Sunday, 8 April 2018

Beyond the Waves: relics from the last war

For Beyond the Waves: ancient technology from the last war between the Haunted Empire and the Island States.

I. Ekranoplan wrecks

The airspace above the Archipelago is haunted. The Empire’s flyers would dive when they hit the Archipelago airspace, or curve in unpredicted trajectories. For decades the imperial scientists attempted to map that volume of air with its many loci and vortices and tunnels, but Sigma/Omega ratios could suddenly peak and vehicles would return decrepit, pilots bags of dust. Flying over the islands was too much of a risk even for a behemoth like the Empire who could throw steel and flesh and bone at any problem.

The ekranoplans were vast surface wing craft, much larger than any of the vehicles in service around the various island states. They were designed for carrying cargo, weapons and troops rapidly over long stretches of flat water for exploration or conquest.

Abandoned ekranoplan hulls can be found along the western shore of the land and on some islands.

1d12 Ekranoplan wreck points of interest
1 Wreck completely overgrown inside and out with several well preserved bodies inside
2 Coded military orders
3 A luxury fitted stateroom with Imperial memorabilia
4 1d4 active torpedoes of unknown payload
5 Several cubic meters of ancient computer
6 Disdended corpses and signs of bungled emergency egress
7 Maps of western ocean with expedition diaries
8 Leviathan tissue samples
9 Armoury with 1d3 lightning cannisters and other hand weapons
10 Neuronic interrogation equipment
11 Banks of cell samples, seeds and mature plants which have overwhelmed the vehicle interior
12 Human squatters who are either (1-2) inferior and afraid, (3-4) well-matched and hostile or (5-6) contaminated and infectious

II. Acoustic Mirrors

The obsolescense of aircraft that resulted in the ekranoplan in turn rendered radioetheric detection useless as the flyers were too low to resolve against the surface.

Sound mirrors were developed and many examples were installed on the shores of the eastern-most islands.

1d10 Acoustic mirror points of interest
1 Sound has attracted unusual animals or birds
2 Sheltering human settlement who have decorated the mirror
3 Mirror receives broadcast from somewhere out in the sea
4 Tribe bases religious observations, calendars and rituals around seasonal ambient sound from the mirror
5 Mirror contains a bunker underneath with telegraph room which is receiving a signal from somewhere
6 Mirror reflects leviathan song
7 Mirror has been damaged and tilts at an impractical upward angle, but is receiving transmission
8 Mirror has been broken down, moved and reconstructed to serve an unintended purpose
9 Local gravitational or spacetime distortion
10 Several imitation mirrors have been built up in the same area, and sing to one another

III. Targe hulls

Targe (“shield” or “border”) hulls are chains of either mobile floating or permanently anchored armoured platforms designed to interrupt assaults from ekranoplan vessels with poor manouverability and altitude control. Frequently installed close to sound mirrors.

1d10 Targe hull points of interest
1 Hull has been taken over by vast numbers of sea birds
2 Gigantic cannon, broken away from mounting and cannot be aimed
3 Remnants of a brutal skirmish; bones, damaged equipment, rusted firearms and cutlasses
4 Series of sophisticated signal towers line up with island mirror installations
5 Multiple stored drums of unknown chemical agent, some leaking into sea
6 Platforms severely damaged in collision, submerged ekranoplan wreck
7 Fishing settlement in former fortress with extended raft village anchored to fixed hardpoints
8 Suspended railroad connects network of artificial platforms strung between natural sea mounts and islets
9 Pirate hideout with livery
10 Bedrock collapsed under foundation revealing underwater natural structure

Image Credits and more images

Acoustic mirror by Paul Glazzard shared under CC BY-SA 2.0

Red sands forts by Russs shared under CC BY-SA 3.0

Ekranoplan art:

Monday, 23 October 2017

Castle Lysander: The Stolen Child

A playbook for Castle Lysander

The Stolen Child

I met her in a forest glade // Where starbeams grew like trees // I did not take her for a witch // She wasn’t what she seemed // She turned the key of endlessness // And locked me in a dream // Infinity

Once upon a time you were a child, playing alone. Queen Antipathie approached you and asked you to be her knight, tempting you to shed your youth and become an adult in her Realm. Not knowing what you had given up until too late you became the protector of her Realm, loving its people as much as you hated her.

1d12 What was your first sight of the castle, and how did you enter? Gain
1 You emerged on a balcony to a skyline of minarets, spires and bell-towers under a starlit sky. +2 INT, +1 WIS, +1 CON, Skill: Astrology
2 You arrived at the Southern Gate and hammered your fist on the oak door until they allowed you in. +2 STR, +1 CON, +1 CHA, Skill: Intimidation
3 You cut your way through a mass of ivy to locate a small archway in the Eastern Wall. +2 CON, +1 DEX, +1 WIS, Skill: Spot Hidden
4 You nearly drowned wading through a mire to reach the North Gate. +2 CON, +1 STR, +1 DEX, Skill: Swimming
5 You leapt a chasm to reach the West Gate. +2 STR, +1 DEX, +1 WIS, Skill: Athletics
6 You climbed up the well in dining hall. +2 DEX, +1 INT, +1 WIS, Skill: Climbing
7 You remember falling forever, then waking in an amphitheater surrounded by weather-worn statues +2 WIS, +1 INT, +1 STR, Skill: History
8 You wandered through the arboretum until you found the Southern Gate. +2 DEX, +1 INT, +1 CON, Skill: Navigation
9 You entered a submerged bunker in the desert and followed a rough-hewn passage to the Eastern Gate. +2 INT, +1 DEX, +1 CHA, Skill: History
10 A portal in the temple by the lake carried you over a blue-starred causeway to the North Gate. +2 WIS, +1 INT, +1 CHA, Skill: Legend Lore
11 Stones around your ankles dragged you down to the sea bottom, where you found the Western Gate. +2 CON, +1 WIS, +1 DEX, Skill: Breath Control
12 You emerged from a sarcophagus in the mausoleum. +2 CHA, +1 WIS, +1 CON, Skill: Sense Death
1d8 Upon entering the castle you were told that you were now in Lysander’s domain and under his protection. What happened? Gain
1 Lysander addressed you in a booming voice from a balcony, his features obscured in shadow +2 STR, +1 INT
2 Lysander entertained you in a grand room, offering you a jet-black wine +2 WIS, +1 CHA
3 Lysander’s seneschal regretfully informed you that his master was occupied, and to enjoy the lavish meal laid in front of you +2 CON, +1 WIS
4 You chased Lysander, a cloaked figure in a white mask, through a hedge maze demanding answers — but he was always just out of reach +2 DEX, +1 STR
5 Old and kindly Lysander appeared at your bedside, asking if you had rested well and offering you bread and fruit +2 CHA, +1 CON
6 Young and androgynous Lysander escorted you through a gallery of their ancestors’ portraits +1 WIS, +1 INT, +1 CHA
7 You glimpsed Lysander, flanked by an entourage of armoured hyena warriors, as they passed through a grand colonnade +1 CON, +1 INT, +1 STR
8 You crept into Lysander’s sanctum, and witnessed them converse with a living mist billowing from a brazier +1 DEX, +1 INT, +1 WIS
1d8 Who else did you meet in the castle? Gain
1 Prome, librarian +2 INT, +1 CON
2 Fulker, mistress of owls and hawks +2 DEX, +1 INT
3 Madame Zmeice, keeper of the observatory +2 WIS, +1 CHA
4 Vain, steward +2 CHA, +1 INT
5 Constable, castle security +2 STR, +1 INT
6 Orville, fool in motley +1 INT, +1 DEX, +1 CON
7 Elle, sitting in an apple tree +1 CHA, +1 INT, +1 DEX
8 Durt, skulking pot-washer +1 CON, +1 WIS, +1 CHA

As you sit down to eat with your fellow knights you recall your past life. Your armour and weapons leave no doubt that you’re a Warrior of some skill. You have the class abilities of knacks and weapon specialisation.

1d6 What were you doing when Queen Antipathie approached you in the forest glade? Gain
1 You were daydreaming in that magical spot. +3 WIS, skill: sense magic
2 You had enticed a doe into the glade. +3 CHA, skill: animal ken
3 You were foraging for mushrooms. +3 INT, skill: survival
4 You were swimming with your friends the Naiads in the river nearby. +3 CON, skill: swimming
5 Intent on becoming a hunter like the adults in your clan, you had cornered and were facing down a wild boar. +3 STR, skill: hunting
6 You were hiding, waiting to see who approached. +3 DEX, skill: stealth
1d6 What weapon did your Queen give you? Gain
1 A golden spear, with two scarlet ribbons twining from the spearhead. +2 CON, weapon specialisation: Spear
2 A broad sword of ancient design that she said had been held by many heroes before you. +2 STR, weapon specialisation: Sword
3 A long-hafted axe, struck with a dwarven prize-mark at the head. +2 STR, weapon specialisation: Axe
4 A slender side-sword, nimble in your hand almost as if it knew your intent. +2 DEX, weapon specialisation: Sword
5 A silver hammer, with a pommel shaped like a beetle. +2 STR, weapon specialisation: Hammer
6 A short and jagged sword that seemed to pulse with a heartbeat as you held it. +2 CON, weapon specialisation: Sword
1d6 The Queen brought you to her Realm to face an even greater evil. What was it, and where did you fight your battle? Gain
1 A demon demanded the Queen lay down her life or it would blight the Realm. You slew it in single combat in the stone circle at Nearbury. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 STR. +2 STR, knack: Great Strike
2 You uncovered a political plot against the Queen and slew her would-be assassin and the Vizier attempting the coup when their endgame played out in the Owl Spire. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 INT. +2 INT, knack: Fleet
3 You hunted the Crone to its lair in White Marsh, and made an elixir of its brain and heart to cure the disease it had spread. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 CON. +2 CON, knack: Resilience
4 You hunted for a colossal Wyrm in the Undermaze beneath the Realm. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 STR. +2 STR, knack: Great Strike
5 You confronted the Lichling in the cyclopean Temple of Aan, and resisted its offer to unite against the Queen. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 WIS. +2 WIS, knack: Resilience
6 You battled Antipathie’s twin sister in the Inverted Citadel. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 DEX. +2 DEX, knack: Defensive Fighter
1d6 When you left the Realm and plunged into the surrounding Mists, what did you take with you? Gain
1 Antipathie’s cartographer gave you a compass that might help beyond the Mists. +2 INT, a compass
2 You took a golden mask from the theatre to remind you of the players there. +2 CHA, a golden mask
3 A cobbler made you boots that would allow you to step between shadows. +2 DEX, shadow-step boots
4 An alchemist gave you what she claimed is a bag of dragon’s teeth, hinting that it may help you on the road ahead. +2 STR, a bag of dragon’s teeth
5 You took a mirrored shield from a statue of one of your predecessors in the Realm’s Hall of Heroes. +2 CON, a mirrored shield
6 You found and stole Antipathie’s phylactery containing her true name +2 WIS, Antipathie’s phylactery

Wednesday, 18 October 2017

Castle Lysander

Castle Lysander

This is a playset/re-skin for Beyond the Wall.

Lysander’s castle lies at the centre of a magical wasteland. Those who dwell in the castle are citizens of Lysander, having taken their lord’s offer of sanctuary. Many have fled untold horrors. Many more are unsure of how they arrived here; they remember the castle gates, and the mists, and the sounds and scents of the outside, though as soon as they crossed the threshold into Lysander’s domain these melted away like a dream. Almost as if the memory were hiding from them.

The characters are Lysander’s knights. They each came here from elsewhere; they are given title and responsibility above the other citizens, and they venture beyond the walls to do their lord’s bidding, not knowing what they will confront in the external landscape.

They have a sense of self and an acute connection to a place, somewhere in their past. But their families, friends, political sides, even their names — these are less certain, and they change from day to day.

How this works

This is a playset for Beyond the Wall and the Further Afield supplement. It’s been created with Beyond the Wall’s core values in mind — namely a low-prep fantasy game about a group of characters striking out from safety into unknown danger. It uses the following concepts:

  • Playbooks
  • Major locations (from Further Afield)
  • Threat packs
  • Beyond the Wall’s specific colour including True Names, magic, etc.

It differs from Beyond the Wall as follows:

  1. Characters are adults, or at least reasonably confident in their place in the world. Their ignorance of what lies beyond the wall comes from magical trickery rather than youthful ignorance.
  2. There’s no reason this can’t use the BtW rules as written; however I plan to make this system work with StormHack, which is essentially level-less (but levels come from something else).
  3. Level advancement then is about climbing the social ladder within the Castle, currying favour with the mysterious Lysander.
  4. Playbook structure is similar but there are crucial differences. Like the core game the playbooks have three common tables, and four playbook-specific tables. See below.

Characters and their playbooks

The goal of the playbooks is to present a complete set of characters each with back-story in minutes, ready to drop into an adventure. Standard BtW does it by first talking about childhood via common tables and then moving on to a set of themed tables around the playbook’s premise.

In this version the character premise is a lone figure, an eternal champion or protagonist who has found themselves outside their own time. The first three tables are common to all playbooks and cover three things:

  1. How they entered Lysander’s Castle
  2. Their audience with Lysander
  3. Someone else they met in the castle.

The next four tables describe the character in more detail. This should be imagined as if the characters, newly arrived in the castle, are sitting down together to their first meal and talking about their past. This exposition could be in-character, or it could be inferred (e.g. by the strange attire of the character, their mannerisms and other cues the other party members pick up on) or it could simply be internal monologue.

Normally in Beyond the Wall each playbook has a climactic event which also involves the player character to the right. In this case these events have been replaced with a strong sense of a location. This location will be of primary significance to the character but may have a completely different meaning to another character — their version may be a reflection, or be far in the future or the past, represent a diverging timeline, etc.

Over the next few blog posts I’m going to write some sample playbooks — the first one is at the end of this post.

Twists

One: Within the Castle

While the action game should take place outside the castle walls when running missions at the behest of Lysander (as directed by his various mouthpieces), in downtime the PCs may explore the labyrinthine castle and its many weird denizens. Consider using these relationship rules to develop relationships with the castle’s inhabitants. What do they know? What do they want?

What places are there to find in the castle? How does one’s level affect access to these places — as you go up a level and further into Lysander’s favour, are you invited to explore new and stranger sights within the castle?

Two: The Ladder

In place of, or as well as, individual character advancement levels there is a Ladder for social advancement within the castle. Advancing means access to better equipment, spells, libraries, and so on; so it means you will get the benefits of rising through your class’s levels. But in addition it grants access to new social circles, new places in the castle, more information, and even the right to ask Lysander questions directly (within a certain scope).

Three: Naysay the Cartographer

The characters have been recruited by Lysander. At the same time they have been contacted by Naysay, the secret cartographer. Naysay questions the mystery surrounding the castle; he asks why Lysander would limit information about the outside world, and not even provide a map. Naysay has therefore struck a deal with the characters: provide information about the places they visit, and he will in turn give them access to his maps.

His red-draped workshop and filing systems are a complete mess — the “map” is distributed over many pieces of paper and parchment stuffed into drawers, hung on walls behind other maps, and even cunningly woven into the rug in his room. Absconding with a map will do the characters little good. However giving him information means he will give them advice in return — in the form of Major Locations (see Further Afield).

Sample Playbook

Veteran of the Sonic Wars

The Sonic Wars: where both sides employ sonic weapons and sonic drugs which resonate key areas of the brain to control sleep and emotion; where years-old remnants of aural detonations still resonate in unexpected patterns, making any journey outside a soundproofed Dome hazardous; where the ultimate act of intimacy is to remove one’s ear pods and listen.

Starting ability scores: STR and CON of 10, all others at 8.

1d12 What was your first sight of the castle, and how did you enter? Gain
1 You emerged on a balcony to a skyline of minarets, spires and bell-towers under a starlit sky. +2 INT, +1 WIS, +1 CON, Skill: Astrology
2 You arrived at the Southern Gate and hammered your fist on the oak door until they allowed you in. +2 STR, +1 CON, +1 CHA, Skill: Intimidation
3 You cut your way through a mass of ivy to locate a small archway in the Eastern Wall. +2 CON, +1 DEX, +1 WIS, Skill: Spot Hidden
4 You nearly drowned wading through a mire to reach the North Gate. +2 CON, +1 STR, +1 DEX, Skill: Swimming
5 You leapt a chasm to reach the West Gate. +2 STR, +1 DEX, +1 WIS, Skill: Athletics
6 You climbed up the well in dining hall. +2 DEX, +1 INT, +1 WIS, Skill: Climbing
7 You remember falling forever, then waking in an amphitheater surrounded by weather-worn statues +2 WIS, +1 INT, +1 STR, Skill: History
8 You wandered through the arboretum until you found the Southern Gate. +2 DEX, +1 INT, +1 CON, Skill: Navigation
9 You entered a submerged bunker in the desert and followed a rough-hewn passage to the Eastern Gate. +2 INT, +1 DEX, +1 CHA, Skill: History
10 A portal in the temple by the lake carried you over a blue-starred causeway to the North Gate. +2 WIS, +1 INT, +1 CHA, Skill: Legend Lore
11 Stones around your ankles dragged you down to the sea bottom, where you found the Western Gate. +2 CON, +1 WIS, +1 DEX, Skill: Breath Control
12 You emerged from a sarcophagus in the mausoleum. +2 CHA, +1 WIS, +1 CON, Skill: Sense Death
1d8 Upon entering the castle you were told that you were now in Lysander’s domain and under his protection. What happened? Gain
1 Lysander addressed you in a booming voice from a balcony, his features obscured in shadow +2 STR, +1 INT
2 Lysander entertained you in a grand room, offering you a jet-black wine +2 WIS, +1 CHA
3 Lysander’s seneschal regretfully informed you that his master was occupied, and to enjoy the lavish meal laid in front of you +2 CON, +1 WIS
4 You chased Lysander, a cloaked figure in a white mask, through a hedge maze demanding answers — but he was always just out of reach +2 DEX, +1 STR
5 Old and kindly Lysander appeared at your bedside, asking if you had rested well and offering you bread and fruit +2 CHA, +1 CON
6 Young and androgynous Lysander escorted you through a gallery of their ancestors’ portraits +1 WIS, +1 INT, +1 CHA
7 You glimpsed Lysander, flanked by an entourage of armoured hyena warriors, as they passed through a grand colonnade +1 CON, +1 INT, +1 STR
8 You crept into Lysander’s sanctum, and witnessed them converse with a living mist billowing from a brazier +1 DEX, +1 INT, +1 WIS
1d8 Who else did you meet in the castle? Gain
1 Prome, librarian +2 INT, +1 CON
2 Fulker, mistress of owls and hawks +2 DEX, +1 INT
3 Madame Zmeice, keeper of the observatory +2 WIS, +1 CHA
4 Vain, steward +2 CHA, +1 INT
5 Constable, castle security +2 STR, +1 INT
6 Orville, fool in motley +1 INT, +1 DEX, +1 CON
7 Elle, sitting in an apple tree +1 CHA, +1 INT, +1 DEX
8 Durt, skulking pot-washer +1 CON, +1 WIS, +1 CHA

As you sit down to eat with your fellow knights you recall your past life. Your armour and weapons leave no doubt that you’re a Warrior of some skill. You have the class abilities of knacks and weapon specialisation.

1d6 How were you recruited? Gain
1 Citizenship demands enlistment — you signed up thinking it was a way to climb the social ladder. +3 CHA, knack: Fleet
2 You were conscripted along with the rest of your Dome. +3 STR, knack: Great Strike
3 Your parents were career military, so you followed their example. +3 CON, knack: Weapon Specialisation
4 You were abducted from a border village and illegally pressed into service. +3 CON, knack: Resilient
5 You were idealistic and believed the recruiter’s propaganda. +3 STR, knack: Defensive Fighter
6 The enemy hit your Dome and killed everyone you knew. You enlisted bent on revenge. +3 STR, knack: Great Strike
1d6 What was your first taste of war? Gain
1 You were patrolling a village, and without warning your whole squad was hit with a sonic weapon. You remember shooting desperately as your sergeant sounded the retreat. +2 WIS, Weapon specialisation: carbine
2 You were waiting in a trench for the big push. Someone thrust a sword into your hand and pushed you over the top. +2 STR, Weapon specialisation: sword
3 Your unit received a cavalry charge, and in the chaos you picked up a lance from a fallen cavalier and defended yourself. +2 CON, Weapon specialisation: lance
4 In the middle of battle you fenced with an enemy lieutenant. +2 STR, Weapon specialisation: sword
5 You and an equally green enemy soldier found yourselves fleeing into a maze of tiny passages under a ruined bunker, where you stalked each other in the dark. +2 DEX, Weapon specialisation: pistol
6 You were forced to defend an undersupplied fort over several weeks. When the enemy finally broke in you had to grab whatever was to hand to defend yourself. +2 STR, Weapon specialisation: club
1d6 Deep in the wasteland you found a place of peace. What was it? Gain
1 An abandoned ballroom filled with holographic ghosts of party-goers. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 DEX. +2 DEX, skill: Dancing
2 A ruined theatre full of abandoned set pieces and costumes, posters and flyers of past performances. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 CHA. +2 CHA, skill: Acting
3 A dusty museum full of enormous displays depicting life in earlier times. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 INT +2 INT, skill: History
4 A greenhouse of thriving and overgrown vegetation, fruits and vegetables. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 WIS +2 WIS, skill: Plant lore
5 A gallery of white walls, wide open spaces and huge canvases of vibrant paintings. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 CHA +2 CHA, skill: Art
6 A library of maze-like stacks with books on every imaginable subject. The friend to your right has seen, heard of or read about a similar place; what do they know? They gain +1 INT +2 INT, skill: Trivia
1d6 What did you take from the battlefield? Gain
1 A grenade. +2 STR, grenade
2 A collection of letters from a fallen comrade. +2 WIS, Letters
3 A pair of decent boots from an officer. +2 DEX, Fine boots
4 Identity papers from an enemy combatant. +2 CHA, Identity papers
5 A small white flower growing in the mud, which you pressed in a book. +2 CON, a flower
6 An officer’s sight-glass. +2 INT, Sight-glass

Saturday, 30 April 2016

Beyond the Waves: Playbooks

So the newborn has disrupted blogging for a bit. Anyway, here’s a playbook guide for Beyond the Waves, including:

  • new playbooks
  • tweaks for existing playbooks
  • miscellaneous notes

The whole document is here although it’s quite long at around 36 pages.

New playbooks

I’ve split out the new playbooks in a zip file here (Word docx format). They are:

  • The Pirate’s Protege: A swashbuckling warrior-rogue
  • The Wild Mage: A mage who walked into the heart of the island and learned the wild magic
  • The Pearl Diver: A rogue who knows all the island’s secrets
  • The Revenant: A dead soul that failed to cross the Ocean and washed up on the beach in a new body
  • The Triton Mercenary: A warrior from an ancient undersea race, who chose to walk on land and explore the human lands
  • The Itinerant Cartographer: An Elder character and a rogue, travelling across the Archipelago with the intention of mapping as much as they can — and training a pupil to carry on their work

At some point I’ll combine this content with the other blog posts… when I get 5 minutes. Yeah, right

Thursday, 17 March 2016

Designer Diary: Pitching Black Mantle

One of the reasons I started this blog was to keep my hand in writing something, anything. It helps, because for some reason I can have ideas and be really lazy about writing them down. I have bad habits.

Anyway, this is my game. It’s called Black Mantle.

Fluff, Colour, Tone, Setting, Yadda Yadda

This is a game about a dystopian City where Citizens are born into “Work Philes” or vocational tribes. That will be their life unless they can ascend the PRIV ladder and become higher-tier citizens. But while the propaganda is that anyone can achieve a higher tier through hard work, the economic realities work against anyone even trying to make it out of zero level.

The exception is for Mantle pilots who plug themselves into the Mantle exo-suits and venture outside the City, at the behest of one of the City’s Corporations. No-one knows what exists Outside, and pilots contracted to the Corps are forbidden from talking about their missions within The Interior. But if you have the neural aptitude to sync with a Mantle, the Corps will want you. These are the Player Characters. They are young and inexperienced, and the only thing they know about the Outside is rumour.

Mantle pilots are rewarded handsomely with PRIVs. Previous zero-level workers can suddenly find them ascending the citizenship tiers (levels 1 through 10) and mixing with higher level citizens, including the movers and shakers in the Corps and Government. They’ll be instant celebrities. The PRIV system also allows them to take their family with them to the upper tiers; some do, others leave their old Work Phile far behind.

  • What did you see Outside? Why does it Haunt you?
  • What did you take back from Outside? Why do the Corps want it?
  • Where is your family? Do you need them?
  • Where and what is the City?

Crunchy Bits

This is a consciously “heterogeneous” i.e. not unified design. It is also “asymmetric”. The Interior system which represents the characters as Citizens is fairly freeform and designed to cover the relationships between the characters. Not sure about this system; maybe borrowing something from Dramasystem.

The Exterior system is (at the moment) all OSR, with some tweaks (e.g. some of the Death Comes To Wyverley extra rules to change survival, and add scaling mechanics). Exterior missions should function very much like dungeon adventures including exploration, combat, and mission reward. Rewards specifically are experience points but these are an in-game property; do better in your mission and get PRIVs, rise up the ranks, and get access to better gear.

Other OSR-like bits include considering what is “player facing” such as charts and tables; and how to efficiently support the GM in managing factions and their motivations.

There is a feedback mechanism between the Exterior missions and the Interior setting, but I don’t feel confident in talking about that just yet. There’s also a collaborative element to starting the city, something that’s evolved since I thought of the “city accelerator” tool.

There should be a discussion about what happens when the meta-game Wall breaks down, and the Exterior OSR procedural-style games bleeds into the Interior drama-style game.

There will be Mecha and/or Werewolves. There will be Relationships. There may be Dice Clocks. TBD

Influences

Mainly influenced by two manga/anime which are surprisingly similar: Attack on Titan, and Knights of Sidonia. Both feature young protagonists with limited knowledge of the space outside the wall. In addition there are internal hierarchies and political struggles within the human community. Oh yeah, and giant robots / three-dimensional movement gear / titans.

Most important feature of these two series is their asymmetry. The protagonists work by a different set of rules inside and outside the “City”; this is particularly apparent in Knights of Sidonia where the interior scenes are all about exploring Sidonia and the relationships between Nagate, Izana and Yahuta, and these characters can be strong inside and weak outside, or vice-versa.

(it’s colour/fluff, but Izana’s non-binary gender also influcences gender in Black Mantle)

Mechanically influenced by Flatland Games’ Beyond the Wall. Various discussions of the transition between the interior (village) and exterior (beyond the wall) are elsewhere in my blog. Also influenced by various Sine Nomine OSR games.

Secondary influences:

  • consciously derivitive of YA dystopian fiction e.g. The Hunger Games and Divergent
  • but also inspired by much older YA (before YA was a thing) such as H.M. Hoover’s Children of Morrow
  • Christopher Priest’s Inverted World
  • China Mieville’s City and the City

The GM, and Secret Knowledge

I have strong views on settings, in that when I buy a game I don’t want to be spoon-fed someone else’s setting or worse, metaplot. One of the strengths of some OSR games is how they provide a framework for creation of the sandbox and the GM’s own setting, so I’m bearing this in mind.

Another issue is the Big Secret, which IIRC was a problem with the Engel RPG. It goes like this: there’s a big mystery to do with the world which the players are ignorant of, and which forms the central piece of interest in the GM’s section, and often the whole motivation for the core activity of the PCs. Once you know that, the central interest is lost. This is also a feature of some of the fiction above (notably the millenial YA genre) so while genre appropriate it limits the lifespan of the game.

This is a non-trivial problem to solve, and at this stage I don’t have a good answer. But something to be very mindful of. Having enjoyment as player limited by having previously GMed is something to avoid.

Other Systems

Other systems I considered:

  • FATE, no way. Sterile, unified, boring. I don’t get on with it
  • PbtA is a much stronger candidate, and the proposal above could almost be a hack of Night Witches (I guess; I don’t own it). However I know how much effort it is to design for that system, and it hasn’t clicked with me yet
  • I love WaRP / Over The Edge. This might not be the game, but it’s always in the back of my mind as an option

Last, I stand by my previous comments on heterogeneous design which have come from ideas on the internal/external game and internal relationships in Beyond the Wall, e.g. here

To be continued