I never was too keen on generic magic items, to the point that I ended up running a low-magic fantasy campaign specifically to get away from them. Ring of invisibility, bracers of defense, wand of paralysis...it all struck me as way too goofy. Same with scrolls — the charm of fantasy falls flat when I describe how the wizened mage hands the characters a scroll of water walking. Eh.
The obvious solution is to come up with unique names for spells, magic items, potions and scrolls. Which I've resolved to do, starting with scrolls. In particular, I like the idea that they're part of some larger body of research or some school of magic. So it's not a magic missile scroll, it's Vendamyr's Annotations on the Application of Force. A piddly light scroll becomes Deleterio's Bright Idea. Protection from evil becomes A Survey of the Nether Voids and Their Denizens, by the Arch-Wizard Foclis. And so on.
Not all generic names are bad. Renaming just a few injects a lot of character into my milieu, and it also has a powerfully beneficial effect on my creativity.
Showing posts with label campaigns. Show all posts
Showing posts with label campaigns. Show all posts
Tuesday, July 20, 2010
Friday, August 28, 2009
Gamers are social creatures, and so are Cubs fans
For the next session of Chgowiz's The Dark Ages campaign, we've been invited to join a larger gaming meetup group that's congregating at a bar in Chicago. We've been told that there's a decent-sized area full of couches and whatnot set aside for us in the rear of the pub, which is a really nice thing for them to do. I plan to reward this tavern's proprietors by spending freely my hard-earned gold coins.
But the opportunity to rub elbows with the non-gaming masses really piques the interest in my inner sociologist. I mean, this is a bar, and on the night of our game, it will probably be packed with Cubs fans cheering on the home team. This is Chicago, after all. I'd cheer 'em on too, if I had any interest in sports. As it was, our campaign's email list was full of pithy comments like "I'm going to bring my +1 dagger just in case we have to fight off a mob of rowdy Cubs fans. If we can find a bottleneck, they can't flank us..." and "don't worry, I got x4 damage from my backstab ready if they make it through the door."
We've been told that the larger meetup group includes more than a few old-school D&D players from the days of yore, so it's possible we might get a few drop-in players. This is perfect because Mike's campaign is set up to easily accomodate new folks. But what will the non-gamers think? Will they drift over to our table and spill beer on our minis (thus requiring me to LARP a tavern brawl)? Will they be ensorceled by Mike's GM style, with its curious waving of arms and pointing of fingers? Or will we merely be a curiosity, like the guy in the corner who's waaay to into his game of Golden Tee?
Time will tell. I hope to report back after Tuesday's game, with photos.
But the opportunity to rub elbows with the non-gaming masses really piques the interest in my inner sociologist. I mean, this is a bar, and on the night of our game, it will probably be packed with Cubs fans cheering on the home team. This is Chicago, after all. I'd cheer 'em on too, if I had any interest in sports. As it was, our campaign's email list was full of pithy comments like "I'm going to bring my +1 dagger just in case we have to fight off a mob of rowdy Cubs fans. If we can find a bottleneck, they can't flank us..." and "don't worry, I got x4 damage from my backstab ready if they make it through the door."
We've been told that the larger meetup group includes more than a few old-school D&D players from the days of yore, so it's possible we might get a few drop-in players. This is perfect because Mike's campaign is set up to easily accomodate new folks. But what will the non-gamers think? Will they drift over to our table and spill beer on our minis (thus requiring me to LARP a tavern brawl)? Will they be ensorceled by Mike's GM style, with its curious waving of arms and pointing of fingers? Or will we merely be a curiosity, like the guy in the corner who's waaay to into his game of Golden Tee?
Time will tell. I hope to report back after Tuesday's game, with photos.
Tuesday, November 18, 2008
New Campaign Wiki Via Obsidian Portal
After reading a spate of blog posts on the topic, I’ve successfully launched a (bare bones) campaign wiki. I’m using Obsidian Portal, which is a free hosting site that’s designed specifically for roleplaying games.
My goal is to create entries for most of the major locales and characters in the game — and then include just enough content to get the players interested in contributing. Clearly there’s no guarantee that they’ll bite, but even if I’m the only one who ever edits the wiki, I think it’ll be a good tool to help me organize the campaign. The markup language (HTML and Textile, which I'm learning to love) is just complex enough that I could lose lots and lots of time tinkering with this site.
My goal is to create entries for most of the major locales and characters in the game — and then include just enough content to get the players interested in contributing. Clearly there’s no guarantee that they’ll bite, but even if I’m the only one who ever edits the wiki, I think it’ll be a good tool to help me organize the campaign. The markup language (HTML and Textile, which I'm learning to love) is just complex enough that I could lose lots and lots of time tinkering with this site.
Wednesday, October 22, 2008
The One-Two Approach to Starting a Campaign
Our group has stumbled across a simple, effective tool for generating excitement about a new campaign. It is this:
When starting a new game, try to get in two quick back-to-back sessions before settling into a comfortable gaming schedule.
For Autumn Frontiers, we managed (by pure luck, it seems) to play on a Thursday and then again the following Saturday. Two sessions in less than five days -- that was a herculean scheduling feat. But it managed to stoke the imaginations of both the players and the GM, thereby giving legs to a campaign that might otherwise have muddled along. I had to plan for two separate sessions, and the players got a chance to fine-tune their character concept with the followup session on Saturday.
It's a simple thing, but I'm glad our busy lives allowed for a quick burst of gaming to start off a new campaign.
When starting a new game, try to get in two quick back-to-back sessions before settling into a comfortable gaming schedule.
For Autumn Frontiers, we managed (by pure luck, it seems) to play on a Thursday and then again the following Saturday. Two sessions in less than five days -- that was a herculean scheduling feat. But it managed to stoke the imaginations of both the players and the GM, thereby giving legs to a campaign that might otherwise have muddled along. I had to plan for two separate sessions, and the players got a chance to fine-tune their character concept with the followup session on Saturday.
It's a simple thing, but I'm glad our busy lives allowed for a quick burst of gaming to start off a new campaign.
Monday, July 7, 2008
It's All about Timing or When It Rains, It Pours
I read a decent number of websites about gaming. Some of them recount actual play, and some of them analyze actual play. Others discuss sweet power arrays for characters and tactical options, while still others theorize about character driven play and collaboratively creating plot. With all of these sites, I generally find it to be the case that gamers are a problem-focused lot. Many gamers are problem solvers - they're good at identifying problems in their gaming and figuring out how to address them (e.g. how the kill that monster better/faster, how to design a system that makes a game more character driven and fitting a setting). And out of these two skills - problem identification and solving - gamers are often best at the former. We're just a naturally negative lot.
All of this brings me to my current gaming problem, which seems to be a strange duck: After half of year of sporadic play, two games that have the vibe of regularity about them are vying for the same slot. And one of my buddies who's in both games (and is almost always free to game) maybe can't make either.
Forget about the substantive problems of gaming. We should just be grateful when we get the opportunity to sit down around the table with 5 friends, all who have busy schedules, and roll fistfuls of dice.
Thursday, June 26, 2008
Starting a New Game
Over the past week, Pat and I got involved in a new game. Both of us and one of our other gamer buddies each tapped a person who we knew and have played with at least once before - the aim was to put together a group that's fun and story oriented. Early signs point to good things on the horizon.
We're using the Wild Talents system, and from what I can tell thus far, it looks cinematic and gritty at the same time (which is just what I'm looking for). The system is for a supers game, but we're playing a science fiction game in the far flung future. The 6 of us hashed out the setting over email, and I think it's pretty cool. Maybe I'll post a more detailed description later, but the skinny of it is this: 3 known alien races with different goals, human upstarts with transhuman abilities, the threat of a scary alien invasion on the horizon, ancient artifacts and unknown planets, and weird physics. I'm the GM, and I don't know yet exactly how all this is going to fit together. But I do know that the setting is volatile and provides opportunity for politics, exploration, and all out war. Seems like a good set up to me.
Character gen went pretty well. I like the characters so far - they each have different powers and different goals. Hopefully, we'll be able to knit all of them together with an overarching goal that they can all buy in to. In fact, I think this is crucial after our Burning Wheel sessions.
So, in short, I like the player mix so far, I like the setting we've collaboratively made, and I like the level of excitement that seems to be there. I'm hoping we can get a regular game going with some momentum, and at this point, I just want to play. Theorizing about rpgs and discussing them is all well and good (and certainly amusing), but damn the torpedos! I just want to roll some dice, blow some shit up, and put these new characters in some really tough situations.
Friday, June 6, 2008
The 500-word campaign setting: Dust to Dust
Ben challenged me to hammer out a 500-word campaign setting. What follows is a little bit longer than that, and it's inspired by a few disparate sci-fi elements I've been chewing on lately: the recent Phoenix Lander Mars mission, the new Mutant Future D&D setting and my own musings about what might happen if a Traveller crew ever settled down somewhere. Feel free to let me know what you think.
***
“Dust to Dust”
One hundred years from now, humans reached the stars, clawing hungrily into the heavens and leaving behind a cracked, ruined Earth. In the waning days of the n ext century, technological advancements ground to a halt as petty resource wars erupted on the planet’s blasted surface. Colonization was the only hope of a dying planet, and so various factions, guilds, governments and groups sped through the cosmos toward dozens of carefully mapped destinations.
These star systems, chosen by desperate scientists, offered the best hope of yielding up Earth-similar planets for colonization. Such was the urgency of the humans’ departure that the candidate planets were chosen based on telemetric data; no satellite observation was conducted. Years passed, and eventually the refugees’ massive fusion-powered spacecrafts arrived in orbit around their destinations. At that point, they were quite literally scattered throughout the galaxy without hope of ever contacting one another again. For all intents and purposes, each colonization ark was on its own, carrying in its swollen belly all the necessities for settlement: agricultural equipment, energy generators, prefab buildings and simple vehicles.
The human cargo, however, varied by each ship; some vessels launched with only a skeleton crew, hoping to birth and rear a new generation in transit. Others were full to the brim with the determined masses, each desperate soul willing to sacrifice everything for a chance at a new life. Still others made landfall after a plague or famine swept through the city-sized starship, leaving only a few grief-stricken survivors to begin anew.
As expected, the myriad planets the colonists found were largely inhospitable. Bereft of all but the hardiest life, these planets were wracked by dust storms and scoured clean by extreme weather and temperatures. Slowly, arduously, the exhausted colonists made landfall and unpacked their terraforming equipment. They had known this was coming; it was too much to hope that the planets might embrace their arrival with open arms. But no matter: The colonists were prepared to seize their future, to yank it from the dusty soil of their adopted home…
“Dust to Dust” is a campaign setting about terraforming efforts on a frontier world in the near future. Players and the GM should sketch out the specifics of “their” world – the environment, the geography, the weather, etc – as well as the look and feel of their colony ark. Was it a large ship that landed thousands of determined settlers over the course of many years? Was it a smaller relief vessel lacking some basic, important terraforming tool? Did half the colony crew die during a botched landfall attempt? Players should flesh out key characters and factions unique to their colony world as well. Influential families, corporations and organized crime could easily have taken hold in the burgeoning colony.
In game terms, the colony is assumed to be brand-spankin’-new, probably fewer than three months old. That way, the PCs are thrust immediately into the daily struggle for survival on the frontier world. Machinery breaks down regularly and replacement parts are in short supply. Political factions struggle for influence over the colonization effort, each convinced that they can help this tiny human toehold achieve sufficiency. Scientists make daily forays into the wastes looking for much-needed resources; some never return. At night, the masses huddle inside their prefab shelters and listen to an alien wind howl.
The most important character in the game is the planet itself and the mystery it represents. It can be both the savior and executioner for the squalid colony.
***
“Dust to Dust”
One hundred years from now, humans reached the stars, clawing hungrily into the heavens and leaving behind a cracked, ruined Earth. In the waning days of the n ext century, technological advancements ground to a halt as petty resource wars erupted on the planet’s blasted surface. Colonization was the only hope of a dying planet, and so various factions, guilds, governments and groups sped through the cosmos toward dozens of carefully mapped destinations.
These star systems, chosen by desperate scientists, offered the best hope of yielding up Earth-similar planets for colonization. Such was the urgency of the humans’ departure that the candidate planets were chosen based on telemetric data; no satellite observation was conducted. Years passed, and eventually the refugees’ massive fusion-powered spacecrafts arrived in orbit around their destinations. At that point, they were quite literally scattered throughout the galaxy without hope of ever contacting one another again. For all intents and purposes, each colonization ark was on its own, carrying in its swollen belly all the necessities for settlement: agricultural equipment, energy generators, prefab buildings and simple vehicles.
The human cargo, however, varied by each ship; some vessels launched with only a skeleton crew, hoping to birth and rear a new generation in transit. Others were full to the brim with the determined masses, each desperate soul willing to sacrifice everything for a chance at a new life. Still others made landfall after a plague or famine swept through the city-sized starship, leaving only a few grief-stricken survivors to begin anew.
As expected, the myriad planets the colonists found were largely inhospitable. Bereft of all but the hardiest life, these planets were wracked by dust storms and scoured clean by extreme weather and temperatures. Slowly, arduously, the exhausted colonists made landfall and unpacked their terraforming equipment. They had known this was coming; it was too much to hope that the planets might embrace their arrival with open arms. But no matter: The colonists were prepared to seize their future, to yank it from the dusty soil of their adopted home…
“Dust to Dust” is a campaign setting about terraforming efforts on a frontier world in the near future. Players and the GM should sketch out the specifics of “their” world – the environment, the geography, the weather, etc – as well as the look and feel of their colony ark. Was it a large ship that landed thousands of determined settlers over the course of many years? Was it a smaller relief vessel lacking some basic, important terraforming tool? Did half the colony crew die during a botched landfall attempt? Players should flesh out key characters and factions unique to their colony world as well. Influential families, corporations and organized crime could easily have taken hold in the burgeoning colony.
In game terms, the colony is assumed to be brand-spankin’-new, probably fewer than three months old. That way, the PCs are thrust immediately into the daily struggle for survival on the frontier world. Machinery breaks down regularly and replacement parts are in short supply. Political factions struggle for influence over the colonization effort, each convinced that they can help this tiny human toehold achieve sufficiency. Scientists make daily forays into the wastes looking for much-needed resources; some never return. At night, the masses huddle inside their prefab shelters and listen to an alien wind howl.
The most important character in the game is the planet itself and the mystery it represents. It can be both the savior and executioner for the squalid colony.
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campaigns,
DIY,
homebrew settings,
sci-fi,
space opera
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