Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Saturday, 12 November 2022

Dungeon Ecology

This is a roleplaying community blog post. 


‘Dungeon Ecology’ is a great concept. It is not only about the plants and animals to be found in a dungeon. It is about all the denizens of the dungeon and the sustainability of their lifestyles.


This is where realism has to go out of the window for 99% of those rpg dungeons to exist. This blog is an exploration of applying realism to the concept of dungeon ecology.


The primary question to ask is:


What is the dungeon for?


The correct answer is: 


For a gang of adventurers to go in there, dodge traps, kill everyone and steal whatever they can find. 


You would’ve thought people would give up having dungeons by now with all that going on. 



The ‘Why would a person want to live in a dungeon?’ Table


1-2 they are mad. 

3-4 they are a monster who cannot find anywhere else to live. 

5-6 some other really good reason. 


The ‘Really Good Reasons To Live In A Dungeon’ Table 


1 can’t find a way out.

2 nowhere else to go. 

3 born there. 

4 paid to be there. 

5 looking for something specific. 

6 is a dungeon builder. 


That’s enough of good enough reasons. 


Dungeon Ecology is about how it’s denizens interact with each other. It’s about their food sources and waste management. Lastly it’s about what they do to prevent themselves from going stir-crazy with boredom. Not very different at all from any urban environment. 


Most supplies and resources are not manufactured in the dungeon. They are imported into it. This relies on ‘Trade & Raid’ interactions with the outside world. 


Attaining necessary supplies requires at least one denizen dungeon dweller to have skills involved with successful raiding and/or trading with outsiders. 


What do dungeon dwellers have to trade with, in exchange for the supplies they require? 


From where do they go to acquire those supplies? 


Do they buy in bulk and stockpile sacks of dry grains or tins of pulses? Do they source fresh fruit veg and dairy products daily? 


It is useful to be aware we have grown up in generations of affluence the likes of which history has never seen. We have better diets and eat more regularly than did mediaeval kings. While we know it is not sustainable to continue doing things the way we inherited from the 20th century, it does not stop us from continuing that lifestyle regardless. One must surely wonder who are the real monsters.


Most dungeon dwellers, as with most people throughout history and even alive in the world today, are for most of the time hungry. Only wealthy people eat daily. Most people do not. That is the harsh reality of the matter. It is the social and living conditions to which people adapt. Malnourishment. 


Let’s face it; the adventuring party are probably only going in there at all because they are hoping to make some money so they can eat tomorrow themselves. 


Oh yeah there’s that undead warlord wearing a magickal doohicky to save the world from but you ain’t gonna want to do that on an empty stomach, surely? 



Next up:  What plants live in dungeons? 


Answer: Gross-tasting sprouts covered in psychotropic mold. Probably. 









Check out  THE +O+TH TUNNEL blog! 

 





Thursday, 10 November 2022

GM Types

This is a roleplaying community blog post. 



Types of GM: The RailRoader


“For the good of the story...” 


“I own everything, even your decisions.”


Significant red-flag sociopathic, dominating personality.



The last time I encountered this guy several years ago online. 

I saw an online advert; 


“new players wanted for established campaign world.”


One of the players had quit and had left no forwarding information as to why he had quit. No mention was made of any other players. In retrospect I concluded they had already quit several weeks previously. The gamesmaster had been running the game regardless, using the player characters as NPCs to continue the adventure. 


So he was running that last remaining Player Character as an NPC ‘for the good of the story’. Fair play, He’s invested a lot of mental and emotional attachment, a lot of time and work into developing this adventure he wanted to see it through to its conclusion.


What he needed was another player to come in to play another character who it turned out was an NPC for the main character, who was now an NPC.


So we had a situation where the only existing player was playing a disposable NPC while the Gamesmaster was playing technically an NPC as a main protagonist.


That’s not a good situation for a role-playing group because it does not put the players at the heart of the action.


It delegates them to a secondary place to the NPC‘s which puts the gamesmaster in a situation of power and control.


Most people would have conceded defeat and shelved the project for lack of interest. Not this guy. His Obsessive score rates too damn high for that. 


It was when I realised this that I recognised the probable reason the other player had quit was to do with the gamesmaster investing more heavily into the story than into the players enjoyment. 


I suggested “Why don’t you start a new game with the new players?” He told me that would be happening later after ‘I’ have finished this story to its conclusion.


I mentioned I have no idea what my character was supposed to be doing as I had no leeway to make that decision for myself, or who these are other NPC’s / ex-PCs were in relation to my character. The Gamesmaster did not explain it to me. Simply that my NPC was a surprise element of an old adversary returned, to be thwarted by the main character before the build-up to the final scene. 


I was berated for not having read the backstory. I had read the games overview but I had not read the many excruciatingly detailed pages of previous adventure sessions yet. There are several hours of work to do in reading all that. I did not know if I wanted to heavily invest my time into this guys writing simply for the task of playing an NPC for a couple of scenes.


Bearing in mind I had been told my character had a specific type of task to do, which me made it feel like 

“Why not run that character as an NPC?” As I have not much if any at all player-input into that character anyway.


I did two sessions during which there was very little back-and-forth between myself and the Gamesmaster. 


I was expected to step in after he had finished writing a certain lengthy descriptive paragraph and complaining about how he was having to play everybody else’s characters because none of them have turned up this session either.


At that point I made the decision there are much better roleplaying groups and much better things to do with my time.


That type of gamesmaster is sociopathic. While it is admirable to invest a lot of focus and attention into the story, it’s also admirable to invest a lot of focus and attention into the people, the players who you are playing the role playing game with.


Sucking people in on the pretence that it’s a role-playing game only to dictate to them that they must write lines in your novel which you are writing anyway even without them, does generally tend to make people stop wanting to play with you.


We call them Power-Gamer Games-Masters. 


The mentality is such that if anybody is running a gaming group in the region and they find out about it, they will take over and assert their domination. They know the rules better than everybody else and their imagination is better than everybody else’s imagination. They tell other people what to think, what they must do with their characters ‘for the good of the story’.


They gravitate towards positions of authority. Games-mastering is a creative endeavour and does have a level of authority. 


However, authority is based on respect. Respect is earned. Respect is earned by respecting the people who you are involved with. 


When significantly high number of your gaming group drop out, not because they don’t want to play roleplaying games anymore, but because they do not want to play with sociopaths. That is when it is time to reassess the value of other people existing in the world and the relative value you bring to their lives. 


What happens with this type of Gamesmaster is social isolation further entrenches them towards their supremacy complex because it validates to them how everybody else is clearly in the wrong by not understanding their genius.


Such people are better off honing their skills by writing a masterwork of epic fiction which perhaps somebody might read someday. At the very least the time they dedicate to sitting in a room alone with a typewriter and their imagination cuts the rest of us a much needed break from having to deal with them face-to-face in a controlled environment. 


There are literally numbering into the thousands of people looking for role-playing gaming groups to become involved with.


A healthy ecology has biodiversity. Not all Gamesmasters are as the Railroader type. Because of their nature, you are likely to encounter these more often.



Attaining validation through critical control of those you seek validation from is abuse. 









Check out  THE +O+TH TUNNEL blog! 

 



ADDITIONAL 13.11.2022 

Since posting this blog I discovered the following relevant quote: 


“How are the Players going to do that? 

Thats not my job. 

That's their job. 

A lot of GamesMasters think of themselves as Story-Tellers 

but I prefer to consider myself a Conflict Designer. 

I create conflicts but I don’t need to know how the Players figure their way out of the conflicts. 

That is where the story emerges and that is their department. 

My job as I see it is to provide an objective, location, antagonists and time-limit. 

Players drive the action with their decisions. 

I never know what my players are going to do. 

Maybe they’ll kill the villain, maybe he escapes. 

Maybe they’ll live, maybe they’ll die. 

That’s up to them and the dice. 

So why plan further than the next session? 

If I did I might be tempted to steer the game toward my preferred conclusion. 

But I don’t want to do that. 

I want to be just as surprised as the Players.” 


Professor Dungeon Master, 

Dungeon Craft, YouTube

The Reviled Society, Part 1 (Ep.291) 




Tuesday, 8 November 2022

RPG types

 This is a roleplaying community blog post. 


“Sit ye around our campfire 

and listen to tales 

of wisdom and adventure.” 



Intone the sacred words through languages un-numbered and generations un-counted, ever since the dawn of time.



A very recent phenomena has emerged of the so-called professional GamesMaster who charges money to provide people the experience of playing a role-playing game.  


It involves the skills of painstakingly preparing a ready-made adventure and necessarily alienating from the group anybody who uses their own imagination beyond the remit of that pre-ordained adventure path. 


For decades, GamesMasters as part of a group have provided their service for free in the same way that players have provided their service to the GamesMaster for free.


The objective is to have fun creating shared storytelling adventures. 


This traditional type of GamesMaster generally does not railroad players along a predestined route, but rather works with the players desires for the greater good of the story itself. It involves the skills of improvised storytelling.



With the advent of the Internet and online gaming groups, studies were done into specific types of role-players. 


Within White Wolf’s World of Darkness game is Vampire and Werewolf. It was discovered all vampire fans want to be the gamesmaster because vampires are all about control, and all werewolf fans all want to be the players because werewolves are all about the pack. 


Conclusion: Different games attract different mindsets. 


When we take this awareness back to the original 1974 version of D&D which spawned the industry, we recognise the same difference between early edition and later addition of the rules. Those playing by first and second edition want to be part of a group of friends collaboratively sharing wonderful storytelling. Those playing by later additions prefer to be led by the nose without having to think much beyond puzzle-solving and vanity-valuing.


 

Because: We the old-schoolers with traditional community values are putting friendship before commerce. 



The question: 

Is a professional, paid gamesmaster going to give you a better experience than somebody who is a gamesmaster but does not charge money for it or feel the need to describe themselves as a professional for doing it? 


And the answer is: 

50 long and experienced years of No. 


It’s not fun because I’m paying to be told what to do. It’s fun because collaborative imagination is about freedom. 


Roleplaying is about creating a safe-space to enjoy that freedom. If you have to pay for freedom it’s not freedom. If you have to imagine what you’re told to imagine by someone who has already imagined it for you, it’s not freedom. 









Check out  THE +O+TH TUNNEL blog! 

 









Sunday, 2 October 2022

Defending Decency

When a person jumps to a conclusion and acts on it based on zero evidence, that person is delusional. Depending on the situation, that person is potentially dangerous to society, ergo; a sociopath. 

This is why De Facto courts of (law and) Order require evidence before they can be effective. They rely on this for their respectability. Which adequately diverts focus away from the common mistake of mistaking a Fact for a Truth to suit their purposes. 

At this time I will use an example famous in the contemporary Role Playing Games Industry of Zak Smith. Zak is a genius. He is talented in imagination, storytelling, writing, painting, and other fields. You only have to look at his art or read his blogs to recognise this. Zak spent much of his time talking sense and calling out hate mobs on the online D&D forums before seeing it for what it is, Troll City. 

Zak's ex-wife made a public libel against him on Fakebook. * 

Immediately, delusional brain-dead zombies who mistake hate for truth and who do not require evidence to launch a tirade of targeted hate, came to her aide and literally destroyed Zaks career. His name was struck from published books he had worked on. Group projects he was involved with ended their contracts with him. A host of hatred was levied toward him. Cries of "I'll make sure you'll never work in this town again, bucko!" from people who one week earlier had been sucking up to his deserved respectability. 

I have never spoken with Zak in person or by text. We live in different continents. I left one message on his blog on the one occasion the tech allowed me to do that, although I tried to on three other times. Mostly to thank him for his work, which is brilliant regardless of the allegations proving to be facts or false. 

The court case is ongoing. At this time no legal verdict has been made. It might go one way, it might go the other. Both parties are counter-suing the other for being abusive. It's that way sometimes when couples divorce. 


THAT IS NOT THE ISSUE I AM CONCERNED WITH HERE AT ALL. 


The issue I am concerned with is the knee-jerk reaction by delusional zombies to join a hate group and 

destroy a persons life, based on zero evidence and only hearsay


Those people are an abuse network. 

Those people should not have positions of responsibility in our communities.

And yet they do. 



* I was given a 48 hour ban from Fakebook because I posted a link to a YouTube entitled '20 Conspiracy theories Which Turned Out To Be True'. Troll City is embedded in their system. My response to that bs was to delete my FB account. My life improved exponentially when I did that. 





Tuesday, 3 November 2020

Blue Brick



“She comes back to tell me she's gone
As if I didn’t know that
As if I didn’t know my own bed
As if I’d never noticed
The way she brushed her hair from her forehead

And she said losing love
Is like a window in your heart
Everybody sees you’re blown apart
Everybody sees the wind blow.”

Paul Simon, Graceland



I didn’t know what she meant when she said,

“Bluebrick, there’s a thing they never thought of yet.” 

Her cryptic way with meaning left me reeling,
What else does she mean 
Behind the invisible wall of apparent feeling? 
I thought she meant emotions like a wall, 
Something we would not crash into yet 
Not until long after
She was gone away and missing her
Hurt more than it ought to. 
 
She disappeared into darkest Europe to one of the many abandoned villages where housing is free if you can live without electricity. Her dream all along and being multilingual she had a head for it, an ability to cope. 

She did return briefly for awhile for a not-long-enough-long-weekend of pleasure and treasured moments, we did an E.P. together, simple and moody. She had much to do and many to meet in her whirlwind trip back here, keeping herself moving lest she settle too long and snagged on roots decide to stay. 

How some people are doing life. 
She’s not online anymore and she wants it that way. 
So fragments and archived memories are all we have of her. That’s what she meant by blue brick, autosuggesting the necessary existence of the blue wall. 




It was not until this week I banged out a batch of 30mm tabletop roleplay ruins for D&D/HeroQuest/etc a recognition struck me, her prescience a lash through my life as yet again her words formed new meaning I had been unable to contemplate until this time. 

This blog is dedicated to Rachel “Dark Dolphin” Bree, wherever she may be. We used to game together, play together, swim together, win together, dream together, but then she swam away on tides more akin her nature. She had always said she would do it and she is an honest soul. A rarity, it’s a reason her loss is so potent. Maudlin moments.

She’s a dream queen. 
You’ll see what I mean. 









Sunday, 22 January 2017

City Games



The big question is: Are the buildings going to be interactive? Will we be able to walk in off the street and explore them, working elevators and all? Or are they merely background blocks for a street centered game? There are two ways to make them enterable. First is to have them actually entrable, as in SecondLife. The second is to have your avatar/character whisked off to a different location, the interior, whenever you click on a door. The choice defines the approach to constructing the game and this is an important decision from the outset, because of what software will be used and how that software will be used. Personally I want it to be as realistic as possible.

The rest of this blog is about City Games in another sense of the word. It is holistic.

Once, long ago, there was a D&D 2nd edition World Setting called Planescape. I was a kid on a very low budget unable to afford to purchase it. I read about it in Dragon magazine and more importantly I fell in love with the pencil and watercolour dreams used to illustrate its twisted and barbed desert culture inspired characters and environment. It had some nuts crazy ideas and some powerful beautiful ones. It affected me deeply, enchanted me seductively and willingly I went into the tent of the bisex scorpion slut for the passion which changes boys into men of the cult of purple eyed, addicted to black blood magicks drawing forth our power from hidden inside, leeching our innocent purity accepted as necessary for us to survive this barren place. It wasn't quite Dune and it certainly wasn't the same as Mos Eisley but it was Arabian Nights nevertheless. 

It was the Arabian Nights of accepting the necessary evils of life being what it is. It was dark and bitter and yet it was beautiful, and that beauty broke through into dreamings of better worlds. The cruelty of Planescape enhanced that in the same way a curved needle focus of mind comes from drinking venom. You know its going to kill you but for the shortned remainder of your life you will live in a more blissful state and you will know. And the promise of reawakening even after death because of the summonings we do here, albeit in shadow form and barely human, are a promise we hold the sorceress to. Should we turn against her, but no she is exceptional and extends our stay, live to see another day simply because it has to be this way. Sacrifices made and difficult choices. Sigil City is the desert fantasy equivalent of cyberpunk. It predates Steampunk and in many ways a precursor to that movement.

Sigil City. The name invokes schizophrenic concepts that the cracks in the city pavement where I live are runes forming from demons which leak through into our dimension due to evil worship by the city masons, those enslaved to the city hive, its mind and soultwisting us into its games, all who step on the cracks are redesigned by experiences the city throws at them to conform them to its long-term startegies, to tell the tales this city has to tell. 

"The human brain is infuriatingly good at detecting repeating patterns." Shamus Young

City games are the games the city plays on us. City games are the games the denizens play on us. City games are the weaving between scenes depicted on the urban tarot deck which describes the concerns of the civilizing influence of the Urban Goddess Ishtar who is Itza, place of the people and of urban ways. Love and War and Fertility. Development of emerging forces through repeat cycles understood as tangent spirals within the cycle loops. We go around in circles within these city streets and we repeat the patterns until we find a way to break through and ascend, perhaps not in rank and prestige but definitely in our maturity of understanding and perceiving what is going on here. 

To do that, to become that which we are fully capable of being, not the self-image we believe ourselves to be but the inevitable and forced compromise of living here in such a place. To survive and to become a survivor we have to experience everything. From begging to ruling, from killing to parenting, from relaxation to torture to the state which is both at once, from love and hate to futility and entertainment. From employment to redeployment. From creator and destructor to strategist and architect. From child to adult and aging wisely in our own unique direction. From hope and aspiration to protecting our own from everything which is out to get us, people facing the same life and death choices every day as we ourselves, establishing niches merely to survive here and losing all sense of morality so that we become powerful enough to project forceably our own sense of morality onto the world around us. 

City Games are cosmopolitan, light relief and black despair, eyes which are at once life and death and dare. We see this in the living ones, the desperate and the greedy, and in the others we see faded, zombified, malnourished souls who have forgot themselves and become the underling through no fault of their own struggle. 

City Games are Mysteries of Old Chinatown where the streets ooze with history and ancient secrets of lost magick.

City Games are who knows what about who and who can rise above service-to-self enough to accept the price of independence is to sacrifice all others. Where service to others is a thing known only by slaves and the wealthy wisdom holders maintaining the state from utter collapse which it inevitably brings upon itself. The city sets a Challenge for everybody at every level of the game. It is rigged and it is rigid. It is masonic, it is stepped, our perceptions evolving in stages. The resolution gets better and the view and insight farther the higher up you rise. 

Sigil City is known as the City of Doors. Ancient Luxor aka Thebes in Egypt is the City of a Thousand Doors. The Palace of a Thousand Doors is a location in the NeverEnding Story in which every room contains three doors. Beside the one you entered are two others, each with a similar and related symbol upon it. You simply choose which to pass through on your journey.  Life can be so simple. Recognizing the signs, what the symbols are, this is the diffcult part. 

Some of us live on the dream planes, are of the myth. We watch others affected by the lower levels of the ripple-down effect, taking the designs and regurgitating them, falling into their schemes. These people live their lives out unkowning that they are merely copies of patterns. We call those ones the Pattern Walkers. They must walk through the patterns until such time they revelation and awaken, break free and rise to the next tier of self awareness. Because they exist to compare ourselves by, we know ourselves to be the elite. 

We have our own purpose and are ourselves merely walking patterns of a higher order the perameters of which we cannot see, not until tested at every place for breaks and finally recognize what we must do. Thus we are the architects, those whose original dreaming is always original dreaming and not to swim the wake of other dreamers passing. We delude ourselves for as we ascend to break the surface which surely exists, the flow is constant. We come up on others until we make our own and then, always, encounter the next level strategists further ahead and going in a different way.

This skaven text becomes wyrd as I watch through sleepless eyes. Already my eyes darken, already the purple seeps into my glaze and I must harken for the twysting of the wize be cometh ere agun. 

So muth belon, belathun cur callen doth formeth anchant ritual vituals uponth my soul thinketh I un-readeth uv must mind controle. There is another laying over me arune of complex warping and evoked have I some thing not uv mine choosing, a spell caster is placing me upon his field and I choose not to play along to his amusing though his affective wiles entwine upon mine smiles. 

Time is made of energy bound into form and flowing. Should we perceive the tangent right, we shall leave this place, be free tonight. Not of my choosing are these notes added to the text, there is a thing tapped into through Sigil which affects. 

The City does this. Be careful what you tune into. These are games you thought you knew the rules to, and you don't. It keeps you on your feet. You become a dancer or you die. 

The question is, are these doors going to open if we touch them or are we safer of the streets where the only locks are the chains which turn our attention and draw us to our future. Wherever that may take us. 

City Games are to gamble with fate. Your soul is a tool of trade. It is all you have but for the vanity of distractions, delusions and illusions, trinkets of these urban ways. City games are for designs, the goals we intend: status, knowledge, wealth, respect, a meal, the one, comfort, revenge, freedom to choose, a place to sleep, some games we are forced and they play too deep.








CytexCity










Pixel City by Shamus Young

for goddamn PC not MAC :(
beautiful though


I discovered THAT after researching THIS:




"A few simple building meshes assembled into a slightly larger number of city "blocks". 
Add particle array and voila, instant city."

 Originally Posted by podperson





Particle City by Tony Loewald


 Which also put me onto THIS: 






http://www.esri.com/software/cityengine/

http://www.impworks.co.uk/2011/02/cityengine-vue-review/

http://alternativeto.net/software/cityengine/



Why only this very morning I was doing THIS on FaceBook:










And so you can see where I am heading for the next batch of 3D art stuff ...




UPDATE: 6.3.18

Discovered this; guy has fixed the 'cars are crap in pixelcity' issue.





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.







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