It's been over a month since my last post here. I have several Actual Play posts partly written up, but haven't mnaged to finish them off. I've been directing my creative energies elsewhere, and to good effect!
Firstly, I've made a good push towards finishing the text for my PowerFrame RPG! I only need to put one example into the Mysticism section and that's done (pending revision or adjustment). However, the perfectionist in me insists that I add a Vehicles section too. That's going to be a few pages with some basic templates and piloting instructions, but I won't have room to include comprehensive lists or creation rules.
Secondly, I've actually been getting a bit of work as an RPG freelancer! I have a few jobs on the go at the moment.
I'm doing some writing for Combat Description Cards. It's an interesting project, but coming up with so many different ways to describe attacks can be taxing at times! We're almost done with descriptions for the main decks.
I'm drawing pictures of fuzzy animals for Wordsmith Games' Strays RPG, due to be Kickstarted soon! I'll post some of the pictures once I'm allowed to.
I'm also waiting on the Kickstarter for a zombie game called Fear The Living; if it's successful, I'll be doing editing and layout. I know zombies have been done to death and back again, but having only recently watched the entirety of The Walking Dead, this game will save me the trouble of writing my own Apocalypse World hack for the zombie apocalypse! It's half dealing with zombie chaos, half dealing with the other survivors, which is a mix I'm looking forward to exploring.
I'm also waiting on the Kickstarter for Fragged Empire, for which I'm hoping to provide editing services. I've already gone over the website text, including the short story and species information. The author's also a graphic designer, so the layout and presentation is already really slick, and he has some stunning artists on board.
I'll post links to the Kickstarters once they go live!
Saturday, 31 May 2014
Wednesday, 16 April 2014
Planning Scenarios
I've been slowly writing the GMing chapter for my PowerFrame RPG. It definitely requires a different set of brain-muscles than writing rules; it's slower, and I have to spend a lot of time thinking about what I want to say and how to explain it. In the end I just have to bite the bullet and write it out messily just so I can identify the points I'm trying to make. Then I go back and edit it a few times until it's organised properly and doesn't waffle too much.
The following excerpt is the first-draft of a section on how to plan scenarios.
Designing a scenario is a lot like planning a surprise holiday for a group of friends. You probably have some idea what they like, and have some locations and activities in mind, but if you get too absorbed in planning a strict itinerary you might discover your fellow travellers have other ideas about what they want to do and where they want to go.
Some travellers are happy with the simplicity of a guided tour, while some prefer a flexible tour with optional side trips, and others would rather to go off the beaten track and find their own way. Players can be just as varied, so it’s useful to discuss how much they would like to contribute to the game’s direction.
Sometimes the players are happy to go along for the ride. If your group is like this and you know them well, you may be able to plan linear scenarios based on a series of events. Other groups might become frustrated if you force them to stick to a planned scenario regardless of what they want to do, because it robs them of the sense that their actions can affect the world.
Probably the first place to start when looking for scenario ideas is to ask your players if there are any things they really want to see come up in the game, and find out if they have any plans or goals their characters are interested in pursuing.
Once you know the general direction the players would like the game to go, you can prepare material that’s less likely to be ignored or avoided.
To avoid excessive planning before the game and frustration during play, try to develop a broad understanding of the situation and the area in which the game is happening (see below for more advice). This way, you’ll have a reasonable idea how to respond regardless of the direction the PCs decide to go.
If the players are big on following their own plans, you should try to be flexible and accommodating. However, this doesn’t mean you have to abandon your prep work. Like a tour guide, you can point out locations, people, and events that may be of interest. The PCs might encounter signs of a situation that is unfolding without their involvement.
In any case, it’s generally better to give the players a hook and see if they bite, rather than jamming it down their throats.
The following excerpt is the first-draft of a section on how to plan scenarios.
Planning for the Journey
Designing a scenario is a lot like planning a surprise holiday for a group of friends. You probably have some idea what they like, and have some locations and activities in mind, but if you get too absorbed in planning a strict itinerary you might discover your fellow travellers have other ideas about what they want to do and where they want to go.
Some travellers are happy with the simplicity of a guided tour, while some prefer a flexible tour with optional side trips, and others would rather to go off the beaten track and find their own way. Players can be just as varied, so it’s useful to discuss how much they would like to contribute to the game’s direction.
Sometimes the players are happy to go along for the ride. If your group is like this and you know them well, you may be able to plan linear scenarios based on a series of events. Other groups might become frustrated if you force them to stick to a planned scenario regardless of what they want to do, because it robs them of the sense that their actions can affect the world.
Consult the Players
Probably the first place to start when looking for scenario ideas is to ask your players if there are any things they really want to see come up in the game, and find out if they have any plans or goals their characters are interested in pursuing.
Once you know the general direction the players would like the game to go, you can prepare material that’s less likely to be ignored or avoided.
Get to Know the Situation
To avoid excessive planning before the game and frustration during play, try to develop a broad understanding of the situation and the area in which the game is happening (see below for more advice). This way, you’ll have a reasonable idea how to respond regardless of the direction the PCs decide to go.
If the players are big on following their own plans, you should try to be flexible and accommodating. However, this doesn’t mean you have to abandon your prep work. Like a tour guide, you can point out locations, people, and events that may be of interest. The PCs might encounter signs of a situation that is unfolding without their involvement.
In any case, it’s generally better to give the players a hook and see if they bite, rather than jamming it down their throats.
Wednesday, 12 March 2014
Breaking the World
Since one of the main players in my last Apocalypse World game has bowed out, it doesn't look like The Pit is going anywhere. I am starting to feel the desire to MC another game though.
Last time, I had problems getting the players to feed me enough information about the shape of the world. I mainly wasn't asking the right sort of questions; they were too open, leaving people floundering for a good answer, and often letting them put their characters in comfortable situations. I didn't ask enough leading questions that channelled or suggested an answer, and I didn't pop any situations on them as fait accompli - I always gave them the option to demur and deny what I was offering.
I'm never sure how to set up the actual world for Apocalypse World. Asking the players what the world's like seems to mainly result in not-very-weird post-nuclear-war worlds. I don't want to come to the table with a complete pre-built world, but I may approach the next game with an apocalypse in mind so I have something to fall back on and colour my input. Of course, if the players come up with something of their own, I'll run with that instead.
Another thought I had was to use the same sort of list Hardholders use to define their holding - get the group as a whole to pick options off a list and discuss them to establish what's fundamentally wrong with the world. I based the options off the lower tiers of Maslow's hierarchy of needs.
There’s never enough - food, water, shelter, comfort. People take what they can from those who can’t hold onto it. Everything decays, and the only thing that stays the same is the fact that nothing else does.
The world is broken in other ways too - wrong, dangerous, fundamental ways - and people adapt as best they can. As a group, answer 3 of the following questions, talk about the whys and the wherefores, and also what you can do to safeguard yourself:
- What makes breathing a problem sometimes?
- Why is the water supply hazardous?
- What’s wrong with the food supply?
- Why do you need protective gear to go outside?
- What makes trying to have kids difficult?
- Why can’t you stay in one place for very long?
- Why can you never let your guard down?
What do you think? Are there any other questions you'd add to the list? Would you frame the options differently? Keeping in mind that it's basically world-building training wheels for me as an MC, do you think the whole thing is an unnecessary exercise? How do you do it? Is there a better approach?
Sunday, 2 March 2014
Bestiary: More or Less?
I've made good progress on PowerFrame's magic system, although there are still a few wrinkles to iron out before it's properly complete. I might blog about that when I've sorted through the options a bit more. In the meantime, I've been filling in some details in the Adversaries section - Races, Archetypes, and Creatures.
For Races I currently have Elf, Dwarf, Goblin, and Minotaur, which take up a page in total. I might add another page if anything comes to mind, but I'm fairly happy with giving people a few examples to work from and leaving them the tools to make their own.
For Archetypes I currently have Warrior, Archer, Town Guard, Police/Security, Modern Soldier, and Bandit. They take up half a page each. Again, the system contains tools for making your own Archetypes, so I think just a few examples is a good start.
I started on Creatures yesterday. My previous group had put quite a lot of work into creating a Bestiary, which featured many detailed renditions of real-world animals. I myself did quite a bit of research on big cats and statted up seven versions across six species (lion and lioness get separate stats). On top of that, we have three types of bears, a few dogs, boars and domestic pigs, monkeys and apes, big game, and a swathe of domesticated livestock.
I'm trying to decide how much detail to put into the main rulebook. I had started out creating a format that condenses several species of information into a single statblock, but I'm not sure if the level of detail is worth it. Thinking about how I've presented the Races and Archetypes, I'm considering stripping it back and having one example each of a few different groups - an archetypal big cat, bear, wolf, predatory bird, snake, and shark.
On top of that, I'll include some monsters to give people an idea of how to create fantastic beasts and what the expectations and limitations are.
If I find the time, or there's sufficient demand, I can always release a more comprehensive Bestiary as a PDF supplement later on.
What do you think? Given that PowerFrame's a bit of a do-it-yourself toolbox, would you prefer just a smattering of examples and access to the tools? Or would you prefer more detailed and comprehensive information up-front?
Basically, does the difference between a leopard, cougar, jaguar, cheetah, lion, and tiger matter to you?
For Races I currently have Elf, Dwarf, Goblin, and Minotaur, which take up a page in total. I might add another page if anything comes to mind, but I'm fairly happy with giving people a few examples to work from and leaving them the tools to make their own.
For Archetypes I currently have Warrior, Archer, Town Guard, Police/Security, Modern Soldier, and Bandit. They take up half a page each. Again, the system contains tools for making your own Archetypes, so I think just a few examples is a good start.
I started on Creatures yesterday. My previous group had put quite a lot of work into creating a Bestiary, which featured many detailed renditions of real-world animals. I myself did quite a bit of research on big cats and statted up seven versions across six species (lion and lioness get separate stats). On top of that, we have three types of bears, a few dogs, boars and domestic pigs, monkeys and apes, big game, and a swathe of domesticated livestock.
I'm trying to decide how much detail to put into the main rulebook. I had started out creating a format that condenses several species of information into a single statblock, but I'm not sure if the level of detail is worth it. Thinking about how I've presented the Races and Archetypes, I'm considering stripping it back and having one example each of a few different groups - an archetypal big cat, bear, wolf, predatory bird, snake, and shark.
On top of that, I'll include some monsters to give people an idea of how to create fantastic beasts and what the expectations and limitations are.
If I find the time, or there's sufficient demand, I can always release a more comprehensive Bestiary as a PDF supplement later on.
What do you think? Given that PowerFrame's a bit of a do-it-yourself toolbox, would you prefer just a smattering of examples and access to the tools? Or would you prefer more detailed and comprehensive information up-front?
Basically, does the difference between a leopard, cougar, jaguar, cheetah, lion, and tiger matter to you?
Saturday, 1 March 2014
Rippers: Chapter 5
It's been a while, but we finally reconvened for a new session of Rippers! +Annette's been busy with work, but particularly wanted to have a game on the weekend of her birthday. +Michael reported in sick, but bravely soldiered on and joined us via Google Hangout to avoid spreading his illness around.
Given the commotion they have just ignited at the back of the East Wing, the Rippers sneak in the front door. Soon after entering, they hear a gunshot from upstairs - however, their minds are on other matters. Reasoning that the Mummy Heart is probably in a secure location, they head for the West Wing and the library.
They search the library quickly and thoroughly. Douglas finds a secret passage as a neatly-dressed man in a top hat runs past clutching something. Pratchett and Baker pursue him, also hearing booted feet coming from the same direction as their quarry, while Douglas investigates the passage.
Pratchett and Baker catch up with the top-hatted gentleman and attempt to snatch the canopic jar he's carrying. The struggle spills out onto the back lawn, where they are soon joined by three thugs dressed as footmen who assist Top Hat. The gentleman utters some arcane phrases in Ancient Egyptian and summons an otherworldly servant from the ground.
Meanwhile, Douglas' investigation of the passage is stymied by a lack of illumination. As he returns to the library to look for something to light his way, he hears the fracas outside and hurries to join the fray. He discovers that some of Maybrick's serving staff are also fighting against Top Hat's thugs. Top Hat loses the jar to Pratchett, and draws his sword in an attempt to get it back. Baker is struck a grievous blow by one of the thugs, who pays the ultimate price at Pratchett's hand. As most of Top Hat's minions have fallen, he flees but is shot down on the way to the stables by a hail of bolts from Douglas' crossbow.
Maybrick's staff reveal that the gentleman is Sir Conrad Leek, and also that he shot their master; the butler is currently providing medical attention. The Head Maid wants them to stay to speak with Maybrick when he recovers, and requests the return of the jar, but Pratchett implicates their master in its theft and informs them the group will leave immediately.
The Rippers return by carriage to the London Lodge, deliver Leek to the cells, and debrief Shackleworth and Van Helsing. They are congratulated for their return of the artefact. Investigations will continue into Leek's cult, and Van Helsing will deal with the Maybrick situation.
The Rippers have proved their worth to the organisation, and Van Helsing offers them the opportunity of their own Lodge. However, they turn down the offer, content to keep working under orders as they have been.
Rather than tracking Experience Points too closely, I've basically been giving them half an advance every session. Since this session made a good conclusion for the current story arc, and would be a good spot to start them off with their own Lodge as they became Seasoned, I gave them a whole advance this time.
However, they turned down the offer, both in and out of character. The players are happy to be given assignments with enough leeway to use their own initiative and preferred methods, and just concentrate on hunting down and eradicating evil, without the need to bring additional responsibilities and the worries of resource management into the mix. The "run your own Lodge" system is a unique element of the Rippers setting, but it's not one the players are keen on at this juncture. They might decide to give it a try later on, though.
I actually went against the expectations I'd laid out at the beginning regarding pulling punches and character death. In our first game I'd used the Heroes Never Die setting rule to take PC death off the table. For Rippers however, given the visceral and brutal nature of the setting and the foes they would be facing, I'd said that I wouldn't fudge the rules to save lives.
Then I did just that, when a damage die exploded several times in a row against poor Professor Baker and he was faced with taking four Wounds at once from a cultist Extra. Although he might not have died, I reduced the blow to three Wounds, which effectively took him out of the fight anyway.
The main factor influencing my decision was that he'd Soaked against the immediately previous attack with a total Vigour roll of about 26, giving him more than enough Raises to Soak the one Wound he was going to take but also leaving him out of Bennies.
The other factor was that I was concerned about the difficulty of the fight - at the start, due to Douglas' absence, it looked like it would be two Rippers against Wild-Card Leek, three Cultists, and a summoned Bodyguard! I gave Douglas an opportunity to join in, and also had Maybricks' combat servants help out. Even so, it was a close thing when Baker went down. In hindsight I probably shouldn't have been overly concerned; rather than worrying about what makes for a good and balanced fight, I think Rippers is more about what the situation demands. If the good guys end up outnumbered and out of luck, that's the way it goes. Leek was in a hurry to leave anyway, so it's unlikely he would have stopped to finish them off if all the Rippers had been incapacitated.
Anyway, I talked to the group about it afterwards, and they didn't seem to think their sense of fun or challenge had been betrayed. In addition, two of them currently have back-up PCs in case they feel like a change or suddenly need a new PC. I'll try harder to toe the line in the future, but I am by nature a fairly soft-hearted GM.
>>> To be continued!
- +Annette plays Gregory Pratchett, an alienist with a gift for physically battling the forces of darkness. His encounter with a werewolf led to the Rippers showing an interest in his talents.
- +Michael plays William Baker, a Professor of Archaeology who uses knowledge as a weapon. On his expeditions across Europe he began uncovering signs of the occult. In Eastern Europe, one of his parties was all but wiped out by a vampire. He was kicked out of Cambridge for publicly airing his views on the supernatural, losing his tenure and his marriage. The Rippers recruited him shortly afterwards.
- James plays Douglas, a mysterious cloaked gadgeteer with a modified crossbow whose fiancée was killed by a werewolf on their wedding day.
Given the commotion they have just ignited at the back of the East Wing, the Rippers sneak in the front door. Soon after entering, they hear a gunshot from upstairs - however, their minds are on other matters. Reasoning that the Mummy Heart is probably in a secure location, they head for the West Wing and the library.
They search the library quickly and thoroughly. Douglas finds a secret passage as a neatly-dressed man in a top hat runs past clutching something. Pratchett and Baker pursue him, also hearing booted feet coming from the same direction as their quarry, while Douglas investigates the passage.
Pratchett and Baker catch up with the top-hatted gentleman and attempt to snatch the canopic jar he's carrying. The struggle spills out onto the back lawn, where they are soon joined by three thugs dressed as footmen who assist Top Hat. The gentleman utters some arcane phrases in Ancient Egyptian and summons an otherworldly servant from the ground.
Meanwhile, Douglas' investigation of the passage is stymied by a lack of illumination. As he returns to the library to look for something to light his way, he hears the fracas outside and hurries to join the fray. He discovers that some of Maybrick's serving staff are also fighting against Top Hat's thugs. Top Hat loses the jar to Pratchett, and draws his sword in an attempt to get it back. Baker is struck a grievous blow by one of the thugs, who pays the ultimate price at Pratchett's hand. As most of Top Hat's minions have fallen, he flees but is shot down on the way to the stables by a hail of bolts from Douglas' crossbow.
Maybrick's staff reveal that the gentleman is Sir Conrad Leek, and also that he shot their master; the butler is currently providing medical attention. The Head Maid wants them to stay to speak with Maybrick when he recovers, and requests the return of the jar, but Pratchett implicates their master in its theft and informs them the group will leave immediately.
The Rippers return by carriage to the London Lodge, deliver Leek to the cells, and debrief Shackleworth and Van Helsing. They are congratulated for their return of the artefact. Investigations will continue into Leek's cult, and Van Helsing will deal with the Maybrick situation.
The Rippers have proved their worth to the organisation, and Van Helsing offers them the opportunity of their own Lodge. However, they turn down the offer, content to keep working under orders as they have been.
Rather than tracking Experience Points too closely, I've basically been giving them half an advance every session. Since this session made a good conclusion for the current story arc, and would be a good spot to start them off with their own Lodge as they became Seasoned, I gave them a whole advance this time.
However, they turned down the offer, both in and out of character. The players are happy to be given assignments with enough leeway to use their own initiative and preferred methods, and just concentrate on hunting down and eradicating evil, without the need to bring additional responsibilities and the worries of resource management into the mix. The "run your own Lodge" system is a unique element of the Rippers setting, but it's not one the players are keen on at this juncture. They might decide to give it a try later on, though.
I actually went against the expectations I'd laid out at the beginning regarding pulling punches and character death. In our first game I'd used the Heroes Never Die setting rule to take PC death off the table. For Rippers however, given the visceral and brutal nature of the setting and the foes they would be facing, I'd said that I wouldn't fudge the rules to save lives.
Then I did just that, when a damage die exploded several times in a row against poor Professor Baker and he was faced with taking four Wounds at once from a cultist Extra. Although he might not have died, I reduced the blow to three Wounds, which effectively took him out of the fight anyway.
The main factor influencing my decision was that he'd Soaked against the immediately previous attack with a total Vigour roll of about 26, giving him more than enough Raises to Soak the one Wound he was going to take but also leaving him out of Bennies.
The other factor was that I was concerned about the difficulty of the fight - at the start, due to Douglas' absence, it looked like it would be two Rippers against Wild-Card Leek, three Cultists, and a summoned Bodyguard! I gave Douglas an opportunity to join in, and also had Maybricks' combat servants help out. Even so, it was a close thing when Baker went down. In hindsight I probably shouldn't have been overly concerned; rather than worrying about what makes for a good and balanced fight, I think Rippers is more about what the situation demands. If the good guys end up outnumbered and out of luck, that's the way it goes. Leek was in a hurry to leave anyway, so it's unlikely he would have stopped to finish them off if all the Rippers had been incapacitated.
Anyway, I talked to the group about it afterwards, and they didn't seem to think their sense of fun or challenge had been betrayed. In addition, two of them currently have back-up PCs in case they feel like a change or suddenly need a new PC. I'll try harder to toe the line in the future, but I am by nature a fairly soft-hearted GM.
>>> To be continued!
Thursday, 20 February 2014
Basilica Construction Log 2
Today I finished gluing together all of the main superstructure of the model Basilica I'm making as Anima Tactics scenery. Updates since the previous log are the completion of both towers, the inclusion of stairs inside the towers, the addition of corbels to hold up various removable roof segments - and, of course, actually gluing the upper works together rather than just dry-fitting them.
Still to do are various railings, windows, doors, and column details. Most of these will be made from 1.5mm plywood, but I didn't manage to complete and cut the designs for these pieces before I stopped working somewhere with a laser engraver. Once I get the designs together, though, I'll email them through for the guys to cut and post back to me. I also need to paint it, but obviously I'll need to wait until the final details are assembled.
I've included Celia in most of the pictures to give you a guided tour and provide a sense of scale.
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| Aerial front view of the fully-assembled Basilica. |
Still to do are various railings, windows, doors, and column details. Most of these will be made from 1.5mm plywood, but I didn't manage to complete and cut the designs for these pieces before I stopped working somewhere with a laser engraver. Once I get the designs together, though, I'll email them through for the guys to cut and post back to me. I also need to paint it, but obviously I'll need to wait until the final details are assembled.
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| Aerial side view. |
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| Aerial rear view. |
I've included Celia in most of the pictures to give you a guided tour and provide a sense of scale.
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| The imposing facade (although I forgot to add the Church symbol for this shot) |
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| The front doors. |
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| View from the entrance, looking up at the vaulted ceiling. |
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| Sunlight streaming through the choir windows. |
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| Slightly less blinding shot from the front entrance. |
The building comes apart to allow access to various floors during a game. The entire upper works come off, as do the transept roofs and bridges, and three additional storeys of towers.
I've recently started introducing some new friends to Anima Tactics, and I'm looking forward to playing a game on this scenery now the majority of it is together!
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| You can just see the plywood Church symbol on the front. |
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| Fully disassembled into its separate pieces. |
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| Celia on the transept bridge (transept roof removed) |
In the following series of photos, you can follow Celia up the stairs to the top of the left tower.
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| On the ground floor, the tower stairs are accessed from an arch at the end of the aisle. |
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| The first floor provides access to the aisle rooftop, and also has an arch overlooking the nave (not shown). |
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| The second floor stairs are fully enclosed. |
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| The third floor provides access to the main rooftop. It's also the top of the staircase. |
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| The fourth floor is a bell-tower, and can only be reached by climbing or leaping. The Church symbol on the front is more clearly visible here. |
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| The very top of the structure, the tower roof is accessible only by climbing or leaping. |
I've recently started introducing some new friends to Anima Tactics, and I'm looking forward to playing a game on this scenery now the majority of it is together!
Saturday, 8 February 2014
Ryuutama: The Swamp Witch
This is a continuation of the journey from Millane to Frog Hollow. James didn't make it this time, but we had two new players. The start of the session involved creating and equipping characters for Geoff and Tony, and levelling up Mickey and Sasha's characters who'd made the journey last time.
I'd mapped the area around Frog Hollow, and built in some potential quests and destinations. It made for a bit of extra work, since I wasn't sure where they would decide to go, but I prefer to give the players a choice rather than tell them "you're going here." I didn't actually get the time to fully detail all the quests, but I had enough of an idea what was going on that I could wing it.
In many of my games, I've set up XP so everyone gains experience and levels at the same time regardless of whether their character has been present or not. For games such as Savage Worlds, it's more important for everyone to have similar capabilities so they can face the same challenges and contribute meaningfully to combat. However, in Ryuutama experience is directly tied to the number and difficulty of journeys undertaken, and I think it fits the style of the game better to have characters gain XP and level separately based on their individual experiences. The exponential XP requirements mean that hopefully regular players won't get too far ahead, and the increases in capability are mostly fairly subtle.
The travellers head into the imposing mushroom forest as it starts to rain. They make excellent progress, but at one point find themselves in the company of four large Poison Toads! The creatures leap to the attack, surprising poor Adelric and managing to poison Nisonoya as well! Adelric revises his stance and the combat starts to turn in their favour. Although the front-line fighters make good progress against the Toads, it's Yamahaki's crossbow that finishes most of them off.
By noon they reach the centre of this mysterious forest that, by all rights, shouldn't even fit inside the swamp. They come across a clearing with a massive toadstool mansion in the centre, and knock on the door. A young witch on a broomstick flies out of an upper window and asks if they've come to be turned into frogs as well! They negotiate, discovering that the witch has turned people into frogs because they have been taking too much rag-weed from the swamp and damaging the ecosystem. In the end they reach a compromise - the villagers can harvest one cartload of rag-weed a month, and the witch will return the townsfolk that have been transformed.
Satisfied with the deal, the travellers return and camp at the mushroom hut they carved the night before.
Since the "mushroom hut" was the result of a Critical Camping Check, I let them have the result of a standard Success on their Camp Check this night without having to roll for it.
The next day they manage the hard slog through the foggy swamp and make it back to Frog Hollow by lunchtime, bringing with them a few villagers they found wandering around having been returned to human form. The brewmaster reluctantly accepts the deal they've brokered, coming up with plans to cultivate the rag-weed in the town and maybe turn Froghollow Ale into a boutique microbrewed product. He also pays them an extra 200 gold each to keep the secret ingredient a secret.
We wrapped the session up there, with the group looking at capturing the dangerous wild beast for the menagerie next time. Adelric and Walker advanced to Level 2, while the other two are most of the way to Level 3.
I did have my Ryuujin, Gerubera, written up and following the party. She's a Green Dragon, but her goal is to see the travellers gain strength through adversity so she doesn't like providing much direct help. I chose the Bénédiction "Elite Enemy", which I would have used on a Poison Toad if they'd ended up fighting the witch. I also would have used it on the mysterious monster that the menagerie wants, if they'd decided to do that quest first. Her Réveil is "Gift of the Dragon" which provides extra food and water, something they haven't needed yet. As it was, I didn't have to intervene at all, so Gerubera remains at a distance.
I wanted to see the travellers dealing with very difficult terrain, and also wanted to make it more than a day trip to the middle of the swamp and back. The magical mushroom forest was a "space within a space" that I used to make the journey a little longer. They only had to travel half-way through the swamp, then half-way through the forest, but because they got a little lost it ended up being a three day round trip.
They actually fared pretty well despite the Topography difficulty on all three days being an 11. It was hard going, and most of the time people lost half their HP from Movement, but they did OK. It might have been a different matter if they'd battled the witch and lost more Health.
Condition and Statuses featured more heavily this time, thanks to the Poison Toads' attacks causing Poison 6. Since several characters happened to roll a low Condition that day, I was actually able to see a Status effect sticking. Nisonoya was affected by the poison straight away, and remained poisoned the next day partly because his penalised Strength made it harder for him to roll a good Condition. Adelric was hit with Poison 6 while he had Condition 14 so it had no immediate effect, but only rolled Condition 4 the next day - so apparently it took a while to set in.
I wasn't sure how the game would fare, dealing with small side-quests from town hubs, considering it's built around three-day journeys between towns. I wasn't sure how to deal with Town Threats like the witch as part of a standard journey, unless the standard Ryuutama setup means I'd make them go through the Swamp and have them run into the witch then. However, doing a short day-trip there and back makes the journey about the same distance as a regular journey, so it all worked out pretty well.
I'm looking forward to the next session, although given the episodic nature of the game it is eminently suitable for picking up and putting down on a whim.
>>> To be continued!
I'd mapped the area around Frog Hollow, and built in some potential quests and destinations. It made for a bit of extra work, since I wasn't sure where they would decide to go, but I prefer to give the players a choice rather than tell them "you're going here." I didn't actually get the time to fully detail all the quests, but I had enough of an idea what was going on that I could wing it.
In many of my games, I've set up XP so everyone gains experience and levels at the same time regardless of whether their character has been present or not. For games such as Savage Worlds, it's more important for everyone to have similar capabilities so they can face the same challenges and contribute meaningfully to combat. However, in Ryuutama experience is directly tied to the number and difficulty of journeys undertaken, and I think it fits the style of the game better to have characters gain XP and level separately based on their individual experiences. The exponential XP requirements mean that hopefully regular players won't get too far ahead, and the increases in capability are mostly fairly subtle.
- Geoff plays Walker, a Merchant/Magic character based in Frog Hollow. He knows Summer magic, and his personal item is a broken pocket-knife.
- +Michael plays Yamahaki, a Minstrel/Attack character. His personal item is a silver flute that he can't play, a gift from his father.
- +Sasha plays Nisonoya, a Hunter/Technical character who wants to see Frog Hollow's zoo to catalogue many different creatures. His personal item is a necklace.
- Tony plays Adelric Heathcraw, a Noble/Attack character and disreputable scion of the small noble family that rules Frog Hollow. He wields a katana and wakizashi, and his personal item is a cracked monocle.
Since James wasn't present, I said that Karin had separated from the others when they arrived in town to deal with her personal pilgrimage. Yamahaki and Nisonoya go to the tavern, where they meet Walker and Adelric, and sample the local specialty, Froghollow Ale.
The local brewmaster offers them a job. A witch in the swamp is turning people into frogs, which is hampering their ability to harvest Froghollow Ale's secret ingredient - in fact, they are down to the last few barrels! He offers 500 gold each if they can go into the swamp and stop the witch!
Since he is also enthusiastically discussing the menagerie, Nisonoya is approached by a man who works there. He mentions that the menagerie is always after new creatures, and they'd heard tale of a dangerous creature roaming the rocky wastes some days to the northeast. The zoo would pay 4000 gold for a live creature!
Since the swamp is closer, the group decides to deal with the witch first. The next morning, they set off into the swamp during a sweltering hot day. Everybody suffers from the hard journey, and the confusing environment and loud calls of frogs and insects disorients them and they make poor progress.
By evening, only halfway through the swamp, they come across a mysterious forest of giant mushrooms. Adelric has heard tales of this mysterious place, said to confuse and disorient travellers. Yamahaki takes the lead in setting up camp; at Nisonoya's suggestion they carve a hut into the stalk of a giant mushroom, and despite the environment they enjoy a superb night's sleep!
By morning the party is fully refreshed, but their condition is mostly low apart from Adelric who always seems to be in tip-top shape.
Geoff had to bow out early at this point, so I said Walker was feeling a bit under the weather. While still able to follow along, he wasn't able to participate in skill checks or combat. We basically had him following along with the pack-chocobo.
The travellers head into the imposing mushroom forest as it starts to rain. They make excellent progress, but at one point find themselves in the company of four large Poison Toads! The creatures leap to the attack, surprising poor Adelric and managing to poison Nisonoya as well! Adelric revises his stance and the combat starts to turn in their favour. Although the front-line fighters make good progress against the Toads, it's Yamahaki's crossbow that finishes most of them off.
By noon they reach the centre of this mysterious forest that, by all rights, shouldn't even fit inside the swamp. They come across a clearing with a massive toadstool mansion in the centre, and knock on the door. A young witch on a broomstick flies out of an upper window and asks if they've come to be turned into frogs as well! They negotiate, discovering that the witch has turned people into frogs because they have been taking too much rag-weed from the swamp and damaging the ecosystem. In the end they reach a compromise - the villagers can harvest one cartload of rag-weed a month, and the witch will return the townsfolk that have been transformed.
Satisfied with the deal, the travellers return and camp at the mushroom hut they carved the night before.
Since the "mushroom hut" was the result of a Critical Camping Check, I let them have the result of a standard Success on their Camp Check this night without having to roll for it.
The next day they manage the hard slog through the foggy swamp and make it back to Frog Hollow by lunchtime, bringing with them a few villagers they found wandering around having been returned to human form. The brewmaster reluctantly accepts the deal they've brokered, coming up with plans to cultivate the rag-weed in the town and maybe turn Froghollow Ale into a boutique microbrewed product. He also pays them an extra 200 gold each to keep the secret ingredient a secret.
We wrapped the session up there, with the group looking at capturing the dangerous wild beast for the menagerie next time. Adelric and Walker advanced to Level 2, while the other two are most of the way to Level 3.
I did have my Ryuujin, Gerubera, written up and following the party. She's a Green Dragon, but her goal is to see the travellers gain strength through adversity so she doesn't like providing much direct help. I chose the Bénédiction "Elite Enemy", which I would have used on a Poison Toad if they'd ended up fighting the witch. I also would have used it on the mysterious monster that the menagerie wants, if they'd decided to do that quest first. Her Réveil is "Gift of the Dragon" which provides extra food and water, something they haven't needed yet. As it was, I didn't have to intervene at all, so Gerubera remains at a distance.
I wanted to see the travellers dealing with very difficult terrain, and also wanted to make it more than a day trip to the middle of the swamp and back. The magical mushroom forest was a "space within a space" that I used to make the journey a little longer. They only had to travel half-way through the swamp, then half-way through the forest, but because they got a little lost it ended up being a three day round trip.
They actually fared pretty well despite the Topography difficulty on all three days being an 11. It was hard going, and most of the time people lost half their HP from Movement, but they did OK. It might have been a different matter if they'd battled the witch and lost more Health.
Condition and Statuses featured more heavily this time, thanks to the Poison Toads' attacks causing Poison 6. Since several characters happened to roll a low Condition that day, I was actually able to see a Status effect sticking. Nisonoya was affected by the poison straight away, and remained poisoned the next day partly because his penalised Strength made it harder for him to roll a good Condition. Adelric was hit with Poison 6 while he had Condition 14 so it had no immediate effect, but only rolled Condition 4 the next day - so apparently it took a while to set in.
I wasn't sure how the game would fare, dealing with small side-quests from town hubs, considering it's built around three-day journeys between towns. I wasn't sure how to deal with Town Threats like the witch as part of a standard journey, unless the standard Ryuutama setup means I'd make them go through the Swamp and have them run into the witch then. However, doing a short day-trip there and back makes the journey about the same distance as a regular journey, so it all worked out pretty well.
I'm looking forward to the next session, although given the episodic nature of the game it is eminently suitable for picking up and putting down on a whim.
>>> To be continued!
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