Monday, December 9, 2013

The Goblin Fire Market

The expedition got to Winooski in the afternoon. They were allowed in by the goblins and welcomed by Bugeater, the goblin chief, a creature of spindly leg, wide carriage, and great decorum. They also met the Paquettes, who had a trading post set up not far from the goblin settlement.

When the Fire Market began, William saw an overcoat with impressive artwork. He haggled with the goblin merchant and she got the better of him. He got the coat, but he had to give his own over and promise help her learn to read, a task he immediately decided to pass on to his assistant at the library.

Devon, who had little affection for the goblins, was left at the expedition's tent to haggle with the passersby. He was approached by Wirenose, a goblin who claimed to be able to smell copper wire, even through sheetrock. Wirenose wanted to go into the Champlain Mill, the one building in Winooski yet to be mined. No one would dare go with him because of the darkness of the place. Wirenose produced a coil of wire and gave it to Devon in exchange for Devon's promise to accompany him to the Mill the next day.

Anna and Spit found themselves confronted by Bugeater and his retinue. Bugeater began negotiations for opening up trade by demanding all of Burlington.  Anna countered by offering simply to trade. Bugeater, ever the cunning merchant, agreed. This seemed to rankle Alan Paquette, who had taken a liking to the goblins. Alan saw them as no different than humans; they wanted to live peacefully and well. He expressed his concern to Spit, saying that he hoped that Burlington would consider giving the goblins protected land to farm, something he had hoped would be part of the evening's negotiations.

As the Fire Market came to a close, Bugeater offered hospitality to the expedition, which they accepted. They found themselves among the goblin elite, including a lively, funny storyteller called Nice Eyes. Devon got the group to agree to go with him to the Mill, except for Anna, who decided to return the next day to Burlington to speak with Lady Limoge about how to continue.


Sunday, November 10, 2013

The Expedition Prepares

While Spit and William were busy being harassed by merchants, investigating old photos and fighting dead dogs, Anna was talking to Devon, a blacksmith, about repairing the clasps on Spit's backpack. Anna decided to invite Devon to the expedition because of the resources he had for trade (common tools that would be welcomed by the goblin settlement).

The following morning, Anna and William met with Alison Limoge. William made it known that the Governor approved of the expedition and had appointed him as its leader. While Lady Limoge was clearly not thrilled, she made no complaints.

The four members of the expedition, Anna Flynn, William Keeting, Spit and Devon, met later in the day to discuss their strategies. It was decided that William would get them in to the settlement and Anna would manage the trade agreements.

The expedition would arrive a couple hours before the the Fire Market - time enough to set up and talk to the goblin chief, Bugeater.

Tuesday, October 22, 2013

Dead Dogs

William Gates Keeting (named after noblity from the past) is a noble in Burlington. His expertise is research and collecting information from before the Deluge. He was recently on an expedition that was attacked by spirits of nightmare. Long arms and jagged claws reached out of the rain and people panicked, but not William. His calm demeanor let him see through the chaos of the attack to realize that running would not work. He had to fight, so he did. Using a relic axe, he single-handedly fought off the spirits. From that point on, he has been rethinking his role as a scholar.

William was called to an audience with Governor Welch. She told him about Allison Limoge's expedition. She wanted him to take command of the expedition in her name. While she approved of Limoge's hope for trade rather than conflict, she did not appreciate being kept out of the loop. William was to support Anna Flynn, but also to remind everyone that Welch was the Governor, not Limoge. William heard that the boy who had run through Winooski had been approached by Flynn, so he went to speak with him.

William found Spit in the Common Tales, obviously flustered and angry at one of the merchants who had been making fun of his name. William intervened and the two got to talking about why Spit had come to Burlington. Spit showed him the photo and the two went to the library so William could study the piece better. While he didn't recognize anyone in the photo, he could pin down the place: St Francis Xavier, in Winooski.

A crash from down the hall interrupted the study. William went to investigate, with Spit cautiously following. They were totally surprised when a dead dog walked out of the kitchen and silently attacked them. It leaped on William and forced him down. Spit stabbed at it, pushing it back, and William shook and ripped the feeble thing apart.

They went through the library, wondering how the dog had got in. As they passed the front doors, they saw through the glass that someone had been caught and killed by more dead dogs. The body was propped up against the door, blocking it. William and Spit went after the dogs and discovered a small pack of them. The two fought them off and warned the militia of the threat. The man at the doors, killed by the dogs, was one of William's assistants.

The two were taken to the Healer's Hall and patched up from their fight. The next day they will set off for Winooski.

Tuesday, October 8, 2013

It's Raining Again

Due to technical difficulties, my Rain group had to stop. But I've started up with a different group and I'm very excited about it. We're meeting every other Monday, so I'll be posting at least twice a month to chronicle the game.

Andrew James Spitzer, known as "Spit," walked from Alburgh to Burlington. His home had been destroyed by Elves three years ago and he has been wandering the Wilds. He's 18 now, and after this long time decided to follow the one bit of something that ties him to his family (all killed in the attack) - an old picture of his parents, much younger, and a man whom he doesn't recognize. On the back of the photo is the word "Tim."
 Spit walked down the hill from Colchester into Winooski. Through the trees and rain he saw that goblins had constructed a simple barricade. He crept close, but slipped and tore a hole in his backpack. The photo was safe, but he lost his knife, which slid down the hill in a rill of water that wound down through the grass and crumbling pavement. Before the goblins noticed it, he cast a spell that weakened and then shattered part of the barricade. He took off, running as fast as he could. Flew past the surprised guards, but was briefly mobbed. In the struggle, a spear got through and the jagged stone edge ripped open his side.
 Even wounded, Spit was too fast for the goblins. His spell cleared the way for him, and he ran, in pain and frightened, to Burlington, where he was welcomed and healed.

Anna Flynn, arrived in Burlington a year ago from New York, was summoned to the house of Lady Alison Limoge, the noble in charge of trade for the city. Anna, an explorer and diplomate, found herself in the midst of care and carefulness as she stood in the house's entry. All about her relics from before the Deluge were arranged, dusted, put out on display. A clock ticked, long-dead people looked out from old pictures. A kindly older man, dressed in pre-Deluge clothing, welcomed her in and led her to a sun room, now alive with the tapping of rain on carefully cleaned windows.
 She met Lady Limoge there, who directly spoke to her about the goblins in Winooski. They were there four months now, and the Lady saw an opportunity. They had disrupted commerce from St. Johnsbury and the Paquette Trading Post and Limoge believed that if something was not done soon, other nobles in Burlington would move against them with force. Unnecessary bloodshed.
 The noblewoman asked that Anna be her envoy and lead an expedition to Bugeater, the goblins' Chief with the intention of opening trade.
 Anna agreed and was told of a young man who had, just a week earlier, come through Winooski and may be of some help with the goblins.

Spit, well-rested and healing, was found by Anna in the Healer's Hall (formerly a mall). He was not thrilled to speak with her at first, believing her to be like the others that had come seeking reasons to go to war. When he learned the truth, he did offer to help - if Anna could get him a new backpack. A simple task for one of Anna's means, and so the deal was struck.

Sunday, July 14, 2013

The Expedition at Lincoln

The group has left St. Johnsbury, traveling swiftly down the interstate. They came upon one of Farfoot's heralds, arms and legs pinned to a truck cab and its horn crammed into its throat. Little doubt of elven handiwork.

They passed Littleton and went on to Lincoln. They arrived just as the Common Tales should have been hitting their full stride. They found a blossoming massacre. The people were caught in the magic of the tales, but the elves were there running amongst them, cutting and and killing as they went with blissful smiles.

The heroes rushed in. Edmund was immediately faced with the elven witch that had marked him as her own on Halloween. She ran at him, waving her arms, then brought him into a kiss. Corwin and Gelias created a place of safety for the people to hide. Job wen seeking the elven leader and found him, torturing Farfoot to death. Job also noticed the banners of a red dragon hanging in the town, but they were slashed and ripped.

Edmund protected the people from the elves and stopped the slaughter. Gelias sent the elves away by enforcing the peace of the Common Tales and after learning some of their songs - ballads of murder and blood and rapture and bliss all blended together.

Job spoke secretly to Farfoot, who told him to seek Mezzeneztria. What would he meet there? "Power and knowledge."

The group now rests in Lincoln. The people are grateful, but also mourning their loss. Edmund reels from the unexpected kiss, and Gelias nurses a bitter hatred of the elves.

Monday, July 8, 2013

Yet Another Version

Rain has been changed. Again.

The mechanic of giving marks until ready to challenge a card was proving to be rough. The players felt like they weren't really making progress until the very end when the card was challenged. It made things confusing - is casting a spell a challenge? If so, to what? Or is it just for giving marks? What if there isn't anything to give marks to? And magic wasn't the only issue. Even the process of giving marks was murky - what can I do to give marks? If I'm in combat, can I land punches, or are they near misses?

So, new mechanic. The pdf for the rules is linked on the Rain page.

Game on Thursday. We'll see how it goes.

Saturday, June 29, 2013

DELUGE

I posted a discussion at Story Games asking for some help in looking for a font for Rain. Folks were very helpful, by the way, thought I'm still looking. In my request for help, I gave a brief description of Rain. I got a reply telling me about a game (a setting actually - it has no system associated with it) called DELUGE.

That setting, as it turns out, is very similar to Rain's. Very similar. Oh, well, just when you think you have an original idea, right?

I contacted DELUGE's publisher and received a very nice reply encouraging me to continue with Rain. Very kind of them!

In turn, I've updated my links. If you want to check out DELUGE, click on the VSCA link. You can get the PDF at RPG Now or from the Lulu Marketplace.


Friday, June 28, 2013

The Expedition Leaves St. Johnsbury

Before the night ended...

Job spoke with some of the elders of the city and found a debate within their ranks. None thought fondly of Farfoot, but a few hesitated to act for fear of harm coming to the people. Job strongly influenced the group towards action, but he stopped short of forcing their hand.

Edmund spoke with some of the nobles of House Emerson. He encouraged trade between St. Johnsbury and Burlington and he met mixed responses.

Corwin got in late and went to bed.

The next day, Job went looking for the goblins and found himself resisted.

Edmund trained with the city guard and spoke to the captains, some of whom were among the group Job spoke with the night before. Edmund built on Job's progress and was able to stir them to action. The group moved to the center of the town where Corwin entertained a growing crowd with his retelling of The Hobbit. As he told of the dragon Smaug's demise, he freed the town of Mezzenetria's influence. It was an act witnessed by Farfoot himself, and after the goblin locked eyes with Corwin, he vanished.

The people of the town, suddenly freed form the spell, wept at their weakness and laughed for their freedom. They thanked the expedition, but clearly they needed time to recover and heal. The expedition left and stepped onto interstate 91, their first time on the highway.

They found themselves in a tunnel with the World as its walls. A sense of motion and distance filled them and they moved on in the afternoon rain.

Monday, June 24, 2013

Playing Cards part 2

To refine the idea of playing cards:

In the middle of the table sits the Wheel of Fortune. When upright (base towards the players), it can be inverted for a redraw. When inverted (base towards the GM) a player can discard a card to turn it upright. More on that in a bit.

Players can play their cards in one of three ways:

Marks - Every player must have at least one card, face up, to his right. This card represents his interaction with the situation at hand. It is through this card the player gives and gets marks. This is the card influenced by marks given to the character.
 5 marks = something mild
 10 marks = somewhat serious
 15 marks = serious/lasting, maybe even worthy of a Twist
 20 marks = very serious, most likely a Twist
A player can play more than one card for marks. That expands his ability to influence action, but also makes him more vulnerable.

Setting up a Redraw - A player can put one of her cards near the Wheel of Fortune. This is done to set up an additional redraw. Let's say she plays Judgement with the WoF because she fights to kill monsters (rather than with an emphasis on protection; maybe same results, but an important difference nonetheless). Later she or another player can draw on that reputation as monster-killer for a redraw. Judgement would then be turned face down and out of action for the scene.

Resetting the Wheel of Fortune - A player can discard a card to his left to turn the WoF upright. That card is done for the session. I will try to think of a way to get it back, but I may leave it out - turning the WoF upright is a pretty big deal. Setting up a Redraw makes for a more interesting story and is clearly more worth the effort. That's where I want to steer the players.




Saturday, June 22, 2013

Playing Cards

Another idea I will be trying out this Thursday: Playing the cards.

The players have at least seven cards: one for their Identity, one for their Realm, Two for their Strengths, and at least three for Twists.

As the players enter into a situation, they will decide on at least one card that represents their approach. That card they will play on the table for all to see; the others they will either keep in their hand or face down on the table. Marks are then applied through that card. For example, if a player puts down the Emperor, only marks that are martial in their nature can be given. The players can play more than one card on the table in order to have a broader range for marks.

The other side of this (and the reason players may NOT want to play a lot of cards) is that marks are applied directly to specific cards on the table. If a card has ten marks, it has been changed in some way. Depending on the situation, this change could be very short-term, like being exhausted from fighting; of longer length, like being injured; or very long-term, like suffering doubt in fighting ability. In the case of the long-term changes, the players may opt to take a Twist (in the case of suffering doubt, the Emperor may be inverted). If more marks are given, more changes are applied, or existing changes worsen.

The NPCs will play cards in the same way, but instead of the ten-mark trigger, the players will be challenging cards as normal.

We'll see how this goes. I think it gives more meaning to the cards, makes them an integral part of the game, but doesn't turn Rain into a card game.

Friday, June 14, 2013

Redraws

Another idea I'm going to try: Redraws.

Previously, the players all started with one Redraw (the ability to draw another card if the card drawn is not good enough). After used, the players could gain another by taking a Twist.

Instead, I'm going to let players set up Redraws. A player spends an action to do something that can be used to a later advantage (like setting a trap, or giving a gift, or virtually anything). It takes three set-ups to get a Redraw. It's possible that these set-ups are done well in advance of any conflict, and it's also possible that the players are able to set up multiple Redraws. Of course, it's also possible that the NPCs can find out about these set-ups and do something to nullify them.

On another topic:

Last night I had a great conversation with one of my players about the use of the Tarot Cards. Both of us were wondering if they could be put to better use and I think we came up with some very interesting ideas. I'm mulling them over. And over. And over.

I want the cards to be an integral part of the game, preferably of both the narrative and the mechanic. The balance is that I don't want the cards to limit the play, or to become the focus.

The representation of the NPCs is very evocative and works very well. The cards that the players get to represent their characters: also good. But the actual action of the cards ... they are not a dynamic element. I'm not sure that they need to be, though. Using them to represent the players and NPCs, and thus being able to change them in order to show change in the person connected, that may be what I'm looking for.

For now, we're going to stick to the character format we used last session. Always good to have an open mind to things, but at some point I have to say "Done." Not there yet, but I need to keep that in mind.

Saturday, June 8, 2013

Making Characters

We made characters. No playing, just made the characters and then discussed them.

Lots of back and forth (something that I both love and find a touch frustrating) and a lot of good ideas put out there. It's too bad we didn't get a chance to play because all of our discussion may fall flat once we actually see how the new characters work with the game mechanic.

I am pretty sure that the NPC mechanic is going to be changed. The NPCs have always been a struggle in Rain. It's like I can get the characters in sync with the mechanic very easily, but the NPCs always feel ... awkward, like I'm forcing an American plug into an old European outlet: the purpose is the same, but they just don't fit.

The more I think about the characters as they currently exist, the more I like them. The twists are great in that they provide such wonderful guides to the characters, and they also grant all kinds of opportunities for the players to interject their characters into the game.

Let's say a character has the WAITING (The Hanged Man) twist. To define it further, she has been told by a friend that a letter from her sister is coming that will answer some questions about a missing family heirloom. Unfortunately, the character (Jenny) is on an expedition and can't be in town to open the letter as soon as it arrives.

On the road, camping under the trees as the rain waves back and forth in the wind, the expedition is attacked by elves. Jenny's player decides that in the attack one of the elves drops the letter she is waiting for. Now the fight is for survival AND retrieving what was stolen. Does the letter get snatched up by the elf? Does it fall into a fire? Does Jenny get the letter and open it? And if so, what does that do to the WAITING twist?

The twists also give the GM very clear hooks for each characters. Can't complain about that.

Tuesday, June 4, 2013

Rain Rules

How to play Rain.

The basic mechanic of giving marks and then challenging cards stands:
Obstacles represented by the major arcana, just like player characters. Their cards have strengths that modify the draw when that card is challenged.

Players give marks to the obstacle (not the card). After they feel they have given enough marks (a feeling they would get from the GM's description), they can challenge a card. They flip a card from the deck (made up of the minor arcana) and modify the draw's value by the card's strength. If the total is equal to or less than the number of marks given, they succeed and overcome that card. If the total is higher, they fail.

If the card drawn is upright, there is no backlash to the player. If the card is inverted, there IS backlash to the player, even if she succeeded.

Here's an example:

Tom is leading the expedition through a swamp that has expanded over the road. It is messy and very dangerous.

The Swamp is represented in two ways: First, The World is on the table and it is inverted. Second, the GM has put The Devil down to represent the dark creatures that live in the swamp, The Chariot, inverted, to represent the difficulty of travel through the swamp, and Death, to represent the drastic change in the environment.

Tom gives the swamp marks by using his cards (natural ability and experience) and his skills. He can only use one card at a time, but he can invoke that card to give any kind of mark. In order to give 1 mark with skills, he need only use one skill. To give 2 marks with skills, he needs to use three skills. To give 3 marks with skills he needs to use five skills. Of course, all of it has to be appropriate and narrated.

Tom stands at the edge of the murky water, poking into it with a stick to see how muddy the ground is underneath. Peering ahead, while the rain drizzles down, he sees what looks like small islands; bits of the road too high to be submerged. He hops out to a mossy rock, then on to one of the islands.
Tom gives the swamp 2 marks of Progress. 1 for using Lost in the Rain (he's been through this sort of thing before) and 1 for using Athletics.

The swamp is very quiet except for the sound of the rain spattering into the water. There are wide spaces between the trees and small humps of land all around, some bare, others mossy. The landscape makes it difficult to determine which way the road actually went. The swamp gives Tom 3 marks of Confused because of the strange surroundings. Because Tom is at home in the Wilds and The World is inverted, this is reduced to 2 marks.

Tom stands very still and takes his time. He can clearly see by the ruts and marks that the island he's on is part of the road. He follows the line to what looks like it should logically be the next bit of road. Maybe the bits of road under the water are not completely muddied yet. If he can trace the line, the expedition can just roll through. Tom gives the swamp 1 mark of Knowledge by invoking The World; he knows how to handle the Wild's tricks. 

And so the story goes. This is a tough challenge for Tom. If he had Traveling and Rain Lore, his ability to use landmarks and his knowledge of the flows of power in the Rain and water would be a big help to him and allow him to give more marks. As it is, he has to work with what he's got. If he was truly alone, the swamp might prove too much and get him completely lost. As it is, the others from the caravan can act and give the swamp marks. Hopefully it will be enough to challenge one of the cards and overcome it (either The Chariot, inverted, to find a way through, or Death, to find the old road is still there, not totally lost to the swamp), before Tom and the rest of the expedition is lost.

Rain Skills Part 9

How does it all work?

Well, let's start by making a character. Here's one that I'll make for myself.

Tom is an explorer, someone who is too curious for his own good. He loves the Evening Tales, but honestly he is more at home out in the wild, out in the Rain.

I'll choose The Hermit as his Identity, with Agriculture as his Core Skill - he knows a thing or two about nature because of his exploration, but also because he grew up on a farm.

For his Realm I'll go with The Wilds (The World). For the Realm Skill I'll take Survival.

And for his free Basic Combat skill (oh, yeah, did I mention that? Everyone on an expedition needs to learn how to fight off the monsters that come out of the Rain) I'll go with Archery.

For Tom's two Strengths I'll choose Might (Strength) and Charismatic (Temperance).

Now for his story, the Twists.

Twist 1: Spirit Speaker - The Hierophant
First, from a young age he heard the call of the spirits. People talking to him, inviting him to talk back. One in particular, going by the name of Pine, spoke to him often and the two became friends.

Spirit Speaker Skill - Spirit Lore
Through Tom's conversations with Pine, he has learned a lot about the spirits.

Twist 2: Lost in the Rain - The Tower
After a year of conversation, Pine disappeared. Tom waited a week, two, a month. Nothing. So Tom went looking for him. It was a foolish thing to do - wandering out into the dripping, dark woods - and it nearly cost him his life. But he survived. He found his way back, and when he got back home, after a harrowing week lost in the wilds, he found he wasn't really home at all.

Lost in the Rain Skill - Stealth
Tom learned the ins and outs of the woods. He learned how to disappear.

Twist 3: Striving for Love - The Lovers
Tom still hasn't found Pine, but he also hasn't given up. Tom has started acting as a guide to the expeditions that his town sends out to neighboring towns, hoping that he'll find some sign of his friend.

Striving for Love Skill - Athletics
Tom has gotten strong in his constant traveling. Walking the roads between towns isn't easy and often requires strength and stamina.

And I'm done. Looks like I'll save the actual game-play for the next post.

Rain Skills Part 8

I've put a character sheet for Rain on the page. Funny how making the interface for the players can help to clarify the rules...

Skills.
The cards you choose give you skills. At this point, I'm still not sure how this will work, but I think there will be a combination of skills and cards to figure out how many marks you can give.

There are Core Skills. These are skills that you get when you choose your Identity (looks like that name's going to stick).

The Magician grantsWizardry - the ability to use the rain and water to cast spells.
The High Priestess grants Diplomacy - the ability to create an peaceful atmosphere.
The Empress grants Connections - People know who you are because of who you are, not necessarily what you've done.
The Emperor grants Martial - the rather combative instinct of protection.
The Hermit grants either History, Engineer, or Agriculture.

Instead of Life, I'm going to go with Twists - that is, plot twists that affect your character.
When you take a Twist (remember, you start the game with three), you choose a card. You also choose from a list of skills that are appropriate to your story. These skills aren't prescribed or limited in any way. Different people can go through similar experiences and learn very different things. You choose one skill per Twist (so you start with three skills).

The skills are pretty broad, so they have the potential for very wide application.

Edit: It should be noted that the character sheet is based on the rules in these posts, NOT what is in the Players Book PDF.

Next, on "Rain Skills Part 9" ...

Rain Skills Part 7

The title "Rain Skills" isn't really appropriate anymore, is it?

So. The character has an Identity, three cards from Life (again, I need better names), and two Strengths.

Here are some more for Life:
CHANGE (Death) The character has been involved with or undergone a sudden and defining transformation.
WAITING (The Hanged Man) The character is being held back by something for which she is waiting.
FREE (The Hanged Man, inverted) The character has recently been released from something important that was holding him back.
ENEMY (The Devil) The character has an enemy, either human or otherwise.
MENTOR (The Devil, inverted) The character has a teacher.
ENFORCER (Justice) The character has been taught to enforce the laws of a particular human town.
OUTLAW (Justice, inverted) The character has been taught how to actively live against the laws of human community.

Also, a change: if a player chooses Nobility (The Empress) as his identity, he does not choose an additional card for his house.

Now we'll look at Realm.

The player chooses one Realm from below. This represents where the character is most at home.
CIVILIZATION (The Sun) The character is most at home ... at home. This includes old ruins where people used to live.
WATER (The Moon) The character is most at home out on the water; lakes, rivers, and streams.
THE WILD (The World) The character is most at home in the fields and forests and mountains.

When a character is in her Realm, and the card on the table representing that is upright, she can give an additional mark on any actions. When the card is inverted, if the character is given marks, she reduces the number of marks she is given from any one action by 1.

There are two cards not mentioned yet: The Fool and The Star. The Star I've go plans for: that would be the home of the Spirits. The Fool ... still working on that one.

More to come, I'm sure.

Monday, June 3, 2013

Rain Skills Part 6

The last post gave the character's Identity (still not sure what I'm going to call it).

Now we need to flesh the character out a bit.

The first part will be the character's background.

The player chooses three of the following options for Life.
SPIRIT SPEAKER (The Hierophant) The character is known by several spirits.
LOST IN THE RAIN (The Tower) The character was once lost in the Rain, and never fully recovered.
PATH THROUGH THE RAIN (The Tower, inverted) The character has found his way in and out of the Rain.
MISSING LOVE (The Lovers, inverted) The character has lost someone she dearly loves to the Rain.
HERO (The Wheel of Fortune) The character has performed a heroic deed.
GOBLIN FRIEND (The Fool) The character has been befriended by goblins.
STRIVING FOR LOVE (The Lovers) The character is in love, but that love has not yet been acknowledged.
SCOUNDREL (The Wheel of Fortune, inverted) The character knows the dark side of human society and has a reputation that follows.
ELF FRIEND (The Fool, inverted) The character has been befriended by elves.
KEEPER OF THE PAST (The Hierophant, inverted) The character has been taught to keep alive the old ways of before the Deluge.

Next the player chooses two Strengths.
MIGHT (Strength) The character is strong.
GRACE (The Chariot) The character is athletic and graceful.
WISDOM (Judgement) The character is wise.
CHARISMATIC (Temperance) The character is liked by others.

These cards can all be invoked for one of any mark as long as it is appropriate to the action.

To Be Continued...

Sunday, June 2, 2013

Rain Skills Part 5

More developments. The ideas from the previous post are a good start, I think, but they still lack the degree of definition I'm looking for. So:

I want to have a few cards that are archetypal, fundamental to who the character is. Not sure what to call it, yet. I want the name to tie the character in to the game, just as the card does. Anyway, this is what I'm thinking.


The Magician
The character is a wizard. He can use pools or bowls of water to cast spells of the Veil; he can use falling water to cast spells of the Torrent; he can use flowing water to cast spells of Ways.

The High Priestess
The character is a storyteller. She can use the arts and storytelling to create an atmosphere of diplomacy and trade. While she is doing so, it is nearly impossible to break that environment into violence.

The Empress
The character is nobility. He is respected by others if for no other reason than his station. He can also choose another card that represents his noble house.

The Emperor
The character is a protector and well-trained martially. She can invoke this card for any combative purposes.

The Hermit
The character is an academic. He can invoke this card when using academic knowledge. He needs to choose a specialty: History (knowledge of the past), Engineering (knowledge of design and construction), or Agriculture (knowledge of farming, beasts, and plants).


These cards can be invoked when appropriate to give one of any kind of mark.

More to come in future posts.

Friday, May 31, 2013

Rain's Skills Part 4

Our experiment with a Fate-based skill system worked pretty well, but it wasn't quite right.

The group had a good talk about it, though, and I like the idea for how to move forward: Use the Major Arcana (since Rain is based on Tarot cards) to represent different parts of the character. Here's what we're going to try for this coming Thursday's game.

BACKGROUND
Choose five of the Major Arcana, each one representing an important element of the character's background. They could be family, a romantic interest, an enemy, training, fascination with the Rain, a pivotal experience, a mentor, or even an heirloom. For each card, choose one of the 9 marks. That card can be invoked to give one of those marks when appropriate to the story.

STRENGTH
Next, the character has 10 points. Those points can be distributed between other Major Arcana as the player sees fit with this limitation: no card can have more than 3 points. The number of points the card has is its strength; that's how many marks that card gives when invoked. These cards should represent broader aspects of the character: a philosophy, an ambition, that sort of thing. There is no limitation to which kind of marks these cards can give.

Only one Strength can be invoked at a time. Likewise for Background cards. But a Strength can be combined with a Background, as long as both are appropriate for the action.

That's it for now. We'll see how this goes.

Saturday, May 25, 2013

The Expedition at St. Johnsbury

Our heroes arrived at St. Johnsbury. They were welcomed by the young, but the older folks seemed to a little stand-offish. They met the mayor, Morie, a long-faced man who seemed a bit nervous. He tried to rush them along, but this only piqued their curiosity.

Job did a little investigating and found that the most powerful magic nearby was not in town.

There was no indication of a dragon in St. Johnsbury other than the banners of a red dragon hung in town.

That night at the Common Tales, the group was doing very well. Job spoke with the older crowd, Corwin and Edmund entertained the crowd with stories of their dangerous travel from Burlington. Just as Corwin was lifting the Common Tales to a more energetic level, Farfoot arrived. At that point, Corwin snuck out the back in the company of a young lady, someone who he had peeled away from the fascination of Farfoot.

A clash and jingle and braying of trumpets was heard. Two goblin heralds opened the door to the Old House Inn, where the Common Tales was taking place. Behind them strode in Farfoot, another goblin dressed all in ragged red. The new arrivals carried themselves with an air of clear dignity, something unusual for the unruly goblins.

As Farfoot stepped into the Common Tales and began telling stories of the Mistress of All Lands, Destroyer of Cities, Job blew smoke into the room, having it seek the most powerful source of magic. It dispersed into a thin covering of the floor, vaguely in the shape of bat-like wings. When Farfoot reached the climax of his stories and proclaimed the name of Mezzenextria, the smoke rose in the form of a giant red dragon. Many of the townsfolk fell to their knees.

Job left, following the older crowd to their own meeting. Corwin had remained out of the room, leaving Edmund, Leon, and Gillias to stay in the Common Tales.

Sunday, May 19, 2013

Rain's Skills Part 3

So I'm going to give this idea a try for the coming Thursday game, taking a page out of Fate's book, if you will:

The players will get five Strengths. These have to be defining elements of the character like "I'm a trained warrior," or "I've lived most of my life in the Wild," or "I'm very strong," or "I'm a Wizard."

Hopefully they'll get a little more creative, but you get the idea.

They will also get seven Skills. These have to be more specific. "Sword-fighting," "Spells of Drowning Rain," "Frightening Storytelling," "Stealthy," and so on.

The players can invoke up to three Traits and or Skills to give marks.

I'm a warrior, I'm very strong, and I have the Sword-fighting skill - I'll give the goblin 3 marks of Bleeding.

We'll see how that goes. It give a lot of narrative flexibility but also defines the characters.

Friday, May 17, 2013

Rain's Skills, part 2

So I've got these four (five, kind of) broad skill categories for Rain: Fighting, Storytelling, Athletics, and Wizardry. If a character has Storytelling 3 for Frightened, he can us Storytelling to apply 3 marks of Frightened to a listener.

That works very well. It allows a lot of narrative freedom, which is awesome. The thing is, that freedom is also a weakness. I have some players saying they feel like they need more definition. What they seem to be telling me is that they want to know what they can't do.

I totally get that, and I think it's an important distinction: what can be done versus what can't  be done. I've been spending a lot of time trying to figure out how to define what the player's can do - and I think I've got that nailed. It's time to start thinking about what they can't do.

I could do this through Weaknesses, or by having them choose specializations, and they can only give marks when using those specializations. It's still a can vs can't, but it's worth looking into. We'll see what happens.

Monday, May 13, 2013

The Heights of Etherian

The voting over at EN World is done, the results are in: a very cool game won. Unfortunately, it wasn't the one that I wrote. Ah, well.

On the plus side, that means the Heights of Etherian is now free to be worked on. I'm pretty happy with it, given I've only put about a day and a half of time into it. I guess the next step is to actually test play it  ...

And eventually I'll need art for it. Any takers?

Sunday, May 12, 2013

Rain's skills

Here's the basic mechanic for Rain (using a tarot deck).

There are 9 kinds of marks a player can give:

3 Physical marks (dazed, bleeding, winded)
3 Social marks (impressed, confused, frightened)
3 environmental marks (progress, knowledge, alter)

Whatever it is the players are facing is represented by the Major Arcana. Each card assigned to the obstacle has a strength. A really strong card might have +15 or +20, a really weak card might have -5 or -10.

The players apply marks by describing their actions. marks of bleeding can be given by describing attacking with a weapon, marks of progress can be given by describing moving through difficult terrain, - it's all very narration-oriented.

When the players feel like they've given enough of a certain kind of mark (physical, social, or environmental), they can challenge a card. Let's say a giant has Strength, that is +10. The players keep heaping on physical marks, describing attacks, chases, that sort of thing. After they have told a good story, and the GM is describing the giant as looking pretty messed up, they can challenge the card. They draw on of the Minor Arcana at random and the GM secretly adds the card's strength to the draw. If the total is equal to or lower than the number of marks, the players succeed and overcome the card. If they don't, they fail and can keep trying.  There's a little more to it, but that's the basics of it.

Here's the problem. I have had the players describe vaguely how they can give the different kinds of marks by using four skill sets: Fighting, Storytelling, Athletics, and Wizardry. That's nice, but it doesn't give much by way of what a character is specifically good at. Sure, a player can simply do that through description, and some players are very happy about that. But others, and I think I fall in this second category, want more of a guide: what am I good at, and how good am I?

That's my next project. The mechanic works very well, so I don't want to muck it up, but I also want to give players more to work with.

Friday, May 10, 2013

The Goblin Common Tales

Our heroes took part in the Common Tales with the goblins of the corn maze.

It got a little ridiculous, as things are want to do when goblins are involved. They burned the head of the giant, and it burned quickly, but gave off an awful smell. There were two factions of goblins: older ones that seemed to disapprove of the celebration over the giant's defeat, and those that were very happy about it. The most extremely happy were those that, for all seeming, worshiped the dragon of Boston, Mezzenextria.

After some small investigation into goblin magic, the expedition traveled on to St. Johnsbury, and that is where we leave our tale for now.

I've come to an interesting point in the mechanics of the game.

First, the mechanics work very well, but I think they are geared more for a game in which the GM is the guide, not the storyteller. And that's fine ... except I have a clearer and clearer story to tell.

The sticking point is mainly centered on how the characters' skills work. They are VERY broad, so much so that it is hard to say one character is better at a particular thing than another. There are distinctions, but they are vague.

This is fine for a game in which the players are happy to narrate their characters' strengths and weaknesses without necessarily having them specified on paper and through the game mechanics. And I have some players that are just so. I also have some players that are feeling a little detached, though, because they have less of a sense of their characters' limitations.

What it boils down to, I think, is I need to decide on the nature of the game. Do I act as a guide, always asking, "and what comes next?" or do I provide a more structured world. If I go with the latter, I think I may need to get use a different mechanic.


Wednesday, May 8, 2013

Better Links - And Rain!

I've updated the Rain and Challenge pages. Now the links will take you directly to the PDFs rather than to the directory.

My bi-weekly game of Rain is tomorrow - definitely looking forward to it!

The story thus far - the expedition ... whimsically named "Liza" ... has set out from Burlington, VT. They opted to strike out to the east across the wilds rather than take the interstate (a much safer route) directly to Boston. They have been chased by murderous elves and are now in the cornfield maze (a goblin town) to the north of Danville. After the Common Tales, they plan on continuing on to St. Johnsbury, where they are expecting to find a dragon.

The ultimate goal of the expedition is to get to Boston to investigate the doings of Mezzenextria, the dragon that laid waste to the city three generations ago when after the Deluge, and to salvage what they can.

Our heroes:

Edmund Brewbaker, son of the captain of the Burlington's militia.

Corwen, brother to Burlington's chief Storyteller, and a talented teller of tales in his own right.

Leon, an explorer and scout.

Job, a mage who is not thrilled to be on the expedition, but dutifully persists.

Gelias, a scout and storyteller who's own expedition to Montreal failed.

Monday, May 6, 2013

EN World competition

I submitted a game for the EN World 7-day RPG competition. Even though this is a new site, if you're reading this and you want to vote for my game (The Heights of Etherian), Good Lord, go do it! Don't wait - voting ends may 13th.

There are some great entries. It's great to see people taking old ideas and methods and putting new twists to them. There are a lot of "generic" games that are meant to be used for any genre, and there are some excellent new settings. The Empire of the Raven by Kistune9 is a very cool world.

Sunday, May 5, 2013

Moving Quickly

Alright! I've accomplished the main thing I wanted: I've got a way for you to get to PDFs of the games I've been working on.

Here's the deal. These are free. Please be respectful of them. Give me credit when you ought to. If you have ideas for other setting, I would be interested in hearing about them. If I think they are awesome, I might even put them up.  Just, you know, be cool.

Oh, and if you play any of these games, please let me know. I think it might be kind of cool to post some reviews (gulp) or, better yet, some of the cool experiences you've had playing them. I know that there is always room to improve on things, but it is also fun to focus on the good times that these games have helped to create.

Starting Things Off

OK. I'm working on trying to have a more active presence online with my gaming stuff. We'll see how this goes ... I tried social media in the past and found it didn't suit me. But that was less focused. Hopefully with a focus on gaming I'll have something to keep me going.

So - the purpose of this site is to post projects that I'm working on/have completed so that others can access them, provide constructive feedback, and maybe even chat a bit about games. 

I'm kind of a novice on webpages, even simple ones like blogs, so things may not be all that slick right off. Bear with me!