Monday, August 15, 2011

Railroading or Trainstationing

Railroading is among the least flattering ways of describing a plot line in RPG. Still there is a whole lot of scenarios for sale that do just that. I have been thinking about this for a while, and evaluating my own way of preparing a scenario. I have concluded that my style is more trainstaion system.

Where in the players are given choices, and based up on them there is a certain flavor of railroad tracks that has to be conquered before they arrive at the next station. I plan this out in various details, often hoping the players will make the "right" choice. Right in this context is for me the choice that will give the most entertaining story. However, I try to keep an open mind about the choiches to give the players freedom to choose. I often write my notes as a diagram of such choices.

Dragonlands

This post never got completed, but I decided to post it anyway...maybe someone can use the idea. 

Introduction
This is a small setting that I created to test dnd4 in. I might expand on it later. Do not confuse it with Dragonlance.

History
The Dragonborn had united it to one mighty empire that spanned most of the known world. The kings of old tried to become as their ancestors, dragons. They discovered that by consuming the hart of a dragon they could gain some of it's imense power. The kings would muster a huge army on the rumor of a dragons lair. After a century of intense hunting, the dragons were all but extinct.
The empire was rules by a council of five Kings, one of which was elected a symbolic leader. The emperor had litle real power in the empires infancy, but as time went the post gradualy came to carry more and more authority. Towards the end the emperor commanded the army, the treasury and had veto for any law proposed. In 398 AF (After Founding) the position became heredatary.

The last emperor, Uldadith Blue-tail, dies of old age in 478 AF. Her children were all to young to acend the trone. The four remaining king seized the oppertunity to end the monopoly of the blue-dragonborn. However, the four could not agree on how to elect a new emperor and the empire decended in to civil war.

The (civil) war ended, with the realization that the empire was to bee no more. There are five autonymous states at current, each of them governed by a king.
  • Green: The king is elected by combat, a tournament is held every 15th year or at the death of a king.
  • Red: The king is elected by combat. Anyone can challenge the king to a duel for the right to be king.
  • Blue: Hereditary kingdom.
  • White: Republic, with a elected king.
  • Black: Hereditary kingdom
Religious beliefs, myths and traditionsThe dragonborn are descendants of chromatic dragons that took humanoid form many centuries ago. Their ofspring were unable to resume their parants dragon form.

True blooded dragonborn can trace their line of ancestors back to chromatic dragons of only one color. Variations upon the same color is accepted, but any other colors are taken as a manifestation of the dragonborns tainted (read: mixed) blood. Among the pestants it is not uncommon to find traced of several different colors, but not so in the nobility.


Friday, July 30, 2010

L5R 4th edition

The 4th edition of Legend of the Five Rings is out! I have long been anticipating it. The book is very beautiful. Especially the layout and the page decorations are excellent. They use typical old Chinese and Japanese drawing style to decorate the page. It is just minimalistic enough. The drawings and illustrations are also good, but not as excellent as the page decoration. The layout is efficient in highlighting important items, and the book is much better organized than the previous edition.

Timeline
Earlier I have written quite a bit about the timeline of L5R, I'll try to avoid repeating my qualms about the the history after 1st edition.

The timeline presented in the book is very brief. They do not dwell on it. Since I have read a lot about the setting in previous editions this is fine with me. Though I suspect that a player new to L5R would want much more details about the history of the empire.

Setting
The setting is presented very nicely. With enough details to make it playable for new players. They introduce most of the cultural aspect in a very satisfying way. A good piece of work.

System
At a glance the system is identical to that of the previous edition, but when one look closer there are a lot of small improvements and changes. Recognizing a person based on glory and gauging a persons honor was always very difficult in 3rd edition. Now there is a much better system using a regular skill roll for each of them. Duels have been made simpler, with fewer rolls. I'm not certain that this is an improvement, but it is at least much less confusing.

With out being extremely familiar with all the school technique I believe that the essence of them has been kept. The biggest change to a single school that I noticed is that Kakita now has to learn Kenjutsu, as they can no longer substitute it with Iaijutsu. Aside from this the techniques are much better explained, and in many case less complicated. Which is good.

Some other changes are

  • Kata can be activated in combat.
  • Void is more expensive to buy than other stats.
  • Shugenja can now attempt to convince the spirits to let him cast a spell that he does not know the proper prayer for.
  • Clearly states that shugenja and courtier can be combined. Also that bushi and courtier can be combined. 
  • More combat stands with more flexibility. 

Tuesday, June 15, 2010

Hunter: The Vigil

The core rule book for Hunter: The Vigil has gathered dust in my bookshelf for about a year now, well in my girlfriends shelf anyway. It would probably still be standing there gathering dust if my Kindle hadn't broken down the day before my vacation.

Hunter: The reckoning had in my opinion many flaws. It made the hunters to much like just another brand of supernatural creature fighting their favorite enemy. In the new version hunters are just normal, with a tidbit of extra juice through some special willpower rules. I like this part. Then they start ranting on about this organization of hunters and that organization. Most of them are not particularly innovation. Each organization had its own special brand of juice. Some has special equipment, others rituals or magic. Which brings us back to the feeling from reckoning that hunters are just another brand of supernatural creature.

If you want to run a game with large organization hunting supernatural creature, this is a book for you. If you just want a game of a small group of hunters doing their very best to survive against the horror of the nights this book doesn't give you a lot of help. Stick with the core rule book for world of darkness and a book or two about monsters and you'll do fine.

The only area where I think this book can be really useful (aside from filling the bookshelf) is if your running a different supernatural game and need some hunter antagonists. In such a game I can see how a big organization of hunters might be both scary and worthwhile for the story.

Thursday, January 21, 2010

Letting go of the reins

In March 2008 I started a Vampire Dark Age campaign. The goal was to play from 754 to 2010. After 30 sessions and one and a half year later I needed some time of from being storyteller. So I asked one of the players to take over as storyteller from October 2009. The idea was that he was going to to between 5 and 10 sessions. I just want to talk a bit about how that felt.

At the initial handover it felt good. I was finally going to be a player again. I trusted the new storyteller to take good care of my campaign, so there was no real worries. The first session was almost like we were two storytellers, as he needed to confer with me about certain things and NPCs.

To make the handover smoother it was done just after the player entered a new city. That is during the sige of Paris in 885 they had been in Paris, but had a very limited experience with the city. So it was almost like a blank slate.

I know what your thinking 30 session / 1.5 years to play from 754 to 885 that is about 4.4 years per session or 87 game years per real year. Which means we are going to need play for another 13 years and 255 more sessions before we reach 2010.
In the beginning it was a bit fun and a bit frustrating to see how the new storytellers used the NPCs, and the plots I left behind. After two or three session that was all gone, it was just great to be a player again. The new storyteller had built up a total separate setting within my setting. He managed to isolate most of the play to Paris city, while still keeping the connection to the NPC and plots outside.

Now after six session as player I feel much more rejuvenated. It is with mixed feelings I look at the calender and see that in 4 sessions I'm going to be the storyteller again. In one way it will be great to be the sotryteller again. I have gotten a lot of inspiration from seeing someone else work with the NPC and plots I started, on the other hand then I will no longer be a player...

Tuesday, December 8, 2009

L5R Alternate time-line II

Earlier I shared with you my alternate time-line for L5R. Now I would like to talk a bit about how it is working out.

The players are all young samurai (courtier, shugenja and bushi) that for one reason or the other had been sent to the capital to serve in a military unit. The guntai consist of 20 samurai, a nikutai and a gunsho. I wanted to establish internal rivalry in the group so that the playing characters would all compete against each other for rank. So the guntai was split into five gumi, and the PC's are all in the same one. The rank among them was very tangible as each samurai was given duties inside the guntais head quarters according to their rank. From lowest to highest the duties are cleaning, supplies, armory, guard, and finally the gumi-cho (leader).
Did it work? Not at once. The first 5 session or so there was no changes in the hierarchy among the players, even though there were several changes in the other gumi. However, when it was time to make the first changes it bloomed. One of the other gumi had suffered some losses, and one of the playing characters decided that this was his opportunity to advance. At the moment he was on armory duty. He convinced his gumi-cho to promote the samurai one step above him (guard duty) to gumi-cho for a different gumi, hoping that he again would be promoted from armory to guard to fill the now vacant position. His effort was rewarded, and he got his promotion. Then the fun begun... The gumi-cho didn't promote the supply samurai to fill the armory, he instead promoted the lower cleaning ronin to that position. The samurai on supply duty that had been looking forward to moving up to armory was furious, especially when her servants had to perform the ronins cleaning duties.

Another thing I wanted to test was if I could run several sessions in close quarter. The first 4-6 session was almost entirely played out within the headquarter for the guntai. Which consisted of a small building with three stories. It made for very intense interaction between player and player, but also player and npc. It helped establish the people around the players very well. However it also became a bit slow paces, and it was difficult to spontaneously throw new things at the player if things moved along to slowly.

The setting is working out very nicely, however I miss the clans that I have made unavailable. It makes for less diversity both in the group and also among the NPC.

Tuesday, September 1, 2009

L5R Alternate time-line

Introduction
As mention in my other blog post I do not care for the official time-line from about 1123. I have recently started a campaign in L5R. What follows below is a short text describing the events as presented to members of the faction of Hantei XXXIX, Crane, Lion and Phoenix.

Setting Concept
There are three major factions. The Scorpion and Crab clans hold the western part of Otosan Uchi. The Cran, Lion and Phoenix lead by Hantei XXXIX holds the eastern part of the capitol. A vicious civil war has been raging through the streets of the capitol.

Ingame Introduction for the Northern factions
This is the recent history of our empire. This every samurai should know. You already know how the Emerald Empire was founded by the seven kami fallen from heaven. You know of the thousand years of peace. Today the time has come to learn why we are at war. Bayushi Shoju was among the Emperors trusted advisor's. He was the champion of the Scorpion clan, the daimyo of the Bayushi family. Unexpectedly and without warning he killed the Emperor. Scorpion forced had been placed throughout Otosan Uchi. In violation with the heavenly mandate he declared himself Emperor Shoju I.

The coup d'etat failed, the Emperors son was never captured or killed. First to arrive at the plains of Otosan Uchi was the Lion, followed by the armies of the Crane. Finally Phoenix arrived with the young Emperor. The honorable clans gathered to the banner of the young Hantei XXXIX. The crabs became traitors and swore fealty to Bayushi Shoju. This was in 1123.
None of you have traveled through the beiden pass. It is the only pass crossing the spine of the world mountains, the only way an army can travel between the south and northern parts of the Empire. Since the coup it has been blocked on each side. The southern side is held by the traitorous crab while the lions hold the northern side. Countless battles has been fought over the pass, but as of yet we have not been able to retake it from the traitors. Until the day we do Otosan Uchi is the only battlefield in which we can engage the traitors.

Short Summary for the Northern Empire
Without preamble Bayushi Shoju assassinated the Emperor, Hantei XXXVII. Scorpion forces made attempts to kill Hantei Sotorii too. Isawa Kaeda saved him from this fate and he was later coronated Hantei XXXIX. Joined by the Crab clan the Scorpion clan was able to hold on to the halft of the imperial capitol. The Crane and Lion clan held the other in the name of the Emperor. Because a mountain range separates the warring clans, the only real battlefield is the imperial capitol.

What Actually Happened
SCORPION COUP D’ETAT
Bayushi Shoju discovered a prophecy by Uikku in which the Hantei would be corrupted. Hoping to protect the empire from a corrupt empire he began planning to end the Hantei dynasty.
An elaborate plan was put in motion. Scorpion forces where moved into the capital city of Otosan Uchi disguised as travelers, peasants and other people on legit business. Agents of the clan was assigned to keep powerful opponents and key defenders of the city otherwise occupied. Chief among them was Akodo Toturi, Champion of the Lion clan and the right hand of the Emperor.
In front of the imperial court Bayushi Shoju killed Hantei XXXVIII on the 14th day of the Rooster 1123. Holding Yashin (Ambition), the sword his ancestors received from Asahina Yajinden , he proclaimed himself Emperor Shoju I. Meanwhile forces loyal to the Scorpion subdued the city and killed every member of the Hantei line. Unbeknown to the Scorpion agents loyal to the Hantei dynasty was able to smuggle Hantei XXXVIII’s son out of the city, and leave a dead boy in his place.

Miya curriers left Otosan Uchi only hours after Hantei’s death bringing the news to every corner of the empire. Shoju I had anticipated this, and placed agents around the city and at way station the Miya would use. Their mission was to delay the Miya traveling to Lion and Crane lands. In this they were successful, but as expected other travelers brought the news to Shiro Akodo within three days.

In Otosan Uchi a terrible Civil War was being waged. Through the usual Scorpion treachery the 2nd and 4th Imperial Legion was outside the city doing a military exercise as the coup was enacted. This left the 1st and 3rd Imperial Legion inside Otosan Uchi. Almost every Guntai in these two legions had one or more Scorpion agent. In addition to the thousands of Scorpion bushi that was in the city disguised as civilians. This made the civil war in the streets of Otosan Uchi a very chaotic battle. The chaotic situation was a enormous advantage for the Scorpion and the deciding factor in the short but brutal war.

Caught by surprise and with many of its leaders indisposed the Imperial Legions was suffering heavy losses to the Scorpions. By nightfall of the first day of the reign of Shoju I the 1st and 3rd Imperial Legion had lost their foothold in the Forbidden City.

Early the second morning a Scorpion infiltrator was caught red handed as he assassinated one of his fellow legionnaires and attempted to open the outer door for the enemy. The infiltrator was interrogated for hours, but he did not reveal any information except that his name was Bayushi Hiromi. News about the discovery spread through the Imperial Legions, and with it paranoia. How many guntai was infiltrated? Was the Chui an infiltrator? Were the guntai beein sent to their certain death? Paranoia made the imperial legion ineffective and the Scorpion bushi made pushed the Imperial Legion east of the river.

The third day was devastating to the Imperial Legion. They incurred unprecedented losses in both manpower and defendable position. Positions that should have been impossible to overrun was taken in mere minutes, due to the infiltrators.

A council consisting of the two Shireikan and their most trusted Chui meet on the outer wall of Otosan Uchi as the sun was setting. They discussed the situation and acknowledged that they had lost the city. With the infiltrator and the paranoia the two legions were dysfunctional and slaughter before the Scorpions. The meeting lasted until Amaterasu again shone her light on the Imperial city. At the end of the meeting it had been decided that the sole goal for the Imperial Legions would be to take and hold the Hojize gate. At noon the fourth day the legions launched a massive attack against the Hojize gate. Both the Shireikan knew it was a gamble. One that they had to win. Somehow the plan was leaked, and the Imperial Forces meet a well defended gate, and an elaborate ambush. Before noon it was clear that the 1st and 3rd Imperial Legion was defeated. Emperor Shoju requested the legions surrender, and his request was granted. 485 bushi of the Imperial Legions surrendered. They were given three choices:. They could swear loyalty to Emperor Shoju, be ransomed to the Imperial Legions outside Otosan Uchi, or commit seppuku.

THE IMPERIAL FAMILIES
The Otomo Daimyo was along with the Imperial Court witness to the murder of Hantei XXXVIII. The courtiers reacted with outrage at the atrocity. From the adjacent rooms Seppun bushi came running into the room. All of whom was ready to draw their sword at an instants notice. A few charged Shoju as soon as they saw the Emperors body. One stubled before reaching Shoju, in hind sight one of the nearby courtier might be responsible for that, but no one could say for certain. One fell to the tatami with a Bayushis tanto from his chest, the last one was cut down with Shojus sword ambition.

It had been a problem bothering Daimyo Otomo Shirazu the last decade. How the Otomo familys fate could be separated from that of the Emperor without compromising their duty. By definition the Otomos duty and fate was linked to the fate of the Hantei dynasty. The Shirazu had considered most situations in which the empire was left without an emperor. In some of the scenarios the solution was straight forward. An Emperor died without leaving an heir. The Otomo would wait and see who became the next Emperor and support that dynasty. An Emperor died without designating an heir, but having multiple children. The Otomo could not simply stand by and wait. This could be perceived as disloyal by the new Emperor. He had yet to solve that puzzle. The scenario that had just played itself out in the imperial court reminded of one he had considered, but still it was different. In his scenario he wouldn’t be uncertain of the fate of the Emperors family.

In the second it took Shirazu to remember his scenarios Shoju had proclaimed himself Emperor. He was telling the court that all members of the Hantei family had been killed. An uncertainty grew in Shirazu. Swearing lojalty to the new dynasty now would on one hand increase Otomos chances of retaining his position as the chief administrators and advicors of the empire. However, if it later should be revealed that a member of the Hantei family survived, or that the Scorpion was bluffing it would be disloyal beyond repair towards the Hantei dynasty.
Shirazu meet the gaze of Daimyo Seppun from across the room. Shirazu signaled for him to stand his men down. The two men had at several occasions discussed the eventuality of the Emperor dying without a clear succession in place. Seppun was of a different opinion than Otomo Shirazu. Seppun would never consider serving a master that had not first been sanction by a Celestial Mandate. After a prolonged discussion Otomo had convinced him of the need for caution in the eventuality of the Emperors demise. Seppun had to agree that he might not at that given time know if who if anyone would receive the Celestial Mandate.

Seeing their Daimyos command to stand down, the seppun bushi sheated their swords and stepped back. The Seppun bushi was not pleased, but their loyalty to the Daimyo was unquestionable.

Later that evening the Otomo, Seppun and Miya had reached an agreement with the self-proclaimed Emperor. The Imperial Families was given permission to stay inside the Forbidden City as guests of Bayushi Shoju they could leave at any time, but would not be allowed back in once they left. This was a beneficial arrangement for all involved. As the Imperial Families could claim to have been held hostages if the Hantei dynasty resurfaced and Shoju would not alienate the Imperial Families which he hoped would serve him as they had the previous dynasty.

AKODO TOTURI
The day before the coup d’etat was launched a geisha with debt to the scorpion had convinced Akodo Toruri to take her to a secluded cabin. On behest the Scorpion the geisha drugged the Champions tea. She had been told to leave the champion as soon as he fell asleep, but ridden with guild she stayed and tended to the sleeping lion. On the second day she saw smoke raising from Otosan Uchi and understood what she must have been a part of. She could no longer bear her guilt and shame.

The geisha prepared the cabin as to receive a honored guest. The smell of damp tatami mingled with that of incense. The mama-san at the geisha house had always told her to be prepared for all eventualities. So she always carried incense appropriate as a gift at a shrine, in case she passed a shrine and wanted to pray. This she had used on many a occation. She had also carried around incense meant to cover the smell of decay, but until this day she had never had any use of it. Neither had she had any use of the white kimono she always put in the bottom of her furoshiki. Mama-san had asked her when she was a young maiko if she wanted the last thing she did to be to inconvenience her client. When she had looked confused mama-san had explained that if she were to die while at a client it would be prudent if the client could find a kimono to bury her in. It was a found memory. As she put the kimono on it was clear as if it happened yesterday. She looked over the cabin one last time. Made sure that no item was out of place, and looked in on her lord one last time. Then she seated herself in front of the small writing table. Wrote a beautiful poem about love, and how it was like the sting of a scorpion. It began as nothing but would eventually consume the entire body and soul. She was not entirely pleased with the brushes, but her hand was not as steady as it used to bee. She moved to the other side of the room. Seated herself, and placed the incense on a piece of burning coal. Sitting in seiza she lifted her lord’s tanto from the tatami. She drew the blade, admiring how well kept it was, the edge was flawless. With one long cut she committed jigai by cutting her troat. Her last though was that she should fall forward so that her corps would look decent.

The Lion champion awoke in the cabin having the distinct feeling of having slept for a long time. He had no way of telling how long he had been asleep. The air was thick with the smell incense but there was also a hint of blood and decay. Looking aroundhe found the cabin as serene as ever. In the main chamber he found his geisha. She was laying on the blood soaked tatami, still holding his tanto. On the writing table he found her last calligraphy. A single drop of blood had fallen on the white paper, staining it with her life blood. Reading the poem tear welled up in his eyes. He knew the Scorpion was behind this treachery and that she had loved him true. Mentally he thanked her for her devotion and consideration. The champion took the calligraphy and would treasure it until he himself died.

Before leaving he burned the cabin, unless someone should discover what had transpired. He knew the life of the geisha was not the Scorpions end game, he dreaded finding out what was.
Uppon arrival at Otosan Uchi he learned what had transpired in his absence. He cursed himself for not being at the side of the Emperor, where it was his duty to be. The Lion Champion travelled towards Shiro Akodo full of self loathing and doubt.

Akodo Tutori the Daimy of the Akodo family and the champion of the Lion clan was nowhere to be found when the nes of the coup reached Shiro Akodo. With the Daimyo missing, and assumed captured or killed while defending the Emperor there was a distinctive lack of leadership in Shiro Akodo. However, the General of the Army decided that it would be prudent to muster the Akodo Army and prepare it to march on Otosan Uchi or defend the land.

THE SIEGE OF OTOSAN UCHI
Circumstances and the obstacles put in place by the Scorpion delayed the Akodo army. First the news of the coup was not delivered to Shiro Akodo by a Miya currier, and it took a lot longer to get it verified. Secondly they family Daimyo was otherwise occupied. Thirdly several acts of sabotage ruined much of the supplied the army had stocked for such occasions.

The first ten days the 2nd and 4th Imperial Legion attempted to lay siege to the city. With only two legions it was impossible to prevent people to leave and enter the city. Traffic to and from the city was wholly controlled by the Scorpion within. Even when the Akodo Army joined the siege on the tenth day the siege was far from perfect. The arrival of the second Matsu army on the 15th day completed the siege. Now access to and from the Otosan Uchi was controlled by Akodo Toturi and the Lion forces.

Having little reliable information about the size of the Scorpion forces inside the city Akodo needed to make several minor attempts at storming the city. He did not have any hope for the attempts to take the city, only to gauge the strength of the defenses.

After three raids Akodo concluded that he had insufficient number of men to retake the city. It was unlikely that he had enough men to even breach the wall at a single point. Having a clear view from the city the Scorpions could easily redistribute their defenses to match any single attack point.

19 days after the coup the Second Army of the Crane entered the field surrounding Otosan Uchi. Immediately the Rikogunshokan demanded to speak with Akodo Toturi. For a short while it seemed like the old Lion vs Crane conflict would come to a final conclusion on these fields. However, Toturi conceded and gave the Crane one week to attempt to broker a diplomatic solution. If this failed, the Crane agreed to participate in storming the city under the leadership of Akodo Toturi.

Ten days of intense negotiations followed. Doji courtier meet with courtiers from both the Scorpion and the Otomo family. At the conclusion of the ten days an agreement had been reached. The Otomo and Seppun would remain neutral in the conflict until a Celestial Mandate could be established. The Seppun bushi would withdraw to Kyuden Seppun while the Otomo family would remain guest in the Forbidden City. It was a grand procession as thousands upon thousands of Seppun bushi marched from the city. The population at large took it as an ominous sign that the Seppun was abandoning the city they had protected for so long.

28 days after the coup Akodo Toturi launches a massive attack on Otosan Uchi. The Second Crane Army asult the Toyotomi gates, while the Second Matsu Army engage the enemy at Hojize Gate. Akodo Toturi leads the Akodo Army against the Ochiyo section of the city. The goal of the attack is to breach the outer wall and gain a foothold inside the city. It is unacceptable that the murderer of Hantei XXXVIII holds the Imperial Palace. The City must be retaken by any means possible.

Only the Matsu Army meets with any success on the second day of the attach they are able to breach the outer wall on two different places. From that point forward the Hejize district becomes to main focus of the attack. A few scattered raids are performed against other parts of the city so that the Scorpion has to divide their forces up to man the outer walls.

Again a brutal civil war rages in the hearth of the Empire. Many of the citizens of Otosan Uchi had been drafted into the Scorpion defense army, most against their will. In spite of this the Scorpion is losing ground day by day. After 10 days of fighting the Scorpion has lost most of the east side of the city. They are holding the invading forces off along the Higashi River.

Again the Doji courtiers urge Akodo to seek a diplomatic solution to the conflict. It is costing both sides gravely to wage a battle street by street. Akodo say nothing has changed since their last diplomatic effort. He will not accept Hantei XXXVIII murderer as Emperor, and Shoju will not submit to justice.

On the morning of the 39th day after the Coup a fleet of Mantis ship arrives outside Otosan Uchi. The single Lion vessel that has been blocking the harbor would be no match for such a fleet. The prod Lion captain will nonetheless not withdraw. He maintains the position, but has to watch as several Mantis ship sails into Otosan Uchi. The Mantis approaches both factions. To Shoju they offer supplies of food, water and other necessities. They also suggest that they might ferry in reinforcements to bolster the Scorpion forces. To Toturi they offer to side with him in the ongoing conflict for a significant bribe in land and money. Toturi is tired and in a bad mood and kills the Mantis envoy for the odesity to demand a bribe to fight on the side of justice. Shoju on the other hand gladly hires the Mantis to ferry supplies and reinforcements in. However, he demands that hey sink the Lion vessel to seal the bargain. Later that evening 25 ships surround the Lion vessel, and sinks it in a spectacular display of naval might.

Gaining fresh supplies bolster the moral of the Scorpion forces, but the superior numbers of the invading forces pressed the scorpion west street by bloody street.

On the 42nd day of reign of Emperor Shoju I the mighty Army of the East arrived in Otosan Uchi after 24 long days march from Watchtower of the East. The army was lead by Daimyo Hida Kisada, Champion of the Crab clan.

A small envoy from Emperor Shoju I greeted Hida. He was informed that the Emperor required his presence in the Forbidden City. The summons read as a summons from the Emperor ought to, leaving no doubt that the Emperor expected absolute obedience from his subject the Crab Daimyo. Hida Kisada and a small retinue approached the city. As he was passing through a control post manned by bushi from the Daidoji family. A messenger from the Akodo family brought him a letter requesting his presence in the command tent of Akodo Toturi at his convenience.

Hida Kisade could see many signs of the civil war though out the city, but when he entered the Forbidden City all seemed to be as usual. There were no signs of the war, the servants were courteous and knew the proper protocol. With ever step he became more and more aware that he was approaching the Emperor of the Emerald Empire and not another Daimyo. More than one Hida Daimyo had wanted a new tournament to decide who was most fit to rule the empire. It was typical Bayushi to hold it without inviting bothersome contenders. In every action Shoju acted as the Emperor, and Hida Kisada found him as worthy as Hantei had ever been. . On behalf of his clan he swears fealty to the Shoju Dynasty.

Kuni engineers and Hida bushi quickly assessed the situation and found that it would be best to withdraw all forces over the main river dividing the city. Fortify the west bank. Giving up the eastern side of the inner ring wall caused the most discussion. Neither crab nor scorpion had ever attempted to fortify a river running through a city, and it was decided wisest to fortify the bank and leave the Hito district to the enemy. If at a later point it was deemed defensible one could attempt to retake the Hito district.

HANTEI XXXIX
Isawa Kaeda came upon two Scorpion agents as they were fighting with the young Hantei Sotoriis yojimbo. The fight was going badly for the yojimbo until Isawa called forth the fiery wrath of the Kami his family was famous for.

Looking at the situation and hearing the sound of fighting all over the Forbidden City, Kaeda understood that the only way he could save the heir was to get him out of Otosan Uchi. He told the yojimbo as much. The Yojimbo Seppun Kamashi and Tamiko asked Isawa to leave it to them to make sure everyone though His Highness was dead.

THE SEPPUN YOJIMBO AND HANTEI SOTORII
Understanding the graveness of the situation Hantei Sotorii quickly sought shelter. Mean while Seppun Kamashi ran towards the living quarter of his family. His son was of an age with the heir, and his appearance similar enough that unless someone was very familiar with the heir they would not see the difference. He had once thought that if he dressed his son in Hantei-sama’s kimono even the Emperor would not see the scam.

At the living quarter he found his wife and son huddled together in their small apparment. The turmoil had reached the Seppun quarters, but it seemed the attacker had little interest in the women and children. He picked up his son, looking at his wife with tears welling up in his eyes. He quoted the ancient an ancient poem by Seppun Hataru. It was well known to every Seppun that had ever lived. The poem spoke of how all he had wished for was a honorable death, and how he today died for the emperor. Waking towards the sliding door separating their apartment from the hallway outside, he turned and said “None that knows can be taken alive.”

As he ran back towards Isawa he heard his wife take down her old Katana from the stand. She had given up the way of the warrior when they married, now she was going to die the death of a true Lion.

Back in the garden the two boys quickly exchanges clothing. Hantei Sotorii looking the servant boy, bowed to the young Seppun dressed in his clothes. He intended it as a mockery, but all present took it to be a sign of gratefulness for saving him. Then Isawa Kaeda and the youns Hantei made their escape over the walls. Left in the garden was the three Seppun bushi. The youngest one not knowing that his life was to end. The two older bushi looked eachother in the eyes. Tamiko shaked her fist in the familiar rock, paper, scissor, saying the loser dies with disgrace. They shook their hands once, both showing rock. Once more with both showing paper. Then a final time; Tamiko showing scissor and Kamashi paper. Kamashi let his hand fall to the hilt, with one smooth draw he cut Tamiko down. Looking at his son, he say “For the Emperor” and takes his life with one practiced stroke.

He looked around at the scene. It looked like the Scorpion had attacked Tamiko-sama, killing her and then His Highness. Then only after the Scorpion had completed their mission has someone intervened. The Scorpion had wounds both of sword cuts and burns. Looking around he found a paper lantern and places it so people would think it had been thrown as a weapon. He hoped that no Kitsuki would looke at the scen, they would see it as a fake for sure. Then he sat down in front of his son. Let his katana fall to the ground and drew his Wakizashi. With three painful strokes he committed hara-kiri. To him it was Seppuku as he died protecting his liege, but he hoped those that saw his body would think he had committed hara-kiri after failing his duty to protect the heir.

THE LONG JOURNEY NORTH
Isawa Kaeda fled the city with Hantei Sotorii-sama. Once outside the city they made their way north. Hoping to escape the city and the province before anyone discovered that the boy in the garden was not the heir.

Traveling nort Hantei Sotorii used the name Isawa Satorii, son of Isawa Kaeda. They tried to avoid people as best they could, but at way stations and when they sought rest for the night they had to interact with people around them. Though few would know the given name of the Emperors son, Kaeda had not wanted to take the chance. News of the events caught up with them by the second night. Sotorii took the news of his father’s death with terrible grief, which slowly changed to a festering hatred. He hated the Scorpion for their atrocity. He hated the Emerald Champion even more for not doing his duty and protecting the Emperor. The hatred for Akodo Toturi only grew when he heard the rumors that he had been with a geisha during the attack.

In fear of encountering an agent of the Scorpion Isawa Kaeda did not even dear to trust his fellow clan members. At Shiro Shiba he encountered four bushi that he knew for certain was loyal members of the Shiba family. These were the first he was able to trust with the identity of his “son.” The four Shiba bushi were able to find ten men each they could trust with the duty of protecting His Highness Hantei Sotorii. They begged Isawa Kaeda to allow them to bring a larger force. Isawa Kaeda grudgingly accepted. Three days later they arrived in Kyuden Isawa, and finally Kaeda could let down his guard. He turned the matter over to the Elemental Council.

THE RETURN OF THE HANTEI
Hantei Sotorii was presented to the elemental council. After several days the council decided that even though Hantei Sotorii was bellow the customary gempuku age, it might be appropriate to put him though the ceremony. However, he would have to pass a more stringent sets of test to prove ready.

Three high ranking Isawa Shugenja was tasked to prepare the young Hantei for the gempuku ceremony. While the elemental council themselves would prepare the ceremony. Two weeks later Hantei Sotorii passed, though barely, the most stringent gempuku in the Isawa family history. It was with confidence that the elemental council could pronounce him a man grown, and ready to assume his responsibility and his birthright.

Twelve days later a Shiba Army arrived at the plains of Otosan Uchi. Once in sight of the city the Shiba banners were lowered and the Imperial Chrysanthemum Mon was raised. This sent a wave of shock through both factions warring over the Imperial city. Hida Kisada felt caught between the hammer and the anvil. Through tradition Hantei was his lord, but only five days ago he had sworn an oath of undying loyalty to Shoju I. Uncertainty spread through the forces of Shoju. On the east side of Higashi Kawa there was rejoicement, the Emperor was alive.
Akodo Toturi and Doji Satsume Champion of respectively the Lion and Crane clan rode out to meet the Emperor. The mood was that of relief mixed with triumph. They were received in a temporary pavilion by Emperor Hantei XXXIX. Dressed in the finery appropriate for his station, the Emperor was seated on a dais significantly higher than the surroundings. The two clan champions were introduced by a Miya herald. The herald was obviously unaccustomed to his task. It was the same Miya how had brought the news of the Coup to Shiro Isawa. The Emperor was guarded by the finest shiba bushi.

Both champions kneeled as soon as they entered the pavilion. Their bow was as perfect as it could be. Their heads were not bowed, only farmers did that. Still their head was kept low by a bow from the hip. The bow was neither over done, nor lacking. It was appropriate to the minutest detail. The Emperor took in their visage. Unacustomed to judging men from this vantage point he did not perceive that the neither of the men had stopped to change their attire. A more experienced man would have noticed that even though Dojis Kimono was without flaw, it was not exactly the appropriate Kimono for a champion to wear in the presence of the Emperor; it was just a tidbit to excessive. The young Emperor just wondered how to proceed, and in doing so kept the champions waiting, their body lowered in a formal bow. When he finally spoke it was just one word. Doji. Doji Satsuma sat up to a seated position, his hand still touching the tatami to the side of his body, as appropriate for the situation. The Emperor noticed. It had been correct etiquette for samurai attending the heir to sit in hikae. He knew it was an uncomfortable way to be seated, even more so than the formal bow. However the mental pain Akodo Toturi felt was harder to bear than any physical pain he could ever bear. The emperor had permitted the Cran to gaze up on his visage means while he could only see the tatami.

Repot, the Emperor commanded. He had been warned by a forth spoken courtier to keep his statements short and concise. Doji Satsume bowed deep acknowledging the command. Then he reported. Akodo Toturi noted that Doji left no room for himself to be interrupted by the Emperor. Instead he invited the Emperor to let him know if he was to abbreviate or explain details. He had to admit that the report was flawlessly delivered. It included details of how Hantei XXXVIII had been killed. Akodo Toturi noted with that his absence was not mentioned, neither did the Emperor ask about it. Doji continued to explain how the Imperial Legion had been infiltrated and eventually forced to surrender. Finally he explained how the joint forces breached the walls of Otosan Uchi and recaptured the eastern side. The siege had been made ineffectual by the Mantis. He ended his report explaining that Hida Kisada and his army had joined forces with the Scorpions. This had made it all but impossible for the joint forces to recapture any more of the city.

“Akodo,” Hearing the Emperors voice, Akodo Toturi sat up, his hand touching the tatami. “your services are no longer needed.” Akodo was stunned by the Emperors word. For a momen he wondered if he was being dismissed from the pavilion or if the Emperor had meant it on a general term. When the Emperor spoke again it was made clear. “Those that follow you are not worthy of bearing the name of the Kami, from this day they are without a family name. The venerable Akodo Kage is the sole exception.” Distraught Toturi bowed, stood up and took three steps back before he turned his back towards the Emperor. Reading the shock in the faces of the Shiba guards he knew that they were as surprised as he. He could see a flurry of activity among the Shiba courtiers. Soon he was approached by the highest ranking of them. He looked apologetic. Akodo understood what he was about to ask for. He drew the Katana belonging to the Emerald Champion from his obi, handing it to the courtier. The courtier did not look satisfied, and Akodo could not tell why. “I cannot let you leave bearing the mon of the Kami.”
Upon hearing the new the Matsu Daimyo immediately extended an offer to any former Akodo bushi to swear loyalty to the Matsu family.

TWO EMPERORS
to be continues....


TABELL 1 - TIME LINE SCORPION COUP D'ETAT



















Day  
0 Coup D’Etat.
3News of the coup reaches Shiro Akodo and Kyuden Doji.
Akodo Toruti wake up and learn of the events of the last few days.
4,0 The Second Army of the Crane begins mustering.
4,4 1st and 3rd Imperial Legion surrenders to Emperor Shoju I.
4,5 Akodo Toturi arrive in Shiro Akodo.
8,0 The Akodo Army begins marching for Otosan Uchi.
9,2 Isawa Kaeda arrives in Shiro Shiba with the Heir.
10,7 Akodo Army lay siege to Otosan Uchi
13,8 Miya Curriers reach Kyuden Hida.
14,0 The Second Crane Army departs Kyuden Daidoji.
15,2 The Crab’s Reserve army is given order to muster and replace the Army of the East.
15,8 The second Matsu army arrive at Otosan Uchi.
19 The Crab’s Army of the East is ordered to march on Otosan Uchi.

The Cranes arrive at Otosan Uchi
27 The Crane had exhausted all diplomatic means of solving the situation.
The Seppun bushi withdraws to Kyuden Seppun.
28 Akodo Toturi makes an attack at three fronts in an attempt to take the city.
38 Akodo Toturi controles the area east of Higashi River.
42 The Crab army arrives in Otosan Uchi

Wednesday, July 8, 2009

Legend of the Burning Sands

Introduction
I was and is a huge fan of Legend of the Five Rings (L5R). I have read almost every supplement of the first edition. I bought the third edition a year ago, but haven't gotten around to reading it. I picked it up a few weeks ago and at the same time was made aware of Legend of the Burning Sand and decided I would read that one instead. What follows are my thoughts and opinions of Legend of the Burning Sand (LBS).

Legend of the Burning Sand
First off, the book is the same high quality print as the third edition L5R, with heavy glossy paper. Immediately one notice that the book is organized differently. It starts with a long section of game rules, whereas L5R starts with the setting and culture.

The rules are easy to follow and are very close to the original 1st edition. I never looked at the second d20 edition. They seem highly inductive of a good gaming experience.

The setting is not as unified as that of L5R. There are several nations, and several cultures presented in the book. This is, in my opinion, the first mistake. Even though they have far more information about each culture than the average fantasy setting they are falling way behind the masterpiece L5R.

The setting information and the history of the Jewel (the major city) is not very interesting and it did not fascinate me. When reading L5R I get ideas for stories to tell immediately, not so with LBS. Having said that, they have chosen a very nice way of telling the story. Instead of one huge section containing all the information on the history, as other games do, they have split it up based on faction. As each factions story is told pieces of the larger history gradually falls in place. This makes the history easier to read, even though it is a not very fascinating story.

Conclusion
The system is an abbreviated version of that in L5R and is well suited for any fantasy settings. There are a few factions and their history that could be used more or less as written in other settings. However, the setting as presented is not nearly interesting enough to be used as is.

Compared with other settings, LBS is better than your average fantasy game. However, as it is a spin-off of the great Legends of the five rings, I was disappointed because I expected it to hold the same high standards. So now I'll just take the original third edition L5R book off the shelf again. (I ended up buying a copy of the revised edition... I'll let you know what I think when I'm done with it).

Tuesday, July 7, 2009

Legend of the Five Ringes third edition reviced

Introduction
The first edition of Legend of the Five Rings (L5R) was published in 1997. At the time I read it, and it became my absolute favorite game. I have read most of what was published for the first edition. I have been game master in several campaigns of L5R.

The second edition of L5R used d20 and it didn't get any god reviews. I never got around to reading it.

When the third edition (L5R 3E) was published I bought the main book very early, but I never got around to reading it. For those of you that have read some of my reviews this seems to be more the rule than the exception. Anyway I have finally gotten around to reading it, well reading the third edition revised (L5R 3ER) and here is what I think.

Review - The book
It's printed on high quality glossed paper, with easy to read coloring. They have not made the mistake so many does by making the layout so fancy that it gets hard to read. It might just be that I'm a bunch of year older now, but I feel the drawings and illustrations were better in the first edition.

The 3ER is not as well organized as the Legend of the Burning Sands (LBS), and the history section is presented in a much less entertaining way than in LBS. In L5R the history is presented as a very long list of events. The list contains the year and a brief summary of the event. I guess this is god for referencing the history if your already familiar with it, but it's not a very god introduction to the history.

The map of Rokugan is much better than in the first edition. Now it looks like something you might expect a Rokugan map make would draw. There are two different maps, one in the front and one in the back of the book. They present different things. One presents cities, castles and such the other important sites. As almost all maps of this type they are dotted with codes telling you of the important place. In the back of the book there is a long list explaining about each side. I find the organization of this to be very anoying. It is broken up into clan area. This allows you to know which city or major site belongs to which clan, but it makes it more difficult to find. If you know the name and want to find the place, then your in trouble. Because you'll end up scanning through the whole list. There should have been a key list sorted on the name of the place too.

Review - The Setting
The setting of L5R is that of a Samurai world. Though it has always been sort of a merge between Japanese and Chinese culture. It it a very entertaining setting with lots of opportunity for role playing. The best thing about the setting is that the culture and customs are theraly presented. It's not just a page about the culture, there are pages upon pages. This is what makes it an awesome game.

The L5R setting has been expanded ever since the first edition. They have published countless source books and novels gradually bringing the setting forward from the starting year presented in the core book. When I played first edition I got as far as the Scorpion Clan Coup. The events up to this point was in-line with what I expected of the setting.
However, the development between the coup and 1170 are not. I think the events presented in the new editions are way to high-fantasy and high-magic. They are something I would expect from at DnD setting, not from L5R. It became clear to me early that I would have to make an alternate time line before planing my first campaign in L5R 3ER. Most of the stuff about the Naga, Lying Darkness, Fu-Leng awakening and the Spirit War has to go.

Review - The System
The system is returning to the first edition and expanding. It stands as a more complete and throughout system than the first edition, but still keeping the charm of that edition. You roll a number of dices based on skill + trait, and you keep trait number of dices. It's clean, simple and I haven't seen any better system.

Conclusion
This is a very god product, that I'm looking forward to play. It is unfortunate that the history developments are not to my liking. Having said that, I do not think it will require much time to undo the history mess, and make it into some thin I can enjoy. This is a nice product.

Monday, May 18, 2009

Changeling: The Lost

Introduction
Over the last five years I have heard a lot of good stuff about Changeling. At first it was all about Changeling: the dreaming. It was supose to be a very interesting game. I have unsuccessfully made a few attempts to get some of my friends to storytell it so I could experience it as a player.

When the new line of White Wolf games was released the hype was that Changeling: the lost was even better than the predecessor. I bought it not long after the release, but have had it on the shelf unread ever since.

Review
I decided on a whim early in April that I would run a game with 4 sessions the first weekend of May. I started reading the core book and was a once fascinated. One of the things I noticed early on was that between the two version they have changed what your are playing. In the dreaming you are playing the Fae creature left being when the Fae abducted a human. In the lost you play the human that has been abducted and escaped.

The book is well written, and immediately gives you many ideas for a game. It is supposed to be a game of beautiful madness. I was unable to make this mood work during the first sessions. Having said that we had a lot of fun.

The system is the new World of Darkness system. As a player I did not care that much for the system. I disliked that it is much easier to hit some one than it is to avoid being hit, which forces attack to be the "only" form of defense. However, from the other side of the table the system is very nice. It runs much more smoothly than the previous one. It is much easier and quicker to handle the attack/defense of the NPC's as only one roll is involved.

The Changeling setting is as I said very fascinating and easy to make stories in. They system and setting is well thought through, and I discovered no major holes or inconsistencies. Having said that, I wish they could have made the section about gathering glamor better, having a more throughout described system for it. The same goes for gathering and finding thing in the hedge (witch is the part separating our world from the land of the Fae).

Conclusion
Changeling: The Lost is a very well written game, and I would recommend it to anyone.

Saturday, January 31, 2009

The delayed embrace

As I'm sure I have mentioned, I'm running a vampire chronicle. In this the character all started out as mortals on the west coast of Norway in 754. I did not let the players them selves chose clan or even when they were going to be embraced. After 19 session the character have progressed from to the year 767 and two out of three have been embraced. The last character is a ghoul. 

Having one character that was embraced and the rest as moral worked out very nicely. Especially in the beginning when the vampire tried to hide it's true form. Hiding this information worked nicely for a while. The bigest problem was that I felt the need to communicate secretly with the vampire-player during the first session. Since I do not do that a lot it made the others suspicious. To better allow the player to hid her characters nightly habit we had agreed that she should explain her activities during the day, just make sure that she did not run in to any of the other players, and I would just ignore what she said. So she would go: "I'm out of bed early that morning, I'm going to enjoy the sunny spring day practicing my tailoring skills" and I would interpret it as "I'm going to be sleeping during the day far far away from the rays of the sun." The other players would still believe that she had been out and about that day.

Even after the fact became known it still worked out nicely for a while, but then again the group seemed somewhat artificially glued together. Why would a vampire spend so much time with these mortals, and not try to better her standing among the vampires? In addition I felt it was difficult to give the vampire aspect of the story the proper focus. The beast, the road of enlightenment, the feeding all became secondary things instead of primary things as I think they should. So after some session with one vampire in the group I started encouraging others to get them selves embraced. 

The two vampire character and their players still does not know which clan they belong to, since I decided that the Norse vampires (einherjar) have no concept of clan nor generation. It has been a challenge to keep the clans a secret. Especially the clan weakness causes some problems. How do you hide the fact that the Lasombra character no longer cast any reflection or that a ventrue only can feed from certain types of mortals? Some of them where hidden by a change I made to the setting. I changed it so that each vampire has more flaws than is usual. I also made it so that flaws could be inherited from your sire during embrace. Amaranth will very ofthen generate a new flaw for the perpetrator. Some of the flaws that are much more common in my game are cast no reflection, prey exclusion and light sensetive, all of which also hide a clan weaknes. The main intention was not to hide the clan weakenes, but that was a nice side effect. Some of the other clan weakenes I have hidden in other ways, but I can't divulge tham at this time. 

Conclusion:
It was an interesting aspect of the story to let the characters be embraced at different time. However, next time I will for sure make the characters all enter the supernatural aspect of the setting at aproximately the same time (with in 4 session of each other). By hiding the clans from the players and the characters the normal clan rivalry have been avoided. I'm planing to introduce it to the game when they travel south in to Europe and meet vampires a customed to the clan consept. Still it will be centuries before there are any Tremere around to tell them which clans they are, so untill then they can only guess. 

Thursday, November 27, 2008

The Oracle feature

In most of my successful long lasting campaigns I have had what I'm going to call the oracle feature. I believe that this is in part the reason for the campaigns success.

First of all, what do I think of when I say the oracle feature. It could be said to be any power, entity or device that allow the character to ask for advice/guidance for a supposedly all knowing entity. I'll give a few examples:
WOD: The merit foresighted or oracular ability- allow the character to attempt to get a vision of the future.

D&D 3.5: The spell commune - allows the character to ask one or more questions, and get an answer, from a deity.

Any setting: A Oracle - a person/entity that the character may seek out and ask questions about the future for a price. This could also be a person that is not all knowing, but know significantly more than tha characters.
Why do I think this is so beneficial? I should be honest and say that they are a great fun, to play and just as funn to see the players ponder the answer. Well that was why I like them, not what they do for the campaign.

They function as a sort of emergency escape hatchet form prolonged deliberation or standstills. By that I mean that when the players are at a total loss of ideas for what they are to do they might seek out the oracle feature. Or when they can not decide which choice to make in a certain situation they can seek the oracle feature to help make a decision.

I have heard of games that have fudge-points or other game mechanisms for prompting the game forward*. These are as the oracle feature something that the player initiates. The main difference between fude-points and the oracle feature are that the oracle features also can be represented in the setting as a natural element.

Foot Note:
* I admitt to having used this once in Legend of the Five Rings. After achieving some great victory I awardws one player a Divinity Point that he could use to great effect. A few sessions later he cursed an entire city to insomnia. Well the curse was that those that had anything to do with the opiumtrade would be unable to sleep. Did I mention that the city he cursed was the empires center for opiumtrade? It was awsome. Having said that, the Divinity Point could have been an oracle feature if the player chose to, but he chose to use it to fule his curse instead.

Thursday, November 13, 2008

Motivation: If giving does not work, maybe taking will...

In an earlier post I wrote about how I had problems getting the players to contribute. In particular I wanted them to write a short journal of what happened during each session. So I could use this information as reference in the future.

In different campaigns it has always worked to award the player XP, for doing this. But when I think about it this is campaigns were I was a player and not the storyteller. Maybe it's just me that is easily bribed with XP. After five consecutive sessions with no journal written by the players I decided to try something new. I wrote a short journal my self, which I always do if the players dosn't. I made a comment in a comment field of the wiki that their arch nemesis had been awarded 40xp for the journal entry. I made sure all the players saw the comment. The very next session a player wrote a journal....and gained the customary 2xp. The question is if there is a cause - effect relation or if it was a pure coincident.

40xp is alot, in OWD. Having said that, the storyteller usually is given the privelege of increasing the NPC's stats as he sees fit. The only difference now was that I informed the players that I did.

I hope the effect will last, but that remains to see.

Friday, September 12, 2008

Expectations vs Requirements

Have anyone other then me noticed that the "generic" gaming group has many expectations of the storyteller, and very few of the players? I'm a storyteller more often than a player (unfortunately) and have therefore given the topic some thought.

Players expect the storyteller to have made various preparation in advance of the game session. They expect him to be prepared, with at least a story or some interesting scenes. That he has some interesting people for them to meet and interact with. Some groups expect him to have prepared a neat puzzle or a mystery for them to solve. Last but not least they expect that their own actions are taken in to account.

What may the storyteller expect from his players? From experience I would say only that they show up, or at least let people know in advance if the do not. Aside from that players almost seem affronted if more are expected of them. I have on more than one occasion heard players say that they have had no time to think of the game since the last session. How would the game be if the storyteller did the same?

This leads me to requirements. I wonder if it might not be a viable alternative to stop expecting things of players and make them requirements of participation. Is it unfair to tell someone that in order for us to have a fun evening we all have to contribute? We all need to put in some effort in between the sessions.

I have plans for trying this requirement strategy with two campaigns. I'm very interested in seeing if this change who will participate. Will the people that usually go "I have been too busy (during the last two weeks to make room for even 30minutes of preparation) to prepare or even think about the game." not join or will they make room in their schedule? Also, it will be interesting to see if the required effort will produce anything beneficial. Will it lead to the players just doing the motions of preparation with out putting any effort into it?

The idea is that for the first campaign I will require a in character summary of last gamesession to be written before next session is planed. Either of the two players may write it as long as it is written.

For the second campaign I'm going to use a setting I'm creating. The game will take place in historical time in relation to the completed setting. I wish to flesh out certain details about the session by playing in it. The general idea is that we will play three weekends, and in between the weekends the players are required to write a contribution to the setting based on the game sessions. This can either be a historical record as written by a historian in the future (relative to the game time), a private journal for one of the character, a in character letter or some other such thing.

For both of them there will be the requirement to spend some time thinking about the game and your character. Especially formulating some goals for the character, and thinking through how the character should act and respond to various things.

Thursday, August 21, 2008

Handouts?

I tried to GM Call of Cthulhu, without much success I might say, earlier this year. The issue I had problems with was, making the 1920's come alive. The Call of Cthulhu scenarios that I read were all very hand-out intensive, and I understand that this is true for most of the Cthulhu scenarios. This got me thinking about hand-outs and their effect on the game.

I have generally considered hand-outs to be beneficial for the game. For a player, it is exciting thing to receive them. In the past, I have used hand-outs where "blood" spots or missing parts of the parchment changed some of the meaning in the text, or made a text less certain and more open for speculation. This, I feel, is difficult to achieve without the handout, as it would be almost impossible to describe that some of the things are missing without emphasizing it too strongly.

In my Dragonlance campaign, the characters had obtained a piece of magical paper which contained information about some artifacts they where looking for. It was given to the players as a handout. The paper would change in accordance with what happened to the artifacts. So when the players destroyed one of the artifacts, the symbol for it disappeared from the paper. When the bad guy did some horrible sacrificial ritual with one of them, it would turn red and so on. After a while, the characters became obsessed with this piece of paper. It guided or maybe dictated many of their actions. I had intended the paper to be a motivator for finding the artifacts, but also a way for the players to know that there was a finite number of artifacts so that they would have a sense of approaching the goal. The hand-out did these things, but maybe it did it too well? Did it emphasize the plot line the GM had thought out too strongly, making the players feel they had no choice other than to search for the artifacts? Basically a fancy railroading-device?

One of the characters, or should I say players, got fed-up with the paper. He wanted to "liberate" himself from the obsession. So he took the paper, in game, and threw it into the camp fire. There, it burned for approximately 10 seconds, because the other characters used about two combat turns to get it out of the fire. I ruled that the magical item did in fact burn, against the objection of several of the players, and we threw the paper (the hand-out) into the fireplace. We left it there for 10 seconds, again against some objections, and took it out to look at what was left of it. I must say that, thinking back at this event, I remember that it was great fun.

After having attempted to GM Call of Cthulhu, I started thinking about hand-outs again. Because in the scenarios includes many hand-outs, that are essential to the story line.

I have started to wonder whether hand-outs are exclusively beneficial. For instance, in Call of Cthulhu, the players are rewarded for their research with a handout, when they are on the right track or at least on the track the scenario wants them to take. But when they are chasing the (wrong) red herring, I would not be able to summon any hand-outs for them, implicitly telling them that they are on a goose chase.

Does hand-outs make it abundantly clear that the GM has plans around some part of the story? I think this is an obvious yes. However, does it influence the players too strongly? Is giving out a hand-out a too strong indication that the GM wants the player to follow this particular lead, if yes is that bad?

Monday, August 4, 2008

Einherjar Saga, a few expiriments

I'm currently running a campaign in World of Darkness (The Old One).

Before we started this game, the players were given the following introduction:

Call it destiny; call it fate or the will of God. It chose to have a plan for these particular souls. Some would call them blessed as Odin's einherjar, some would call them cursed as Cain's children. Through the ages they will live, or at least exist. They will gaze on the gates of Jerusalem in 1099 just prior to a bloodbath that will be remembered for eternity. When Pope Innocence III calls the fourth crusade, they are destined to see a piece of the true cross on which Jesus himself died. In Paris, they will learn to fear the guillotine. In New Orleans they will meet Catharina, for they are Odin's blessed einherjarar. Let's start with the beginning, the place is Fossfjordgard on the west coast of Norway and the year is 754, and the five mortals are facing each other……

Furthermore each player was informed that he or she would roll a random destiny, which the world and its powers would conspire to make reality. Though they might, through their own actions, change the course of this destiny. Things included in the destiny were whether the character was to become a ghoul prior to embrace and, if so, when it would happen. What clan and at what time they would be embraced. Finally, for each chapter of the campaign, a special roll was made to see if the players would lose or gain any merits, flaws, backgrounds and so forth... The players did however not get to see the destiny, as it was to be a tool for the storyteller alone. The goal was to challenge myself to work the destiny into the story so that everybody had a good time and to spice up the campaign with choices or combination that I would never have chosen consciously.

I want to tell you about my experience so far with the destiny system. We have had 11 games sessions so far.

The Destiny
Knowing ahead of the first session who would be the characters' sire was a huge benefit. Over the first few sessions, I could introduce the various sires gradually. I think the players appreciated this too, since the NPC that would be their sire was not suddenly introduced just prior to the embrace, but had been present in the game from the beginning. This has given the game a sense of continuity.

At some point, one of the player got a indication through a wise woman (who presumably could tell the future) that she would live to be an old woman. The player reacted very strongly to this. I think the player realized (correctly) that what could otherwise have been taken as a off comment or a vague prediction that she would live long, was in fact a true premonition of what she had rolled for her destiny. At first the player strongly objected, she had no intention of playing an old gray-haired kindred. It took a bit of couching to get the player to try to change the destiny, or at least take her destiny into her own hands. This event played out to the benefit of the game because as a storyteller I was made aware that this event or chain of event was nothing that would fascinate this player.

Another aspect of the destiny is that it is highly unlikely that the players would be embraced or ghouled at the same time. This gave us an opportunity to have a mixed group for a while. The player that was first embraced wanted to keep it a secret from the rest of the players/characters. I had anticipated this, and already from the beginning of the campaign I had focused on events during the night. Since we started in Norway, having almost any event during the night was not a problem during the winter since the nights are so long. The kindred-player and I agreed on a few things we would do to avoid drawing attention to the change. For instance, when I asked if someone wanted their character to do something during the day she would often reply with some action she wanted her character to perform. This was a rouse for the other players, I would just ignore those actions. When in combat she faked the impact of her wounds so that her behaviour more resembled that of a mortal character. These things helped keep the cat in the box. We also did a few "mistakes" that let the other players onto the change. First of all we started exchanging more written (secret) notes during the game session. This had not been used a lot prior to the embrace so it was easily noticed. Second, as a kindred her social status changed, which also aroused the other players' suspicions.
All in all it worked nicely, a few players were suspicious that something had happened to the embraced character, but uncertain as to what. This was mostly caused by the notes and the change in social status.

At the moment I'm satisfied with the destiny experiment. However, I'm wondering if it would have been better not to inform the players of it in advance, and only used it as a tool for the Storyteller.

Predefined Chapters of the campaign
The players were informed that I intended them to experience a few different locations and events. I had decided upon some of them because I had recently bought a lot of oWOD books detailing them. So far this have not played any major part in the campaign, unfortunately. I had hoped to introduce characters from the prepared material as soon as possible. I thought how awesome would it not be to meet the prince of a city I know you are going to visit later when he is still a mortal? However I have found that many of the characters are not even born at the time I decided to start the campaign, and that it felt unnatural to introduce them while the players were stil in Norway.
I hope that I will be able to do this soon though, as it is one of the things I have high ambitions and expectations for.

System
I have made some changes to the system. Instead of the standard character creation system, I modified the existing XP system so that I could use this during character generation. I really do not like the fact that there is one freebie based system at character creation and another system (xp) for improvement during the game. It favours specialicing your character as early as possible, and my experience tells me that too many players come out of the normal character creation with skills or diciplines maxed out. It became a bit more cumbersome, but otherwise it worked as intended. None of the players have complained about it anyway (I wonder if I gave them too much starting XP?).

Monday, April 21, 2008

Hangtree Woods, a setting for Werewolf Wild West

PDF version can be found her.


Introduction

This is a setting I made (with help from others) to run a four evening mini campaign. We had a lot of fun playing this, and I hope others can enjoy it as well. You may use or abuse the contents of this document as you wish. It should be unnecessary to say: The content of this setting/senario is pure fiction.

You will have to do some work before you can use this setting yourself, but most of it is done for you through this document.

If you really enjoyed this document, or just have some money to spare, may I suggest that you make a donation to Wikipedia.org in my name http://wikimediafoundation.org/wiki/Donate

Credits

I (Marius F) wrote this document with a lot of help from Anne L. Also my players (Solveig L, Eli L, Stig M and Therese K) aided a considerably, especially with the two game resumes. Lars K, unknowingly aided this campaign in that I stole some of his ideas (Choking Death and Drowning Lake among other things).

Timeline

1829

Kingston lynching and abandonment of Summerville

1835

Rancher's rebellion in Alba and re-settlement of Summerville

1836

A small deposit of gold is found next to the lake

1837

Hangtree Woods is founded/named

Mr. Cambel starts a large-scale mining operation

1839

The Cambel mining operation is abandoned after the workers flee, claiming it is cursed.

1846

Now!

Background and History WOODS

Summerville

In 1835 Summerville was but a ghost town. The former inhabitants had all fled five years earlier. Rumours had it that there were inexplicable things going on, and that the place was haunted or possessed.

Because all the strange things started to happen at about the time the Kingston family built a mansion here, many assumed that they were responsible. The situation got so tense that it resulted in a lynching of the family. Yet, the town had not seen the last of the Kingston’s.

The next night all the men in the Kingston family dug themselves out of their shallow graves behind the mansion. Enraged by the atrocity committed against their family, they entered town armed with shotguns and knives. Each night the living dead would return to haunt the town, they would scratch and scream until they had claimed at least one life each that they could bring back to the ban’s lair under their mansion. It was the banes here that had enabled the Kingston’s to raise from their graves. The inhabitants started to flee.

Charli Two-Hawk, an Indian living behind the general store, was too afraid to confront the Kingstons alone. He kept his distance, but when the Kingston’s maimed and killed his childhood sweetheart, Maylil, it all changed. After a prolonged fight he put them to rest a second time. This time he buried them in the cemetery next to the newly burned down church. He buried his childhood sweetheart on the opposite side of the cemetery. He could not bear to leave this place with all its bittersweet memories and was the only one to remain while all the others fled.

Hangtree Woods

Sam Irons was a reputable sheriff in Alba, until the spring rebellion in 1835. During the rebellion, four powerful ranchers overthrew the local government. The ranchers chased Sam Irons, his deputies and a few supporters out of town. They headed west, where they settled in an abandoned settlement near a stream seven hours west of Alba. The abandone settlement had once been called Summerville, but would later be known as Hangtree Woods.

Sam Irons and his allies decided this would be the perfect place to settle, as they reckoned that the town's bad reputation would keep intruders away. It worked for a couple of months, giving them enough time to rebuild the town and regroup.

During autumn, Alba sent a raiding party to the new settlement, wanting to crush the opposition once and for all. After a short and bloody battle, the raiding party returned home to Alba, their numbers greatly diminished. The bodies of their fallen raiders where hung from the trees outside the new settlement by the Sheriff and his deputies. Travellers or raiders from Alba would pass through these woods, and see the bodies of their dead friends hanging from trees in the woods, soaked in tar as a permanent remainder that they were not welcome. Travellers from other places would not need to pass through the Hangtree Woods[1].

While creating foundations for a fishing outpost next to the lake, north of Summerville, John Weems found a small deposit of gold. Believing that he had struck rich, he immediately travelled to Midway, two days south of the settlement, where he bought prospecting tools, paying for them with the gold nuggets. Rumours about gold near the lake spread like wild fire. By summer of 1836, a few months after John Weems found gold, the town was seeing a large amount of fortune seekers. New houses were erected at record-breaking speed.

Sam Irons became the self-appointed sheriff and mayor of the settlement. He maintained law and order throughout this period of expansion. Soon the settlement had a general store, saloon and brothel. Friday the 13th of January 1837, the two pranksters and immigrants John and Peter wrote “Welcome to Hangtree Woods” in pig's blood on their barn in the outskirts of the town. This sparked a discussion about the town’s name. Until that day it had been a nameless settlement, as only Two-Hawk Charlie remembered its previous name. The discussion raged for weeks, all the time the gruesome text greeted all who came to town, and it was de facto named Hangtree Woods. Every Friday the 13th, the two pranksters rewrite their greetings on the outmost house of town.

Cambell Mining and Minerals

New prospectors had a hard time finding available places along the river. They expanded to the banks of the lake, and later up into the mountains west of the lake. Three prospectors Allan, Morgan and Jameson - found a large deposit of gold in the mountains on their claims west of the Lake. A few months later, in May 1837, agents of Mr. Cambell of Cambell Mining came to town and sought to buy the claims of the fortunate prospectors.

Morgan sold immediately, and bought a large house in town. Agents of Mr. Cambell tried to coerce the remaining two prospectors to surrender their claims, but was largely unsuccessful. Allan had an unfortunate accident, but no investigation was launched even though he had died under suspicious circumstances. His claim was taken over by Jameson in accordance with his will. After this, threats were made against the Jameson’s life.

Sam Irons had long since forsaken his honor and been corrupted by the power of his new position. He had taken Mr. Cambell’s money and was only so happy to look the other way. After all what had honor and honesty gotten him in Alba, when he needed the people of Alba to stand up for him and justice, they had covered in fear of the ranchers.

In the end, Jameson sold his claims, and fled town a week before Mr. Cambell arrived. No one ever heard from the prospector again.

Immediately after the arrival of Mr. Cambell, a large-scale mining operation was started in the mountains. Numerous Chinese immigrants were brought to town to carve the precious mineral from the mountain. Week by endless week, they dug deeper, oblivious of the corrupted heart of the mountain.

The spirit known as Chocking Death was bound in the mountain by shamans of four different native American tribes. This fact was long forgotten, but even if it had been known, the greed of man would have kept them digging.

Four Chinamen chocked to death in the deepest shaft of the mine in November 1839. This was the first incident in which the mine claimed more than one life in a day. The next day three more died in the same shaft. In the weeks that followed, a dozen Chinamen lost their life. In the end, none of the Chinese would enter the shaft, claiming it was cursed. Not even to retrieve their dead comrades would they enter. Feasting on the soul of the Chinamen, Chocking Death grew in strength. It was able to spread its influence throughout the mines. The spirit claimed more and more lives, until no one - not even the greediest miner - dared enter the damp tunnels.

The mining camp was abandoned shortly after. The buildings were left in a rush, equipment laying everywhere. Over the years, some poor fellas have claimed the tools for them selves and suffered a chocking death, some have even taken the planks from the mess hall and brought the curse home with them. But most of the buildings remain as hey were back in 1839, only in worse condition for the weather.

away from it. Those poor, white kids, they lived lives more interesting than they'd ever believe, but with my ability to bring forth a smile and a laugh I was always forgiven.

It was during this period that my mother taught me about the spirits and how to live off the land. The mother of the household taught me practical things that every woman should know, husbandry, housework and a little bit of first aid. The father for the most part let me do whatever I wanted to do.

Nothing lasts. All of 7 years I was happy before my world turned on it's head. One of those travellers that sought refuge with us died one night. He had fought for a long time, but to no avail... He was burned with his possessions but it was too late... Soon my whole extended family lay dying. The smallpox were without mercy, but I was never affected. I did as best I could to comfort them, but soon six newly dug graves were my only company. The animals had died while I tried to save those that meant the world to me. I gathered what belongings I could carry and left.

Life wasn't easy alone, but I got lucky. I had found a place with yellow rocks. I had learned that they were popular among the white population and now and again I would walk into one of the nearest cities and trade these rocks for food and clothes and other things I might need. I learned about alcohol and gambling and I learnt to hate how these things stole my control. How they got you to do things you'd normally never do. For 4 years this was the life I knew but then one day, the rage would come and I would learn that there was a new world out there.

I was on my way home from one of my trips to the city. It was night and I had made camp. I was awoken by a horse neighing and as I opened my eyes, I stared right into the face of a man.... and the muzzle of a gun. There where five of them with horses and weapons. They wanted my gold and I promised it to them... They wanted my body and I went berserk. My world turned into a red haze, a place filled with enemies and they all had to die.

I came to myself again. I felt strong, I felt powerful... I felt sick. I was covered in blood. Bits of intestine hanging from my fingers. Horses and men strewn about me. I closed my eyes and let out a long mournful cry... and it was answered.

I am Sequoia To-Tongues. Ragabash of Uktena and this was my life as a human.



[1] Hangtree Woods first became the name of the small forrest outside the new settlement (placed on top of the old settlement of Summerville) later the settlement would also be named after the woods. At present there is two Hangtree Woods, the town and the woods.