Showing posts with label Arion Games. Show all posts
Showing posts with label Arion Games. Show all posts

Thursday, 10 September 2015

SOUT2





See HERE for a review and introduction to Graham Bottley / Arion Games Classic RPG.
The following is my own manuscript.


City Aesthetic

In my imagination, my version of Ur-Turuk, the city I sculpt with my mind; all of the buildings are adobe (sun-baked or oven-baked mud brick) and most of them are between three and five stories high. To augment this height there are many buttresses between buildings, which usually have an alleyway between them on at least two sides. It is urban and this architectural type allows for many exciting adventures of rooftop chases and sneaking around at night.

The buildings are by and large based on square and rectangular shapes, with the exception of those which are round shapes, often with larger bases. Wherever possible, walls are extended upward on top of lower story walls or support pillars; pillars rather than walls are commonplace on upper floors which permits extended height, often with wattle & daub walls or simple trellis between pillars. These are often of elaborate decorative designs with sculptural features worked into trellis permitting exciting range of window shapes and air-vents. The typical arrangement for a block of buildings is ideally ziggurat; however with additional support pillars, buttresses and extensions growing over generations, many of the ziggurats have become immersed into a less regular structure; the city grows organically in accordance with simple mathematical principles.

After many generations it is the public road-ways which mark out the negative space between dwellings. So many of the chambers are unoccupied that their crumbling parchment deeds are the type of treasure urban folks seek only when in fear of the city militia acting as bailiffs. It is rumoured that a significant percentage of the population are of no fixed abode and squatting; the Dust is omnipotent and yet invisible here. Crawl-ways and escape routes are said to outnumber walls, doors and blockades. The citizens of Ur-Turuk must think vertically as well as horizontally in orientating themselves. This is why a city Guide is necessary for those not born or experienced here. The ceilings are typically high to allow air-conditions and mind-space, tall enough that you could not touch them by jumping and reaching up with your fingertips stretched to the limits.

The age of the city is such that many walk-ways have been bashed through between rooms and corridors, giving them an irregular shape and feel. It is something of a maze of gantry's and chambers on several stories. City is arranged into blocks, with wider spaces between. Obviously arches are common and often form the foundation of walk-ways on the layer above. Much of the lower area's are in the shade; necessary in the summer heat. Architectural designs exploit this, with trellis ceilings on which plants grow being a very common courtyard and upper story feature. A sort of inside-outside feel to cool and air rooms especially those with pillars and low-ledges for walls.

Mud is easy to sculpt and paint; there are many hand-crafted decorative adornments on the walls, so that most of them, due to aesthetic and age, are smoothed with rounded corners. Alcoves are a common feature; ledges, shelves and shrines. Domes are another common feature, providing support for the extended tiers of upper floor buildings and balancing the air within a space.

Wood is the second most commonplace building material. Ledges, walk-ways, walls, steps, stairs and ladders, overhangs, lean-to's, doors where there are actual doors and not dust-sheets. As a sprawl, Ur-Turuk resembles the eastern cities of dream, resplendent from a thousand and one nights. The taller towers, depending on the size of their base and any buttresses, often stand proudly and much taller, some as many as ten stories high. 

Because of the temperature, stone walls from quarries are rare, much more expensive due to the manpower involved in building them. The adobe buildings have a sense of age and yet incompletedness, often taking many generations to develop their individuality. Comparatively the stone dwellings are planned in advance. Many of these are constructed by hiring suitably knowledgeable wizards to float the rocks into place, or to draw the building up from below the dusty ground, fashioned of bedrock. It is preferable than the scale and man-power of alternative industries.

There are strong magicks occurring in the city oif Ur-Turuk which shapes the place more than anything, not only in its ever shifting physicality but also emotionally, perceptually, atmospherically, aesthetically, ecologically. In some parts, self-sustaining closed pleasure-gardens while in others, beggars and cut-throats. Some streets are blessed by forgotten Deities while others are avoided by the living ones.


Creating A Brat Pack

Learning this from the .pdf version, staring at a screen impacts on my ability to study and make progress with it. After scrawling notes on envelopes I typed them into a cohesion in the computer. This process inevitably led to making the following copy/past-able lists, for easier reference than scrolling through the rulebook. It also makes it easier to develop multiple characters at the same time, necessary for giving the unit the right feel because they more fluidly compliment one another.


copy/block/paste re-cap of major character sheet sections and character creation dice quota's:


SOLDIER     
14D for Stats (max 4D per stat) 3D for weapon Skills, 2D for other Skills, 1D any Skills, up to 3 Minor Perks

SERVANT    
12D for Stats (max 3D per stat) 3D serving Skills, 2D other Skills, 1D any Skills, 1 Minor Perk

SPECIALIST  
14D (4D max per stat), 5D speciality Skills (max 2D), 2D other Skills, up to 2 Minor Perks

MAJOR CHARACTER   
16D for Stats (min 1D max 4D), 7 other Skills (max 3D), up to 3 Perks

SORCERER     
16D for stats (min 1D max 4D), 7D Skills (max 2D), for magic controls 14D (max 3), up to 3 Perks


ATTRIBUTES
Might                
Wits                   
Toughness       
Agility               
Charm            
Perception    
 
SKILLS
PERKS
FLAWS



TROUPE

During the three days following unwrapping Sorcerers into my desktop, I came up with the following characters. I am still undecided as to specifically which of these characters I will use when introduced into a game group, this largely depends on what characters the other players bring to the Vanahm.

I keep coming up with ideas and so I have enough spare characters to begin a second troupe or to feature as NPC's in the first. As a gamesmaster I utilize this to the advantage of the story, integrating all of the threads.

I chose not to use the prototype tables, preferring to choose rather than randomly assign statistic values. I can see how useful the tables are for when a GM needs to quick-roll a non-player character. First I wrote the character concept, then I did the Stats, then I did the Perks and Flaws, then I did the Skills. After this was equipping the characters. Finally I am working on the Sorcerers Spells. There is a lot of back-and-fore to integrate the groups skill base and backstory as realistically and believably as a fantasy game can muster. The diversity and intrigue between the group forms the basis of its dynamic; understanding and working with this dynamic is integral for both the Player and the Gamesmaster, so it is kept simple and utilizes easy cliches which can be warped to suit our own needs, bringing Life to the collective.



SOLDIER  male, late teens
- young strong-arm. Picks nose flicks snot, bad personal habit. Always messing about, he fulfills everyone’s need to have somebody to take the piss out of, a necessary social figure.
ATTRIBUTES
Might                  2
Wits                    1
Toughness         4
Agility                 3
Charm                1
Perception          3
SKILLS
Brawling, Melee, Shamshir +2D +2 Initiative, Shield +2 pips Allows use of Block Reactions,
MINOR PERK Inconspicuous, Contacts (which faction?), Heals Fast,
MINOR FLAW Angry, Personality Flaw - Obsession (with the Servant girl), Impatient,


SERVANT  female, mid teens
- body servant, singer, dancer, ex slave freed by her master (wizard/major character). She is not a specialist, too young and untrained. 
ATTRIBUTES
Might                1  
Wits                  2  
Toughness        1
Agility                3
Charm               3
Perception         2
SKILLS
Dodge 1, Barter 1, Self-Control 1, Singing 1, Dancing 1, Seduction 1,
MINOR PERKS Attractive,
MINOR FLAWS Promiscuous,


SPECIALIST    mid-30s
- craftsman, weaver, owns a loom, cut to bed sheet size, lightweight fabric used as clothes, cloth, a market trade. Fine hemp. It takes a day to make one sheet (on average). loom workshop. owns dying buckets, dyes; indigo from leafs of a blue flower grown a trade route away. woad workshop.
ATTRIBUTES
Might                 1+1
Wits                   3
Toughness        1+1
Agility                3+1
Charm             2
Perception       3
SKILLS
Crafting - loom, Crafting - dying,
MINOR PERKS Fast Reaction (from using the loom), Common Sense,
MINOR FLAWS Tongue Tied, Illiterate,
NOTES:
The Weaver is exceptionally useful in bringing the rest of the group together, with regards the Sorcerers abilities to weave and record data as weaves; flying carpets are scrolls, requiring a library to be large enough to hang many scrolls in; smaller charms something aliken to an americanadian indian dreamcatcher's adorn the residencies rooms and hallways, are window-hangings and doors, are carpets, blankets and ceiling-throws. Artistic scrolls contain imagery appropriate to the particular spell they represent. Colour schemes; sand, tan, indigo, cyan, ochre, umber, black; follow traditional elemental associations. 


...and then it's a toss-up between the following two MAJOR CHARACTER's, one of whom will probably become a Contact for one of the other characters therefore an NPC. The backstory and relationships between the characters has yet to be developed, they are all to be further developed during the course of the adventures.
  

MAJOR CHARACTER mid-20s
- killer, hashashim, ninja assassin, very spiritually dedicated to her discipline which involves use of smoking a herb to achieve inner tranquility necessary to do her job, and for training. She was financially in debt to her dojo, and so instead of repaying her creditors, she discreetly killed them. As such she is, as far as she knows, one of the only two of the students of their master, to have received his teachings. She locked the door of their humble high-walled courtyard and dwellings, and left. After some minor adventure she joined the Wizards retinue.
ATTRIBUTES
Might                 2
Wits                   3
Toughness        2
Agility                4
Charm              1
Perception        4
SKILLS 7 (max 3)
Melee, Dodge, Stealth, Streetwise, Lore (martial arts discipline), Parry,
MAJOR PERKS
Natural Acrobat, Spiritual Guardian,
MAJOR FLAWS
Personal Code -  Has sworn an Oath to protect the life of the Serving Girl,
Personal Code - Ascetic Lifestyle of a martial arts adept,
MINOR PERKS
Danger Sense,
MINOR FLAWS Addiction - hashish, 


MAJOR CHARACTER   mid-40s
- merchant, owns a wide, low, cargo ship with blue sails.
ATTRIBUTES
Might                  2
Wits                    4
Toughness         2
Agility                 2
Charm               4
Perception         2
SKILLS
Sailing, Diplomacy,
MINOR PERKS Haggler, Well Travelled,
MINOR FLAWS Obese, Showman,
MAJOR PERKS Property (low, wide merchant ship), 
MAJOR FLAWS Greedy


And finally, the bit we have all been waiting for...

At this time I have not decided on all of the attributes of the Sorcerer for this troupe. A lot of it depends on which Main Character I decide upon for the troupe. Both have benefits.


SORCERER   age unknown, appears to vary greatly.
water element, wind element,
ATTRIBUTES
Might                  1+1
Wits                    4+1
Toughness          2
Agility                 3
Charm                2+1
Perception         3
SKILLS 7D (max 2)
CONTROLS 14D (max 3)
Scribe Calligraphy Brush Painting,
PERKS
FLAWS
NOTES:
That the Sorcerer is a Scribe means that his spell-scrolls are hand-painted onto finely woven fabric. These are easily portable and may be stitched into a book. There is a place where Art becomes Magick; and so given that a sorcerers magic dies with him; so too will his finest written works. Whatever is left will be less mystically constructed technical notes, which for many is exactly what the mainstream of magical interest are willing for. The Sorcerer, being intelligent, is aware of this. However his students are capable of copying his masterworks during his lifetime as a part of their own studies and by this means many levels of their knowledge and beauty will survive. Anything else enchanted into these works is of the Sorcerers whim.
Sorcerer wears cyan and indigo baggy hooded rag-weave and lined robe which is light in weight but heavy in defences against elements and blows.  It most certainly contains pockets and the weave contains many patterns and symbols, which are said to change like the night sky. It is by this robe which people recognize and remember the Sorcerer.





When creating a sorcerer, I follow the associations of the Hermetic tradition of elements.

Fire - action and passions
Earth - the body
Water - emotions
Air - knowledge

Therefore the types of magic a sorcerer specializes in, give a lot of information to his nature; conversely, to those who might not be aware the character is a sorcerer, his personality gives insight into his abilities. I utilize this in my internal referencing system socially and as a counsellor specializing in Jungian archetypes. My own personal data with this regard is Chinese Year of the Fire Snake and analytical Virgo the water-balancer which is actually an earth sign.


I found this during a google search. The dancer is called Elena Turuk. It is part of the Ma'jiq.







Sorcerers of Ur-Turuk is ©2015 Arion Games. I make no claim of ownership to this properties. It is common sense that online role-playing games for purposes of roleplaying may be utilized as such. Any apparent or alleged copyright infringement is to be regarded as fan fiction.




Saturday, 5 September 2015

SorcerersOfUrTuruk





Sorcerers of Ur-Turuk - RPG Review


A lifelong love of roleplaying.
A life changing trip to Thebes.
An ongoing attempt at co-writing Herbertian Dune fan book 7 ‘Sorcerers of Dune’.
A few seasons in Al Raqis (SecondLife) helping develop the Desertborn culture.
An ongoing attempt at writing the ultimate magickal fantasy role-playing game to explore a world where ‘mind-over-matter’ type magick (manifestation of intent at quantum level) is used daily by the mainstream and how rapidly things could change in such environment.

A .pdf copy of Sorcerers of Ur-Turuk (justified as a birthday present to myself for breaking my breadline budget).

I feel qualified to write a review for this one. I glossed over the rulebook, struggling through dry heat to ignore the whispering that I should own slaves and train my party in seduction, possibly including a snake cult priest as one of my five starting characters.


People and Place

Character creation is intricate and complicated, requires study. I have seen versions of these and the system rules so many times that I will learn them more easily as a player rather than by GMing this rpg, at first. As a single-parent dad who introduced my 5 year old to dice-based Wizard and Warrior role-play only yesterday (he’s addicted), I simply do not get the time nor state-of-mind to dedicate to taking on something of such magnitude.

Having made that decision I sat back and enjoyed reading and admiring the art which reminded me of watercolour pictures I have seen made by explorers of ancient Egyptian sites during the late 19th century. There should be more art of Ur-Turuk. In creating any custom world, art which greatly enhances the atmosphere for a game, can be the most expensive and time consuming aspect to produce.


Vahnam

It seems imperative that a Vahnam (a collective of all the Wizards and their small retinue to which all players belong) should get their players heads together before they create their characters, to discuss the Vahnam, its nature and assets. This approach would strengthen the Vahnam’s holdings and potential future development due to foresight. It would also avoid glitches, for example; what if major player characters are from rival factions?

The chapter on creating the physical base for the group is succinct and well done, as this is one of the important aspects of the game. Developing the city of Ur-Turuk for home based adventures is necessary but scant, suggestive. I have a lot of questions and ideas from the summary overview.

There needs to be a lot more about home-based campaigns. The factions are easy enough to understand and improvise with. Activities which the players engage in will affect the life of the city they inhabit.


Artifacts

By contrast to the character creation process, the rules for artifacts themselves seem very basic and limited. While this might not be a bad thing, it is certainly mechanical.

How many artifacts are out there and why are they not already all acquired by sorcerers? Surely Ur-Turuk has a stockpile of such artifacts waiting to be disassembled by different Vahnam. Is there a council of all the Vahnam? A meeting site in the desert for the festival of the eclipse once every few years?

Since the core of the game is the Artifacts, why is there so little gone into this aside from some very limited random creation tables? At the stage where artifacts description is irrelevant and they become reptilian number crunching. The real excitement of role-play is outside of game mechanics, it is the story. A more elaborate backstory involving the source of the wizards power is befitting of this classic. I feel a well thought guide for GMing this rather than a few paragraphs of tables is necessary addition.* I can't wait for the expansion modules, my imagination filling with promise of eastern splendor.


Personal Experience
Create situations regarding integration of all the characters as the story develops. A simple rule that you cannot play the same character in two consecutive seasons / adventures would do this, and make for a busy Vahnam!
The big question; what did each individual character do in that time while the main ones were actively pursuing some adventure? As they are all living communally in the same Vahnam this is the secret flavour of the game. How does each character relate to the other characters in the Vahnam? Make it personal, this is the best way to squeeze the living juice out of this game. Force the magic to take a background role, albeit the ruling force of the groups lives. Game Rule; role-play a scenario of what every character is doing during each season, or at least make vague cover-notes outlining it. The Vahnam journal.

Description is everything. With this game, everything possible should have at least one adjective. This should be a game rule. Play to all the senses. 


Meditation

One question I had hoped to find out more about during reading the rulebook is:

What temperature is the desert at night? What temperature are the cities?

I was inspired by walking bare-foot on cold crazy-paving slabs, thinking about how easily converted to a heated under-floor system they could be with a shovel and a few bricks. The space should be large enough to crawl under and would make an excellent hiding place in any home or ancient temple. That's not to say I thought about burying Sorcerers in the garden.


Bestiary

There are some creatures here which changed my view of the world; riding reptiles! No mention in the rules for the simple exchange of mule packs and horses into raptor-racers and giant lizard mounts trained by an animal trainer. These should not be left to the cliche of ‘the vehicles used by the snake cult as alternative to equine mounts’.


Elephant In The Temple

I am disconcertingly saddened by the situation of facing that the wizards know magic to be a limited and dwindling force in the world. This is immediately the driving force of any wizard character I will ever play; to find out how to make magic more permeable, other than by leaving artifacts in protected storage for the future generations.

What does a Wizard do once having mastered all aspects of magic and maxed out in their ability at it? Surely by then their personal insight into magic might help to answer such questions. If it does, the GM is left entirely to his own devices as to how this might emerge. It does not have to be beyond the canon material. 

A belief that the Alulim will ever return is a religion which the wizards cannot invest energy into relying upon, and yet they must in case it should ever happen. They have to accept their lot; to choose between living a humble and forgotten life of research, a glorious and ultimately mythic life of legend or die trying, or the more altruistic approach to work hard toward the effort of making magic permeable. How else can we truly understand the study of magic than to pursue that specific goal? Learning more about the Alulim becomes imperative. The core rules limit the available knowledge of the Alulim to a few charts which do not even mention the possibility that they left decipherable texts behind; and to the GMs discretion.*


Abstraction

The players invest a lot of time and creative focus into designing their Wizard, retinue and how this integrates with the other players characters, in the formulation of their collective home address.

Personally I cannot put this amount of this type of work into a project without also becoming immersed in aspirations I have for my characters and the group as a whole; “what are the common objectives?”. Although it can be entirely left out of the game with no loss of enjoyment, to my way of thinking a lot of time must be dedicated to discussing this between the group and the GM. There is epic amount of scope to build on the foundations of this books simplicity. For that I like it.

This my sort of a game. It needs expansion packs which twenty years ago would have been integrated into the core rule book; a sign of how the rpg industry is developing.


Summary

The book is a rules system, complex to learn but easy once you know it, set in a promising world which requires a lot from the GM. It seems that the more experience and romanticism a GM has toward understanding and developing the setting is crucial in what will define memorable campaigns. It could be of the realms of 'card-quest permutations the board-game' or it could be Sinbad. It could be even better. 

A collection of proverbs which will characterize the culture begins with the famous;

“What is the world?”
"It is what we bring to the table."

Wizards of Ur-Turuk houses brilliant ideas which will benefit greatly from developing further, integration of some of the ideas; the world and its features. I cannot wait to see the expansion modules. I want to know more about the 7 Lineages. I want to work on the 2nd Edition.*

Next on my reading list is The Thousand and One Nights (again).





*
To address this; I intend to write Enchanted Dawn, a fan based book to re-create the Artifact creation table by giving Artifacts an ‘Original Purpose' which affects the progressive campaign by means of karmic continuum. It is an expanded rules series.

Artifacts are magic and they call to their owners, those who are to learn from them, ultimately unbind them and destroy them, to re-work their energies into their own. [i]But which way around does this flow?[i] Symbols of these connections are multi-sensory, worked into several levels of the storyline. Without making effort to do so, they are simply a pacman pill won at great risk.

What are the long term effects of using magic? In a world where limited artifacts exist and are regularly destroyed, their magic used up by a sorcerer but dies with that sorcerer; the game is established at a time in history when magic is still available. It will not always be so.

Finding out more about the Alulim, is this even possible? Is it possible by using magic?

A Council of the Vahnam meets to address these issues. The Council of Vahnam Library contains a lot of information regarding Artifacts and their origins. Different Vahnam also function as Factions; for and against one another.




Sorcerers of Ur-Turuk is available from The RPG Drivethru

See The Rogue DM interview with Graham Bottley of Arion Games

Google+ Community


ADDITIONAL: 21.9.2015
https://soundcloud.com/snakeappletree-white-lightning-gate/ur-turuk-snake-trance


Sorcerers of Ur-Turuk is ©2015 Arion Games. I make no claim of ownership to this properties. It is common sense that online role-playing games for purposes of roleplaying may be utilized as such. Any apparent or alleged copyright infringement is to be regarded as fan fiction.