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.