This is a character from my current Burning Wheel campaign. He’s an urchin, a leader of street kids. We first encountered him when our heroes went looking for an unnamed spirit that had been plaguing the city. He had found a paper note, stuck in the supports of a bridge on the edge of the city. The characters believed that this note had an important clue to unravel a conspiracy against Queen Rowena.
As a GM, playing this character is fun. He's juvenile, so his interests are selfish. He's also seen more than he should for a child of his age. That puts him in tension between the poles of being the one who hurts and the one who is hurt. He's also a great source of street information and gossip for the player characters. He knows a lot about who is moving where, even if he doesn't know why they do what they do. He looks after the kids from his area and they look after him. I imagine him as a young Fagin who hasn't yet lost hope that there's a good future for him and his associates.
My favourite aspect to him is that he holds power over information and that he will part with it for a different price than an adult. In this game, adults have struck bargains to murder in exchange for information. The King of the Hill wants other things that adults overlook. In that first exchange, he swapped the note for a sumptuous meal for him and his friends. They feasted in the king's hall - a small mound of earth underneath a bridge - with all the features you'd otherwise see in the Queen's palace. There was food, dancing, bardic stories, and a little magic.
Who knows when he'll come back into the story?
Showing posts with label Burning Wheel. Show all posts
Showing posts with label Burning Wheel. Show all posts
Wednesday, 20 March 2019
Thursday, 21 June 2018
Fight me!
I posted earlier this week that my next session of Burning Wheel would use the Fight! rules. This is one of the features that people raved about when the game was published. Naturally, I was excited.
We got into it. Two of my players know the rules well so I often lean on them for rules help. They were great! They know the ins and outs of it. They suggested ideas and rules interpretations. We had the fight.
And I hate it.
I fucking hate it.
It took an hour to resolve six volleys. The stakes were resolved nicely but the effort required to get there was far more than was necessary. Because of these rules, my once-a-fortnight game turned into treacle. I couldn't move. I couldn't breathe. The story became a statue. Nothing happened. Two hours of gaming advanced the story almost nowhere.
That makes me sad and angry. I wanted this to be glorious. I wanted it to be active and meaningful. I feel disappointed that it's not the play experience I had expected.
Part of me wants to convert it to DramaSystem, Fate, or even D&D. That's unlikely to win me any friends in the group. I'll probably just never use the Fight! rules again.
Intermission: I wrote all of that in the 30 minutes after my game finished last night. Then I slept on it before coming back to it.
I still fucking hate it.
I was ready to sell all my Burning Wheel Revised books, or give them away as a prize at the next Go Play. I just wanted the foul things out of my life for the time I won't ever get back. Instead, I've mellowed a bit to figure out what I've learned from this.
I've learned that I don't like the Rim of Burning Wheel. In the last couple of games I've tried the Duel of Wits and Fight! to add something to our experience. The Rim doesn't suit my comfortable play style at all. After a good night sleep I've come to the conclusion that I like shorter fights, perhaps no more than a few rounds of action. Poison'd fits that category nicely. So does Primetime Adventures, most Fate games, DramaSystem, low-level D&D, and so on. So what does that mean for my game?
Bloody versus linked tests. That's about as complicated as I want to get for a fight in Burning Wheel. If a simple bloody versus test doesn't suit the story then I'll make it a linked test of three to five tests with a mix of fighting styles or agility or whatever it is the scene needs, and be done with it. I'll be able to handle multiple combatants more easily and get to a resolution within five minutes.
Will I ever use the Burning Wheel Rim again? Very unlikely. I'll keep playing the Hub and Spokes of this game, though, but the Rim has suffered a mortal wound and there's no coming back.
We got into it. Two of my players know the rules well so I often lean on them for rules help. They were great! They know the ins and outs of it. They suggested ideas and rules interpretations. We had the fight.
And I hate it.
I fucking hate it.
It took an hour to resolve six volleys. The stakes were resolved nicely but the effort required to get there was far more than was necessary. Because of these rules, my once-a-fortnight game turned into treacle. I couldn't move. I couldn't breathe. The story became a statue. Nothing happened. Two hours of gaming advanced the story almost nowhere.
That makes me sad and angry. I wanted this to be glorious. I wanted it to be active and meaningful. I feel disappointed that it's not the play experience I had expected.
Part of me wants to convert it to DramaSystem, Fate, or even D&D. That's unlikely to win me any friends in the group. I'll probably just never use the Fight! rules again.
Intermission: I wrote all of that in the 30 minutes after my game finished last night. Then I slept on it before coming back to it.
I still fucking hate it.
I was ready to sell all my Burning Wheel Revised books, or give them away as a prize at the next Go Play. I just wanted the foul things out of my life for the time I won't ever get back. Instead, I've mellowed a bit to figure out what I've learned from this.
I've learned that I don't like the Rim of Burning Wheel. In the last couple of games I've tried the Duel of Wits and Fight! to add something to our experience. The Rim doesn't suit my comfortable play style at all. After a good night sleep I've come to the conclusion that I like shorter fights, perhaps no more than a few rounds of action. Poison'd fits that category nicely. So does Primetime Adventures, most Fate games, DramaSystem, low-level D&D, and so on. So what does that mean for my game?
Bloody versus linked tests. That's about as complicated as I want to get for a fight in Burning Wheel. If a simple bloody versus test doesn't suit the story then I'll make it a linked test of three to five tests with a mix of fighting styles or agility or whatever it is the scene needs, and be done with it. I'll be able to handle multiple combatants more easily and get to a resolution within five minutes.
Will I ever use the Burning Wheel Rim again? Very unlikely. I'll keep playing the Hub and Spokes of this game, though, but the Rim has suffered a mortal wound and there's no coming back.
Tuesday, 19 June 2018
There's going to be a fight
My next session of O Mortal is tomorrow night and I've decided there's going to be a fight. Well, it's Burning Wheel so I guess it's a Fight!
I've been apprehensive of this in BW because I'm unpractised with the Fight! rules. Furthermore, I'm unpractised with the multi-character Fight! rules. There's a great worked example of it that I've read and that will inform me, for sure. Let's see how it goes.
Of course, I'm just the GM and I strongly pursue the idea that we should play to find out what happens, but I'm also a participant in the game and that gives me space to bring elements to the story. I'm not railroading, I'm being creative. And if that sounds lame to you, let me add that I've no current idea who is going to start the fight but the players have made enemies and some of them don't mind killing their way to success. I have plenty to choose from. Lameness has been overcome.
Now you may imagine a GM cackle all the way between now and the end of the game session.
I've been apprehensive of this in BW because I'm unpractised with the Fight! rules. Furthermore, I'm unpractised with the multi-character Fight! rules. There's a great worked example of it that I've read and that will inform me, for sure. Let's see how it goes.
Of course, I'm just the GM and I strongly pursue the idea that we should play to find out what happens, but I'm also a participant in the game and that gives me space to bring elements to the story. I'm not railroading, I'm being creative. And if that sounds lame to you, let me add that I've no current idea who is going to start the fight but the players have made enemies and some of them don't mind killing their way to success. I have plenty to choose from. Lameness has been overcome.
Now you may imagine a GM cackle all the way between now and the end of the game session.
Thursday, 7 June 2018
Queen Rowena of the Lakes
As Ken Hite always says, "No invented setting is as interesting as the real world." Well, something similar to that, anyway. Having heard him talk about this idea, I think he's right. Put whatever skin on it you like for space opera or high fantasy, he'd say. The point is that the events, motives, machinations, and so forth of real earth history present a vast source of inspiration for games.
I'm using this principle in my Burning Wheel game. For example, one of our protagonists is Lord Alain Fitzroy, bastard brother of Queen Rowena of the Lakes. Rowena rules Fournemouth, one of the four mannish kingdoms. Now that my players have added her to the game, I can work my GM magic on this character. She needs to be interesting, with depth, with flaws and terrors, with connections. So let's turn to history.
The ever wonderful and terrifying Elizabeth I of England. Never married but often pursued. A brilliant mind from youth. Attacked by religious authorities but refraining from persecuting. Monarch in command of one of the great powers of Europe, yet able to foster the cultural growth that included Shakespeare.
That's my inspiration for Queen Rowena of the Lakes.
But let's put boundary around this. Although Elizabeth was many things, that doesn't mean Rowena is all those same things. As GM, I can cherry-pick what I need from Elizabeth without needing to bring all of it. Fournemouth has the prosperity and power of England, and has good relations between the state and the mystical. Fournemouth has a significant naval presence in the Keon Sea. Rowena rules over all of this.
And Rowena is the centre of conspiracy. In this game, Lord Fitzroy believes that there is a conspiracy against her and he will uncover it. Rowena has attended the executions of people found guilty of treason, adding weight to the feeling of suspicion in the game. This is the aspect of Elizabeth that I draw on for the larger plot, keeping the players moving.
Around the edges, though, is her unmarried status. The setting is patriarchal (ugh... medieval Europe...) but she resists. The suitors and the lords and the other kings and the advisors are all kept at bay by her choosing. She, like Elizabeth, is a woman of intellect and power, and marriage would only dilute it.
Let's see how things transpire with an Elizabeth on the throne.
I'm using this principle in my Burning Wheel game. For example, one of our protagonists is Lord Alain Fitzroy, bastard brother of Queen Rowena of the Lakes. Rowena rules Fournemouth, one of the four mannish kingdoms. Now that my players have added her to the game, I can work my GM magic on this character. She needs to be interesting, with depth, with flaws and terrors, with connections. So let's turn to history.
The ever wonderful and terrifying Elizabeth I of England. Never married but often pursued. A brilliant mind from youth. Attacked by religious authorities but refraining from persecuting. Monarch in command of one of the great powers of Europe, yet able to foster the cultural growth that included Shakespeare.
That's my inspiration for Queen Rowena of the Lakes.
But let's put boundary around this. Although Elizabeth was many things, that doesn't mean Rowena is all those same things. As GM, I can cherry-pick what I need from Elizabeth without needing to bring all of it. Fournemouth has the prosperity and power of England, and has good relations between the state and the mystical. Fournemouth has a significant naval presence in the Keon Sea. Rowena rules over all of this.
And Rowena is the centre of conspiracy. In this game, Lord Fitzroy believes that there is a conspiracy against her and he will uncover it. Rowena has attended the executions of people found guilty of treason, adding weight to the feeling of suspicion in the game. This is the aspect of Elizabeth that I draw on for the larger plot, keeping the players moving.
Around the edges, though, is her unmarried status. The setting is patriarchal (ugh... medieval Europe...) but she resists. The suitors and the lords and the other kings and the advisors are all kept at bay by her choosing. She, like Elizabeth, is a woman of intellect and power, and marriage would only dilute it.
Let's see how things transpire with an Elizabeth on the throne.
Tuesday, 17 April 2018
Balls In The Air
Gail Simone has some of the best content on twitter. Snarky, witty, and wise.
Here's a wise one.
And that inspired me to make a list at the end of each of my game sessions. It's a list of unresolved plot items and it accumulates more with each game session. It's a list of ideas that I can drop back into the game as I need to. It helps to keep the game tight and meaningful, as well as ensuring that good ideas (or characters) aren't lost.
Here's the current Balls In The Air list for O Mortal.
None of that will mean much to you within the context of my own game, but any of it is enough to trigger a scene for almost anyone in any game. For my game, I want all of these to get caught sometime. It might be in the next game or in a few sessions after that. And if no one catches any of them, we just get more balls in the air.
Here's a wise one.
Here is my advice to writers.
If you throw a ball into the air, SOMEBODY better catch that mother******.
And that inspired me to make a list at the end of each of my game sessions. It's a list of unresolved plot items and it accumulates more with each game session. It's a list of ideas that I can drop back into the game as I need to. It helps to keep the game tight and meaningful, as well as ensuring that good ideas (or characters) aren't lost.
Here's the current Balls In The Air list for O Mortal.
- Hector Long (guilty? who else? what was he doing?)
- Stablehand
- The water spirit - You're not the one I'm looking for. Who is it looking for?
- Artis Chapter (what contacts can be made here?)
- What did Qualthorn see in Robus?
- People know that Alain Fitzroy was looking for someone who knows how to destroy Dwarven artifacts
- Who wrote the unclaimed note?
- Forest, three days in the future, one bell after nightfall.
- Qualthorn is disappointed in Malasil for turning away from elven traditions.
- The Hunter is still in the prison
- Martha has high astrology skills, making observations about the dates and times
None of that will mean much to you within the context of my own game, but any of it is enough to trigger a scene for almost anyone in any game. For my game, I want all of these to get caught sometime. It might be in the next game or in a few sessions after that. And if no one catches any of them, we just get more balls in the air.
Wednesday, 4 April 2018
Lunar Cycles
When I first pitched O Mortal to my players I included the premise that in seven months, the querub would arrive to announce the end of one dynasty and the beginning of another. The clock began to count down. Time is an aspect of this game.
Every game session, we track elapsed time. After just five sessions we've passed about eight days so at that rate it's going to be a while before the querub comes. Well, if we assume months of similar length to the player world, that is.
So let's talk about time in this game world.
There is a major moon, Soma, that determines the lunar cycles. It has a 22 day cycle, and the inhabitants have constructed months around this. There are ten days between full moon and new moon and ten days back to full moon. The inhabitants of the world have created two weeks of ten days around this, with rest days at new moon (Monnovi) and full moons (Monpuni).
There are two other, smaller moons called Anahid and Khons. They have 14 and 37 day cycles respectively. Lunar alignments are rare but celebrated.
Monnovi and Monpuni are always celebrated religiously by elves (it's a bit like going to mosque or temple each week), and often by humans. The elves connect with nature spirits as their principle religion whereas humans worship gods of places and areas. Human gods with a lunar connection would inspire more devotion on these days.
The days are divided into 22 hours, reflective of the lunar cycle as well. Clocks are not widely used outside of cities and even in cities the residents rely on a central clock tower to ring the bell each hour from one hour before sunrise through to one hour after sunset. Inside the towers are a variety of timepieces, ranging from hourglasses to clockwork mechanisms to (rarely!) magical constructs.
And as for the year? It's just not as important as the months. The new year does not happen on the same date every year, but is a moving date. Years last between eight and nine months and is calculated as the first storm of the rainy season. The seasons are based around weather, plant, and animal behaviours. Over a year, the cycle moves through rains, blossoms, bird migrations, snowfalls, and dry winds. As with all seasons, individual days are variable (e.g., during the dry winds season, rain is still possible).
Every game session, we track elapsed time. After just five sessions we've passed about eight days so at that rate it's going to be a while before the querub comes. Well, if we assume months of similar length to the player world, that is.
So let's talk about time in this game world.
There is a major moon, Soma, that determines the lunar cycles. It has a 22 day cycle, and the inhabitants have constructed months around this. There are ten days between full moon and new moon and ten days back to full moon. The inhabitants of the world have created two weeks of ten days around this, with rest days at new moon (Monnovi) and full moons (Monpuni).
There are two other, smaller moons called Anahid and Khons. They have 14 and 37 day cycles respectively. Lunar alignments are rare but celebrated.
Monnovi and Monpuni are always celebrated religiously by elves (it's a bit like going to mosque or temple each week), and often by humans. The elves connect with nature spirits as their principle religion whereas humans worship gods of places and areas. Human gods with a lunar connection would inspire more devotion on these days.
The days are divided into 22 hours, reflective of the lunar cycle as well. Clocks are not widely used outside of cities and even in cities the residents rely on a central clock tower to ring the bell each hour from one hour before sunrise through to one hour after sunset. Inside the towers are a variety of timepieces, ranging from hourglasses to clockwork mechanisms to (rarely!) magical constructs.
And as for the year? It's just not as important as the months. The new year does not happen on the same date every year, but is a moving date. Years last between eight and nine months and is calculated as the first storm of the rainy season. The seasons are based around weather, plant, and animal behaviours. Over a year, the cycle moves through rains, blossoms, bird migrations, snowfalls, and dry winds. As with all seasons, individual days are variable (e.g., during the dry winds season, rain is still possible).
Friday, 2 March 2018
Adjusting to the Crunch
The third session of O Mortal played out last night. At the end we spent a couple of moments talking about the game and one player said, "Wow. Only eight rolls all game."
For context, we played for two hours. That's one roll every 15 minutes or so.
At first I shrugged it off but the players reminded me that this is Burning Wheel. Every roll is a test. Every test helps towards advancement. Advancement is built into the psychology of this game. Therefore, by not asking for die rolls I'm hindering the players' desires for character advancement.
As a GM this was a great moment for me. My players are telling me that they want something from the game that I didn't give them. They want the game to be Burning Wheel and I ran it as though it was Fate or DramaSystem. This kind of disconnect can lead to players being dissatisfied with the play experience and potentially with the game system itself.
My role as a GM includes participating in creating the conditions for enjoyable play. I'm included in the mode of production of the story so I have to respond to the others at the table in some way. It might not be acquiescing every time, but it has to be a response that moves towards greater enjoyment.
More importantly, my role as a GM is to respect the game that I run. A game is written to be run as that game. It might be similar to other games but that still doesn't make it the same. After playing PTA and DramaSystem games for the last few years, I need to adjust to the crunch of Burning Wheel.
For context, we played for two hours. That's one roll every 15 minutes or so.
At first I shrugged it off but the players reminded me that this is Burning Wheel. Every roll is a test. Every test helps towards advancement. Advancement is built into the psychology of this game. Therefore, by not asking for die rolls I'm hindering the players' desires for character advancement.
As a GM this was a great moment for me. My players are telling me that they want something from the game that I didn't give them. They want the game to be Burning Wheel and I ran it as though it was Fate or DramaSystem. This kind of disconnect can lead to players being dissatisfied with the play experience and potentially with the game system itself.
My role as a GM includes participating in creating the conditions for enjoyable play. I'm included in the mode of production of the story so I have to respond to the others at the table in some way. It might not be acquiescing every time, but it has to be a response that moves towards greater enjoyment.
More importantly, my role as a GM is to respect the game that I run. A game is written to be run as that game. It might be similar to other games but that still doesn't make it the same. After playing PTA and DramaSystem games for the last few years, I need to adjust to the crunch of Burning Wheel.
Monday, 22 January 2018
Online gaming platform
My Burning Wheel game starts in a week or so. We've had two planning sessions and now it's time to play. However, because of the oppressive capitalist society in which we live, we are all VeryBusy(tm) and have chosen to play online. So far we've used Skype and google hangouts as platforms, and next week we'll try Roll20.
Skype was OK. Some of us used webcams and some just audio. Connections were reliable and A/V quality was great. Unfortunately, that's all it does. Great for distance relationships but I think I want more from a gaming platform.
Hangouts was also OK. Again, a mixture of webcams and audio. One of us joined in over his phone while driving so pure audio. Thankfully he has a mind like a steel trap so he could remember plenty from his own documents and the rules. Connectivity was a problem, though. Not sure if it was Hangouts or individual technical setup, but we lost people from the hangout often.
Roll20 looks interesting. I found a Burning Wheel game on youtube that was using Roll20. I watched about 30 minutes of one episode to see how they used the platform and was more than piqued by it. So next week will be Roll20. I don't want to invest a massive amount of time setting it up with characters and documents yet. Apparently the proof of the pudding is in the eating.
Also, I like pudding.
So watch this space for more about that platform experience. Other activity for this game is the wonder of inking my world map and the drawing a closeup of one area in that map that seems to be a natural space in which most of the story will take place. I know maps aren't essential for Burning Wheel but I like making them.
Skype was OK. Some of us used webcams and some just audio. Connections were reliable and A/V quality was great. Unfortunately, that's all it does. Great for distance relationships but I think I want more from a gaming platform.
Hangouts was also OK. Again, a mixture of webcams and audio. One of us joined in over his phone while driving so pure audio. Thankfully he has a mind like a steel trap so he could remember plenty from his own documents and the rules. Connectivity was a problem, though. Not sure if it was Hangouts or individual technical setup, but we lost people from the hangout often.
Roll20 looks interesting. I found a Burning Wheel game on youtube that was using Roll20. I watched about 30 minutes of one episode to see how they used the platform and was more than piqued by it. So next week will be Roll20. I don't want to invest a massive amount of time setting it up with characters and documents yet. Apparently the proof of the pudding is in the eating.
Also, I like pudding.
So watch this space for more about that platform experience. Other activity for this game is the wonder of inking my world map and the drawing a closeup of one area in that map that seems to be a natural space in which most of the story will take place. I know maps aren't essential for Burning Wheel but I like making them.
Saturday, 13 January 2018
Religion in O Mortal
I cannot lie, I love religion in gaming. Now, I should be clear about that. Unfortunately many depictions of religion in gaming (or other fiction) is a tedious variant of the 12th century Catholic Church with corrupt priests, inquisitions, and exploitation. That's a tired trope and one that adds a very specific flavour to games. It's the ketchup of religious depictions. If you like your story flavour to be common and uninteresting then do that.
What I'd rather have in a game is a religion that has an appeal to common people, that gives ordinary people a web of meaning to their lives, and that allows for corrupt clerics sometimes. I want a religion that helps explain cultural features or turns of phrase. It has to explain festivals, rites, supersititions, and more! When I started to sketch a religion for my Burning Wheel game I had all of this in mind. I could do no less. So here's my take on a creation myth for O Mortal.
There was Chaos, churning and rolling,
And there was no form.
Then the Four reached into Chaos with their hands
And took some
And shaped it
Forming land, and sea, and sky
And all the lights.
They breathed into it and time began.
Erolti made balance in the days and seasons.
Palsu made the multitudes, in living things.
Urgomath made structure, in the land.
Therokim made turmoil, in the storm and the volcano.
The Four looked and saw the works of their hands.
Erolti reached once more into Chaos.
She brought forth spirits
Playful, perceptive, and balanced.
She placed them into the animals.
She placed them into the streams.
She placed them in all things of the world.
So it is that spirits are in everything.
Then Erolti reached into Chaos again.
She brought forth Elves
And gave them the centuries
And gave them songs
And gave them to the spirits as brethren.
Palsu reached once more into Chaos.
She brought forth gods
Powerful, placed, and plentiful.
She led them to mountains.
She led them to valleys.
She led them to oceans.
So it is that gods rule places.
Then Palsu reached into Chaos again.
She brought forth Humans
And gave them the many features
And gave them magic
And gave them to the world as a many textured rainbow.
Urgomath reached once more into Chaos.
He brought forth gods
Creative, purposeful, and changing.
He showed them the clay.
He showed them the forge.
He showed them the tools.
So it is that arts are homage to the gods.
Then Urgomath reached into Chaos again.
He brought forth Dwarves
And gave them ideas
And gave them gold
And gave them to the mountains to bring forth wonders.
Therokim reached once more into Chaos.
He bought forth demons
Mischievous, hungry, and destructive.
He showed them Chaos.
He showed them the efforts of living beings.
He showed them Chaos.
So it is that demons return all to Chaos.
Then Therokim reached into Chaos again.
He brought forth Orcs
And gave them passion
And gave them caprice
And gave them to the world to punish hubris.
This seemed more fun that just saying, "The Human god is Palsu. Other lesser gods exist and rule over areas." It's also (I hope) evocative enough to give my players a sense of a cosmology, a metaphysics, some superstitions, and some divine explanations for things. Also, since the Gods and gods are real, I get to use all of this in the game. Joy!
What I'd rather have in a game is a religion that has an appeal to common people, that gives ordinary people a web of meaning to their lives, and that allows for corrupt clerics sometimes. I want a religion that helps explain cultural features or turns of phrase. It has to explain festivals, rites, supersititions, and more! When I started to sketch a religion for my Burning Wheel game I had all of this in mind. I could do no less. So here's my take on a creation myth for O Mortal.
There was Chaos, churning and rolling,
And there was no form.
Then the Four reached into Chaos with their hands
And took some
And shaped it
Forming land, and sea, and sky
And all the lights.
They breathed into it and time began.
Erolti made balance in the days and seasons.
Palsu made the multitudes, in living things.
Urgomath made structure, in the land.
Therokim made turmoil, in the storm and the volcano.
The Four looked and saw the works of their hands.
Erolti reached once more into Chaos.
She brought forth spirits
Playful, perceptive, and balanced.
She placed them into the animals.
She placed them into the streams.
She placed them in all things of the world.
So it is that spirits are in everything.
Then Erolti reached into Chaos again.
She brought forth Elves
And gave them the centuries
And gave them songs
And gave them to the spirits as brethren.
Palsu reached once more into Chaos.
She brought forth gods
Powerful, placed, and plentiful.
She led them to mountains.
She led them to valleys.
She led them to oceans.
So it is that gods rule places.
Then Palsu reached into Chaos again.
She brought forth Humans
And gave them the many features
And gave them magic
And gave them to the world as a many textured rainbow.
Urgomath reached once more into Chaos.
He brought forth gods
Creative, purposeful, and changing.
He showed them the clay.
He showed them the forge.
He showed them the tools.
So it is that arts are homage to the gods.
Then Urgomath reached into Chaos again.
He brought forth Dwarves
And gave them ideas
And gave them gold
And gave them to the mountains to bring forth wonders.
Therokim reached once more into Chaos.
He bought forth demons
Mischievous, hungry, and destructive.
He showed them Chaos.
He showed them the efforts of living beings.
He showed them Chaos.
So it is that demons return all to Chaos.
Then Therokim reached into Chaos again.
He brought forth Orcs
And gave them passion
And gave them caprice
And gave them to the world to punish hubris.
This seemed more fun that just saying, "The Human god is Palsu. Other lesser gods exist and rule over areas." It's also (I hope) evocative enough to give my players a sense of a cosmology, a metaphysics, some superstitions, and some divine explanations for things. Also, since the Gods and gods are real, I get to use all of this in the game. Joy!
Saturday, 6 January 2018
Campaign Title and World Map
I've been sketching a world map for my Burning Wheel game. At the moment it's a first draft only (thankfully not inked yet). The castles are major cities; each one about the importance of Paris. Using Burning Wheel's own idea that the game suits a 12th century France, that means each "Paris" has a population between 200,000 and 300,000. I might make one of them a little smaller, we'll see. Each of the square-ish dots is a medium town, with population above 20,000.
As you can tell, this is a well populated world, helped along by magical interventions in food production. There are thousands of lives at stake in any major scenario, but also enough population to support a bloated nobility. Let the rebellions foment.
For a sense of scale, the sea that diagonally crosses this map from NW to SE is around the same size as the Adriatic Sea. I plan to ink major parts of it as they become constants in the game.
As you can tell, this is a well populated world, helped along by magical interventions in food production. There are thousands of lives at stake in any major scenario, but also enough population to support a bloated nobility. Let the rebellions foment.
For a sense of scale, the sea that diagonally crosses this map from NW to SE is around the same size as the Adriatic Sea. I plan to ink major parts of it as they become constants in the game.
As for the campaign name, the impending presence of the qerub has siezed the group's attention so I've turned to biblical inspiration for a name. One book that has a lot of descriptions of cherubim is Ezekiel and the Tanakh translation is a particular favourite of mine. Take a look at how the cherub conveys the word of Yahweh to the prophet Ezekiel.
"O mortal, you dwell among the rebellious breed..." (12:1)
"O mortal, these men have turned their thoughts upon the fetishes and set their minds on the sin through which they stumbled..." (14:3)
"O mortal, set your face toward Jerusalem and proclaim against her..." (21:6)
I think you get the picture. This translation has used "O mortal" instead of "O son of man" that you see in many other translations. The literal translation of ben-adam is son-of-man, I realise, but in the context of an angelic being giving instructions from God to a human, I think "O mortal" conveys a layer of meaning.
That's a lot of ink spilled to say that the name I'm going with is O Mortal. Thematically I'm sure it will include the folly of human endeavour in the face of the power and desires of the gods. There will be pettiness and power squabbles, all of which will come to nothing for the mortals who will eventually, inevitably, die.
But what about the elves? They're ageless! If the war between the humans and the elves taught us anything, it is that elves can die. Violently. Painfully. Cold steel interrupting their journey to the West.
O mortal, be afraid.
Monday, 1 January 2018
High Concept Setting
This is mostly for my players but you can read along too. :) It's some high concept statements about a setting for a new campaign.
The last Great War between the humans and the elves ended 117 years ago. The humans lost. The elves made several conditions in the surrender.
The last Great War between the humans and the elves ended 117 years ago. The humans lost. The elves made several conditions in the surrender.
- The elves keep a presence in human lands. Every noble court has an elf advisor and there are elven settlements scattered throughout.
- The human High Throne was destroyed, along with the High King. It was the High King who united the human kings into a single warmongering army against the elves, say the elves.
- Trade between elves and humans must continue for the betterment of the humans.
- The most promising humans are accepted by elves for training in elven lore and ways, in the hope that elven values will permeate throughout humankind.
Dwarves were neutral during the war, selling metals, weapons, and armour to both sides. The dwarven lands are not united under a single monarch leaving each clan or king to trade as they wish.
Human monarchs reign in an inherited dynasty for as long as the gods allow. There are times in history when the gods send a Qerub to announce the end of one dynasty and the selection of the new one. The astrologers have announced that the next Qerub will come at the next solar eclipse, in seven moons time.
The current dynasty has granted more titles than any dynasty before. Intended to be positions of responsibility, paid for by the kings, they have turned into competitive squabbles for land. A number of vassal king arrangements have been established as the hierarchy of nobility has become more complex than ever. Minor nobles seek to strengthen their lands, towns, and villages, in preparation for eventual conflict.
Orcs continue to raid the lands of humans, elves, and dwarves, as they have done for centuries. They have never shown signs of uniting under a single ruler.
Most of the lands of humans, dwarves, and elves, are free from the worst monsters. However, the wild lands are still wild. Only the brave or foolish travel them alone. But the rumours are that the wilderness still has lost treasures in old battlefields, mines, and forgotten places. Some of these treasures are the ancient relics of power that bards still sing about.
Thursday, 21 December 2017
Burn the Wheel
I've been listening to a few D&D podcasts of late and now I want to play fantasy games. There's something that still appeals to me about both the genre and the F20 rules style. Attributes, skills, bonuses, magsic items, pages and pages of spells, classic monsters, and more. Throw it all in!
But rather than throw down another stack of cash for D&D 5e (as beautiful as they are!), I looked at my shelf to see what's already there. Freeport Fate has a lot of D&D about it, complete with stats and monsters. S7S looks good too, but not quite the same. I even have Dragon Age, pending play. And then there's Burning Wheel.
(I'm going with this one, in case you've not noticed).
I know it's Burning Wheel Revised and not the shiny new one, but it's still a great game and I don't think I've gotten my value out of it yet. So it's off to Burning Wheel for me. I have a few ideas for the world, but let's see what the players come up with for characters.
But rather than throw down another stack of cash for D&D 5e (as beautiful as they are!), I looked at my shelf to see what's already there. Freeport Fate has a lot of D&D about it, complete with stats and monsters. S7S looks good too, but not quite the same. I even have Dragon Age, pending play. And then there's Burning Wheel.
(I'm going with this one, in case you've not noticed).
I know it's Burning Wheel Revised and not the shiny new one, but it's still a great game and I don't think I've gotten my value out of it yet. So it's off to Burning Wheel for me. I have a few ideas for the world, but let's see what the players come up with for characters.
Sunday, 21 July 2013
When Other Players Assign Aspects
I mentioned that I was going to use a Burning Wheel trick in my Diaspora game. Mentioned, done, succeeded. The players took turns at suggesting ideas and phrases for the last character. We used each other's creativity and perspective to help round out the character and to weave him into the plot. Those aspects immediately came into play and became part of our overall story.
Mission accomplished.
Thursday, 18 July 2013
Stealing from Burning Wheel for Diaspora
Burning Wheel has a nice system of gaining traits. Other players suggest them based on how you play your character and with enough agreement from the group, that trait becomes part of the character.
Tonight I'm going to smoosh that into the opening section of our Diaspora game. Diaspora allows a player to change one of their character's aspects at the start of a session. We have a new-ish player who wasn't with us for character creation so he's missing a few aspects from his character. He's been with us for two sessions so we've seen a bit of the character. I'm going to ask each other player to suggest an aspect for the new character, based on what they've seen or perhaps what they'd like to see, and if the new-ish player agrees then he gets the aspect.
Let's see how well it works.

Let's see how well it works.
Friday, 23 March 2012
Lamara
So I moved to Perth. All my gaming died for a little while so I could find a place to live and unpack boxes (especially boxes with gaming things in them). The PDFs on my iPad were cute for a while but it's nothing like a good tabletop. Tomorrow night, though, I'll be at a game of Advanced Fighting Fantasy with a few story gamers.
We're all playing pregenerated characters from the Arion Games website, but there's always customisation with a good pregen. I've gone with the barbarian and named her Lamara. I liked the Burning Wheel beliefs system when I was the GM for that game and have written up some beliefs for the character. Nathan Russell over at Here Be Gamers did the same for a D&D fighter and had a great result. It made his play experience more rounded and guided some decisions along the way. And unlike the cop-out of "but that's my alignment, of course I'm going to stab you in the back" the Burning Wheel beliefs are up for change regularly as a response to the events of the previous session.
It's been a while since I played a barbarian character and I don't want to fall back on the usual tropes of Conan. In some parts of the world a barbarian is simply someone who lives outside cities and/or civilisation. I heard a story somewhere that the name comes from the derogatory words used by ancient Greeks for the speech of non-Greeks: bar bar bar bar bar. Just noises, not "proper" language.
So, Lamara is going to be derived from images of the ancient world, as a mash-up of Amazonian, Trojan and possibly Hunnish influences, depending on the climate of the setting. Maybe she'll need to carry furs, or maybe it'll be too warm for that. Regardless, she's going to look fierce and practical. I imagine tattoos and paint on her skin, bare arms and legs for ease of movement, maybe some torso armour, a weapon and a shield, long hair tied in braids or perhaps very short hair except for a top knot.
Definitely not Red Sonja.
And since I went to the trouble of thinking what she looks like, here are the more important things: the beliefs.
As always, religion is everywhere in my games. She's an animist, but nothing yet to include as powerful as a belief. I could re-write the second one to explicitly include it. Let's see how the first session goes.
We're all playing pregenerated characters from the Arion Games website, but there's always customisation with a good pregen. I've gone with the barbarian and named her Lamara. I liked the Burning Wheel beliefs system when I was the GM for that game and have written up some beliefs for the character. Nathan Russell over at Here Be Gamers did the same for a D&D fighter and had a great result. It made his play experience more rounded and guided some decisions along the way. And unlike the cop-out of "but that's my alignment, of course I'm going to stab you in the back" the Burning Wheel beliefs are up for change regularly as a response to the events of the previous session.
It's been a while since I played a barbarian character and I don't want to fall back on the usual tropes of Conan. In some parts of the world a barbarian is simply someone who lives outside cities and/or civilisation. I heard a story somewhere that the name comes from the derogatory words used by ancient Greeks for the speech of non-Greeks: bar bar bar bar bar. Just noises, not "proper" language.
So, Lamara is going to be derived from images of the ancient world, as a mash-up of Amazonian, Trojan and possibly Hunnish influences, depending on the climate of the setting. Maybe she'll need to carry furs, or maybe it'll be too warm for that. Regardless, she's going to look fierce and practical. I imagine tattoos and paint on her skin, bare arms and legs for ease of movement, maybe some torso armour, a weapon and a shield, long hair tied in braids or perhaps very short hair except for a top knot.
Definitely not Red Sonja.
And since I went to the trouble of thinking what she looks like, here are the more important things: the beliefs.
- Rich city folk don't deserve their wealth. I'll gladly separate them from it, through hard work, and make sure it goes to someone deserving.
- Nature seeks harmony in body and spirit. I will strive to move with nature, not against it.
- I will defeat my enemies with same measure of honour they show in the fight.
As always, religion is everywhere in my games. She's an animist, but nothing yet to include as powerful as a belief. I could re-write the second one to explicitly include it. Let's see how the first session goes.
Tuesday, 6 December 2011
Episode 9 of Unlit Match
Some more play from our Burning Wheel game. We only made it to Episode 13, so I hope you can sense a crescendo in the story.
On his journey back to Foxglen, Bram met a farmer called Sigbert who he uncovered to be a cultist. Sigbert has offered the powers of the cult to help determine the origin and nature of the mark on Bram's forehead. Bram remembers nothing about it, except flashes of memories about a trial and searing pain. He and Sigbert arrive in the village the day before Darwin is due to marry his second wife Clare.
Sophie has returned to Foxglen in the middle of scandal and gossip. Rumours are flying that Bram has taken her as a lover as well as a disciple. Sophie has an argument with another lady of the village, Paltis* and loses the argument, forced to admit that she craves her independence from Darwin. He's crushed by the revelation and Sophie leaves the argument and the house.
Bram finds Sophie and shows her the brand* on his forehead. She rushes him to the temple where Fier the Priestess recoils in horror at the sight. She brings Elric the High Priest and they discuss earnestly how to save Bram from the curse. Sophie decides to have Bram blessed in order to break the curse and arranges for it to happen before the wedding.
While they wait, Bram goes to visit the cultists, Sigbert and Simon, and takes a walk to the woods with them. They take him to meet the cult leader, Unwin. Bram and Unwin are half-brothers and haven't seen each other in years. After a brief brotherly reunion, Unwin begins to prepare a ritual to uncover the secrets of the brand.
Sophie has gone home and has another argument with Darwin about Bram. Darwin is angry that Bram has displeased the gods and will bring their judgement on Foxglen.
Meanwhile, the ritual has prepared a potion for Bram to drink. He tips the foul steaming brew into his mouth and fades into a world of shifting shadows and savage spirits.
On his journey back to Foxglen, Bram met a farmer called Sigbert who he uncovered to be a cultist. Sigbert has offered the powers of the cult to help determine the origin and nature of the mark on Bram's forehead. Bram remembers nothing about it, except flashes of memories about a trial and searing pain. He and Sigbert arrive in the village the day before Darwin is due to marry his second wife Clare.
Sophie has returned to Foxglen in the middle of scandal and gossip. Rumours are flying that Bram has taken her as a lover as well as a disciple. Sophie has an argument with another lady of the village, Paltis* and loses the argument, forced to admit that she craves her independence from Darwin. He's crushed by the revelation and Sophie leaves the argument and the house.
Bram finds Sophie and shows her the brand* on his forehead. She rushes him to the temple where Fier the Priestess recoils in horror at the sight. She brings Elric the High Priest and they discuss earnestly how to save Bram from the curse. Sophie decides to have Bram blessed in order to break the curse and arranges for it to happen before the wedding.
While they wait, Bram goes to visit the cultists, Sigbert and Simon, and takes a walk to the woods with them. They take him to meet the cult leader, Unwin. Bram and Unwin are half-brothers and haven't seen each other in years. After a brief brotherly reunion, Unwin begins to prepare a ritual to uncover the secrets of the brand.
Sophie has gone home and has another argument with Darwin about Bram. Darwin is angry that Bram has displeased the gods and will bring their judgement on Foxglen.
Meanwhile, the ritual has prepared a potion for Bram to drink. He tips the foul steaming brew into his mouth and fades into a world of shifting shadows and savage spirits.
Tuesday, 8 November 2011
Session 8
Bram awakens in the refuse pits outside Liguelen to find himself scorned and feared by the people of the town. Refused entry into Liguelen because he is "Ithnel's Cursed" he staggers his way back towards Foxglen. His travel is marked by a pause at a creek where he bathes and sees, for the first time, the curse of Ithnel branded into his forehead. Desperately in need of sustenance and care, he eventually finds refuge with some peasant farmers. After some small talk and banter, Bram uncovers that the peasant and his wife are cultists of the nameless Dark Lord. They examine the mark on his forehead and offer to take him to their powerful priest, hidden in the nearby village of Foxglen.
Sophie has safely returned to the village and makes two key decisions. First, she drives her workers to continue making goods for the upcoming war, despite the cashflow problems that this causes. Second, she diverts her faith away from Bram as the true prophet and towards Cambruach himself. Intent on becoming a disciple of the gods of Foxglen, she presses closer with High Priest Elric and Priestess Fier. Sophie is also a hostess of mixed results as she and Darwin begin the rituals of welcoming the new wife into the family. Claire, niece of the village chief, is to be married to Darwin as his second wife within a week.
Dark lords and gods of nature are set to be honoured in Foxglen at the same time. Religious fervour is set to reach new heights as these deities and their followers embark on faithful endeavours of worship.
Sophie has safely returned to the village and makes two key decisions. First, she drives her workers to continue making goods for the upcoming war, despite the cashflow problems that this causes. Second, she diverts her faith away from Bram as the true prophet and towards Cambruach himself. Intent on becoming a disciple of the gods of Foxglen, she presses closer with High Priest Elric and Priestess Fier. Sophie is also a hostess of mixed results as she and Darwin begin the rituals of welcoming the new wife into the family. Claire, niece of the village chief, is to be married to Darwin as his second wife within a week.
Dark lords and gods of nature are set to be honoured in Foxglen at the same time. Religious fervour is set to reach new heights as these deities and their followers embark on faithful endeavours of worship.
Monday, 7 November 2011
Session 6 to 7
This version of the story has a little overlap with my previous post, so bear with me. My memory about it is a little hazy and is reconstructed from Peter's notes. As always, Peter and David can fill in some blanks that I left out.
Sophie had discovered terrible conspiracy and unfaithfulness among the leaders of Liguelen scant hours before the pilgrimage was due to leave. Upon returning to the caravan to tell the Prophet Bram, she learned that he had not been seen for several hours. A search of the city failed to find him and served instead to spread rumours about his disappearance.
Disillusioned but still hopeful, Sophie returned with her husband to Foxglen, stopping often to ask others if they'd seen Bram. When back in Foxglen, the stark reminders of life - running the leatherwork business and a new wife coming to the family - collided with her religious zeal. Her contemplations at the temple led her towards a vital decision, a decision she must now make.
And what of Bram? After retiring to his meditations and then disappearing? What has become of him? He's fled; he's defrauded the gullible; he's been taken by the gods; he's been abducted by the prince... the rumours are many and wild, and they're out there. And somewhere, so is Bram.
Sophie had discovered terrible conspiracy and unfaithfulness among the leaders of Liguelen scant hours before the pilgrimage was due to leave. Upon returning to the caravan to tell the Prophet Bram, she learned that he had not been seen for several hours. A search of the city failed to find him and served instead to spread rumours about his disappearance.
Disillusioned but still hopeful, Sophie returned with her husband to Foxglen, stopping often to ask others if they'd seen Bram. When back in Foxglen, the stark reminders of life - running the leatherwork business and a new wife coming to the family - collided with her religious zeal. Her contemplations at the temple led her towards a vital decision, a decision she must now make.
And what of Bram? After retiring to his meditations and then disappearing? What has become of him? He's fled; he's defrauded the gullible; he's been taken by the gods; he's been abducted by the prince... the rumours are many and wild, and they're out there. And somewhere, so is Bram.
Sessions 4 to 6
Our protagonists made their way to the large city of Liguelen, along with Sophie's husband (Darwin) and his trade caravan. Bram looked to gain legitimacy from the priests here, in the seat of power. Sophie wanted to help sell her new military-style leathergoods to the generals, along with Darwin's other commodities. What they found was trouble and complication.
Bram's encounter with the local authorities, religious and political, was less than helpful. His brash demeanour and fervent devotion to building unity and faithfulness led him into arguments with the generals and priests. One general in particular was Sohpie's brother-in-law, married to Sophie's sister Gloriana. Gloriana was, we learned, the favourite child who was even more elegant and graceful than Sophie. She was married into nobility (the general) to help further the family name. This time around, it didn't help matters much that she invited Darwin, Sophie and Bram to stay with her without her husband's knowledge.
The tension in the house is palpable. Darwin and the general are engaged in trade talks in the palace while Bram and Sophie are pursuing the holy task given by Cambruach. After failing to contact Ithnel in the local temples, they decide to make pilgrimage to him in the nearby mountains. The day of the pilgrimage, however, Bram goes missing. Sophie searches the city for him and hears all kinds of rumours: Bram has been taken by the gods, has fled with people's money, has been imprisoned by the prince... Whatever's happened to him, the pilgrimage is cancelled. Sophie continues to search for him at the temple and discovers, to her astonishment, that the priests and sorcerers are researching all kinds of magic - magic that does not align with how people are born, magic that is dark and forbidden - in order to win the coming war. The holy men and wizards believe they are obedient to Ithnel's divine command to be industrious, learning about new magics and creating weapons of war from that new knowledge. Sophie talks with a young curate, learning that Ithnel is quite hostile to some of the schools of magic being used in this research. The two of them pray for forgiveness and receive a sign from the heavens, a powerful wind that swirls around the temple.
There is no sign of Bram, the city is unfaithful even to their own god, and Darwin's business has concluded. Sophie has had some good times with her sister, punctuated by tension over her religious devotion to Cambruach and being Bram's disciple. Now it is time to leave. Darwin has no time to wait for Bram, and the caravan sets off, leaving Bram to his uncertain fate.
Editorial: I hope Peter and David will embellish this in the comments with their own notes.
Bram's encounter with the local authorities, religious and political, was less than helpful. His brash demeanour and fervent devotion to building unity and faithfulness led him into arguments with the generals and priests. One general in particular was Sohpie's brother-in-law, married to Sophie's sister Gloriana. Gloriana was, we learned, the favourite child who was even more elegant and graceful than Sophie. She was married into nobility (the general) to help further the family name. This time around, it didn't help matters much that she invited Darwin, Sophie and Bram to stay with her without her husband's knowledge.
The tension in the house is palpable. Darwin and the general are engaged in trade talks in the palace while Bram and Sophie are pursuing the holy task given by Cambruach. After failing to contact Ithnel in the local temples, they decide to make pilgrimage to him in the nearby mountains. The day of the pilgrimage, however, Bram goes missing. Sophie searches the city for him and hears all kinds of rumours: Bram has been taken by the gods, has fled with people's money, has been imprisoned by the prince... Whatever's happened to him, the pilgrimage is cancelled. Sophie continues to search for him at the temple and discovers, to her astonishment, that the priests and sorcerers are researching all kinds of magic - magic that does not align with how people are born, magic that is dark and forbidden - in order to win the coming war. The holy men and wizards believe they are obedient to Ithnel's divine command to be industrious, learning about new magics and creating weapons of war from that new knowledge. Sophie talks with a young curate, learning that Ithnel is quite hostile to some of the schools of magic being used in this research. The two of them pray for forgiveness and receive a sign from the heavens, a powerful wind that swirls around the temple.
There is no sign of Bram, the city is unfaithful even to their own god, and Darwin's business has concluded. Sophie has had some good times with her sister, punctuated by tension over her religious devotion to Cambruach and being Bram's disciple. Now it is time to leave. Darwin has no time to wait for Bram, and the caravan sets off, leaving Bram to his uncertain fate.
Editorial: I hope Peter and David will embellish this in the comments with their own notes.
Tuesday, 1 November 2011
Steve Jackson Games adds social anxiety to your game
Steve Jackson Games appears to be taking a leaf from the pages of smaller press games like Burning Wheel. The idea that in the real world, combat is over quickly and seduction can take hours has rarely been reflected in games. Typically, combat occupies a whole evening and seduction is done in a single die roll.
I hope that's not a metaphor for the, uh "seduction" performance of some gamers.
Anyway, here's what SJGames has to say in its new announcement.
I hope that's not a metaphor for the, uh "seduction" performance of some gamers.
Anyway, here's what SJGames has to say in its new announcement.
Let's look at an analogy. You know how the GURPS Basic Set has rules for combat, right? Well, gamers who love combat options have helped make GURPS Martial Arts, GURPS Tactical Shooting, and GURPS Gun Fu some of our most popular releases. Each one of those supplements augments the core combat systems with expanded info and new possibilities.This is great news for gamers, especially GURPS gamers. To me, the GURPS line looks a bit like the rim of Burning Wheel, spread out over several books rather than chapters.
GURPS Social Engineering works the same way, adding options and rule systems for various interpersonal interactions. Think of it as "Martial Arts for the social arts."
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