Showing posts with label old-skool. Show all posts
Showing posts with label old-skool. Show all posts

Friday, February 3, 2012

Innauguration Day II

We now have half of our initial quartet, so let’s do the other half and get this thing underway…

A young lad named Hoko Goldma grows up in Lyonesse, the cultural and economic capitol of the territories collectively known as Wilusa. The son of a wealthy barrister, he tries and tries to apply himself to the study of the law but has simply not fallen in love with his father’s profession; he’s always yearned to see what lies beyond the next hill, and accompanying his father on infrequent trips to nearby city-states has not quenched his thirst for travel.

As an adolescent, Hoko felt that something else was calling to him, if only he could find out what. His questions found answers under the tutelage of one Jannick Idolf, an acquaintance and client of Hoko’s father and a practitioner of the arcane arts. Jannick saw in Hoko the raw abilities of a worker of magics, and took him under his wing as an apprentice. Hoko’s father rather than being horrified like so many other parents, was relieved to see his son applying himself to a body of work instead of languishing or sitting idle.

After passing a final series of tests, Jannick released Hoko into the world, along with a word or two of advice about his impulsive tendencies. Hoko’s father celebrated his son’s accomplishments, bestowed upon him a tidy sum as “startup” capital, and treated him to one last meal at the Yellow Queen, a slightly up-scale establishment in Lyonesse and a renowned nexus for entrepreneurial and outgoing personality types.

“My son,” he said, “what you need is to get yourself into the northern territory, where the mining industry is going through a boom. That’s where the real opportunities will lie – where fortunes may be made or lost. If you really want to succeed at this new calling, you’re going to have to stake your claim and take some risks… Off-hand, though, I’d say it’s too risky to make the long journey up there, alone. What you need right now is…” His eyes scanned the room, lingering for a moment on a portly man of serious demeanor with a cowl up over his shaven head, then brightened as two burly strangers walked through the door from the street outside. “Ah!... You need somebody like those fellows…”

Furok grew up the son of an impoverished potter and farmer, and only child on a barely-workable patch of land in the harsh environs of the Black Hills. The soil was thin at best, and the farmers in the area were always fighting a battle against the elements; Furok’s childhood, without a mother present, was difficult to say the least. Furok’s uncle Ulmo, however, was going to change all that…

A former soldier in the army of the city-state of Imai, Ulmo had returned to the Hills as a young man, determined to make a difference in the hard lives of his folk. He signed on with a group of outriders charged with patrolling the Black Hills area, under charter with the Duke of Imai, and spent the better part of the next fifteen years roaming through the countryside and protecting the mostly-unsuspecting villagers and farmers from darker forces.

Ulmo could see that Furok had the potential and gods-given gifts to be more than just an apprentice potter or beet farmer. He could also see the longing in the boy’s eyes whenever he looked at the horizon, or watched the sun set behind the dark Hills. Ulmo confronted his father and, in a heated exchange, goaded him into releasing Furok into his care. He and the lad walked away the next morning, and Furok has only been back once since then.

For the last three years, through rain and shine, summer and chilling winter, Ulmo has taught Furok the finer points of surviving and tracking in the wilderness, as the lad learns to ride and fish, hunt and fight. Together, they track brigands, apprehend poachers, and ambush goblins. The high-point comes when the pair finally corner and capture a notorious deserter and thief in the very north of the Hills. There is some hope that he was at the center of a string of recent disappearances from the roads in the region, but this theory quickly fades under interrogation.

What becomes clear, though, is that the thief is wanted for crimes back in Lyonesse, a week’s ride to the south. Ulmo and Furok restrain him and begin heading down out of the Hills, joining the main road on the plains, stopping in the city-state of Imai before heading downriver to Lyonesse. Once they reach the largest of the city-states, Ulmo finds out from the magistrate that their prisoner is wanted for murder in Tondota, Lyonesse’s rival city. According to the Wilusan League’s compact, extradition is automatic; Ulmo packs up for another ride of several days’ duration.

Before collecting his prisoner and remounting, he takes Furok aside, suggesting that he head back to the Black Hills; they’ve been gone a while, and Ulmo doesn’t want the outriders to be short-handed for too long. They enter the inn where they’ve been staying (the Yellow Queen, of course), and say their goodbyes. As Ulmo leaves, a large heavyset man with a cowl over his shaven head introduces himself…

“I am Archibald, of the Order of Pluto. I am in need of stout hearts and strong arms, to aid me in an errand of sacred importance. Might I tempt you into discussing potential terms of employment?”

At almost the same moment, a young elf and burly half-orc enter the inn, the shouts of the criers echoing in their ears; a barrister pushes his son towards the growing knot of individuals. They introduce themselves and inquire with Archibald about employment. Archibald explains that one of the duties of Pluto’s priesthood, as wardens of the dead and the underworld, is to explore and catalog any large subterranean complexes that are discovered. Some of these are too dangerous, some are inaccessible, but an initial attempt must be made.

Archibald explains that the complex he is bound to explore is located in the heart of the Black Hills, only a couple of days’ march from Furok’s old home. The others sign on, a price is determined, and gold coins change hands. The group of adventurers agrees to depart on the morrow…

And a legend is born!!!


(***Note***: credit for a great deal of this material must be given to other sites and bloggers, to say nothing of all the stuff that I've ripped off from common literature. I am chiefly indebted to the work of Matt Stater, over at Land of Nod; please check him out, and buy his stuff on Lulu.com...)

Wednesday, January 25, 2012

Sandbox vs. Linear... Ready... FIGHT!!!

When I started this current effort, I was presented with a dilemma – which approach will give a group of extremely imaginative (but completely inexperienced) gamers the most satisfaction: a linear, adventure-module-type campaign, or an open-ended sandbox?

It’s probably not too shocking to find that, so far, I’m doing a bit of both. I started out, however, by going hard in the “sandbox” direction.

Using Land of Nod as a guide, I stuffed a ton of adventure seeds and hooks into my 400mile x 400mile region of the world; all told, it was easily forty or so, not including more complex locations like cities. It was, frankly, a bit overwhelming for me as the DM… I could only imagine what it was going to be like as a brand-new player, being inundated with an avalanche of material to pick through…

At present, as I said, I’m doing a bit of both: I’m stitching together a couple of long-term storylines using modified versions of boxed adventures, but I’m peppering the environment with a selection of adventure hooks that can send the PC’s off on flights of tangent.

I have also found that there’s a third option. As a fan of Jungian synchronicity, I’ve been delighted to discover that random encounters can be made to fit a wide range of storylines if you’re willing to throw caution to the wind and embrace the madness. Dire wolves are no longer just a range of numbers on a chart; to the players, they automatically become obvious agents of Evil Genius X (whether or not that’s true, of course, is borne out over time). Taken to an extreme (and using suggestions such as Daddy Grognard’s that involve the tracking and mapping of major random encounters), you effectively have a sandbox environment that generates itself…

This is all undoubtedly “old hat” to a lot of folks who might read this blog, along with much of the material that’s going to be posted here. All I can say is that this is all either new or fresh to me, so I hope it’s interesting to read about somebody progressing through the various stages of discovery…

Thursday, January 19, 2012

Questions, questions, questions...

Cool series of questions from a cool blogger, Zak Sabbath. Check him out...


My answers are below:


1. If you had to pick a single invention in a game you were most proud of what would it be?


Probably the stretch of improvisation I had to do in order to expend the 24 hours between uses of "plane-shift", while on my own and totally outgunned.


2. When was the last time you GMed?


Monday, 1/16.


3. When was the last time you played?


As a player? Wow... 2005?...


4. Give us a one-sentence pitch for an adventure you haven't run but would like to.


The garrison commander of a besieged large (1,000+) town pulls a Benedict Arnold, and the bewildered PC's are now thrust into organizing the defense.


5. What do you do while you wait for players to do things?


Provide taunting mood music, or imply a countdown.


6. What, if anything, do you eat while you play?


Last time, smoked almonds and red wine. Aw yeah.


7. Do you find GM-ing physically exhausting?


Yeah, but it gets easier. Ask me the next time I run a session that falls flat... That's exhausting...


8. What was the last interesting (to you, anyway) thing you remember a PC you were running doing?


Upon losing all his cash to a cutpurse, rather than simply doing a song & dance at the nearest tavern, his bard proceeds to scam his way into a wealthy merchant's home and seduce his daughter... Didn't really see that coming.


9. Do your players take your serious setting and make it unserious? Vice versa? Neither?


It's joyous to see both happen, in quick succession: when everybody's laughing their asses off, and then they get hit with something that makes everything *stop*. Priceless.


10. What do you do with goblins?


Make them entertaining, or make them really fucking devious.


11. What was the last non-RPG thing you saw that you converted into game material (background, setting, trap, etc.)?


The de Sade graffiti trick from "Quills", but with blood instead of poop. (Look it up, kids)


12. What's the funniest table moment you can remember right now?


Not terribly hilarious, but I had a great time the first opportunity I had to start throwing little notes exclusively to one character about something going on in his head. My noobs hadn't seen that, yet...


13. What was the last game book you looked at--aside from things you referenced in a game--why were you looking at it?


Planescape: Well of Worlds. Looking at throwing some major curve-balls at my gang of noobs.


14. Who's your idea of the perfect RPG illustrator?


I would buy any product that hired Eddie Campbell as its illustrator.


15. Does your game ever make your players genuinely afraid?


Yes, and it's a very, very cool feeling...


16. What was the best time you ever had running an adventure you didn't write? (If ever)


Plunging my noobs into a dungeon created solely with Paul Jaquays' "Central Casting" system. Put together some connective tissue, and it's a hell of a ride.


17. What would be the ideal physical set up to run a game in?


A retired nuclear cooling tower. Awesome reverb, and quite a bit of underlying contemporary anxiety about one's general well-being...


18. If you had to think of the two most disparate games or game products that you like what would they be?


The old Twilight: 2000 series and Ars Magica. Going from meticulous number-crunching to a total devotion to story development.


19. If you had to think of the most disparate influences overall on your game, what would they be?


Shakespeare, Joseph Campbell, and High On Fire.


20. As a GM, what kind of player do you want at your table?


Imaginative, and un-self-conscious.


21. What's a real life experience you've translated into game terms?


Nightmares. I've used some exceptionally vivid imagery from horrific dream experiences to describe specific elements of game action. Works pretty good.


22. Is there an RPG product that you wish existed but doesn't?


A really good planet-scale terrain generator that's not dependent on computers.


23. Is there anyone you know who you talk about RPGs with who doesn't play? How do those conversations go?


Not really, but I'm working on changing that.

Tuesday, January 17, 2012

What... is your favorite *color*?...

So... what's all this, then?

About a year ago, my super-cool (but super-busy) ladywife mentioned to me in passing that she might - might - be interested in gaming with me at some point. This was a highly unexpected offer, as she'd really not shown much specific interest in my past gaming activities; I was a heavy-volume gamer when we'd first met, fifteen or more years ago, and it was by far my most intense non-academic activity. Now, here she was, actually encouraging me to get back into the hobby... inconceivable.

I, of course, leaped at the opportunity. Having dribbled away my books over the years, I began snatching up all of the old 1st Edition volumes on eBay, Abebooks, Powell's, etc. I got books I'd never had before, including the old boxed sets for Greyhawk and Forgotten Realms. I went nuts, and bought the entire T1-4, A1-4, G1-3, D1-3, and Q1 series of adventure modules. I found out about Judges Guild (previously unknown) and snapped up vintage modules and expansions dating back to the mid-seventies. I have no idea how much money I spent before my wife told me that, due to a new promotion, she didn't really have any disposable free-time to spend on regular gaming. I chid myself for getting so carried away, and put my books in storage...

... But then, a wondrous thing happened...

I happen to do nonprofit theatre work at the grassroots (i.e. "no money") level with a group of extremely talented twenty-somethings; at forty, I cling to the analogy of Burroughs hanging out with Kerouac and Ginsberg. I also happened to drop a D&D reference at a social occasion, for whom it was, no doubt, an anachronistic curiosity. The next thing I know, I'm DM-ing steadily for the first time ever, with a group of first-time players, who happen to be post-adolescent and exceptionally bright.

(A quick digression: if you ever get the opportunity to game with theatre folk, you should definitely try it. So long as there's no impulse to be ironic or sarcastic, they're well-suited to the imaginative aspects and more than willing to throw themselves into character. It may not be your cup of tea, but hey... what could it hurt?...)

I was really nervous at first about whether or not I could tell the story in a compelling manner, or whether anyone would feel slighted or bored. Now I've got seven budding D&D junkies on my hands, in two converging groups. I'm only about four sessions into it, but I'm having the time of my life...

The Past is Prolapse...

I always tend to start with disclaimers, both verbally and in writing, and this instance looks to be no different.

This is, in fact, the first blog that I've ever written, contributed to, or begun. I've done comments, on occasion, but this is definitely the furthest that I've ventured in the new frontier of Infinite Visibility and Exposure. As with a lot of things in my life, the novelty of the experience is one of the primary motivators; as soon as that ebbs, however, the impetus to contribute on a regular basis is likely to wane. I'll try to compensate for that, but I make no promises...

My second disclaimer is that I'm terrible at exposition - the art of laying down the background of a situation without boring your audience to tears. My writing is kind of like my thinking: under-structured and over-impulsive. When I've got new relevant details for old posts, I'll try to go back and make edits. Again, though, no promises...

I guess that this is the point where I should get to the point.

I'm starting this because I have a growing volume of material for which I don't really have a forum of expression, and that I don't want to simply lose to the sands of the hourglass... namely, the goings-on in my D&D sessions.

As ridiculous as it sounds, the reading of this kind of blog was what got me back into the gaming community after an absence of more than a dozen years. Now, I'm enjoying the game so much that I want to set this material into a framework that's accessible to my players and the interested public at large (no matter how small that group may be).

Feel free to comment, to suggest, and to leave opinions. I'm not sure what else I should be asking of a readership, other than patience and civility, so I'll go ahead and request those two items.

For now, I should probably stop starting, and start doing. Thank you for your consideration.