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#making it more thematically unified would make it less convoluted i think
smile-files · 2 years
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lol i'm seriously considering giving camp keshet a complete overhaul AGAIN... like y'know how it used to be universally bird-themed? and then i scrapped that when i made the theme flight generally speaking, thereby making each character's theme individual to their personal interests? and now i want to make it universally butterfly-themed???? like goodness gracious i need to stop
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bonetrader · 5 years
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Unusual RPG combinations
I like to tinker with mixing and matching rpg settings and systems. I will try to collect the ones I'm most fascinated with. I haven't found the opportunity to actually try any of these combinations, but I guess it doesn't hurt to put them out there in case someone finds any of them interesting.
Shadowrun redux
Setting: Shadowrun
System: Blades in the Dark
I adore Shadowrun. It takes all the bleakness of reality, amplifies it, but also mixes it with a lot of magic and wonder. And if you read the books selectively, even with hope.
But playing it can get convoluted, especially if your group is prone to overplan. And we know that plans always go sideways. There's no such thing as a milk run. Spending an hour on planning can be annoying in itself. But it's extra painful if it has to be thrown out the window in the first five minutes of execution.
Enter Blades in the Dark that instead of planning ahead encourages to use flashbacks on the spot to reveal how you prepared in advance to get past an obstacle. That makes pulling off daring heists a lot more easier for the players. Infiltration is way less stressful on the player if they can make up any forged backstory on the go, and do a flashback to make sure it's believable. There's still some minimal planning, but it's practically just setting the starting scene of the run. You don't have to specify anything beyond that.
The concept of crew from Blades also fits nicely with Shadowrun. It can tell the GM what kind of runs the players prefer, and gives the players the ability tospecialize their team. Blades was created for a different level of technology and magic. But it mainly focuses on the hierarchy of the criminal underground, and that translates easily even to a modern world. So I expect the same crews to work with Shadowrun, but more thematic options could be added to tie it closer to the sixth world.
The concept of hunting grounds should be reconsidered. In Blades it means a specific neighbourhood the characters are more familiar with and usually target. In Shadowrun it makes more sense to make it a specific scenery they usually operate in. For example it could be a specific megacorporation they often go up against, or a type of gang that's common in the sprawls they operate in.
Blades also offers a nice subsystem for handling reputation, growth, notoriety, and even stress and trauma between runs. Incorporating a specific vice for each PC also seems completely in line with Shadowrun's concept.
The biggest difference will be in character creation. Blades' system is more abstract than Shadowrun's. In Blades you have to pick a specific playbook for your character. I think that's OK. While Shadowrun allowed building characters skill by skill, it always encouraged working toward specific archetypes like face, rigger, or adept. Your playbook determines your starting stats, but you can still somewhat specialize it. Blades also allows crossing from a playbook to a new one, but that's long term character advancement.
Adding some elements of Shadowrun might not be trivial. Spirits could be more or less handled as the ghosts in Blades. But magic and technology would have to be specifically addressed. Some of it could be treated like fluff, making it mechanically irrelevant whether your efforts are more effective because of training, because of an implant, or because you are infusing them with magic. But at least mages, riggers and deckers would probably need their own playbooks.
Twisted Houses of the Drow
Setting: any fantasy setting with drows, but I have a specific campaign idea for Spelljammer
System: Houses of the Blooded
This is a re-skin of Houses of the Blooded. The ven and the drow have different values and cultures, but I think they share a similar style. Decadence and intrigue runs deep in their societies. I'd replace the virtues (attributes) of the original game with corresponding vices. And each vice would be linked to a drow god instead of the totem animals of the original game.
Instead of the romance mechanic there would be rivalry. It would work the same way, just with a different flavour. Drows could pick someone as a rival, driving each other to greater feats. Instead of creating art drows could develop schemes. Same as the art mechanic. The scheme could give a bonus to those it was shared with. Seasons, regions, holdings, and blessings would have to be reworked, but I think renaming them would be enough in most cases.
My campaign idea is for a group of drow renegades employed by the elven admiralty as covert agents. They would be sent for long term infiltration missions to places where surface elves are not welcome. Each of them would have an affiliation with a drow god as well, and each would have their own hidden agenda. It might even work if not all characters are drows. I could imagine one or two elf, half-elf, or shapeshifter mixed in.
If I ever got to it seasons of the campaign would include: Building up a career of piracy in space (remember, Spelljammer) to get on the good side of a notorious and elusive pirate king, and lead the elven navy to its hideout. Instead of holdings the players could manage trade routes they raid, and their ships. Another would be infiltrating a drow city to stop an invasion. I think this would be the closest to the original Houses game. And finally I'd drop them in a mission to arrive as inmates to Elfcatraz, the secret prison of the admiralty (named by one of my players) to find out who's really in control there.
Around Cerilia in 80 days
Setting: Birthright
System: Primetime adventures
This one is kind of cheating, because Primetime adventures is quite setting-independent. So I rather mean it's a better fit for the kind of stories I'd like to run in this setting.
Birthright's setting works on a comprehensible scale for me. Most fantasy worlds have gigantic continents with dozens of large countries. They are too large for me, and I end up with a vast countryside where everything's the same for weeks to go. But Birthright has a small continent, maybe more like a large island with five distinct cultural regions. And each of those regions have a dozen provinces, each province described with its own flavor. It's not complicated, but colorful.
I guess it was done this way to accomodate the strategy aspect of Birthright that was one of its main features. While the concept of ruling provinces sounds great, the setting really makes me want to have a game about just travelling through this world. Not with adventurers, but rather with tourists, merchants, travelers who are going there to see a foreign place, or do business with the locals, and not just to explore a dungeon that happens to be there.
Ever since I saw the Roman Mysteries TV series I've been particularly fascinated with the idea of having a bunch of kids as player characters who are brought along by one's aunt/uncle on business trips to foreign lands, and get into trouble there. For example a trip from a frontier barony to the capital city, traveling through the woods of wary elves, then sailing down the river, stopping in a few more interesting port. Or a journey to the magnificent kingdoms in the east, although there are many perils both natural, and man-made on the way.
Thinking in Primetime adventures terms each province or city could be a separate episode. And the peculiarities of the place could be used to decide which character's spotlight episode should happen there.
Even domains of awnshegh (people and animals infected by the power of a dead god of darkness, becoming "monsters") don't have to be off limits. Some of them were quite sociable, and even more ruled over people whose perspective could be interesting.
Crown of Wings
Setting: Council of Wyrms
System: Birthright's domain management
Council of Wyrms focuses on playing dragons from various clans who work together. Despite the central role of the council, and the politics between the dragon clans, Council of Wyrms didn't touch much on the actual politics and realm management. It was the same AD&D, just scaled up to dragon PCs.
But I think there's so much more potential in the setting. I could easily imagine dragons ruling the land, managing guilds, and churches, and building out ley line networks to cast spells affecting whole realms. So everything that Birthright's system offered.
The setting isn't fully fleshed out, but it lets us fill in the land with fantastic locations. Some cities and towns were mentioned at unusual places, full of various races. So players could run wild with ideas when they create their own domain. Should their be trade routes with a merfolk city, and underwater ley lines? Absolutely. Could there be a church based on promoting the halfling lifestyle? Why not?
And then there's the Council. Domain Power could determine the character's status in it. Regency Points, and Gold Bars could be used as bargaining chips.
But what should be its purpose? I have seen enough of the trope of warring factions who have to be unified against some common threat, maybe with a traitorous faction thrown in the mix. I mean it makes for a fine story, but I'm getting a little tired of it. This time I'd rather see a council as a way to trade, to exchange ideas, and to help everybody improve their own clan. It doesn't make for a strong narrative, but I think it's a more positive message overall.
I think the biggest restriction in the setting is that dragon clans are too homogenic. Like, each clan consists of just one kind of dragon. That doesn't help in putting together a game with diverse characters. The original game concept solved that by making the PCs agents of the Council who may come from various clans.
For a more political game we could introduce mixed clans. So the characters could be part of the same clan, while still coming from various places. Maybe they are outcasts or survivors who created their own clan. Or maybe their clan was open minded, and was located in a central place, so it naturally lead to it becoming more diverse.
Or we could say that they are from different clans, but their clans are neighbours and allies of each other. At least if you're like me, and you don't want to set the players up for PvP by putting them to opposing sides of a clan feud.
Custom Quest
Setting: Your long-running campaign
System: Fiasco
I think any campaign that went on for a while should be an easy source for creating a Fiasco playset for a one-time play. Fiasco is about nobodies trying to pull off something bigger than they are. It's about petty people, and half-baked ideas going wrong. And while that might still sound like your average adventurer party, here we know they can't win. They will be lucky if they don't end up in a lot worse situation they started in.
For convenience I will refer to the PCs of the original campaign as heroes. It's okay if they are not actual heroes. That happens pretty often. But they had the greatest influence on the campaign this one shot is based on, so we have to heavily rely on them.
So the player characters in this one-shot are probably just background noise in the original campaign. I think this is a great way to explore how the actions of the heroes might affect the common people in unexpected ways. Objects driving the character dynamics could be things the heroes brought back, created, or just used in a memorable moment. Maybe an artifact they sold off is making its rounds on the blackmarket, and someone sees an opportunity in it. Or evidence surfaced that could incriminate one of the heroes.
And it's not just Objects. Their shenanigans might have brought the unwanted attention of a powerful cult to the city. Or the local barkeep loathes the heroes because they trashed his place one too many times. And he's just looking for some idiots to exact his revenge. Really, just look for whomever the heroes might have ever slighted or aided to get a plethora of petty plots and strange driving forces in the community. This can give you the Needs and Relationships between the player characters.
Locations could be places well known by the players, preferably close to a place the heroes frequent. The heroes, and the more memorable NPCs could give some enjoyable cameos. And finally they could become part of the Tilt table to turn a bad situation worse in the middle of the game.
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lextrodev23-blog · 4 years
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Hi- My Name is Thomas Robert
So, as far as I understand it, people usually begin these things (blogs, personal websites, etc.) by introducing themselves or by posting a short autobiography or mission statement of sorts.  Well, here’s the thing- I don’t think mine is a story that would best  be told traditionally, as a series events unfolding one after another in their respective chronological order.  Honestly, I wouldn’t even know where the hell to start if that were to be the case, as my life has reached a level of convolution that would render such an approach so fragmented and its focus so askew that it would be impossible to follow any sort of plot development or derive any sort of meaning from its disorganized canon anyways.  
Stories such as my own tend not to follow or adhere to any one common narrative as one finds themselves going through it for the first time- rather, I see mine as a life constituted by a meticulously assembled set of wildly distinct individual thematic arcs that, throughout its course, steadily become entangled and eventually meticulously intertwined with one another.  
With the benefit of hindsight, I now understand that life itself is less akin to, say, a row of dominoes, one falling after another after another all in order until the last one falls and can be likened more accurately to an enormous kajillion-piece jigsaw puzzle.  Imagine, if you will, that laid out before you on your big imaginary dining room table is a big old mountain of thousands and thousands of little puzzle pieces, completely scrambled up seemingly having no rhyme or reason to their composition and/or relation with one another (as puzzles usually are when you first get them- totally disassembled waiting to be put together).  
So you start with the basics, right?  First you sift through all of the bullshit and crap pieces you don’t need or want just quite yet looking for the edge and corner pieces- this is your foundation.  It’s like a basic structural framework that, though it provides a starting point and something of a direction, is far from complete and needs to be filled in with the big picture, very similar to (in my opinion) how one’s childhood and adolescence, the experience of growing up, provides them with a basic framework of who they are themselves, all of those fundamental values, beliefs, desires, dreams, aspirations, morals, and etc. that they begin to build their character, their identity, and ultimately their entire life itself upon.
From there, you take a look at and envision in your mind exactly what the final picture is supposed to look like- in the context of this metaphor, this would be what a picture or snapshot that could somehow sum up one’s entire life from start to end would look like (if such a thing were actually possible).  So with that outer basic structural framework you’ve already painstakingly constructed and this vision or direction you now have in your head of what the end product will hopefully ultimately resemble, you now begin the real work- filling in all that blankness with nothing but a bunch of disorganized cardboard/existential fragments scattered everywhere.
There’s no instruction manual or player’s guide included when you buy a puzzle.  That’s exactly how it is with life as well- there’s no one right way to get through it, no single objective to accomplish, and usually no certain or guaranteed way to prepare or particular method to be employed for most of what happens throughout it.  Things kinda just start happening- you jump right in blindly to this massive pile of   jigsaw pieces and just see what you find.  None of it seems to make any sense.  It’s all disjointed, random, unconnected.  BUT EVERY NOW AND THEN, YOU FIND A PIECE THAT JUST SO HAPPENS TO FIT TOGETHER WITH ANOTHER. That feeling of satisfaction, accomplishment, and a glimpse of understanding that bigger picture motivate you to keep going.  You find a few more pairs of pieces here and there by chance, put them together and set them aside.  
Once you get a few little segments of a couple pieces together here and there started, you realize that there are these little sub puzzles forming within the boundaries of the framework you built before, growing and expanding each like their own little tale themselves.  Now you’re becoming smarter though; you can see more and more of the big picture- you realize that pieces with similar colors, patterns, and sizes tend to fit with one another, so you begin sorting them into their own groups to be assembled together no longer haphazardly but as their own little sections.  You’ve begun to realize that these little subplots/developments probably do fit together- you just don’t know exactly how yet.  You’re finally starting to get somewhere now, starting to see glimpses of how the pieces are slowly starting to come together into this eventual one harmonious unified whole.
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