Energy Blast is an Energy Blast is an Energy Blast…take some advantages or limitations if you want it to have a different mechanical effect”  and on the other can say “Here’s an adventure you can use for any system whatsoever, just plug in your favorite mechanics and go.” It’s also a convenience for the player and GM insofar as it makes the rules streamlined and elegant and lets them use this or that material with their favorite system.

But… it’s not a pure win… at least for players who are interested in having the rules closely track the game description and story.  See, unless you’re approaching it as a board-game, almost everything that actually interests the players is at the level of description.  What they want to do is toss their Fireball at the bad-guy and see the fur fly (or singe); rolling the 6d6 and subtracting the target’s Energy Defense divided by 2 while ticking off 3 endurance spent is just a means to the end, and the end is telling them what happens next when they throw that fireball.  But when the game designer has severed the link between mechanics and description, which is what designating them as crunch and fluff is mostly about, that can make the interface…mushy and undefined.  In extreme cases (cough 4e cough) the player can lose the sense that they know what’s actually happening in the game world to cause the mechanical effect, or worse know that the description is just “flavor text” and ought to be ignored lest it give you the wrong impression of what ought to be possible in the game world.  A clean separation of crunch and fluff makes it impossible to reason from the level of description.

So what players often would prefer…you’re way ahead of me here, I’m sure…is a less clean separation, what I call “fluffy crunch” and “crunchy fluff.”   Fluffy Crunch would consist of making every bit of crunch have a visible, comprehensible description-level corresponding bit of fluff.  You don’t just Soak a wound, you desperately twist out of the way so that it just grazes you.

Crunchy Fluff is making sure all the description-level stuff gets reflected appropriately in the mechanics:  If your super-power lets you created Ice Daggers out of nothing, you darned well should be able to create one and use it to cool your drink, or ice-down a twisted ankle.   No saying the rules don’t support that that just because the crunch description doesn’t allocate a +1/256th advantage “Can be used to cool physical objects in a non-violent fashion.”  Your ice daggers might get a bonus (or a minus) versus fiery creatures, or be easier to generate in artic conditions and harder in the middle of the Sahara, but in any case shouldn’t be indistinguishable from your companion’s Laser Pistol.

Crunchy Fluff also comes about from making the mechanics support the details of the setting.  If vampires in your setting are unable to enter a dwelling without an invitation, it helps to support that with actual mechanics: is it an absolute prohibition?  Can a sufficiently powerful vampire overcome it?  If so, how?  A Will roll?  Or is it something that the vampire can do, but it will have consequences.  Will it take damage for every turn it remains uninvited?  Can an invitation be revoked?  If it can, can the occupant just say the words, or does the occupant have to engage in some kind of test of wills?  This kind of tuning the rules to reinforce the description of the setting is an important way of making it feel like the setting has “heft”…that the adventure that the players are on couldn’t just be “re-skinned” (to use a computer gaming phrase) with the vampires being replaced with killer androids or cattle rustlers and nothing else but the fluff changing.

If you try to write something as pure Fluff, that can be applied to any setting, those are the kinds of things that can come back to bite you, no pun intended.  If the adventure assumes that vampires can’t enter a dwelling without an invitation period, but the system mechanics say that any sufficiently powerful vampire can…and the adventure has a vampire that’s supposed to be one of the most powerful in the world….

In any case the rules should be used to support the description that’s the heart of play.  Fluffy Crunch is there to give the mechanics a reason and a description; a neat mechanic is not self-justifying, even if it does give the player something extra to think about in terms of winning the board game.  Crunchy Fluff makes the descriptive level of play have consequences as well as consistency.  Both are important to a satisfying RPG, and IMO both are preferable to designs where one is divorced from the other.

Welcome to The Haunted Realm…Hope You Survive the Experience!

Sunday we kicked off my new Savage Worlds Sandbox setting with a bang, or at least a whole passle of players: Wendy, Dan, Paul, Elyssa, Russell, Mac, Walter, and Mike M.  Russell and I spent a bunch of the afternoon making a variety of pregens for the people who didn’t already have characters (everybody but Wendy and Dan) to pick from.  After they grabbed a character that sounded appealing and assigned a name and gender, we got started.

The roster ended up being:

  • Loric, the Physician/Mage – male – Wendy
  • Thorvald, the Demonologist – male – Dan
  • Aerys, the Duelist – male – Paul
  • Qwirk, the Brute – male – Elyssa
  • Tyrok, the Dwarven Architect and Priest of Fess – male – Russell
  • Dorakyra, the Priestess of Kyr – female – Mac
  • Angelina, the Tomb Raider – female – Walter
  • Ranth, the Scout – female – Mike M

Because it was the first game, and there were so many players, including ones who only show up once in a great while, I gave them a mission to start out instead of going for the full-on sandbox.  That is, I gave Dorakyra and Tyrok a mission, and left it to them to recruit the others.

Dorakyra has been charged by the senior priestesses of her Goddess, Kyr, the Collector of the Dead, to travel to the village of Brightfalls, approximately one day’s journey to the north of Losian and find the church that records indicate should be there, clear it, and consecrate it to the Gods.  Tyrok was assigned to go with her and aid her.  The pair had been given 500 gold to get supplies and perhaps aid in recruiting (not a lot of money in the economy of the Haunted Realm, since as yet almost all necessities need to be imported from the New Kingdoms).

After some by-play where Dorakyra bet Tyrok that she could find three women to go with them before he could find three men (the stakes were she would let him braid dwarven ornaments in her queue vs. he would let her tattoo “My Heart Belongs to Kyr, But My Soul Belongs to Fess” in henna on his chest), they managed to recruit the rest of the part.  Tyrok weaseled out of the bet by getting the women he found (Ranth and Angelina) to stay out of sight until he managed to convince Dorakyra (who had only found men, in the form of Qwirk, Loric, and Thorvald) to call the bet a draw.  After the parameters of the task were described to them and remuneration discussed, they all agreed to go, though Tyrok once again had to fib…this time telling Loric, who was a bit cautious and reluctant to venture into the wilderness, that the church at Brightfalls was a famous repository of death records that would certainly aid him in his research into the Soul Plague.

The party decided that they would set out at mid-day, so they’d camp well away from Brightfalls and whatever was currently inhabiting it, and arrive the next day with plenty of sunlight left.  They began hiking to the north, passing the newly established farms and tiny villages around Losian, and gradually leaving civilization–or what passed for it–behind.

Shortly before dusk, they were set upon by a pack of skeletons that had been lurking behind some trees near the path that’s what’s left of the road to Brightfalls.  To keep things simple, and because it was most of the players’ first introduction to combat in Savage Worlds, there were only 4 Skeletons, and they were all Extras.  They made relativel short work of the skeletons, with only Angelina taking a hit hard enough to cause a Wound, which she spent managed to Soak.

After spending time interring the remains of the skeletons and performing the proper rights of Kyra over them, the party decided to camp there, rather than continue in the deepening gloom.  They set watches for the night, but aside from something large moving past the camp, the night passed uneventfully.

And there we broke for the night.

It Takes a Thief

This is something I posted to Dragonsfoot a little while back that I wanted to have a record of, mostly because I could have sworn I had posted it here and just wasted a bunch of time searching for it in vain. It’s also relevant to JM’s (not me, some other JM) post To Catch A Thief, where he talks about Thieves in D&D mostly in answer to the really, really old school (pre-Greyhawk) objection that the problem with adding Thief as a character class in the first place is that it takes skills that everybody was assumed to have pre-Thief and makes it that character’s sole job.  My basic suggestion is that you can assume that everybody can still do all those things, but the Thief is the only one who gets a “saving throw” against screwing up so it makes sense to have the Thief try it if there’s one available.

It’s not that relevant to what we’re doing now, because I’ve replaced the D&D as filler campaign with the Haunted Realms, using Savage Worlds.

My players mostly feel that playing a low-level thief is not very fun, because almost all the special abilities (except climbing) are hopeless, if not suicidal, to even try.  E.g. Out of every 100 traps the party encounters, a 1st level thief will successfully disarm one.  It’ll go off on the thief 9 times, and the other 90 times, the party will have stood around while the thief accomplished nothing.

I could address that sort of thing by fudging die-rolls, but I prefer not to do that very often, since if I do it often enough to matter the players no longer really know what the rule is and if I don’t do it often enough to matter, then…well it doesn’t really matter.  And I could amend or replace it with house-rules, but again I’d prefer not to; if I go very far in that direction I might as well be playing one of my home-brews.

Ideally, then, what I’m looking for is way of letting the thief do cool, class-appropriate stuff, that doesn’t contradict the rules as written.  This ties in with some advice I saw (I forget whether it was here or in the ODD Guild) that by the time that dice are being rolled, the characters are in trouble…all the save or die stuff is fine, as long as you give the players enough leeway so that clever play can let them avoid being put in a save or die situation; the save becomes an escape from mistakes they made (or at least risks they knowingly took), not something that’s continually thrust upon them until they inevitably fail.

So here’s an approach I’m thinking of taking with Thief special abilities:

Find Traps: the player describes exactly what the thief is looking for, and automatically detects the trap if the player is looking for the right things.  It’s only if the player isn’t looking for the right things that you roll, in which case the chance is as listed that the thief notices the trap anyway.
The DM must be scrupulous in noting what will set the trap off or what the clues might be.  e.g. if the thief is looking for tripwires in the hallway, or tapping ahead with a 10′ pole, and there is a tripwire, the thief finds it.  If the trigger is a pressure plate and the thief only says he’s looking for tripwires, then roll to see if he notices the pressure plate anyway.

Disarm Traps: the player says what the thief is doing to disarm the trap, if it would work, it works automatically; if it wouldn’t, or would require great skill or dexterity to pull off, roll.  E.g. the thief has noticed a tiny hole in the door handle, such as a needle might come out of, and announces he’s blocking it with sliver of wood before he turns the handle.  If it was a needle trap, that just works. If it squirts gas or some other effect (e.g. a blade trap triggered by covering the hole), then roll vs. Disarm Traps to see if it worked.

Hide in Shadows: thieves can automatically hide if there’s actually something to hide behind; only roll against Hide in Shadows if there’s nothing but shadows to hide in.  If the thief is trying to move from place to place this requires a Hide in Shadows roll if there are gaps between the hiding places, otherwise it’s still automatic (though it may require a Move Silently check).

Move Silently: the check is only necessary against alert opponents. Surprised opponents or those that the DM rules aren’t paying much attention or are making noise themselves won’t automatically notice the thief, even if he fails the roll. The DM should still roll, so the thief remains uncertain about whether there are any alert opponents within hearing range.

Hear Noise: as written, but emphasis is on needing to roll only to hear relatively faint noises; ordinary conversation behind a door, for instance, would automatically be heard by any thief or demi-human listening at the door. A successful Hear Noise roll could reveal the substance of the conversation if the listener knows the language.

Pick Pockets: for picking a selected target’s pockets, the rules apply as written, however any thief can attempt the following:

Working the Crowd: the thief attempts to pick the pockets of targets of opportunity–people who are too distracted to notice the attempt and who appear to be carrying money in an accessible location. May only be attempted in a relatively crowded area, such as at a market. Roll against Pick Pockets once per hour. Success means you managed to gather some coin: roll 1d4 for a treasure from tables P-S (Treasure Carried). A Failure is only detected on a roll of 00.

The Bump: two thieves working together can work the crowd, deliberately trying to distract richer-looking targets, e.g. by one bumping into him while the other picks his pocket. Same as Working the Crowd, but roll 1d8 for a treasure from tables P-V. On an 8 at the DM’s discretion it’s a treasure from any of P-V, but it includes something that the owner is bound to come looking for (or will send someone to look for). The Bump, however, is more noticeable; if there are any guards or other busy-bodies who might be observing the area, for each hour after the first that the pair attempts The Bump, the chance of discovery goes up by 1%. i.e. 2nd hour discovery is on a 99-00, 3rd hour on a 98-00, etc. It’s still pretty safe, but as a way to make a living, it’ll eventually end up in trouble with the law.

Open Locks and Climb Walls (and Backstab!) are all interpreted pretty much as written. I’m tempted to try to come up with a more generous interpretation of Open Locks, or perhaps just label a fair number of locks “easy” (meaning no roll required as long as the thief has tools), but the consequences of failing to open a lock aren’t that dire, and the party can usually try to just break through the door or bash open the chest, which have their own drawbacks, making it worthwhile for the thief to at least attempt it.

Note that this whole way of looking at things owes a lot to Robert Fisher’s thoughts on thieves.

The Haunted Realm

This is the write-up of the introduction to my new Savage Worlds Sandbox setting, The Haunted Realm:

Up until ten generations ago, the Bright Kingdoms were a happy, prosperous land, where Human, Elf, and Dwarf lived in peace. Then catastrophe struck. Nobody yet knows exactly what occurred, but something vast and terrible happened. In a single moment every mirror and scrying stone across the realm shattered. One by one the Gods died, and the stars went out and the moon cracked. The clerics went mad, and in the days that followed most of them killed themselves. A plague began to ravage the landand as its victims expired their bodies would rise as Soulless Ones. Demons began infesting the empty shells, while the displaced souls wandered as pathetic ghosts.

Dark fog covered the center of the continent, and out of them strode the invading armies. Creatures out of legend–Orcs, Trolls, Ogres, Dragons, and things even more horrible–began conquering what remained of the Bright Kingdoms, rounding up the survivors and enslaving or eating them. The remaining survivors fled: the Elves into Faery, the Dwarves deep below the mountains, and the Humans to the overseas colonies in the New Kingdoms. The Bright Kingdoms were no more; the survivors now called the land Gastmor, the Haunted Realm.

Although much of the magic and knowledge of the Bright Kingdoms perished, the colonies of the New Kingdoms grew and prospered, and the people began following the Gods of the new realm. At first, they could not rest entirely easily after what happened in the West. The mages of the New Kingdoms would repeatedly try to scry for information about the old country, but catch no more than glimpses of a nightmare land where, without the Gods, nothing natural grew or thrived. Gradually, though, the fear of imminent invasion lessened, and Gastmor and the Bright Kingdoms were, if not forgotten, allowed to become the concern of mages and academics, as well as the handful of Elves and Dwarves that had been cut off from their homelands at the time of the catastrophe.

Then, fifty years ago, the magic that had been shrouding Gastmor began to recede. The mages and the Elves investigated and what they found puzzled them. Where the fog lifted, of the whatever had been commanding the legions of Orcs and other creatures, there was not a trace. Instead there was evidence of tremendous battles, with invading hordes turning on each other, and the resulting slaughter decimating their ranks and reducing them to scattered bands squabbling over the ruins. The Soul Plague had apparently burned itself out completely. The Elvish and Dwarven nations were still hidden behind mighty magical barriers, unreachable by the magics of the New Kingdoms.

Through their oracles, the New Gods indicated it was time to re-settle the Haunted Realm, destroy the remnants of the evil forces, restore the natural order and bring it once more under the sway of the Gods. The New Kingdoms came to an agreement to grant land to those who wished to settle across the sea in Gastmor, to fund the establishment of new temples, and to send their criminals and troublemakers into exile.

The characters will be settlers and explorers of the haunted wilderness. They may be adventurers seeking fame and fortune, religious devotees carrying out the will of the Gods, criminals sentenced to exile, settlers seeking land of their own, researchers probing into the history of the Bright Kingdoms or trying to fathom the catastrophe that destroyed them, and so on.

Play will take place intermittently, when we have too few (or too many) players to have a session of one of the regular campaigns, and at least some will take place online (either via VOIP like Skype, or play-by-post on the bulletin board) so that Doug and Paul can participate despite the new babies. I intend campaign time to flow fairly rapidly between adventures, so that the players will see progress in settling the setting, and if all goes well there will be successive generations of characters (similar to Ars Magica covenant play). Players will control four or five characters, so that they’ll always have one or two free for whatever combination of players are available that session even if a particular party ends a session in the middle of some activity. At least for the first few game years, adventures will begin and end in the only settled town (Losian) on the Eastern shore of the Haunted Realms.

Want!

  • Oh yes, it will be mine!  I’m particularly interested since we use LEGO minifigs instead of miniatures for most of our table-top gaming.


    • LEGO Castle fans have wanted more civilians, more women, and more non-equine animals for a very long time — something a little more like this:

      Box art for 10193 Medieval Market Village

      Box art for 10193 Medieval Market Village