Sunday, February 15, 2009
Coming soon: sample characters.
I'm going to burn up some sample characters over the next few days. Using them won't be compulsory, but I'll do my best to make them interesting, and if you want to use them, you're welcome to. Remember, a freshly-burned character is a starting point, and where he develops is your choice...
Saturday, February 14, 2009
System change, no setting changes yet.
After careful consideration, I'm moving system. What this means is simple: you still get to be awesome, just with buckets of d6s rather than sets of polyhedra.
The new system is Burning Wheel. If you want to, you can grab a copy. I'm likely to start with basic mechanics and bring in the more complex and awesome stuff as things progress.
The new system is Burning Wheel. If you want to, you can grab a copy. I'm likely to start with basic mechanics and bring in the more complex and awesome stuff as things progress.
Friday, February 13, 2009
Friday, October 17, 2008
The government of Newcomen
Newcomen is an orderly city. The chief official, analogous to a mayor, a duke or a dictator in other cities, is the Magistrate. This position is currently held by "Ironsides" Fairfax, a man known to be scrupulously honest and incorruptible. He has been Magistrate for some years now, having worked his way up through the court system beginning as a simple Pleader, and having taken stints as Judge and Greater Judge. He lets it be known that he does not tolerate association between criminals in what he regards as his city.
The maintenance of law and order in Newcomen is entrusted to a strange organisation known as the Dead Man's Shilling. This secretive organisation, thought by some to predate the city, consists of four hundred men, all utterly dedicated to the Shilling, and is widely known to deal with any attempts at bribery by punishing the bribe-offerer with death, for a first offence. The four hundred Coppers, as they are known, do not speak of the inner mysteries of the Shilling, even with the many apprentices who act as their auxiliaries; they merely assess whether a man has the capacity for loyalty needed to become a Copper. Once a man has taken the Shilling, as the term goes, his sole exit from the brotherhood is by death. It is the proud boast of the Dead Man's Shilling that in all their history, no man has ever deserted. The current leader of the Shilling is their colonel, one "Stoneface" Cromwell, who is held to be humourless and dour, even for a Copper. The Shilling investigates any reports of crime in the city of Newcomen, keeps public order when necessary, and fulfils other functions of a police force. A stipend to the Shilling is paid from the city's coffers, but they are by their own demand independent of the city and free to leave whenever they wish, forfeiting only the payment of their stipend. Even the Magistrate is afraid of the secretive Shilling, but is able to work with them to keep the city orderly.
The maintenance of law and order in Newcomen is entrusted to a strange organisation known as the Dead Man's Shilling. This secretive organisation, thought by some to predate the city, consists of four hundred men, all utterly dedicated to the Shilling, and is widely known to deal with any attempts at bribery by punishing the bribe-offerer with death, for a first offence. The four hundred Coppers, as they are known, do not speak of the inner mysteries of the Shilling, even with the many apprentices who act as their auxiliaries; they merely assess whether a man has the capacity for loyalty needed to become a Copper. Once a man has taken the Shilling, as the term goes, his sole exit from the brotherhood is by death. It is the proud boast of the Dead Man's Shilling that in all their history, no man has ever deserted. The current leader of the Shilling is their colonel, one "Stoneface" Cromwell, who is held to be humourless and dour, even for a Copper. The Shilling investigates any reports of crime in the city of Newcomen, keeps public order when necessary, and fulfils other functions of a police force. A stipend to the Shilling is paid from the city's coffers, but they are by their own demand independent of the city and free to leave whenever they wish, forfeiting only the payment of their stipend. Even the Magistrate is afraid of the secretive Shilling, but is able to work with them to keep the city orderly.
Wednesday, October 15, 2008
The ways of Wizards
Magic is a mystery, and disturbs most people. After all, who wouldn't be worried by something so arbitrary? However, the following is pretty clear:
All magicians can make illusions easily. Those are insubstantial, but can be worrying anyway, especially if you can't tell that they're illusions.
Real names are important to sorcerors. They'll never let anyone know their real names, and most people won't risk letting a wizard know their name. Since you can't tell who's a wizard, most people go by nicknames.
A wizard is capable of pretty much anything he wants to do. The only real difference is that a more powerful wizard can do it faster.
All wizards agree that while you can draw power from killing, you shouldn't, because it's extraordinarily harmful morally and besides, there aren't enough people to go around.
All magicians can make illusions easily. Those are insubstantial, but can be worrying anyway, especially if you can't tell that they're illusions.
Real names are important to sorcerors. They'll never let anyone know their real names, and most people won't risk letting a wizard know their name. Since you can't tell who's a wizard, most people go by nicknames.
A wizard is capable of pretty much anything he wants to do. The only real difference is that a more powerful wizard can do it faster.
All wizards agree that while you can draw power from killing, you shouldn't, because it's extraordinarily harmful morally and besides, there aren't enough people to go around.
Sunday, October 5, 2008
For the scared-to-email, and others interested
I'll be at Black Diamond Games on Saturday for their Ding and Dent auction. Feel free to buttonhole me and talk. I'm the one with long hair and a beard.
Just so you can tell which of the many long-haired bearded types I am, look for a fedora-like hat.
Just so you can tell which of the many long-haired bearded types I am, look for a fedora-like hat.
Saturday, August 30, 2008
The social and gaming contract
At this point, this is fluid. However, these are ground rules:
- I'm happy to host, whether or not I'm GMing. My home does have cats and is non-smoking; drinking is OK but not to the point of impairment, ESPECIALLY if intending to drive. There is limited parking nearby.
- There is no such thing as a lost die. Because I have cats, lost dice are a potential hazard, so any dice that leave the table must be retrieved. I will provide a tray for rolling dice in.
- We have chips and salsa. However, feel free to bring snacks, as long as you're OK with sharing.
- Politics stays away from the gaming table.
- Religion stays away from the gaming table.
- The GM's call is final in the event of rules disputes.
- If the GM's sucking rocks, he should be told.
- The GM is not out to defeat the players, nor are the players trying to beat the GM. We're cooperating in search of fun.
- I try to run rules-light. If the rules get in the way of the players being awesome, said rules will be told to go hang. Think of it as a Neutral Good style of GMing; I'll follow the rules or briefly suspend them as appropriate to make sure you get to do awesome things.
- Role-playing will be rewarded. Minmaxing probably won't.
- The players get to drive the story forward. If you go off chasing something I didn't expect, I'll do my utmost to hook it into the story.
- I like to be surprised.
- I'm happy to host, whether or not I'm GMing. My home does have cats and is non-smoking; drinking is OK but not to the point of impairment, ESPECIALLY if intending to drive. There is limited parking nearby.
- There is no such thing as a lost die. Because I have cats, lost dice are a potential hazard, so any dice that leave the table must be retrieved. I will provide a tray for rolling dice in.
- We have chips and salsa. However, feel free to bring snacks, as long as you're OK with sharing.
- Politics stays away from the gaming table.
- Religion stays away from the gaming table.
- The GM's call is final in the event of rules disputes.
- If the GM's sucking rocks, he should be told.
- The GM is not out to defeat the players, nor are the players trying to beat the GM. We're cooperating in search of fun.
- I try to run rules-light. If the rules get in the way of the players being awesome, said rules will be told to go hang. Think of it as a Neutral Good style of GMing; I'll follow the rules or briefly suspend them as appropriate to make sure you get to do awesome things.
- Role-playing will be rewarded. Minmaxing probably won't.
- The players get to drive the story forward. If you go off chasing something I didn't expect, I'll do my utmost to hook it into the story.
- I like to be surprised.
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