Showing posts with label Creative Fiction. Show all posts
Showing posts with label Creative Fiction. Show all posts

Saturday, August 1, 2009

Short Fiction: A Day With Mr. Ambrose

My short fiction work, A Day With Mr. Ambrose, was published yesterday over at Nevermet Press. The story is finishing their most recent cycle of publications following the idea of using faustian bargains in-game, and presenting the villain Immeril Lithos for use in any campaign. The story is about a pair of devils discussing the finer points of bargaining for souls. Here's a preview...

The overstuffed leather office chair protested loudly on its wheels beneath Laok’s weight. In their natural form, imps were rather light creatures – most being under three feet tall and composed primarily of hot gas and loosely concentrated nightmares – but it was no secret that Laok was immoderately obsessed with his "bargaining form," Mr. Ambrose.

"Besides," Laok had argued on several occasions, "to sit in a chair properly, one must shed unnecessary shoulder baggage. Wings make the entire experience of relaxing substantially more difficult."

Therefore, Mr. Ambrose was the form Laok favoured more often then not, insofar as comfort was concerned, and the same form whose weight the chair now protested against.

If you want to read more, go check it out!

Friday, July 17, 2009

Holidays in D&D: Part Seven - The Conclusion!

So ends my series on the use of holidays and festivals in D&D. I may revisit the topic in the future, but for now I've got a shopping list of potential posting topics that I'm eager to get going on. Here is a recap of my posts in the series so far for ease of navigation.

Part One: The first part of a piece of short fiction detailing the Festival of Adventurers, a totally usable celebration in any campaign.

Part Two: An outline of the good sides and bad sides to holding festivals and celebrating holidays in your D&D campaign.

Part Three: A continuation of the short fiction and a description of four types of holidays, namely traditional holidays, religious celebrations, treating your PC's as guests of honor, and birthday parties (for players and characters).

Part Four: The fiction continues with the opening meeting to the Festival of Adventurers.

Part Five: The second to last part of the fiction, in which our heroes make their way through the streets to the Temple of Pelor to have their first team meeting.

Part Six: A ready-to-use encounter in any 3.5 D&D - the Masquerade Ball. Put your players through a series of skill challenges to see who will be lucky and talented enough to bring someone home after a night of wine and dancing.

Our last part is the final installment of the short fiction I've been accompanying this series with, wherin the adventurers have the rules of the Labyrinth explained to them. I used this fiction as a launching point for an urban campaign I ran a while back, making heavy use of the city of Saltmarsh as laid out in the Dungeon Master's Guide II.

Enjoy!

- - -


As if on cue, there is a light knock on the door, before it opens. You can make out a short figure bowing graciously before Father Balthazar, before striding happily into the room and climbing up on a small foot-stool to see you all over the table. Before you is a short gnome, standing just over three feet. His appearance is almost laughable, as he wears very extravagant purple robes with yellow stars stitched in, and a similarly styled tall pointed wizard’s hat with a wide brim. His mustache curls in an otherworldly fashion, and he walks with a carved walking stick that looks more for show then practical use. The top of the staff looks to be carved in the shape of a toad, but upon closer inspection, the rust colored frog seems to be alive, sitting atop the staff, rather then as a part of it.

The man looks down for a second, the brim of the hat shading his eyes. For a moment there is silence.

"WELCOME!" The man exclaims suddenly in a high, nasally voice, throwing his arms up into the air. Colored lights dance around the room, and the shock is so great that he wakes even his sleeping toad, which jumps off of the staff, landing in the center of the table, croaking loudly at you. "Team Chimera! Welcome, welcome, welcome! May I introduce myself, I am..." he take an overly dramatic pause here, as if making sure he has your absolute attention, "Maekor The Magnificent!" He beams a smile at you, as his frog croaks again. "Yes, yes, I'm sure you've heard of me. Now then, I am Chief Mage of the Adventurers Guild and will be your team's guide for the next three days through the Festival. Lucky you! Now then... the rules..."

He places his hands down on the table, as a shadow falls over the window, darkening the room. His face becomes faintly illuminated as if by some ghostlike candle. His face becomes almost comically spooky, as he lowers his voice as much as possible, to intensify the mood. "You are only a few minutes away from facing our greatest creation... the labyrinth. Heed my words, ye who would enter there. Or perish within..." He pauses. "Well, sort of." He reaches into a side pouch, pulling out a long scroll, spreading it out on the table. You can see written upon it a small list, and in very intricate handwriting "The Rules" is written across the top.

"Now then, listen carefully." He clears his throat and begins to recite from the scroll. "Welcome to the Festival of Adventurers insert team name here! I am insert name here your guide for the festival. Before you stand many challenges, as you have seen on your festival schedule. Sign ups for all such events will take place following the first team event, the Labyrinth, pause for dramatic tension. As to the first event which I’m sure you’re all worried about, first let me say, lay your worries to rest. We will have guild member wizards watching your progression through the labyrinth, and should it look like anything may deal you a lethal blow, you will be swiftly teleported to safety. That out of the way, lets move to the rules. To win the labyrinth, your team must be the first of the four teams competing to reach the flag, and remove it from the pole in the center of the labyrinth. Along the way however you will have four types of challenges to face."

He pauses here, taking a breath, and continues.

"First, there are monsters within the maze. Yes, monsters. These monsters have either been captured by the guild, or are guild member mages in disguise. This will test your physical prowess in battle. Second, there are traps within the maze. Each team has been fitted with at least one trap finder, so use them well. Third, there will be riddle crystals. Should you use a riddle crystal successfully; good fortune of some kind will befall your team. To activate a riddle crystal someone must physically touch it while at least half of the team is within five feet of it. It will give you detailed instructions following it’s activation. Finally, while you do start out in your personal quadrant of the maze, you may have to deal with the three other teams in the maze. You may use any means necessary to overcome these teams, and as stated before, should any blow look like it will kill you, you will be swiftly teleported to safety."

He smiles at you and continues.

"The labyrinth itself has been constructed of spiked briars, so passage through or over the walls is not suggested. The druids of Oak Island have been kind enough to enchant some of the briars with poison, though you will not know which. So again, climb at your own risk. Familiars and Animal Companions are allowed within the maze; however they are not permitted to pull the flag from the pole in the center. Beating monsters, overcoming traps, answering riddles, and getting rid of the other teams is not required to pull the flag, however you will be given points based on everything you overcome, which will rank you not just against the three teams you’re up against but every other team in the tournament. The team that pulls the flag will be given a year’s free membership into the Adventurers Guild and minor prizes, while the team that scores the highest, second highest, and third highest in point totals will be given the grand prizes."

"Stop here and ask for questions."


He wraps the scroll up and looks to all of you, slightly out of breath. "Any questions? None? Wonderful!"

You make your way through the streets, passing by the familiar shops and sights. You make mental notes of all the places you will have to see once you're not being bustled around from one place to another. Maekor the Magnificent notices your interest and falls back a little ways to walk beside you all.

"I know you haven't really had much time to explore yet, but once you're done in the Labyrinth you'll have a lot of free time for the rest of the night. This was our big first day event, and tonight will be filled with celebration. I suggest findin' a nice shady spot to sit after you're done, and checking out everything in your packet. There's a map of the city, some coupons and a schedule of events. Then tomorrow and the day after we'll get into all the smaller events, and things like that. You'll have plenty of time to explore. And a'course I'll find ya tomorrow mornin' to take ya around to whatever you wanna go to, or ta give ya advice on what ta do."


He smiles at you, walking ahead. Every so often you pass by a member of the Adventurer's Guild who will bow or tip their hat to Maekor. You start to get the feeling that he may actually be the Chief Mage or at least hold some position of authority to have so many people recognize him. You also begin to see the large mob of people you saw before, only now the other festival goers are broken up into groups of four, walking down the streets or sitting in a tavern, similarly with a member of the guild, talking them through rules, or pointing out things on the map.

Eventually you cross the bridge back onto Oak Island. It is much more deserted now. A few individuals stand around, most of them being from the adventurers guild, in addition to what seem to be a few teams standing at a distance from you and each other, watching the maze intently and discussing amongst themselves. From within the maze you can hear a ferocious roar, a large pop, and the echo of laughter. A guildmember approaches Maekor and after bowing slightly, addresses him.

"Master Maekor..."
Maekor clears his throat. "Err... Master Maekor the Magnificent, is this team Chimera?" The two walk away briefly in quiet discussion before Maekor returns to you.

"Two of the teams are in the final chamber, so you have about ten minutes to do any last preparations." He points over to a series of small tables. "If you desire, you can purchase some basic equipment there. Once you hear the horn blow, you should report to starting gate two. Good luck!" He smiles at you and walks over to join a small group of guildmembers.

Soon, a bell tolls, and you know it is time to begin...

Wednesday, July 8, 2009

Holidays in D&D: Part Five

Your small group scurries down the staircase, and you exit Oak Island Keep - heading East over the bridge, and back into the town. Several guild-members line the street who help point you in the correct direction, towards the east and into the Temple District.

To your left as you cross to the other side of Sharkfin bridge you make out an old building which seems to be sagging in the middle, it's walls slowly rotting and its pilings sinking into the inexorable flow of the river below. A half ruined sign still hangs askew over the boarded-up door, but the picture has long since worn away.

Next to the ruined building is another interesting sight, a small quaint building that seems to be a shop of some kind. As you pass by, strange smells greet your noses, and you notice a number of crows lurking on the eaves and gutters.

A sign above the door depicts a Quasit breaking a wand over a horned skull, and an evil spirit of some sort rising up from the shattered end of the wand. A middle-aged woman stands in the doorway, leaning up against the frame. She gives you a polite nod as you pass, and the smirk on her face tells you that she knows you'll be back.

As you round the corner, a larger building comes into view on your right, it's sign flickering with faerie fire. The façade of this structure is covered with dozens of posters, many in tatters or out of date, depicting strange freaks of nature, monsters, and bizarre relics with catch-phrases such as "See the Wondrous Eel-Man!" and "Behold Nature's Cruelest Trick: The Toad-Faced Dog!" and "Test Your Endurance in the Pit of Vile Ooze!"

The huge flickering sign above the main entrance proudly proclaims the place to be Anmeh's Hall of Oddities. The building however looks to be currently closed, though not out of business, so you imagine it is because of the festival, and continue on.

You weave further down the street, as the crowd gets slowly less dense. Small groups of people break off from the mob, heading down side streets towards their meeting place, as you can see the Temple District in the distance. As you walk further along the street, on your left you pass by a building called "The Lizard's Boat", you pass a forge with a sign bearing the picture of an anvil and the words "Guildhall of Smiths" hanging from a post at the street corner, and finally a large older building with a broad front porch.

You barely have time to inspect these structures however, as you round the corner and come face to face with the Cathedral of Pelor. This impressive cathedral towers over the neighboring buildings, and indeed it might be the tallest structure in the entire town. It certainly presents one of the most impressive landmarks you've seen so far.

The white stone walls of this Cathedral rise nearly 100 feet into the air, and the large dome of red and orange metal atop the square structure adds another fifty feet to its height. The radiant golden symbol of Pelor adorns the walls of the structure, glinting in the sun, proclaiming its allegiance proudly and unmistakably.

Yet despite its grandiose appearance, the building seems run down and even a bit dirty.

As you walk through the front entryway, your eyes adjust to the dimness of the cathedral itself. The cathedral is primarily one huge open space, consisting of a central pulpit surrounded by numerous pews. A middle aged man, human, comes to greet you.

He is dressed in the robes and fittings of a high priest, and holds his hands out in welcome, a broad smile crossing his face and crinkling the corners of his eyes. He says his introductions quickly, but kindly, not really leaving you much space to get a word in edge-wise. You think that he may have been prompted on how to greet you and what to say, and that he is carefully trying to not forget.

"Welcome! Welcome to the Cathedral of Pelor. My name is Father Balthazar, High Priest of this church. I imagine you are here with the Festival? Ah yes, well I am new to the city myself, so from one newcomer to another, I welcome you!"

Leading you inside, the priest continues his introduction. "We have arranged one of the side meeting chambers for you..." He motions through the door into a small room with a table and four chairs. "As you can see, I've left a basket of bread and cheese on the table for you, as I imagine you're hungry after your boat ride." He looks around for a second, making sure no one is around, as he confesses in a whisper, "I've also snuck a bottle of sacramental wine under the table for you."

He smiles, a warm comforting smile. "Anyways here you are, I was told a member of the Guild would be by to explain the rules and to pick you up when it was your turn to enter. The only hints they gave me to tell you were that you should get to know each other, and what skills you have to utilize. That way, you may have some strategy when you enter the maze. Well, if you need anything, let me know. May Pelor bless you."

He traces a quick holy symbol in the air before smiling once more, and turning to leave.

Tuesday, July 7, 2009

Holidays in D&D: Part Four

Before long, you spy a middle aged man stride up the steps to the platform. The human stands just over five feet tall, and his face is framed by shoulder length brown hair, to match his drooping mustache. He is cloaked in a fine crimson silk cape, falling loosely around his green tabard, inlaid with golden thread that shimmers even from your distance away. Aside from his noble guard he is dressed in noble's clothing, fringed by perfectly tanned bits of leather. His fingers are adorned with rings and he wears a rather large golden amulet around his neck.

He walks to the center of the platform, looking out over the bustling sea of adventurers for a moment, as if taking in every individual face.

He finally raises his gloved hands, and almost immediately, the crowd is silent. Even the birds in the oak trees fall silent, as a tense and excited peace falls over the crowd for a moment. He slowly lowers his hands, letting the silence sink in, before finally speaking, his voice magically rippling over the crowd to reach every ear.

"Welcome... to the Festival of Adventurers!"

As if on cue, the gathered forces suddenly unite in one explosive cheer! Hats are thrown into the air, as magic missiles explode in the atmosphere, and glitterdust spells rain down upon the crowd.

The cheering seems to continue without end, the sights and sounds, the songs and smells, all having built to this one bursting moment of excitement. It was finally to begin.

Again, the man slowly lifted his hands, the crowd falling softly once more, until his chuckling laughter was the only noise heard.

"Hah hah, yes yes, welcome! I am Lord Erolin Timertikos, and welcome to my fair city. Look around! The men and the women, the elves and the dwarves who stand beside you.

Here on Oak Island stand over one thousand people. Some from the mountains, some from the trees. Some from the cities, and some from the very ocean itself.

We have crossed the seven continents seeking those brave enough, strong enough, and wise enough, to be here today. And here you are, one thousand strong. But there is one thing. Yes there is one thing, that binds you all together. There is one thing that makes you, all of you, one. You. Are. Adventurers!"


Cheers from the audiences erupt again. You can make out dwarves patting elves on the back. And a few gnomes sitting on the shoulders of orcs and half-giants for a better view. It is truly a sight to behold, the unity of it all. Again the man raises his hand, bringing a swift silence to the island.

"Yes, Adventurers. Heroes. Heroines. The dungeon crawlers and the treasure seekers. Some of you seek fame. Some of you seek riches. Some of you glory. You serve your gods, you weave your spells, you shine your swords, all of you for adventure. And I can tell you my friends, there is nothing greater.

My great grandfather, the great paladin Orrin Timertikos founded this town, and his was the adventure that started it all. All that you see before you. Adventuring runs in my blood as it does yours, and in the next three days you will have your chance to prove it. Challenges await you indeed, and though I have heard many rumors about the supposed first challenge…"

He pauses to chuckle for a little bit. “A kobold throwing contest being the most amusing of them all…”

This raises a light laughter from the crowd, including from the kobolds who seem to be enjoying themselves more then ever. "Nothing could prepare you! Nothing could prepare you for our first challenge. Priestess Tolivar, if you would please."

This last bit he says aside to a woman dressed in brown robes, leaves in her hair, standing to the side. She nods, turning with her back to the crowd, facing the large vacant space behind the main stage. She begins to weave her hands together, as if they were dancing to the patterns of the wind.

"Now then," Erolin continues, "Priestess Lira Tolivar, leader of the Oak Island druids, has granted us this place for our first event. Now if you would all do me a favor and reach into your green envelopes. Within, you should find a bound scroll. Open it.

On that scroll is written a name. It is the name of your team. Yes your team! For what is an adventurer without a party of fellow adventurers by their side? Of course, in this challenge, you have been randomly paired up based on the order you checked in, so I wish you all the best. On the back of your scroll is a meeting place somewhere in the city. Members of the Adventurers Guild will be available to provide directions if you require them. After the challenge is revealed, you should report to your scheduled meeting place, to meet your teammates, and discuss strategy. Strategy, you ask? You will need it, for taking on this!"


He steps to the side in one fluid motion, throwing his hand back to present the open space behind the platform as the druid finishes dispelling the illusion and the true landscape forms into place. A huge maze rises from the ground, as walls of briar and stone form twisting walls and narrow passages. You can just make out the roar of strange beasts waiting within, as the crowd gasps and murmurs in excitement. Many fingers point towards the center of the maze, where one tall pole stands, topped by a small blue fluttering flag.

"The Labyrinth! Four teams enter. Many challenges wait within, not to mention the other teams out to make sure they reach the flag first. Who will emerge victorious? That and many more questions will be answered at this, the Festival of Adventurers!"

A final cheer erupts from the crowd, before the mob begins to file off of the island, heading to their respective meeting points. You all glance down at your scrolls, and at the two little words scribed upon them, "Team Chimera". The back of the scroll lists your meeting location as the Cathedral of Pelor, towards the western end of town in the Temple district. The festival has begun.

Monday, July 6, 2009

Holidays in D&D: Part Three

You make your ways through the crowded streets, passing by various buildings, some of which appear to be small privately owned shops, or minor pubs like the one you tried to gain entry to before. Likewise, these taverns also have their doors closed. You cross over Sharkfin Bridge and continue West through the slum district until you reach a main intersection.

To your right stands a tall, incredibly flashy building that seems out of place this close to the slums. Marble columns carved to resemble trees line the walls of the building and a large illusory image of a scandalously writhing woman with pale skin and green hair undulates on a miniature stage built to resemble a forest glen above the main entrance. A golden sign labels this establishment as "The Dancing Dryad". Unfortunately you only have time to catch a glance at it, as you hurry the rest of the way towards Oak Island.

Walking along this road you can see to your right where the rock drops off to a lower layer, and the western edge of the peninsula. This district is filled with large manors and expensive looking houses. Several roads lead down into the district, and city guard can be seen patrolling in small groups rather then individually around this high class district.

Reaching the eastern edge of the bridge connecting to Oak Island, you cross through a large stone structure, open to the air. A sign labels this structure as the "Saltmarsh Point Forum", and as you walk through the center of the forum, you pass by four statues, flanking you two to a side. The statues depict a paladin, a rogue, a wizard, and a druid - likenesses you imagine to the four adventurers who founded Saltmarsh so many years ago.

As you cross the bridge, you don't have to be a dwarf to admire the architectural wonder, as the bridge is held aloft by only four thin pilings that reach down to the ground and seabed below.

Crossing over to the other side, you enter a large abandoned squat stone keep, now overgrown with vines. Reaching the exit on the other side you are met with a sea of people.

Creatures of all races and genders crowd this small island, lining up before a large platform.

You can see a wide open span of the island stretching out behind the platform, dense patches of oak trees lining the edges of the plateau. Some of you manage to spot a small staircase to the side of the keep which you all head to, drawn both by the idea of not having to stand in the back row of an almost endless crowd of people.

You all make your way up onto the roof, passing by a young noble couple catching a private moment in the stairwell. They blush and run off as you approach, giggling. As you reach the roof, you all can't help but congratulate yourselves on such a find. You seem to be the only four up here, and sitting on the crenelated wall gives you a commanding view of the masses below, the arranged platform, and the island beyond.

Turning around you can see the city spread out before you, fireworks still echoing in the sky, as hippogryph riders do somersaults in the air. You sit back and manage to try and relax for the few minutes you have before the opening ceremonies start

- - -

There are many ways to incorporate holidays into your game. Many campaign settings will provide a list of common holidays in their world, while source material on deities is a good place to look for religious festivals. Homebrewing holidays isn't all that hard either, and based on your knowledge of the group you play with, it might be best to tailor your festivities to whatever your group might enjoy.

Traditional Holidays
Most holidays are annual, and the most common ones are based on the changing seasons. Midsummer, midwinter, the end of the dry season, the beginning of harvest season, and so on all make good options for holidays.

Such universal yearly dates probably encourage celebration through your world or campaign's continent (though the biggest celebrations and balls obviously take place in the capital city).

Other traditional holidays typically mark the beginning of something. Whether it's the day a nation first gained independence, the day a great war ended (or began), or the day a town was founded - these celebrations can be local or broad, focused around individual towns and may even bring animosity from some communities who opposed the change (despite how long ago it was).

Religious Holidays
Holidays linked to deities can add fantastic flavor to any game. From secret underground masquerade balls held for a god of trickery and shadows, to festivals for the goddess of love where candy and contraceptives are sold in the streets (if you catch my drift).

Religious holidays can add a lot to games especially if you have one of more players whose characters are devoted to the deity in question. Special invitations to them and a number of guests can get the party as special guests to unique celebrations, and make players value their dedication to the gods in your game.

Guests of Honor
Nothing will entertain your players more then holidays specifically surrounding them. Did your players more or less single-handedly save a small town from an overwhelming assault? Perhaps they saved the life of a town's mayor! Such grand actions may make the characters local heroes and may encourage a small annual festival to be held in their honor.

Unexpected invitations to the PC's as "guests of honor" to a festival held in their honor for actions they took a year (and several levels) ago should delight and surprise your players. A feast, a ball, and grand gifts from the town such as a boat, or a home of their own, will give your players a chance to relax and revel in their own accomplishments (perhaps while they even watch the town's children re-enact the events in a small play).

Birthdays
If all else fails, celebrate your player's birthdays in-game by giving their characters a birthday party too! Having all of their favorite NPC's surprise them with small gifts and a big cake can add to any session! For maximum surprise, encourage your group to keep the celebration a secret and procure a real cake for everyone to enjoy. There's a lot of different ways you can approach this idea, but the number one rule is HAVE FUN WITH IT!

As the last part to this series on holidays, next time I'll give you all a holiday ready and raring to be celebrated in your next session. Happy celebrating!

Friday, July 3, 2009

Holidays in D&D: Part One

Your first step onto the docks sends a chill of excitement down your spine. The city streets are densely packed with creatures and races from all over the world, dressed in armor, robes, and garish outfits hailing from cultures you've never even heard of.

Throngs of children run amok through the crowds, squealing in joy at their first sighting of a half-giant, asking for autographs from some of the more regal looking elves, playing tag with a group of kobolds, and gently stroking the fur of various animals that cling tightly to their master's sides for fear of being lost in all of the excitement.

City streets are decorated with ribbons of green and gold, while proudly proclaiming the symbol of the Adventurer's Guild, the sponsors of this grand event.

A large shimmering banner hangs above the entrance to the shipyard, raining down a shower of magical sparkles on each new group of boat passengers as they cross the threshold onto the cobblestone city streets, as a magic mouth exclaims "WELCOME ONE AND ALL, TO THE FESTIVAL OF ADVENTURERS!"

A large gnomish band can be seen across the crowd in a raised pavilion playing jaunty tunes that whirl around your ears while a mixture of exotic smells overwhelm you, of spiced krenshar meat sizzling on a bed of hot coals, deep-fried guttersnipe shish-kabob, and warm gnomish goldspeck ale.

The sights, the sounds, the smells, all drown you in revelry, as even the most stoic mages cannot help but crack a smile, getting caught up in the joy and celebration that surrounds every new step.

The flow of city traffic quickly moves you south along winding streets, towards the Market Place and check-in for the festival itself. As you process down the streets in pseudo parade fashion, some of you cannot help but wave and cheer yourselves, as city locals lean out their windows or doors, throwing flower petals and streamers out towards you.

Every so often, a glitterdust spell is fired into the air, and as the shimmering beads of magic rain down upon you, you can often spy acrobatic hippogryph riders doing stunts far in the air above you.

The Market Place itself is booming with excitement. The long, wide street is lined with merchants, selling wares of all shapes and sizes.

A Goblin bangs his pots and pans, showing their durability, as a pair of young Half-Orc twins explain to a Halfling bard how their mandolins hold secret compartments sized perfectly for hiding an extra playing card or two.

You are shuffled quickly to a large group of tables, behind which sit several representatives of the Adventurers Guild, buried under piles of papers and bright green folders. After you work your way through the line they greet you with a genuine smile.

Without a wasted word, the representative before you rattles through his introduction all in one breath, as you imagine he has said nothing else for the entire day.

”Greetings, and welcome to the first annual Festival of Adventurers! If I could just get your name, city of origin, god or goddess of preference, area of expertise, and weapon of choice, I can give you your official Festival Packet. Oh yes, and did you come alone, or with others? This includes family, friends, party members, familiars, animal companions, and any other relation of body, mind, or spirit.”


They smile at you, dipping their inkpen in a small inkwell, preparing to jot down your answers.

Monday, June 29, 2009

Gamebuilding #4: Prologue

So, I've begun piecing together what I have on my Othercity game into an actual word document. And... *drumroll fanfare* I actually have a system! My biggest fear with game creation was actually banging out a unique system. I decided that I did indeed want to steer clear of Othercity just being a setting within the d20 or World of Darkness universes, but to do that I needed a fresh way to organize skills, roll dice, and generally map out character advancement. I think I've figured it out!

That however, is a post for another day, as I'm still working out the kinks (*catcall*). I have however, based on the few Othercity posts I've already written, worked out a passing Prologue for the playtest copy of Othercity. Enjoy!

[Warning: crude apocalypse-induced language ahead]

- - -

The joints in Anna's fingers protested enough for the woman to finally pause - removing her fingertips from the typewriter's keyboard with such speed that an observer might have assumed the ancient machine had shocked her. The room she sat within, having just been filled with the snapping of metal type bars, suddenly fell silent. Anna nursed her hands – curling and uncurling her overworked knuckles – as she glanced over the many paragraphs that had burst unexpectedly onto the formerly blank page. Dark and organized letters, with the occasional glaring typo... Anna silently wished for spell check.

Firstlight, Cycle 8032, Count 23. Anna had learned to alter it – her perception of time – a long while ago. It began the day her watch had finally broken. Such a disaster that had been... Fairly insignificant, when it came right down to things, but a disaster to her – on that day of all days. Jeremiah would have said that her lingering attachment to the watch was just an exaggeration of some deep–seated "daddy issues". Jeremiah would have said that the watch was nothing, nothing in comparison to the other events of that day. Of course, the last thing Anna needed to trouble her mind about these days was Jeremiah.

To whom it may concern, was how she started the letters now. When the writing began, it was "Dear Diary". That wasn't the way of things here, it never had been. She wasn’t writing for herself.

Not anymore.

Everything was simple. Well, if not simple, at least normal. As normal as the world could be I suppose. Well, when held up against the "world" today, things were certainly simple back then. You woke up, had breakfast. God, I miss eggs. Went to work... I hated my job, sitting in that intolerable cubicle all day – crunching numbers. I would give anything to go back. Give me a conference call – hell, give me a drunk dial from my boss any day over this shit. This dystopian cluster–fuck. I'd take it all back – every ounce of reality's bullshit over another day down here. Up here? Ah hell.

I remember that day three years ago. I pretend I don't along with the other Terrers. We all kind of pretend to forget how it used to be. Whenever we talk about "then" – about lemonade stands on the sidewalk... about the rain. God, I miss the rain. Someone always gets to crying, and we don’t have time for that. It's not safe enough in D11 to cry. Best to keep a low profile, a slingshot to your hip and your mouth shut. We leaned that quickly.

The sun was high. God, I miss the sun. And I was late. Therapy sessions don't didn't come cheap and I hated keeping my husband (ex – husband now I suppose) waiting. He always gave me that look... that disappointed look. He was the master of making me feel like shit. Damn Saturday Boston traffic. There was this car in front of me. A yellow VW bug, Massachusetts plates. I even remember their plate number. Why do I remember their plate number??? It was 2:06 PM. Peter Gabriel just came on.

I wonder how long it as before they realized I wasn't in my car anymore. I wonder if anyone's even left. I wonder how long James waited for me to get there, or to get home. Maybe they're all gone. Global warming and all that bullshit, maybe the planet's gone nuclear.. Who the hell cares anyways, there wasn't much worth saving.

God, I miss earth.

Sincerely,
Annabelle J. Bradford


Anna always signed her full name. In some small way, it made her feel less like she was going to die the next day.

- - -

Welcome to Othercity – an urban fantasy rpg where you take on the role of a uniquely average character torn away from their ordinary life and thrown into a place of mystery, horror, betrayal, intrigue, and danger. You must survive long enough to solve the mysteries of this newfound world if you ever hope to find a way home.

Othercity is a game of creative storytelling, character development, and intense roleplaying which spans a wide range of genres – primarily mystery and horror. A game of Othercity thrives on a high level of focused devotion to the game, active player/player interactions, and a positive environment between players and the Narrator. Exploration and survival are key elements in this game, meaning that heavy reliance on dice or unique powers will only kill you faster. A keen mind and creativity will always outmatch a lucky die roll. Of course, a foolhardy mistake may be the last you ever make.

This, first and foremost, is a game of role playing – not "roll playing". If you want to talk down a gunman, intimidate a torture victim, or charm the pants off of a private dancer – be prepared to do just that. Therefore, when designing your character, try to model their skills off of traits you would be comfortable portraying through roleplaying.

Finally, due to the nature of this setting, Othercity players should be prepared for potentially adult–themed scenarios. Othercity encourages the fade–to–black sequence for any sexually graphic scenes, but themes such as murder, rape, racism, torture, abuse, and other such themes are sometimes unavoidable in a horror–genre game. Such themes are to be taken seriously and conversation surrounding them should stay in–character.

In the end, Othercity hopes to be a perfect blend of horrifying scenes, devious foes, unending mystery, gritty realism, and fantastic danger. Good luck, and welcome to Other.

Monday, October 13, 2008

The Dice Were Everywhere...

With a cough and a sputter, Storyteller stumbled his way out from the shadows - a dull gray mist fading from this features as he blinked slowly - his eyes adjusting to the change in light. His gaze focused on those who stood before him. He sighed and shook his head.

"I suppose I have some explaining to do...

I woke myself an hour past dawn, as always, in order to take a walk and clear my head. As my feet reached the cool floor however, it happened. I could hear it as I opened my door, and as I brushed my teeth. The distant, yet distinct sound of a die rolling. It followed me as the day stretched onward. The sounds. The dice..."

Storyteller's eyes were wide as his hands gripped each other tightly. "I thought it was nothing. Maybe I'd stayed up too late. But it didn't stop. I couldn't focus. I failed tests in my classes, couldn't sit for more then a few seconds at the keyboard... Always the roll of the dice. Taunting me with failure.

So I decided to do something about it.

Late one night, the roll of dice woke me from my sleep. It had come from the room above, or so I thought. I climbed the stairs to the fourth floor, but they seemed to go on forever. Ahead of me always, was that infernal rolling. The smell of Cheetos and Mountain Dew began to permeate the staircase - burning my nostrils and beckoning tears. Still, I carried onward.

I met a goat on the staircase after my third day of journeying. The goat was wise, and offered me a riddle. I ate the goat, and with my newfound strength continued onward.

Finally, I came upon a door to the roof. A door that should not have been. A door that defied all I knew of reality. Yet here it stood. I knocked. Once. Twice. It swung open beneath my touch.

Beyond, the rooftop stretched to infinity, with the stars of the heavens high above. The roll of dice echoed from the endless gaming tables. I was drawn through the crowds, the Sun Chips, and the geeky laughter. I came to my table. The table of my life.

And there I was - a small figurine, red hair and all. The gridmap was blank, just lines and squares. I looked up to the man who stood across the table from me - who held a single die in his hand. He was cloaked in black and smelled vaguely of Pert Plus shampoo and conditioner. I asked, my voice shaking, 'What is this place?' He replied simply, 'This is the Game.'

I told the cloaked man, 'I must return, for I must blog, and pass word of this place to the people of the internet. I must tell them the truth!' To which the man replied, 'Very well, but when you do, you must tell them of all that is here. You see, it is actually quite a nice place. We have waterslides, and booths for every food and drink imaginable. And the lines are actually quite short.'

As I gazed out over the stands of food and drink, I saw that the man spoke true. Suddenly, I realized that the wise goat had left me quite thirsty. That was when the craving hit me.

Fruit Punch.

With no avail, I looked out in desperation over the thousands of drink booths, my throat aching for relief, my body begging for nothing more then the sweet release of Fruit Punch! Dismayed, I asked the man across the table from me, 'Sir, please tell me fast, where do I wait in line for Fruit Punch, for the goat has left me parched, and I am in need of respite.'

The man sighed, replying in a tone that was almost aching with sadness.

'There is no punchline.'

The end."



Amusingly enough, this story also can be adapted and used excellently if your character missed an RPG session to explain their absence. Now, back to work.

Tuesday, September 2, 2008

Gamebuilding #1: An Introduction

Firstlight, Cycle 8032, Count 23

Dear Diary,

Everything was simple. Well, if not simple, at least normal. As normal as the world could be I suppose. Well, when held up against the "world" today, things were certainly simple back then. You woke up, had breakfast. God, I miss eggs. Went to work... I hated my job, sitting in that god-forsaken cubicle all day, just crunching numbers. Now I would give anything to go back. Give me a conference call any day over this crap. This dystopian fairy tale. I'd even take the boss's drunk dials over another day down here. Up here? Ah hell.

I remember that day three years ago. I pretend I don't along the other Terrers. We all kind of pretend to forget how it used to be. Whenever we talk about then, about lemonade stands on the sidewalk... about the rain. God, I miss the rain. Someone always gets to crying, and we don't have time for that. It's not safe enough in D11 to cry.

Best to keep a low profile. Best to keep a slingshot to your hip and your mouth shut. We learned that quickly.

The sun was high. God, I miss the sun. And I was late. Therapy sessions don't didn't come cheap and I hated keeping my husband (ex-husband now I suppose) waiting. He always gave me that look, that disappointed look. He was a master of making me feel shit. Damn Saturday Boston traffic... There was this car in front of me. A black VW bug, Massachusetts plates. I even remember their plate number. Why do I remember their plate number? It was 2:06 pm. Peter Gabriele just came on.

I wonder how long it was before they realized I wasn't in my car anymore. I wonder if anyone's even left. I wonder how long Bruce waited for me to get there, or to get home. Maybe they're all gone. Global warming and all that jazz, maybe the planet's gone nuclear at this point. Who the hell cares anyways, there wasn't much there worth saving.

God, I miss earth.

~ Kayla Bradford