gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
There were two recent discussions on the Facebook group for Cyberpunk: RED (CP:R) that got me thinking about a campaign framework that is constructive in nature.

The first was about the murder hobo problem. If you're not familiar with the term, "murder hoboes" refers to the style of campaign where the characters go from place to place, kill opponents, take their stuff, and move on. This style of game traces its origins to the classic dungeon crawls of Du geons & Dragons, which itself was heavily influenced by D&D's background as a miniature wargame.

Sadly, this style of play has become common, no matter the genre. In a dystopian setting like CP:R it manifests as endless runs against corporate targets that are basically dungeon crawls with guns and netrunning. While combat is a fun part of any game and triumphing over foes is satisfying, endless killing gets old after a while.

Another factor against a murder hobo game is the reality of how societies work. Even in a crapsack work like you find in CP:R, a bunch of casual killers are going to attract attention and be hunted down. Look at the classic "Wild West" era (c. 1870 - 1900) and you'll see that that the famous gunfighters were hunted down and killed or forced to flee. So in any genre, the murder hoboes will find themselves with no place to rest as the world turns against them.

The second discussion was CP:R as a sandbox game. This concept is closely tied to building a better world. In a sandbox game, the characters work in a well-defined area; a neighborhood, a city, a newly cleared province, and work to improve it. D&D has taken a few steps into this kind of campaign, and Traveller: The New Era was supposed to be this kind of thing, but sadly got sucked into the Star Vikings murder hoboes trope.

Cyberpunk: RED is uniquely set for this kind of game. The default setting has already established that people are rebuilding. Reclaimers are resettling cities abandoned during the worst of the hard times, Nomad families are re-establishing highway, rail, and limited sea trade. The world economy is stabilizing. It is a time of change.

This is where the concept of a politically-based campaign comes in. Despite the advances, the default controlling authority is a corporate oligarchy. Despite the fall of the megacorps, Corporate players still control local government to a large extent in a case of raw capitalism run wild. The fact that corporations like Consolidated Foods field military forces to destroy local farms is proof enough of that.

As I pointed out above, people want security. They want shelter, clean food and water, and not to be afraid. The current situation is much like what we see in modern India. A select elite lives in well-protected luxury and work in gleaming city centers, a small desperate middle class clings to the ragged edge of financial and food insecurity, while a large disposed underclass lives in the ravaged suburbs and warrens of the city.

In the Time of the Red farming is a revolutionary act.

The collapse of the last forty years (game time) didn't happen overnight. People would have time to rip up their flower beds and plant food. Neighborhoods would band together. And as they saw society disintegrate around them, they would start organizing against the corporate and civil elite that keeps them poor. It starts with community farms and guarding them against raids by booster gangs and corporate troops.

In the Time of the Red organizing labor is a revolutionary act.

Like the slums of Mumbai, these outskirts will see a thousand cottage industries bloom. They would band together in guild structures to fend off corporate interference. In my San Francisco setting, the old Hunters Point Naval Shipyard has been rebuilt and is a thriving co-op building and repairing coastal freighters. Which has led to the south-eat corn of San Francisco becoming a hive of small industry. Each shop is more a family than a business, a commune if you will.

In the Time of the Red education is a revolutionary act.

With state-run schools vanishing decades ago, teaching has fallen to the communities. The big corps don't want well-read workers. Free schools are frequent targets of attacks. The communities have to join together to not only run but defend their schools.

The Time of the Red is a time of revolution.

This brings us to the campaign. The People and Workers Front of California has emerged as the organized political opposition to the ruling oligarchy. They educate, organize, and preach a socialist state with a distributed democratic base. With almost everyone having access to the local Datapool, everyone should have a voice. They are working with the Reclaimers to settle the homeless, working with Nomad families to begin moving goods to the people instead of the plutocrats. Like any revolutionary group, they work in cells so no one cell can give up the entire network.

For more direct action, the PWFC has the Peoples' Army of California, also known as the Bear Flag Army. This is where the player-characters come in. They are a PAC cell. They get missions in dead drops, taped X's in windows, all the usual methods of confidential communication. While some of the missions will be capers in the traditional sense, some might involve espionage, escort an important party leader, or flat-out assassination.

This campaign works because it has a clear long-term goal: power to the people! But the road is bumpy and filled with dangers. There will be rival movements, ethical dilemmas, and the possibility that one member of the cell is a plant. But having a goal to build to not only gives each mission meaning but also gives a nice endpoint for the game. You've toppled the ruling power structure. You've won.

This style of game would work with all the character roles in CP:R except the Exec, it would be a reach for a corporate climber to be working for the revolution. Also, the Lawmen would be PWFC cops, enforcing not only whatever laws exist in party-controlled areas, but also enforcing party ideology.

I'm interested in any feedback.
gridlore: Doug looking off camera with a grin (Default)
Today's research for the SFBA:RED project, reading the history of San Francisco's Tongs, the Chinese organized crime groups that grew up with the city. It's a fascinating topic.

The tongs are classical minority crime groups. Part local support structure for the Chinese, part business people, part criminal enterprise. The youth gangs in Chinatown would compete for the tongs' favor by doing the dirty work for them. This includes the infamous Golden Dragon massacre.

I think I'll recreate Rose Pak, a local legend who ran the political machine in Chinatown for many years, right up to her death in 2016. She's the perfect tong boss, aloof from the actual crimes, but has a hand in everything. She'll make a great long-term foe. . . or ally.
gridlore: Old manual typewriter with a blank sheet of paper inserted. (Writing)
One of my focuses in doing the SFBA:RED thing is to make San Francisco noir again. The wharves are revitalized as shipping goes back to smaller cargo ships. The general SOMA area is a maze of bars, tiny shops, and sailors hostels. The streets are clogged by food carts and bar runners. Sailors from around the Pacific Rim rub shoulders with longshoremen and slumming Execs.

Most of the Sunset and Richmond are combat zones. In the inner sunset and Richmond massive defensible hives have grown up, called Kowloons by the locals. They house the lower class workers who ride downtown on the over-stuffed N train every morning to their menial jobs.

Chinatown has become a foreign territory, controlled by the Tongs who rule the smuggling trade. The Finacial District is revitalized with an influx of NewCorps challenging the last few Megacorps.

Yeah, I've got a lot of writing to do.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
I had an evil thought today while doing notes for my Cyberpunk RED Bay Area setting. One of the standards of the established setting is that large container ships are a thing of the past due to economic collapse and world instability. Sea trade has gone back to smaller freighters carrying crates and bales of goods.

In my setting, the quake that destroyed Los Angeles (Learn to swim!) set off a sympathetic quake on the Hayward fault that devastated Oakland and leveled the Port of Oakland. This has led to a renaissance of the San Francisco waterfront as smaller vessels working the Pacific Rim come to one of the last three deepwater harbors on the west coast. I'm having fun with having the long-derelict Hunters Point Naval Shipyard roar back to life, controlled by a co-op that has transformed the Bayview-Hunters Point area into a thriving industrial area filled with vehicle shops and support industries.

Most of the cargo work would be at the even-numbered piers which would make SOMA (South of Market Area), China Basin, Dogpatch, and other areas close by the piers a bustling port area, filled with sailors (aka sea-going Nomads in game terms) from around the Rim and beyond. Seedy bars, nightclubs, restaurants, and houses of ill-repute would fight for space with ship chandlers and tech shops.

Of course, sailors and longshoremen work mainly during the day, so the place really comes alive at night, so most people call it. . .

. . . please. If you ever even touched a Cyberpunk RPG, you know what they call it.

But the evil idea. San Francisco is once again a crossroads for the world. The characters are approached by a woman searching for her missing sister, who has been linked to a notorious booster gang boss. She needs the party's help, and she can pay!

Almost everyone reading this will recognize this as the opening to The Maltese Falcon. Done right, it could be a fun set of scenarios.

I like how my brain works.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
I've been reading Cyberpunk: RED, the latest version of the groundbreaking RPG. By the way, according to the second edition of the game, we should be living in a cyber-enhanced dystopia right this minute. We got the dystopia, where's my cyber eyes and chipped smartgun?

Anyway, this new version is awesome, taking everything learned from the earlier editions as well as thirty years of RPG evolution. The combat rules, Friday Night Firefight, is as deadly as ever. Guns kill, OK? This is a combat system that rewards sound tactical planning.

But there's one thing. The default setting. I love the history, the larger-scale world-building. It's a great setting that really sets the theme of soaring technological achievement amid global chaos. But there's one sore point.

Night City. I hate it.

First of all, it's supposedly built in the Morro Bay area. That is hell and gone from anything in this state. Even giving the idea that Los Angeles had been devastated by a massive earthquake (learn to swim!) building a massive new city on landfill, no less, when the SF Bay Area is sitting right there makes no sense! As we all learned in 1989, landfill liquifies in big quakes!

So if I run a game, there will be a few changes. "Night City" becomes the San Francisco Bay Neutral Commerce Zone. Commonly just called the NCZ, or Night City by edgerunners. The Arasaka Tower nuke was in Oakland. Biotech firms still dominate Oyster Point in South San Francisco, and the little boxes of Daly City have been swallowed by fog-shrouded corporate megabloc apartments. Atherton and Hillsborough are walled enclaves for the elite. With the loss of the global internet, Silicon Valley has become a ghost town and the place to go for black-market tech.

With the Port of Oakland devastated, San Francisco has once again become a maritime city. What sea trade stills moves comes here. The new Emperor Norton Bridge has a rail deck. Corporate towers have jumped Van Ness and moved into Hayes Valley, but the City by the Bay is still home to rockers, revolutionaries, and rejects. Block by block, apartment blocks are replacing homes in the Sunset.

Marin is a mix of walled towns and deserted subdivisions. Wester Contra Costa county survives as a bedroom ci=omunity, sending those able to afford life outside the corporate stacks into the city on maglev trains. Eastern Contra Costa is home to small farmers who defy the corps and raise food for themselves to sell at exorbitant prices to executive dining rooms. They get some protection for this.

The Tri-Valley area is mostly deserted, except the ultra-exclusive and heavily defending Blackhawk township. Rumors that the workers are kept as chipped slaves abound. Lawerence Livermore National Labs, now run by the Cascadian government, is armored like a fort. The guards shoot to kill at 500 meters.

So, any comments? I can just picture 'runners squatting in the Oakland Exclusionary Zone, riding into SF to meet a Fixer in the neon nightmare of SOMA, and trying to plan an extraction from a Hillsborough mansion.

That's the nice thing about doing this. I know the area, so I can make it live. Hell, I imagine Santa Cruz hasn't changed much, except for the drugs of choice. Can you imagine running into a Lost Boys Poser Gang at the Boardwalk?
gridlore: Old manual typewriter with a blank sheet of paper inserted. (Writing)
It is the distant future. Humanity spread to the stars, founded a glorious empire, and long ago that Emire fractured. Now, the Successor State squabble and fight border wars, while Earth has become a backwater. People make quasi-religious pilgrimages there, but it's not really that important.

Four centuries ago, a rapidly expanding alien empire took Sol almost without a shot. As they allowed travel and trade to continue unimpeded, no one really cared. Life went on. But in the last twenty years, things have changed.

A new faction has emerged, preaching a New Empire of Man, and regaining Earth is a matter of manifest destiny! Seeing the opportunity to gain more territory, and possibly claim the new Terran Throne, the Successor States are mobilizing for war! But they still don't trust each other.

In case you don't recognize it, this is the start of the First Crusade in 1096 set in shiny space opera. Plenty of space (no pun intended) for different governments, epic personalities, strange tech, and an alien menace more concerned with trade and spreading their faith/philosophy than fighting, but they are more than capable as warriors.

I've dedicated the rest of this year to working on my long-neglected novel Sideways Solutions, but this might be an idea I play with.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
This Gothic castle wasn't near water, wasn’t strategically important, and had no one living in it. So why was it built? According to legend, the answer was the only other logical option: to trap demons.

For Ars Magica, move the construction back to the 10th century and you have a tailor-made abandoned House Tytalus Covenant. Everyone says the portal was sealed, and that the old Covenant should be revitalized. . . but are they right?

For more rational FRPGs, the portal isn't to Hell, but an unusually large and shallow entrance to the Underdark. The fort was abandoned after decades of inactivity, but now it appears that something has taken over the old keep and is growing in power.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
I'd love to either run or play in an RPG campaign that starts with a shipwreck. The characters have whatever the can salvage and have no idea where they are.

The nice thing about this is the campaign push and pull are really clear from the start. Find a way back home, and survive. You can throw in all the classic Lost World tropes. Dinosaurs (ridden by lizardmen, natch,) lost cities from fallen empires, noble savages (mortal enemies of the lizardmen, of course) Sorceror Kings, and a slowly advancing menace that must be stopped!

And volcanoes. Gotta have volcanoes. Where else is the female PC going to be threatened with a sacrifice to the local gods?

This would probably work best with a smaller group and a low level of magic. Too much magic makes escaping easy. Of course, I could always have made the storm a magical one, and the Lost World is in the Bermuda Triangle or whatever.

This would be perfect for Savage Worlds; if I could just get anyone to play it!

Plenty of inspiration, of course. Conan Doyle's "The Lost World" and all its adaptations, "Lost," "Land of the Lost," and the entire run of DC's Warlord. Hey, the Hollow Earth is always good for this!

So, a game set in the early 30s or roaring twenties, a crew of strong-jawed stereotypes, a Lost World, and an evil sorcerer-king to overthrow.

A great Golden Age SF/F pulp adventure!

So, what era stereotypes need to be in the game?
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
In 2018 Avatar released its seventh studio album Avatar Country, a sort of concept album about a mythical heavy metal nation. A companion film was recently released, chronicling the was between Avatar Country and an evil nation dedicated to Electronic Dance Music.

You really should watch it, it's fun. But be sure to watch the video for A Statue of the King immediately after, as it should have been the ending of the movie.

But enough about that. There's one song on the album, King After King that struck me as a great basis for a fantasy RPG campaign. Let's look at the lyrics, shall we?

The last spoken will of a warrior King:
"Bury me next to my soldiers
Set my horse free and let people sing
Of their son with the world on his shoulders
Then look to the mountains
I left my grave wide open."
Eyes fixed on the mountains
"I was buried at dusk, at dawn I'll return."

Here it comes
Death undone
King after King

From this tomb we shall build you a throne
In your name we shall sing
Light your torch, let the flames lead you home
Long live the King!


OK, a great start. a heroic warrior king is struck down and tells his followers that he will return at dawn. Let's take some license with that. After all, a king who comes back after a good night's rest isn't much of a legend.

The heart of a King can be measured in dreams
Reaching the sleep of his people
A whisper of ghost saying we'll be redeemed
From our sins he will build us a castle
One day we'll be stronger, we will ride right beside you
Until we are stronger, we put stone upon stone
Await your return


Here we go! The dead king is reaching out, calling his people to . . . build? Fight on? The call to grow stronger so that when the king returns his people will ride beside him.

The longing for sun and a heartbreak undone
Breaking the back of false idols
Bring our King home, for among us are none
Who is worthy to be his disciple
Out there in the wasteland, there's something coming for us
A call from the wasteland:
He was buried at dusk, at dawn he returns


There it is. The King fell battling a menace, and since his death, the sun has vanished and the world is a wasteland. And something is coming. We need to find out how to bring the King back, for he is the child of the Sun God, and since the other gods have fled (the "breaking the back of false idols" line)the world needs heroes to step up, face the threat, and brave death itself to bring back the King and bring the dawn!

I could write this up as a full level 1-20 campaign, starting with defending a city, then scouting and fighting the enemy, to greater quests for information and artifacts, and finally, awakening the Sun King and saving the world!

This would be like the old Dark Sun campaign setting; a dim star burning like a coal, widespread food shortages, gold is no longer worth much. Also, there would be severe restrictions on clerics in the beginning. Probably no more than 5th level until quests have been completed to begin bringing on the dawn.

I have time, I might start doodling this up.

Glory to our king
Our lord
The master of steel
Glory to our knight in shining armor
Long live our king
My lord
We raise our swords
The legend has come true
You've come to save us
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
I. Introduction

In 1977 Traveller was released by Game Designers’ Workshop, and the world of role-playing games changed. Traveller was the first real science-fiction game, and one of the first to introduce detailed character backstories through the character generation process. Traveller characters weren’t callow youths, but experienced professionals.

And, of course, you could die during the character creation process. It’s a tough galaxy.

What Traveller lacked, initially, was an official setting. This wasn’t uncommon, as it was expected that groups would create their own campaigns using the rules as a framework. But the gamers of the day wanted official campaigns and settings. So we got places like Blackmoor and Greyhawk, Glorantha and Tékumel, all epic worlds for fantasy adventures. Game Designers’ Workshop (GDW) handled things differently.

The first mention of an established empire in Traveller came in Book 4: Mercenary, which was released in 1978. The book states that Traveller assumes that there is a distant central government, the Imperium, that due to travel times and the vast area it controls, has little influence on the frontiers. As Marc Miller has stated that the idea was to create a Roman Empire feel, this image of the Imperium gave you the idea that games would be played in the interstellar equivalent of Gaul or Palestine.

The problem is that nature and gamers abhor vacuums. We demanded more details, and, with the rise of the internet, began to create more and more stuff to fill out this vague distant government. What became an issue was that most of these writers, fan and professional, were living in western federal states, with a strong central government that handles almost every aspect of government. The writers, knowing almost no other way to govern, began inventing Imperial ministries and departments. There were multiple variations on Imperium-wide law enforcement and court systems.

A great deal of this was caused not just by our reliance on centralized government in our own lives, but on a catastrophic failure to understand the consequences of information moving only at the speed of travel. We are all used to living on a globe where information and communication moves almost instantly. I could, right now, check the current weather in Istanbul, a city some 9,000 miles away. (46 degrees, but a little windy.)

It is impossible to overstate the consequences of Traveller’s “jump takes one week” rule on how an interstellar government would work. Even in a subsector, news of a crisis might take weeks to reach the nearest naval base of subsector capital, and weeks for help to arrive. Informing the Throne? Months. Just to get word of a crisis on the edges of the realm, even with high-jump couriers on stand-by, the core worlds will never have a handle on what is happening in the Imperium except on the largest of scales.

With that in mind, it is clear that the Imperium has to cede most of the powers of planning and enforcement to the local nobles and to the officers of the Navy. The Emperor simply cannot rule in anything short of plans for the next decade. The Imperium is ruled by the nobles of the realm under the guidance and authority of the Emperor. This is a paradigm shift and needs further explanation.
Last summer I read an amazing book. Seapower States, by Andrew Lambert. It examines those historical states the eschewed traditional land empires in favor of sea power and trade. It’s an incredible book, and I highly recommend it. But in reading it, I was struck by how states like Carthage and Holland resembled the canonical Third Imperium.

• The Imperium contains 11,000 worlds, but actually controls less than a hundred of them.
• The Imperium rules the “space between the stars", rather than worlds directly.
• The Imperium allows its members almost unlimited self-rule.
• Most of the rules the Imperium forces on member worlds enhance trade. (Universal currency, calendar, trade language, etc.,)
• The Imperial Navy is cruiser-heavy, and many of its missions support free trade.

From that reading, and close examination of the canonical writings on the Third Imperium, I have to conclude that, for most of its recent history anyway, the Imperium has been operating as a starpower state, if you will. Cleon Zhunastu saw that the cause of the Long Night, and what killed so many failed states during that era, was the failure of trade. The empire he forged was dedicated to one thing, and I’ve created a quote that sums up his view.

“Without the free flow of trade and ideas, without open markets and open minds, the flame of civilization dies in the darkness.”

The Third Imperium at its heart is a trade federation. Everything it does is to encourage trade. If you look at it that way, you see that there is no need for a large, central bureaucracy. The power structure of the Imperium is not a pyramid, it is a web, with all parts working in tandem.

But there is one final problem. Seapower states universally were run by parliamentary organizations. The Senate of Athens, the Dutch Staten-Generaal, even when there was some sort of hereditary monarch or other executives. I have to conclude that the Imperial Moot is far more than the debating society portrayed in official publications. At some point, the Moot grabbed the reins.

That is a topic for the next essay, which is my slightly modified history of the Imperium, showing how it went from expanding empire to trade federation. After that, I’ll tackle the structure of the Imperial government and the Moot, the role of Imperial Consulates on member worlds, and finally, having written Ground Forces, I’ll take on the Imperial Navy.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
So, who wants to see me write an epic set of essays based on the idea that Traveller's Third Imperium is more a seapower state than a traditional empire, which means the Moot will by necessity have more actual power? Bonus essays on the role or regional nobles, consulates, and making the Imperial Navy the primary arm of Imperial power.

I need to write, and I just need a nudge.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
In the default Traveller setting of the Third Imperium, written Galangic is a Logosyllabic script, with each symbol representing morphemes, often polysyllabic morphemes, but when extended phonetically represent single syllables.

This would allow written Galangic to be a truly universal language, as any literate sophont would be able to read it no matter what their spoken tongue, which for some aliens would be none at all.

This gives me the wonderful idea of "chat tables" at all your better Startown bars and hotels. It's a table with multiple handcomp ports. You plug in, choose your spoken language from the table's menus, and once everyone is in, you start speaking. The table transcribes your speech to Galangic and displays it as a hologram in front of you. Or on your comp's screen is discretion is necessary. These kinds of speech to universal text programs might be very common.

Just another bit of worldbuilding.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
This video exemplifies one of my arguments against "common tongues" in RPGs. There are so many ways for languages to mutate and evolve. Regional dialects, ethnic patois, loan words and the like will mean that crossing every river brings the chance of having to deal with the locals being nearly unintelligible.

Imagine a human settlement near a forest held by several elf tribes. The humans may well speak the dominant local human language but after decades of contact with the elves, there will be changes in pronunciation, adopted words (I'd imagine the humans would have started using elvish words for natural things like tree or river,) and yes, vowel shifts.

It gets worse in SF RPGs. Traveller's Galanagic might be the official language of the Third Imperium, but outside the Imperial armed forces, noble councils, and the starport authority, the only people who are going to be using it are those who regularly deal with the above entities. Sure, they'll speak Galangic at the starport, and most of the places in Startown, but beyond that? There are about 4,500 languages in regular use on this planet, with another 2,000 or so still in existence but having fewer than a thousand speakers. Oh, add in about a hundred different written forms, and you begin to see the problem.

My solution is to ease up on the known languages rule. It wasn't uncommon for our ancestors to learn several tongues out of necessity, even if they couldn't read or write some of them. And kill common. Unless it's a language used by rulers or by the church (Latin fits both cases,) or a trade patois useful for conveying simple information but no real detail.

gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
Having thoroughly read through Eberron twice now, A campaign idea is slowly gelling in my Jell-O brain.

The jungle region of Q'barra is experiencing a boom. Rich deposits of the magical dragonshards are being found, but the conditions and locals are both dangerous. Cyrian refugees, dispossessed wanders, and wanderers all gravitate to the port city of Newthrone, and then north to the dragonshard fields.

The campaign starts in Sharn, the City of Towers. A functionary from House Kundarak has a problem. A fellow member of the House was sent to oversee some promising mines but has gone silent, and what few reports are getting out are. . . disturbing.

The mission is not simple. The party will have to cross Khorvaire, find their way to Newthrone, find this rogue agent, and deal with him. This means plenty of side adventures and mini-quests.

Yes, it's Heart of Darkness (or Apocaolypse Now if you prefer) on a fantasy stage, but The long travel portion is a great way to introduce the setting and its lands, and it sets up the further campaign with House Kundarak as a patron. Who knows, it's easy enough to find a way for a "The End?" with the villain. Maybe he is swept away by a flash flood that forces everyone to scramble for survival, or triggers the collapse of his palace, seemingly dooming himself, but has the party leaves. . . was that his laughter? The wind? Having a recurring foe is a big part of the pulp feeling of the setting.

So, I'm going to need at least one dwarf with the Mark of Warding, maybe a Valenarian elf to act as a guide and go-between when they pass through the war-bands of the elves. . .

4-6 players. Probably be on roll20.net
gridlore: One of the "Madagascar" penguins with a checklist: [x] cute [x] cuddly [x] psychotic (Penguin - Checklist)
I've always wanted Marvel's next hard reboot to recast Magneto as less a stereotypical supervillain and more a budding terrorist and political activist. He is part of an oppressed minority and organizes the Mutant Liberation Army to fight back against states that try to do to mutants what he himself saw Germany do to Jews.

Make him far more morally ambiguous. His goal is good, freedom for mutants, but his methods cross the line. So you have the X-Men, another group of mutants trying to prove that they are deserving of a place in society being forced to fight the Mutant Liberation Army while wondering if, in the end, Magneto isn't right about things.

This creates a far deeper conflict, especially between Professor X and Magneto. One is a child of privilege who never really felt what it means to be hunted later in life. Given the resources required to run the Xavier School and manage all the secret facilities for the X-men, the Prof must be from old money. On the other hand, Magneto was a child in Nazi Germany who saw his family and friends rounded up, and spent time in the Warsaw Ghetto and Auschwitz. He knows hate and what happens when fear is weaponized. The two will never agree.

But Magneto is charismatic as hell. if he's in his early forties in the 1960s, he'd be a natural rising radical in West Germany and the US. He'd attract a following of normals, who believe his vision of a benevolent rule by H. sapiens superior. By the early 80s, he'd have a network that supported him and gathered intelligence.

OK, I'm rolling here. What if, to increase its visibility and appeal to the masses, he and the MLA swoop in and topple the apartheid government in South Africa in the mid-80s? Mandela is released, and a militant ANC government takes charge, declaring the RSA is now open to mutants. Suddenly, you have a bin-Laden in Afghanistan problem. Magento is protected by a newly rich and surging nation.

I wonder what the Black Panther thinks of this? Is Dr. Doom jealous? Or does he see a useful partner?

One last thing, I've used the word mutant here because that's canonical. However, Marvel's Agents of Shield has given us a much better explanation. The Kree-made Terragen Mists. We know that in certain people it activates superpowers. So have the level of mist rising since the 1940s (blame atomic testing, if you like) resulting in more and more people getting powers. So are exposed as adults and change immediately. Others are exposed to the Mists at an early age and only develop powers at puberty.

Damn, I need a good superhero RPG to run.
gridlore: One of the penguins from "Madagascar," captioned "It's all some kind of whacked-out conspiracy." (Penguin - Conspiracy)
Consider the following.

From Avatar's The King Welcomes You To Avatar Country

I saw a tower of gold
A new dimension unfold
And now I fear for my soul.
Well son, it's already sold


Now, from Genesis' A Trick of The Tail

And so we set out with the beast and his horns
And his crazy description of home
After many days journey, we came to a peak
Where the beast gazed abroad and cried out

We followed his gaze and we thought that maybe we saw
A spire of gold, no, a trick of the eye, that's all
But the beast was gone and a voice was heard


Obviously, these refer to the same hidden city. After the return of the Beast to the City of Gold, the decision was made (after much consideration) that contact was inevitable, so ambassadors should be sent out. To that end, magic was used to create hornless, tailless infiltrators. Avatars, if you will, of the new order coming as the City of Gold prepares to bring us civilization under the enlightened rule of the Horned King.

To whom we will build a statue, of course. Glory to our King.
gridlore: The Imperial Sunburst from the Traveller role-playing game (Gaming - Sunburst)
Once again, it is time to reassess the classic setting, the Third Imperium of Man. From its birth in vague references in Mercenary and High Guard, the 3I has grown mightily over the years. The problem is it was never really designed. Dozens of authors working for different companies added pieces here and there. Oh there was the Moot, and we knew about the Imperial Armed Forces, but it stopped there. It was the broadest brushstroke of a setting. Which suited me when I was 13 years old.

I’m a bit older now.

So, I’m going to rip the Third Imperium to pieces and rebuild it. Comments welcome.

What is the Imperium?

11,000 worlds, the vast majority of them enjoying self-rule is the quick answer. Ruled by an Emperor and his loyal nobles. But most of the nobles seem to have no real power over these independent worlds. So what gives? My answer is that the Imperium is, in a very real sense, the Imperial Navy. It’s the navy that keeps the peace, polices the “space between the stars” and has the best-equipped troops in known space ready for action. The Imperium is a military state with civilian oversight.

But what is the Imperium? Born out of the ashes of the Long Night, Cleon I realized that what doomed interstellar civilization was the end of trade. The new empire was built on three concepts:

  • A universally accepted currency

  • A universally used calendar

  • Near universal freedom of trade


The Imperium is a trade federation, a classic seapower state where the free movement of goods, people, and information is paramount. Everything else is secondary. Threaten free trade, and the Imperium will destroy you.

The Imperial Court and the Moot )

The Nobility )

The Member Worlds )

The Imperial Navy )

I'll be writing more on these topics in the next few weeks. I look forward to feedback, either here or on Facebook.
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
A few weeks ago I titled my review of Richard Miles' "Carthage Must Be Destroyed" as "Oh, this book is a campaign gold mine!" and then never bothered to explain what I meant by that statement. Pretty much any good history is ripe with good ideas waiting to be stolen by enterprising gamemasters or writers. There are several authors who are living off such efforts, and they don't even bother to file off the historical serial numbers. I'm looking at you, David Weber. Rob S. Pierre? Seriously?

But anyway, as I was reading this book I was also reading the latest edition of the Runequest rules. Runequest is set solidly in a late Bronze Age environment, and the standard setting feels a lot like the Levant just at the rise of the Neo-Assyrian Empire, roughly the 8th Century BCE. Recast the Assyrians as the Lunar Empire, and consider Boldhome to be a Jerusalem analog, and you can plunge into several really good books about the era and come up with tons of campaign fodder.

But I was reading about Carthage and Rome, which comes a few centuries later. One thing I simply hate about the early modern European historians was their tendency to ignore anything that happened outside their rigidly-defined boundaries for "Europe." Rome fell in 476 CE and that was the end of the Roman Empire, ignore all that Greek Oriental stuff going on Constantinople. Carthage was a city that warred with Rome, Hannibal and his elephants, the rest is not important. Idiots.

The story of how Tyre came to control a trade network that reached as far as modern-day Portugal is amazing, and once again, filled with opportunities for adventure. How Tyre fell up the sway of various empires in the 6th century BCE, and power shifted to Carthage. I won't go into too many details, you really should read the book, it's fantastic, but Carthage and Rome soon began butting heads over Sicily and Sardinia.

Which leads us to the Second Punic War. We pick up the action as Hannibal has already fought his way down the Italian peninsula and beaten every Legion the Republic has thrown at him. In 216 BCE, the Roman Senate sent Quintas Fabius Pictor on a mission to the Oracle at Delphi to discover what prayers or rituals were need to bring Rome victory.

Can you say quest? I knew you could. This is perfect for a fairly new party in Runequest. Word has come that the Lunars are preparing a new army, much larger than before. The players' characters are sent on a quest to learn any possible way to stop the immortal Red Emperor and the Red Moon. Pick a remote place, like Where the Rock Speaks or the Sun Dome Temple on the River of Cradles. Place various obstacles, like hostile tribes, Beastmen, whatever, and make getting an answer out of your chosen oracle a matter of some skills. Hell, have the oracle proclaim that they must go to the Rockwood Mountains and ask at the Throne! Keep them moving, with the knowledge that time is precious.

Along with questioning at Delphi, the Romans were also sending a delegation east to retrieve a sacred artifact of Cybele, called the Magna Mater (the Great Mother.) Do I even need to write this? Send the characters to get the artifact, but it's a diplomatic mission to a touchy temple that demanded a great tribute in exchange. At this point, the characters should be able to attract followers or hire troops, this is a big task. Fighting off bandits and Lunar plots on the way out, protecting a precious artifact on the way home. "There and Back Again" has a nice ring to it.

Finally, go full Hannibal on them. This comes when the characters have reached the point of being Rune Lords or Priests. The Lunars are on the march, and Sartar needs more troops. The players are sent to someplace distant, Corflu or Esrolia, to call in a debt from a Priest-King. This is a grand campaign, as the characters guide their new army to battle, and seek to gain more allies as they go. Culminating in a grand battle against the Lunar Empire and the foul stench of chaos. This is a good campaign climax.

There you go. An entire campaign outline, with three major campaign objectives. Side adventures and the like means this could provide years of gaming, all without being murder hobos or plunging into a dungeon. While I specifically wrote this for Runequest, you can adapt it to any system or setting. Steal from history, all of humanity died so you could plunder it!
gridlore: Old manual typewriter with a blank sheet of paper inserted. (Writing)
So, before I was rudely interrupted by a massive cold, work (and isn't it nice to be able to use that excuse again!) and general life, I was expounding on the joys of using the plague-riddled, collapsing society, war-plagued 14th century as an idea mine for gaming. Let's get back to that, shall we?

Now, as you may recall, France in the latter half of the 14th century sucked. Upwards of half the population was dead, the economy had been thrown off kilter, peasants were seizing control of the means of production and demanding more freedoms, and there was this war with England. See, despite having the curb appeal of a rusted out Edesl, Edward III of England (and controller of large areas of France) decided that he wanted it all.

This led to a series of underfunded English invasions of France, which seemingly always led to a decimated English Army being cornered by a much larger French force, and then triumphing because the English had learned battlefield discipline while the French nobility's tactics boiled down to "me first, and make sure the heralds are watching."

At this point, I have to point out that at this time we had a situation that was so cliched that any editor would trash a story using it. At the time of the Battle of Poitiers, 1356, France was led by King John the Good. Lurking in the shadows was the King of Navarre, Charles the Bad. I wish I was kidding. Charles II of Navarre owned large portions of Normandy and also wanted to claim the French crown, or at least be on the winning side. Charles changed sides every other week, plotted with the English while demanding respect from John II, ordered the murder of nobles who opposed him and basically was a cartoon caricature of an epic villain. Serious, John the Good and his evil opponent Charles the Bad?

But onwards. One of the side effects of the Hundred Years War, along with providing Shakespeare with loads of material, was that France and England ended up with unemployed knights and mercenaries that had been supporting themselves for years by looting. One guess as to what happened. Yup, these Free Companies began wandering around, looting and pillaging as they went. Sure, some went to fight the endless war between the Italian city-states and the Italian Pope (we had two popes at this point, Urban VI in Rome and Clement VII in Avignon. It's a long story.) Or they could sign up with the Teutonic Knights for their annual crusade against the Lithuanians, the last pagans in Europe. But looting French cities was so much easier!

Now, tell me if random bands of lawless warriors making their wat by skill and cunning across a dangerous landscape sounds at all familiar. This is a natural for establishing an adventuring party! The standard organization unit of the times was a "lance," defined as a knight and two men-at-arms. No reason one of those men-at-arms couldn't be a cleric or barbarian. Historically, most lances attracted followers and hangers-on. In a magical environment, having a journeyman spellcaster along makes sense in war, as does having a man that can act as a scout (Rogue or Ranger) and of course, a Bard to write songs about how wonderful the leader is!

Just invent a battle like Poitiers as a starting point. It doesn't matter if the characters were on the winning or losing side. They've been cut loose, are strangers in a strange land, and broke. Begin adventure! Of course, a game of terrorizing villagers and killing defenseless monks isn't quite what most people are going for, so up the fantasy element. If the plague left undead in its wake, as I suggested previously, town burghers might be happy to part with gold and favors for a company that can clear the zombies out, and along the way learn that a more powerful creature has been spawned . . .

You see where this is going. The real plague left cities emptied, monasteries abandoned, and vast areas left to the encroaching wilderness. The acts of the English and Franch nobles only made things worse. Your characters can make it better!

Now I'm going to complain about something that was in D&D 3rd edition and Pathfinder but is missing here: the Leadership feat. At 7th level, you could take a feat that allowed you to gather a company of followers included skilled lieutenants and a mob of common soldiers. The number was based on Charisma and Level and added a bit of growth to the game. A Lord Paladin, whose adventures have become a legend, should have a loyal company. Same can be said for most classes. Having a body of troops adds to the game as you both have to deal with their needs (guess it's time to invest in a castle, Fred) and allow the followers to be of use (half of you guard the camp, the rest, go with Charlie to rescue Fineous.)

Oh, Charles II of Navarre? He never got close to the French crown and he died a fitting death:

"Charles the Bad, having fallen into such a state of decay that he could not make use of his limbs, consulted his physician, who ordered him to be wrapped up from head to foot, in a linen cloth impregnated with brandy, so that he might be inclosed [sic] in it to the very neck as in a sack. It was night when this remedy was administered. One of the female attendants of the palace, charged to sew up the cloth that contained the patient, having come to the neck, the fixed point where she was to finish her seam, made a knot according to custom; but as there was still remaining an end of thread, instead of cutting it as usual with scissors, she had recourse to the candle, which immediately set fire to the whole cloth. Being terrified, she ran away, and abandoned the king, who was thus burnt alive in his own palace."

Serves him right! Burning Man, 1387 style!
gridlore: A Roman 20 sided die, made from green stone (Gaming - Roman d20)
So in our last thrilling installment, I started looking at the Black Death, and how a good plague can create an interesting environment for role-playing games. A mass-casualty event like the plague creates an Edge, that wonderful place and time where adventures can happen with little worry about society and law coming down on the good times. So, let us explore the wonderful world of a post magical plague apocalypse.

For ease of reference, I'm going to be using examples based in 14th century Europe rather than a game setting. Simply because everyone has a vague idea of where Paris is, whereas many of you might not even have heard of Greyhawk. These examples can, of course, be used where your fancy wishes.

Let's start by assuming that the last vestiges of the plage burned out several years ago. What does the world look like? Well, for one thing, there's a lot more elbow room. given that anywhere between a third and half of all people living in Europe in 1347 were dead by 1352, huge holes have been ripped in every part of the civilized world. There are far fewer peasants to till the fields. The cities are emptied from both death and people fleeing. The Feudal order has been shattered, as entire lines of fealty no longer exist.

What does this mean for your game? Opportunity. Abandoned castles will be taken over by brigands or monsters in short order, and need clearing. If you want, you can leave an entire city empty, waiting for bold explorers to find out why everyone left, and no one has returned. Assuming that the dwarf holdings were equally hard hit you have emptied dwarvish mines and cities to explore. Same goes for elf-forests. They might be left to the wild, or maybe some elves still lurk, determined that no one shall ever enter again.

But there's another opportunity here, and that's the social one. Medieval society wasn't big on social advancement. If you were born a villein, you stayed a villein in death, and the laws of God and man decreed how you could dress, what meals you ate and when, and even what you could own. These sumptuary laws were designed to keep the mass of peasants in their place and prevent the increasingly rich bourgeoisie of the towns from putting on too many airs by dressing better than the local knight.

However, despite frantic efforts by the authorities in the late 14th century, these laws were unenforceable. Those peasants may have taken over a wine press and acres of vineyards from an abandoned monastery and are now a profitable collective. That low-born brawler fell in with a band of sell-swords and wears knightly gear that he earned in battle. The local town burghers freed briefly from taxation, make themselves equal to the now-departed barons by fiat and the power of gold and silver. It is a time when the bold can take what they can, and try to hold on.

Which is something I find lacking in many games, the sense of permanence. We like to build for the future, find security, and be able to say "Behold Swamp Castle, my home!" I like options that let characters gain titles and honors, obtain land grants, and transition into a different sort of game.

Digression over, back to miserable Europe.

Humans being humans, (and elves being elves, etc.) the window for this Edge is small. Local order will so expand to regional order to national order. But given the scope of most RPGs, this presents no real stumbling block. Player-characters can rise from obscurity to the toast of Paris and champions of His Majesty Roi Jean le Bon in short order. The careful DM should have a schedule of events so that when the characters return from the ruin dwarf mines of Mt. White they can learn of the news at the first inn.

One final thing. In the last post, I alluded to the gods no longer answering prayers or sending divine magic. This could be a major plot point in the bigger campaign. I'd keep divine ritual and the power of holy relics, but wherever the plague went, the gods themselves fled. Once again you have a great point for societal breakdown. If the gods don't answer, maybe the devils will! You could have an entire campaign of rooting out evil cults and witches. Perhaps the players' paladins and cleric are the first since the plague to find a new mandate from the Gods.

It's your game world. Blow it up every so often and see what happens!

Profile

gridlore: Doug looking off camera with a grin (Default)
Douglas Berry

October 2023

S M T W T F S
1234567
891011121314
15161718192021
2223 2425262728
293031    

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jun. 27th, 2025 06:50 am
Powered by Dreamwidth Studios