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| Thanuir |
Posted: 15 Dec 2008, 20:46
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![]() Learning by doing Group: Admin Posts: 1 447 Member No.: 1 Joined: 28-September 05 |
Next I'll be running the dragongame. Or, at least a dragongame. Approximated length: 10 sessions.
Rules will be vastly different and much leaner, but there'll be a blog post on that someday. Setting reworked, though still familiar. Core of the game, in two stages: 1. Young hatchlings making sense of their environment, contacting the lizardfolk (of various tribes and sorts), exploring and discovering the Tome, from which certain historical facts can be deduced. 2. Given the knowledge of history and current situation, what are they going to do about it? This may include warfare, negotiations, or just plain not caring. Entities: There wil be distinct tribes of lizardfolk, taking the roles previously played by the distinct races. There will be fey, because they are too fun to not include (possibly including grand pianos or illusions thereof). There may be a race of imperialistic elves living south of the Dragonvalley. There even may be demons, though this is uncertain, as is their form and function, if they do exist. A lich, though different in history and identity, may enter play. A military expedition from humans is likely to manifest in some form. Question marks, or, I'd appreciate input here. The fate of Ceosinnax and Thunandriaikhor. They have this nasty potential of overshadowing the player characters, which is a mistake I intend to not repeat. If there is a way to make them suitably alien or dangerous, maybe then... Seals. If there exist seals, there are exactly three of them, but I do not see them as particularly necessary for a good game. They do give a measurable metric for success in the form of intermediate goals, which would help. Miscellaneous. Do I want demonkind, and if yes, what role should they play and what should their form be? What about dwarves, giants and orcs? I do want dwarves or orcs, certainly, as a race banished underground by elves for destroying the world tree. But should they make an appearance in the game? So, all of that said, any ideas, warnings, or comments? What was particularly good in the game? What sucked? What should I absolutely do and what things avoid at any cost? -------------------- |
| Gastogh |
Posted: 15 Dec 2008, 22:20
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Moderator Group: Members Posts: 890 Member No.: 4 Joined: 29-September 05 |
Ceo and Thunan: "dangerous" will not fix "overshadowing". I can't grasp the notion of "suitably alien". If they are going to be there, be prepared to offer plausible answers when, and not if, someone comes asking why they don't fix the imminent wars by taking a morning stroll over the enemy camp. Animagynth satisfied herself with a decision to trust that C&T knew there'd be bad consequences, but you'll more than likely have players who won't settle for internal rationalizations as readily as I tend to. Seals: diminishing their importance diminishes their point. If all three can be rounded up and smote inside ten sessions, you'll need a fair reason for why it can be done that fast but couldn't be done earlier by others. Races: you'll want what you'll need to use. In other words: if you need a large war between three main factions, such as humans, elves and undead, you can just as well pepper it with smaller factions from inside those three main races. A tribe of orcs can be replaced by wild humans, for example, and non-involved races such as harpies, giants and dwarves need not take part in the game at all. You could add orcs to that list if that one tribe were to be replaced with something else or forgotten about. As to demons, their purpose was never adequately played out. They were there as an enemy dangerous enough to think twice about attacking straight-out, but beyond that their purpose and function never seemed to matter. The game functioned just fine without them, and unless you have a more active role for them already designed and thought out, you can drop them and no one will think to ask, "Hey, why's this little valley here so empty?" or "Why does one these main armies feel so weak compared to others? No allies at all?", if you catch my drift. When I permit myself to be that critical, it is a bad habits of mine to piss on about how fantasy species and races are far more similar to each other than various human cultures of our own world. Cultures > races, if you need versatility. Of course, if C&T have to go, the lizardfolk will need some other survival card. The players themselves, perhaps?
I've never had or heard of a character who was as versatile or able to do things as Animagynth was. Flight, underwater breathing, myriad and versatile spells, natural weapons, a hundred things to learn and all that was unique. Never mind that she wouldn't have been to meet many foes on their own terms through sheer power like long-played D&D characters, there was always something that I could do. Dragons made good characters. That utility must be there, because "Hey, I'm a dragon and that's cool!" doesn't work very long. Also, the element that you won't be able to utilize because of the length of the game: you can't play a character for hundreds of hours and nurse it from (D&D reference) level one to Epic without liking it. Hell, I must've spent more time drawing the maps than I did with most of the characters I've played...
Crucial and important things need to planned in advance. They can be introduced however slowly you like, with hints or physical distance or the passage of time to separate you from immediacy. But if you're going to wake up a mountain, postpone it for as many sessions as it takes to work out the ramifications. Though having ten irons in the fire at once has its perks, it's better to follow up on one good idea than use too many at once. Again, the 10-session estimate makes this less significant. Still, you don't want a harpy/giant mountain there unless they're going to really do something. I recall worrying about what the harpies were up to far longer than dealing with them in any way or having to suffer from their bad graces. |
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| Thanuir |
Posted: 16 Dec 2008, 18:56
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![]() Learning by doing Group: Admin Posts: 1 447 Member No.: 1 Joined: 28-September 05 |
Thanks. I'll be doing a bit of planning during the holidays. Here's hoping this game won't be an utter failure.
Ten sessions does not mean that the in-fiction time is short. My current plan is to play a suitable number, like three, sessions of the exploration etc. stage, which will also mean that fiction moves at fairly slow pace. After that ends it would not be unreasonable to zoom out a bit, so to speak. Making this explicit to the players as the transition happens is probably a smart thing. Unannounced changes in style of play never end well.
Agreed.
I'm thinking this is something the players will be dealing with, if they care at all.
As for pacing and preparation, here's my current plan. 1. Plan some major events that are likely to happen regardless of PC actions. This includes Tirae, the elves (if there) and the location and state of the seals. There'll be exactly three, BTW. I'm currently leaning on having them. 2. Plan plenty of interesting things to interact with that can be dropped into the game if goings get slow. These are generic and rely on the curiosity of PCs. Examples: Giant ants, old ruins, pond or tree in which a prophetic fey lives, a random lich, ... 3. Character creation, first session. 4. Considering the behaviour of the players, events such that at least some player will be interested and I don't know how they will react. This is basically a more customised version of number two. After that, keep updating those and build a relationship map (network of people and factions connected by how they feel about each other or what they want to do to each other). I'll have harpies, gryphons or some other bird-like foes be the generic air threat. This fits particularly well with Tirae allying with some bird-spirit to drive away and slay the dragons back then. On the seals: Some leader-person among Tiraeans is going to have one of them. The sailing imperialistic elves have another, as a sign of Tiraeans trusting them. The third one; lost, given to underground folk (dwarves/orcs/whatever I replace them with), perhaps stolen. I don't know. It is further not necessary for all of them to be discovered during this game; as long as the situation becomes untenable to the dragons or the lizardfolk, I'm satisfied. The lizardfolk being slaughtered and the dragons all in hiding would be as good a finish as any. Oe two seals broken and an expedition sent down under to discover the final one, hence spawning a convenient next game. -------------------- |
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| Gastogh |
Posted: 16 Dec 2008, 19:15
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Moderator Group: Members Posts: 890 Member No.: 4 Joined: 29-September 05 |
Sounds good. I'll be expecting play reports. Do you know what kind of dragons the characters will be, and is the system written up anywhere?
How will that be handled, exactly? |
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| Thanuir |
Posted: 16 Dec 2008, 20:19
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![]() Learning by doing Group: Admin Posts: 1 447 Member No.: 1 Joined: 28-September 05 |
Play reports: Hopefully. I won't promise anything, as it will end in pain and frustration and stress. So hopefully.
Dragons: I'm assuming at least one of them will be cute. No real idea. System: Give me half a month or so. Maybe less, hopefully not more. Zooming out: "For a couple days you keep the humans from sleeping, attacking lonely guards and unlit tents. It is not enough; your side is clearly at disadvantage and lizardfolk are dying. What do you do?" after asking what the character is doing and getting skirmish warfare as an answer. Or skip over weeks of travelling, following some army. -------------------- |
| Thanuir |
Posted: 18 Dec 2008, 22:01
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![]() Learning by doing Group: Admin Posts: 1 447 Member No.: 1 Joined: 28-September 05 |
Characters start with 8 points divided among three stats: body, mind, will.
Stat of 1 gives 1 skill, stat 2 gives 1 ability, stat 3 another skill, stat 4 another ability, ... Each ability opens totally new options in gameplay. (There is one semi-offender, finding which is left as an exercise for the reader.) They also leave a mark upon the character. Each skill makes the character very competent within a given activity. There are a few offenders. I am, right now, struggling with mind skills. Should the typical social skills be there? Also, additional ideas for abilities will be appreciated and considered. There was a mind ability called hear thoughts, but I reconsidered and did not include it. A mistake or a good idea? All abilities and skills are binary; you either have them or not. Consider D&D feats. Here's crudely copy-pasted skill and ability lists from blog-post-to-be: Body skills * Burrow: This dragon can create tunnels, even a lair, in soft earth. Sand swimming: This is a separate skill that requires burrowing. The character can move as though swimming in loose sand and similar materials. * Fly: This dragon is particularly good flyer, to the extent of chasing and even catching birds in the air. * Kill: This dragon can kill any beast or man of reasonable size. Warfare*: This is a distinct skill that requires killing. This dragon can fight military formations on at least equal footing. * Roar: This dragon can emit a roar of greater volume than one would assume, given its size. It can be used for intimidation, large-distance communication or stunning small animals, small being a relative term. * Stalk: This dragon makes no more noise than a stalking cat does and always finds the best places to hide in. * Swim: This dragon can swim and dive as well as crocodiles. Special abilities keyed to body * Breath weapon: This dragon can exhale flames, lightning, frost, acid, venom, or some other hostile substance or type of energy. Breath weapon may manifest as smoke emerging from the nostrils of an angry, or excited, dragon, or the dragon having inordinate static electricity, or by caustic spittle. The power of the breath is a function of body stat. Using a breath weapon makes the dragon awfully hungry, which makes the situation no better for those suffering its effects. Breath weapon that affects minds of targets also counts as a mind special ability. (E.g. sleep, confusion, rage.) * Chameleon: The dragon is of colour similar to its immediate surroundings and changes in colour as it moves around. * Scales of iron: This dragon's scales are harder than weapon of iron, bending and shattering any used against it. Body 5+ required. The scales will look special in some way. * Venom: This dragon has venomous bite, stinger, or maybe even claws. It can eat food killed by its poison. Poison glands are a typical sign. * Water breathing: The dragon can breathe underwater as in air. Swimming is a recommended skill. Webbed feet or even gills may be how this special ability manifests. Mind skills * Extend awareness: This dragon can, by concentrating, simply know everything about its surroundings. This process takes about an hour per two metres of range. It relies on no normal senses, but is rather mystical in nature. * Literacy*: This dragon is capable or reading and even writing, though the natural shape of dragons is ill-suited for the latter activity. * Lore*: This dragon is very knowledgeable within a certain field, such as flora and fauna or history of dragonkind. * Notice: This dragon notices almost everything stalking it, trying to hide from it, or generally concealed. * Read auras: This dragon can read what an aura says, assuming it can see the aura in the first place. Mind abilities Unless otherwise mentioned, mind abilities often manifst as strange behaviour or odd-looking relevant sensory organs. Some abilities are associated with specific sensory organ, such as aura sight; these are examples only. * Far sight: This dragon can by concentration see places far away, known by having been there or by simple distance and direction. * Hear emotions: This dragon hears powerful emotions of entities close by, assuming such emotions are not being deliberately controlled or suppressed. * See auras: This dragon can see the auras of powerful entities; aura of a being is a function of the being's will. The eyes of such a dragon often look otherworldly in some way. * Sense heat: This dragon can see heat, to the point of being able to act in complete and total darkness if there are differences in heat levels. * Speak to animals: This dragon can communicate with a given group of animals, such as fish, canines, spiders or little birds. Typically the dragon also behaves in a manner similar to the animals in question. * Speak to things: This dragon can communicate with objects of a given substance. For example, rock, plants, clouds and fog, rivers and lakes or fire and smoke. The knowledge such objects have is often peculiar and very limited. Will skills * Disguise: This dragon can effortlessly act as entities in given position do, even if shapeshifted. * False patterns: This dragon can obscure its real thoughs and emotions, projecting what it wills on any that observe those. * Leadership: This dragon, willingly or not, attracts followers of various kinds. * Will as weather: This dragon's mood alters the weather of nearby locales. Will abilities * Awe: This dragon inspires awe and worship among any that see it in its full glory. * Command substance: This dragon can bend a given substance to its will. Examples: Water, rock, clouds. Manifests as the dragon resembling the substance thus under control. * Domination: This dragon can control the minds of those who look deep into its eyes. The eyes look like swirling pools of molten metal, water, or other liquid substance. * Emanate: This dragon projects its feelings to nearby creatures; any strong emotions the dragon experiences are mirrored in lesser creatures around it. * Shapeshift: This dragon has a number of alternate shapes equal to the least of body, will or mind. Assuming a non-native shape takes minutes, returning to native shape mere seconds. This counts as a special ability of all three kinds. All shapes share some distinctive feature which knowledgeable observers can notice and use to identify the dragon. * Whispers: This dragon can implant ideas and actions on creatures not aware of its presence by mere whispers. The dragon's voice is particularly compelling and soothing. * Wings of terror: This dragon inspires a strong instance of gives emotion on any who are under the shadow of its wings. Examples: Terror, sorrow, despair, joy, hope, madness, awe, obedience. -------------------- |
| Gastogh |
Posted: 19 Dec 2008, 17:52
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Moderator Group: Members Posts: 890 Member No.: 4 Joined: 29-September 05 |
Given the latter part, a good one. You could make it an advanced form of Speak to Animals, but sentients are too much trouble. How does the system feel about the traditional kind of spell casting? Body ability: Regeneration: can regenerate scars, flesh and even organs at a rate of X, no real risk of bleeding to death, things like that. |
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| Thanuir |
Posted: 21 Dec 2008, 14:41
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![]() Learning by doing Group: Admin Posts: 1 447 Member No.: 1 Joined: 28-September 05 |
Right now, there is no support for traditional spellcasting. Something like rituals might actually fit, but I have not considered them yet.
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| Thanuir |
Posted: 1 Jan 2009, 18:17
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![]() Learning by doing Group: Admin Posts: 1 447 Member No.: 1 Joined: 28-September 05 |
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| Thanuir |
Posted: 16 Jan 2009, 09:28
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![]() Learning by doing Group: Admin Posts: 1 447 Member No.: 1 Joined: 28-September 05 |
Gastogh, I sent you an email asking for the scanned Dragongame map. Have you changed email addresses or was the message lost in some unknown aether?
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| Gastogh |
Posted: 16 Jan 2009, 16:40
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Moderator Group: Members Posts: 890 Member No.: 4 Joined: 29-September 05 |
Nothing so dramatic as that. I check my mail weekly, and that's only for the periodic spam removal. I'll set it up somewhere.
Actually, the old link is still there. You can view it here. Maps of the larger world exist somewhere but I don't think they've been scanned. |
| Thanuir |
Posted: 16 Jan 2009, 19:40
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![]() Learning by doing Group: Admin Posts: 1 447 Member No.: 1 Joined: 28-September 05 |
The link is sufficient, thanks.
I have a map of the larger world firmly in my head. I did have most of that, too, but printing is easier than redrawing. Maybe. Or maybe that map will be a replica of a map that actually exists in the game; say, the plans of some walking, talking lizard? -------------------- |
| Gastogh |
Posted: 17 Jan 2009, 09:30
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Moderator Group: Members Posts: 890 Member No.: 4 Joined: 29-September 05 |
I don't think there are that many dragons interested enough in drawing to literally draw up plans.
Then again... But yeah, in either case I can't really see where that's going. Plans? Involving the places marked with exes? Ia'mdumb. |
| Thanuir |
Posted: 26 Jan 2009, 22:32
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![]() Learning by doing Group: Admin Posts: 1 447 Member No.: 1 Joined: 28-September 05 |
Never mind. I now have two maps to use, one a print-out of the map we used back then, A4-sized, and the other a hand-drawn smaller maps focused on the valley.
Today's session was the best one thus far (maybe in my entire gaming history). If you still use Messenger, do try to get in touch. I would greatly appreciate it. To give a summary: Remember that ogre-thing (insectile ogre by stats) that ruled over the kobolds in our game? In this game there indeed was an ogre there. It was a smart one, though, living in the egg chamber of the kobolds. Player characters enter by a mixture of trickery and boldness, anger the ogre, manage to get splattered, after which the ogre threatens to crush the eggs if they create trouble. Isla freezes the ogre solid. It topples over the eggs, most of which are crushed in addition to being frozen solid. All are dead. -------------------- |
| Gastogh |
Posted: 27 Jan 2009, 20:10
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Moderator Group: Members Posts: 890 Member No.: 4 Joined: 29-September 05 |
How did the egg-slayage go over with the kobolds?
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