Well, Jenna's two for two in my Plugs for Peeps. Either the rest of us need to get crackin' or I need to meet more people who are actually publishing gaming materials.
This series is pretty cool in that it provides everything you need to run a game, except the rules. So it gives you all of the set-up, characters, twists, turns, and all you need to do is plug in your favorite gaming system. You could run this as Risus or Traveller just as easily.
So go out and buy Sci-Fi Sandbox 06: The People of Anamere II. It's got a cast, and encounters in space and on a beautiful tropical paradise. I haven't read it yet, but it is promising anthropologists and an alien race of Otterfolk.
You can download it from DriveThru RPG by clicking... here.
Monday, October 22, 2012
Wednesday, October 17, 2012
The Bakdunis Family
Rise of the Bakdunis
Before the Goblin Wars, Family
Bakdunis was one of the wealthy merchant families of Markaz. And, like all wealthy families, they were involved in politics and military affairs.While they had not been among the princes who ruled the city states, their wealth was able to buy them a certain amount of influence.
When the goblins appeared and swept across the land, Coron Bakdunis was Captain of the Markaz Guard. Unlike other cities, Markaz had time to consider its defense and prepare for the attack. It was not much time, but it was significant. Coron was known to be a man of action and of little patience. As stories and refugees rolled in from across the land, he saw the Prince and Governing Council dithering. Not only that, they offered no clear plan while they deliberated.
So, one afternoon, he made a decision and ended the deliberation with the assistance of a squad of his most loyal officers.
Coron put Markaz under martial law and prepared his force to meet the goblin horde. One of his key decisions--and one that had been blocked by the Council--was to retool several hundred of his finest fighters to be light, mobile infantry that could act as scouts and also waylay the goblins from behind the front line. He called these troops the Rangers.
He conscripted every man, woman, and child that could physically hold a weapon, training each to the best of their ability. As refugees arrived, only the sick and injured were allowed to rest. The others were put to work somehow. In the short period of time after taking over the city, Coron was able to establish a rag-tag force to meet the goblins at the city walls.
The city held, but not without massive casualties and widespread damage. Coron retained his position as both leader of the Guard and de facto leader of the city and began the long, slow process of rebuilding. He would not have much opportunity to be a builder, however, as he was taken by illness not two years after the end of the Goblin War. His brother, Kalan, succeeded him. Kalan would rule Markaz--and effectively most of the human population--for the next twenty years. He saw the people through the chaos of those early years, a famine, and the initial rebuilding of civilization. There have been a total of five Bakdunis rulers in the decades since the Goblin Wars.
In many ways, civilization is still being rebuilt, but the Bakdunis family proudly takes credit for both saving human society and reestablishing over the past decades. Many are prone to agree, but there are those who believe that the Bakdunis family has done little except enrich and empower themselves. They continue to rule, however, by way of their shrewd ability to build and maintain political alliances, to suppress the opposition, and to make sure that the right people get rich and the right people disappear. It's a robust system, but how long can it last?
When the goblins appeared and swept across the land, Coron Bakdunis was Captain of the Markaz Guard. Unlike other cities, Markaz had time to consider its defense and prepare for the attack. It was not much time, but it was significant. Coron was known to be a man of action and of little patience. As stories and refugees rolled in from across the land, he saw the Prince and Governing Council dithering. Not only that, they offered no clear plan while they deliberated.
So, one afternoon, he made a decision and ended the deliberation with the assistance of a squad of his most loyal officers.
![]() |
Coron Bakdunis comes to power. (or the Death of Nero - same difference.) |
Coron put Markaz under martial law and prepared his force to meet the goblin horde. One of his key decisions--and one that had been blocked by the Council--was to retool several hundred of his finest fighters to be light, mobile infantry that could act as scouts and also waylay the goblins from behind the front line. He called these troops the Rangers.
He conscripted every man, woman, and child that could physically hold a weapon, training each to the best of their ability. As refugees arrived, only the sick and injured were allowed to rest. The others were put to work somehow. In the short period of time after taking over the city, Coron was able to establish a rag-tag force to meet the goblins at the city walls.
The city held, but not without massive casualties and widespread damage. Coron retained his position as both leader of the Guard and de facto leader of the city and began the long, slow process of rebuilding. He would not have much opportunity to be a builder, however, as he was taken by illness not two years after the end of the Goblin War. His brother, Kalan, succeeded him. Kalan would rule Markaz--and effectively most of the human population--for the next twenty years. He saw the people through the chaos of those early years, a famine, and the initial rebuilding of civilization. There have been a total of five Bakdunis rulers in the decades since the Goblin Wars.
In many ways, civilization is still being rebuilt, but the Bakdunis family proudly takes credit for both saving human society and reestablishing over the past decades. Many are prone to agree, but there are those who believe that the Bakdunis family has done little except enrich and empower themselves. They continue to rule, however, by way of their shrewd ability to build and maintain political alliances, to suppress the opposition, and to make sure that the right people get rich and the right people disappear. It's a robust system, but how long can it last?
Wednesday, September 26, 2012
Branches of the Geek Tree
There's a lively discussion going on over at Monsters and Manuals, prompted by Noisms' question about why we fantasy gamers care so much for historical research, when such research has yielded very little evidence of dragons, orcs, or hippogriffs.
My take on it is that it's in the genetic code of our hobby.
Remember that before there was D&D there was Chainmail, and Chainmail was a wargame. The wargaming hobby is steeped in the tradition of historical research and analysis. Every game designer looks at what came before and tweaks it. What if we changed the focus from battalions to companies? What if we changed the combat dynamic? What if we consider the logistical challenges of this campaign? All of this requires research to fill in the blanks that the game designer wants to fill.
Good wargames have serious research behind them. Some are so good, they get used as reference materials. Some grognards even advocate the use of wargames to more thoroughly study and understand historical realities. The Holy Grail of wargame research is discovering that there was an apple orchard outside of Leningrad that forced a Panzer division to approach from a different direction.
Chainmail developed as a way to simulate medieval war, bringing combat stats to individual soldiers. Gygax then took the next step and said, what if these guys went and fought a dragon?
And Gary saw that he had made fantasy role playing, and it was good.
Even if we fantasy gamers look to different sources, this spirit of inquiry and invention runs strong. The same sorts of folks that like to ponder these questions are drawn to these different branches of gaming for this very reason - it's just that some of us like to fight Napoleon and some like to fight orcs. In the end, we're all branches of the geek tree.
Monday, September 24, 2012
Non-Post: H/T Land of Nod
Matt over at Land of Nod has assembled great matrix for running bar fight scenes. I'm hereby stealing it. It's a great idea, and the mark of that is that it has my mind generating all kinds of fun spins and modifications.
After all, the first rule of game design is: Plagiarize.
After all, the first rule of game design is: Plagiarize.
Tuesday, September 18, 2012
Bestiary: Slive
Without a doubt, my favorite contemporary fantasy author is Jim Butcher. And if you've read his Codex Alera series, you're familiar with slives. For those who haven't read the books: Slives are nasty, poisonous lizards - and while the hero of the books, Tavi, only encounters them rarely (once, as I recall), they do serve as the standard insult of the series. Any detestable person is referred to as a slive, rather than a snake, jerk, a-hole, dingleberry, or douche-canoe.
What I like about slives, with regard to my Kimatarthi campaign, is that they are fantastic creatures, but not overtly magical. So I thought I'd give them some D6 stats and steal them for the game. I don't think Jim would mind, since I know he's an avid gamer himself, but I hope his publisher isn't a douche-canoe, and just sees it as free publicity. So what do we know about slives from the books?
I think the following stats would work.
What I like about slives, with regard to my Kimatarthi campaign, is that they are fantastic creatures, but not overtly magical. So I thought I'd give them some D6 stats and steal them for the game. I don't think Jim would mind, since I know he's an avid gamer himself, but I hope his publisher isn't a douche-canoe, and just sees it as free publicity. So what do we know about slives from the books?
- They have long, supple bodies covered in dark scales, and are nearly as long as an adolescent boy is tall.
- They have fangs coated in "a thick yellow liquid" that is a slow-acting, sleep-inducing poison.
- Slives live in groups, and any creature bitten by one is likely to be devoured alive by a swarm.
- Slives are not quick, but apparently they are determined hunters. A person may outrun one, but she had best keep running for a few days, just to make sure the slive has given up the chase.
- They can be found both in the wilderness and in urban areas, making dens in dead logs and garbage heaps.
I think the following stats would work.
Slive
Agility 1D: dodge 2D, fighting 2D
Coordination: 1D
Physique 6D: running 7D, stamina 8D
Intellect: 1D
Acumen 3D: search 4D, tracking 7D
Charisma 1D: intimidation 5D, mettle 3D
Strength Damage: 2D
Move: 7
Hit Points: 7
Natural abilities: cold-blooded (lethargic Aspect, or +7 to all actions until warmed up); bite +1D; venom (injected on successful bite, roll stamina to determine number of rounds before losing consciousness).
Saturday, September 15, 2012
Real Life Awesome: Polar Expedition
A while back, I had the good fortune to attend a lecture by a man with an awesome name, Thorleif Thorleifsson. Thorleifsson is a Norwegian sailor, captain, and explorer, who along with Børge Ousland made an amazing trip around the North Pole. Part of what made it remarkable is that the entire expedition was completed in a single season. The Arctic Ocean only thaws enough for ships to travel its waters for a few weeks each year. That the thaw lasted long enough for Thorleifsson and Ousland to do the whole trip in one go is a scary sign of the changing climate. Anyhow...
This is the route they took, sailing out of Norway (top right) and heading east (counterclockwise on this map).
Some of the challenges they faced in real life offer great fodder for plot hooks and/or complications for adventures. These aren't necessarily unique, but it's cool to see these dynamics in action in real life.
Local Bureaucracy - Local bureaucrats exist even north of the Arctic Circle. The difficulty dealing with Russian customs in the east of the country required that they travel on a West-East route. In a game, local authorities can be used to deliver all manner of plot hooks: delays, extortions, pleads for assistance, obstacles to be avoided, etc.
Weight Restrictions - Backpackers will be familiar with the kind of economizing they had to do to maintain speed. Severe restrictions on weight meant that even small gifts (vodka, books) they were given along the way had to be tossed overboard. The trick is to be consistent. You can't one day out of the blue make everyone tally up their encumbrance... unless they had to head out on a small boat or cross a little bridge or squeeze through the needle's eye.
Workin' for the Man - One of the expedition sponsors wanted to tag along for a while. Not only was he not an experienced sailor, they had to budget for his weight, the weight of his food and water, etc. But sometimes pandering to your patron requires sacrifices. Imagine if a local spoiled prince wanted to accompany a party on a dungeon crawl.
Water - Water, water all around and not a drop to drink... I don't imagine that most players are looking to play a logistics game on game night, but periodically challenging the PCs with scarce resources can lead to interesting decisions. As with weight restrictions, the key is coming up with a particular circumstance in which the scarcity of food and/or water is an issue.
Time Constraints - Thorleifsson had to race against time to make sure that the sea did freeze up again. They had a window of about three weeks during which the entire sea is navigable, then it begins to refreeze. This hearkens back to an age-old trope, but it's a good one at any level. Rescuing the princess before her wedding to a horrible suitor, outrunning a bolder, or climbing the mountain before the baddies - they're all good, race against the clock plots.
Wednesday, September 5, 2012
Land's End
Land’s End is just that – the end of the world. North,
south, east, or west – whichever direction you travel, sooner or later you will
reach Land’s End. Not many people in Kimartarthi have seen it, as there are few
places near civilization where it is visible. And it’s not a destination,
since, well, it’s the end of the world and there ain't much there.
What terrible fate beyond the grave could await the poor soul who perishes beyond the borders of the world? Only those risking a TPK may ever find out!
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