Thursday, May 30, 2013

Cultures In Review: Goblins, Hobgoblins, and Ogres

Handling classically "evil" races that have generally existed to be slaughtered by valiant PCs is always difficult. However, as I'm trying to make them viable PC races and cultures, which means that they can't just be classically evil and malevolent marauding bands of miscreants (yes, occasionally I write simply to amuse myself).

However, I do want them to fulfill their more traditional roles, which leaves me with having them been cast-out, exiled, and without a homeland, they are functionally refugees, filling in the gaps of other nations, living in ghettos and their own small clusters.

The fallen of Krenn wandering the Empire and surrounding nations, some looking to find a new homeland, others looking to just survive. While they all share similar personality traits being of the same culture, they are expressed differently.

Hobgoblins

Behaviors (5)

  • Every year we remember what we have lost with those closest to us, Krenn and non-Krenn alike.
  • We celebrate the victories that our people have wrought in these dark times.
  • All debts and charities shall be remembered and repaid in kind.
  • We are the Chosen to leads the Kren into the brighter future.
  • [Player Chosen]
Archetypes (3)


  • Mercenary Captain
  • Destitute entrepreneur
  • Political Mover and Shaker

Johari Traits (10)

  • Able
  • Assertive
  • Clever
  • Energetic
  • Observant
  • Organized
  • Proud
  • Sensible
  • [Player Chosen]
  • [Player Chosen]
Goblins


Behaviors (5)

  • Every year we remember what we have lost with those closest to us, Krenn and non-Krenn alike.
  • We celebrate the victories that our people have wrought in these dark times.
  • A Pyrrhic victory is no victory at all, survival of the Krenn is the only true moral truth.
  • We must live in the world that is, not what could be, or what was.
  • [Player Chosen]
Archetypes (3)


  • Shadowstalker
  • Priest of the Old Gods
  • Craven Lickspittle 

Johari Traits (10)

  • Accepting
  • Adaptable
  • Clever
  • Observant
  • Patient
  • Quiet
  • Searching
  • Sensible
  • [Player Chosen]
  • [Player Chosen]

Ogres


Behaviors (5)

  • Every year we remember what we have lost with those closest to us, Krenn and non-Krenn alike.
  • We celebrate the victories that our people have wrought in these dark times.
  • If we sacrifice what we were, what will we become?
  • Not confronting problems allows them to fester, and infect the community.
  • [Player Chosen]
Archetypes (3)


  • Linebreaker
  • Neighborhood Mother
  • Mason

Johari Traits (10)

  • Bold
  • Clever
  • Dependable
  • Energetic
  • Giving
  • Patient
  • Powerful
  • Sensible
  • [Player Chosen]
  • [Player Chosen]
Okay this I think is a workable solution for the goblin races of the Krenn. I'll probably sketch out history later at some point, but really, the point of this is for my players to go "Ooo, I want to play this, what do I need to do?" and not hand them 10 pages of notes regarding the history and interactions.

Wednesday, May 29, 2013

Cultures in Review: Elves

Where once there were three distinct races of elves, only one remains a viable population today, that's not to say there may not be a remote pocket of High Elves or Dark Elves, only the Wood Elves remain a viable force in the Eastern Nations, and even there, they are diffused over a wide territory and prone to infighting.

The Osani as they call themselves are a conglomerate of several different tribes of Wood Elves loosely bound together by family ties and agreements. There are five distinct major tribes of Wood Elves: Ashur, Hanisi, Kiya, Missun, and the Zan

The Osani, or Wood Elves,

Behaviors (5)

  • Are honest to fault, preferring a direct conflict to deferential politeness.
  • Honor the gods openly in public, and adorn with jewelry in their honor.
  • Warriors earn their place only after leaving the tribes for a year and a day and returning to the tribe.
  • "Me against my brother, me and my brother against my cousins, me and my cousins against the enemy."
  • [Player Chosen]
Archetypes (3)


  • The Unnamed
  • Hedonistic Shaman
  • Thief of the Flames
Johari Traits (10)
  • Athletic
  • Extroverted
  • Confident
  • Loving
  • Religious
  • Spiritual
  • Idealistic
  • Complex
  • [Player Chosen]
  • [Player Chosen]

Tuesday, May 28, 2013

Culture in Review: Dwarves

There are two distinct cultural grouping of dwarves current in existence. For sake of analysis we will call them "Northern" and "Southern" dwarves. The northern dwarven kingdom, Thale, has been assimilated by the Empire approximately 100 years ago, so the stories of what was still ring strong. The southern dwarven kingdom, Garne, stands free, but eyes the Empire of Dragons warily.

I've set up the following using Quinn's gameable culture idea, doing about 80% of the outlining, while leaving some space for the players, when I finally do run this game, to add flavor of their own to the cultures.

Thaleans, or the northern dwarves:

Behaviors (5)

  • Maintain the Old Ways in the face of a changing world.
  • Understand that personal relationships and favors are how the world truly works, no matter what the laws say on paper.
  • Act in ways to maintain the dignity of the clan.
  • Honor those who came before and lifted us to where we are today and lift those who follow us.
  • [Player Chosen]

Archetypes (3)

  • Soldier of the Line
  • Apprentice Ritualist
  • Traveling Merchant

Johari Traits (10)

  • Spiritual
  • Dignified
  • Persistent
  • Humble
  • Helpful
  • Insightful
  • Caring
  • Clever
  • [Player Chosen]
  • [Player Chosen]
Garnessians, or the southern dwarves,

Behaviors (5)
  • Set aside personal need in order to follow the law.
  • Know that how an object looks is of equal weight to how it performs.
  • Prepare for the unexpected, else to invite misfortune into one's home.
  • Worship the gods on their day, but no other.
  • [Player Chosen]
Archetypes (3)
  • Noble Guardian
  • Manipulative Courtier
  • Failed Craftsman
Johari Traits (10)
  • Adaptable
  • Able
  • Energetic
  • Observant
  • Sensible
  • Precise
  • Assertive
  • Proud
  • [Player Chosen]
  • [Player Chosen]

Wednesday, May 22, 2013

I hate naming things.

So I suck at naming places, people, things. Absolutely horrible at it. Linguistics was never my strong point, and while onomastics was always a good way to write a quick five or ten page paper in undergrad, I think it may have broken my ability to come up with syllables that sound "acceptable" to each other.

So I'm never sure what to do - I can go with nearly purely descriptors for names, and keep everything fairly fairly straight forward, or if I want alien, I can open up a translator with a particular language and start translating terms until I find one I like. As long as I avoid common languages, I will probably be okay with anyone at my table saying, "Um, that's totally the wrong variant/intent behind that word," because my only defense is "It may be, but it is the one that I can pronounce the easiest!"

So folks who name characters, places, things something other than good English names, how do you go about doing it?

Tuesday, May 21, 2013

What Creatures Populate the World

What sentient beings populate the world? One of the joys of fantasy is the ability to pretend you are a pointy haired being who dances with trees; a stout dour earth worker, or any number of other possibilities.

One of the curses is that all the nations feel about the same - there's one elf nation, one dwarf nation, etc., - humans of course have a multitude of nations. As I said before, I'm going to try and limit the variety of the "monsters" in play, however, I'm also going to try and widen what's a permitted "player race" - 13th Age makes this easy by limiting what benefits races get inherent to the game. I may widen and tweak that as appropriate as the game continues onward.

Friday, May 17, 2013

TMC: Developing Icons for The Malcontent's Cause

Icons are a neat bit from 13th Age - they are major larger-than-life NPCs who your character has a relationship with in some way, it can be positive, negative, or "complicated". What I like about this set-up is that these are powers with whom the characters interact, either directly, or with some part of their regime. They aren't gods, they aren't distant, they are right here, in this world, making decisions.

While the 13 icons they provide are good, they don't completely work with what I'm envisioning. Here's my first draft at developing Icons for the game.


Wednesday, May 15, 2013

Campaign Idea: Banished!

"For exile hath more terror in his look, Much more than death." ~Romeo and Juliet, Act 3, Scene 3

I think my next campaign pitch, when I'm ready, will be about playing exiles. Inspired by colonial era, and in particular, at least the mythos of Australia as a land where Britain dumped its malcontents and criminals to get them out of the country causing problems. The land was brutal and nasty and actively vicious to the settlers, with flora, fauna, and natives all hostile to the incoming settlers.

Yes, this is hyperbolic exaggeration, but it is at least a nugget of the inspiration.

Friday, May 3, 2013

Domain Management: Buildings and Other Structures

To have a proper domain you need land. Once you have land, you need to build structures on that land.

Now in my idea regarding scope the rules wouldn't cover every structure, just the ones with narrative weight. Therefore, it would be assumed that there are small farms, timber yards, mills, and other small structures dotting the landscape.

Why? Cause frankly, I do NOT want to have to deal with that level of book keeping. I'm following a couple of Adventure, Conqueror, King System (ACKS) games, and one in particular (Chronicles of the Grim Fist) looks amazing, but the system is a bit too book keeping intensive for its domain management. So we aren't going to manage that degree.

So the buildings and structure we have are structures that will have narrative weight, they are important structures in the domain.

I've discussed before that I want three types of buildings - Production (Raw Goods, Trade Goods) and free standing buildings, as well as specific city/village buildings, however, I realized that I wanted another set of miscellaneous structures - for roads for the most part, but I'm sure I'll come up with (or have it strongly recommended to me) other items that should fall in there.

Production is split into two categories - raw goods and trade goods.

Production Buildings - Raw Goods
Raw goods production doesn't require an infrastructure. Originally, I had envision five types of goods - wealth; wood; stone; ore; and food, now I'm thinking I need to move "wealth" to its own category, and add another one for animal products (fur?), though I suppose I could always just turn food into cloth, like I initially thought about doing, i.e., the return of fish head pants.

I thought about what I wanted production buildings to do - whether they should produce a flat increase, or some sort of multiplier. And for right now I'm envisioning the grander answer of "both". Two levels of production building a regular one, which just adds a flat bonus to production, and a greater building which would not only add a flat bonus, but then multiple the total amount. So production buildings we have would be:

Wood - Timber Yard
Stone - Quarry
Ore - Mine
Food - Farm

Production Buildings - Trade Goods
Trade goods, to be built, would require infrastructure to be built to support them, I'll probably allow them to be built without a village or city to support them; however, there'll just be an additional cost included. I'm not sure what I'd want people to be able to produce right now. Cloth and iron come to mind as the two big ones right now.

Iron Works (Turns Ore into Metal)
Smithy (Turns Metal into stuff)
Weaver (Turns Food into Cloth)
Seamstress (Turns Cloth into stuff)

What's stuff? I don't know yet.

Other buildings I'd want to have producing stuff:

Marketplace (Enhances trade)
Academy (Turns People into professions)
Theater (Create Art)
Library (Store Knowledge)
Inns & Taverns (Create Trade, Secrets)
Warehouse (Store stuff)

Free Standing Buildings
Village - small gathering of families and people.
City - As a village grows it eventually becomes a city.
Outpost - Small garrison of troops
Fort - military base, some trade
Manor House - Administrative center
Castle - big fort, a really, really big fort.

Other Structures
Dams - Enhances quality of an area
Roads - trade multiplier
Walls - Costs money, but adds to a defense, greater walls, multiplies defense.

Once again, these are just rough draft notes, I'll happily take advice and add stuff in when I come back to actually crunch some numbers.