Better gaming through discussion

Thursday, December 10, 2009

02 Session - The Oni

I'm going to title this game "The Oni."

While in the cellar the boys were able to lift the door enough to slip the sword they found under it to get some leverage on opening it. Melo's hand slipped and cut his palm pretty badly, his screams of pain caused mom to uncover and open the door. Del-yin took the opportunity to escape while Melo was being bandaged. Melo then tricked mom into looking out the window long enough to make his escape.

Del-yin and Melo messed around in the field, again. This time with the sword which turned out to be rather unimpressive. Piko summoned an imaginary dragon which Del-yin fought, but could only defeat after Melo intervened and speared it in the side.

The boys met up with their father at Ichi's house. They still had the sword, though they shouldn't have, but Del-yin hid it rather well, until they were back home and they had to reveal it to their father. The boys got a stern talking to and as punishment had to clean up the cellar and then kneel on rice during lunch. The rest of the day was uneventful.

The next morning the boys and their father woke up extra early to meet up with the rest of the men in town to leave for the Azuma. It was a long and boring two day walk. During that time father was trying to enplane what he did for the town and why, but he was rather unsuccessful. Piko who over heard the conversation spoke up and gave a rather surprising but very good explanation. The first night after camp was set up father lead the group in practice with bow fighting giving the kids their first exposure to combat training. The fathers spared with each other after and father defeated all the other father in one on one combat.

Late in the second day of travel they arived at the Azuma's town, the light the lantern at the waiting post and sat waiting for a messenger to arrive and welcome them to the town...

Saturday, December 5, 2009

01 Session - The Oni

We began with the kids; Melo (Adam), Del-Yin (Bauer), Piko (Brian), and Ichi (GM), playing in a field near the forest. Piko had just thrown a potion which spawned a large lizard which started to make its way threw the field toward the town. Ichi picked up a stick and the game began as the stick became a spear and she was on her way to fight the dragon to save her town. Melo quickly followed and with the help of Del-Yin stopped Ichi and pulled everyone out of the game and the lizard disappeared. Piko stomped off because they ruined the fun.

Piko ran into the woods looking for more ingredients for his potions, as Melo and Del-Yin found large sticks to play kind of the mountain. Melo delivered quite a beating to Del-Yin in a fun playful brotherly fashion, and left visible but not serious damage Del-Yin.

Ichi returned with a message that the boys needed to return home. Piko came out of the woods with some leaves which he claimed would help heal the wounds.

Melo and Del-yin returned home for dinner where their they were given a talking to about beating each other up so badly. After dinner Father explaned to Melo that one day he will take over his position of head of the town. A job that has been passed down in his family for years. There is a cellar in the house that contains scrolls of knowledge and wisdom that will assist Melo when it is time for him to take his place.

It was explained that Father and the boys will be going to the Azuma clan to the East to give them some aide for the rough season ahead, and that they are giving this assistance to them because in the past the Azuma have helped their clan during hard times in the past.

Some messengers arrived with a message from Uesuto of the Nishi Clan. This was the first time the boys have had the chance learn how to properly meet messengers to the town. The messengers came with a message demanding all clans unite under the rule of Uesuto. They also said that the Oni will be returning and if everyone did not unite then all will be lost for all on the island. After the messangers left Father sent Ichi's father out with some hunters to survey the land to see if there were anyone waiting to attack the village after such a strange message.

The boys met up with Piko and Ichi again and came up with a plan to brake into the cellar which contained the scrolls. Del-yin and Melo found a sword in the cellar and while fighting over it knocked over a candle and caught a scroll on fire. Their mother found them in the cellar and locked them in until father was home from preparing for the trip to the Azuma. Ichi and Piko ran off pretending that the explosion killed them and Piko was a zombie.

Good times.

To be continued...

Tuesday, November 24, 2009

New Campaign Pitch Session

Janz:
So...here we go! We had the pitch session. What do you think?

The world is kind of a feudal Japan type world. Though we exist on a decent sized island surrounded by ocean. We have no knowledge of an out side world, or civilization. The towns/city/villages that exist on the island co-exist mostly by leaving each other alone, though communication and trade between them is not impossible. Each town is self sufficient. They do not have a single government that connects them to each other. People follow a belief of family honor and disgrace.

Location of the village which you grew up in. I think you should know this...The whole island is a ring of mountain ridges with separations that lead out to the ocean, I guess it would make it look kind of like a crown. If you stood in the middle of the village and looked to South you would see between two mountian ridges to the ocean, to the North forest. In between that is long grass, like prarie and farm land which the people of the town use for their food. There will be a near by lake that will supply the town with fresh water for drinking and irrigation; the lake will connect to a river that winds more to the center of the island.

I'm sure I left a lot out, but we have a week before we play, so lets keep talking this world out a bit and ask some questions. I remember in the past that worlds we all pitch in to create turn out better because then you each own a little part of and it becomes "our" world not "the GM's" world.

Adam:
Below is some excerpts from a website I have been discussing with Janz...

In relation to Shame-Based Cultures (most eastern cultures):

For many western people it is very hard if not impossible to try and comprehend a culture that is based on "shame", not "right versus wrong". In most western cultures, telling the truth is right and telling lies is wrong. In the Middle East, people don't think of lies as being 'right' or 'wrong.' The question is, "Is what is being said, honorable?" If a lie protects the honor of a tribe or nation, then it is fine. If a lie is told for purely selfish reasons, then it is shameful.

If they act shamefully, then the family or tribe will react against them. Shameful deeds are covered up. If they can't be covered up, they are revenged. It is the unwritten rule of the desert.

In relation to youngsters in Shame-Based Cultures:

In the west, young people are free to act as spontaneously as they want, as long as they are within the framework of right and wrong. They can be loud, boisterous, and happy, as long as they don't break things, or abuse others.

Young people in a Muslim setting are different. Wherever they go, they represent their families and tribes. Young people are not free to act as they want. They must always act honorably, so that the honor of their family and tribe is upheld.

More commentary on Shame-Based Cultures and tribal relations:

In order for shame-based cultures to work, shame and honor are usually attached to something greater than the individual. Honor is almost always placed on a group. This can be the immediate family, the extended tribe, or in some cases, as large as an entire nation; as was demonstrated in Japan just previous to World War Two.

In most Middle Eastern cultures, honor is wrapped up with one's tribe. Everyone grows up within a tribal concept. If someone is from the Beni Hassan tribe, he thinks and acts, and dresses as a Beni Hassan. His actions reflect on the honor the Beni Hassan tribe. If he acts honorably, the Beni Hassan tribe is honored. If he acts shamefully, the whole tribe is shamed. If the act is vile enough, the Beni Hassan tribe will react, and execute the offender, even though he is a member of their own tribe, and perhaps even their immediate family. Thus the honor of the tribe is restored.

If someone shames another tribe, tribal warfare could result, and often only the skilful intervention of a third party ends the strife. Arab lore is full of stories of how wise and skillful men have intervened in difficult situations. In fact, many national rulers gain their fame and reputation from their skills at ending tribal strife.

Finally, my personal comments on all this:

Beyond honor there must be something else that all these tribes share, since Janz does not want to have a government, I think the easiest thing to unify everyone is a common faith/mystic belief system.  We discussed the idea that one's ancestors are the keepers of the afterlife, and that if you are not honorable enough you will be denied access to eternal life with your tribes ancestors.

If we take that one step further, we can say that all the tribes are descendant from the same man, and therefore their ancestors are all common to one another.  This being the case, the tribe grew over time, split, and then grew more, then split again, until there were several tribes all over the island.

Since they all seek to honor their tribe, and their ancestors too they must be mostly peaceful with one another so as not to shame the their tribe or their ancestors.  This would also play nice into that line above that suggests that when shame is wrought on another tribe war ensues.  Honor must be restored and the conflict must be revenged which would end the war, hopefully sooner than later.

Thursday, October 15, 2009

Session 03 - Rescue


I may or may not type out a synopsis of the last session.  It's been a while and the importance of recording it has lessened.  I had made this image to accompany the last sessions post so I am putting it on the blog just for fun.

Here's looking to the next game!

Wednesday, September 23, 2009

Session 02 - Bandits

"Brayton, get me out of here!"

The Man stood before them, exhaust pipes whistling and innards chugging.  He appeared lifeless until Pac suggested that the Man start the engine.  Slowly the he began to move; the Man moved with a sense of purpose, though devoid of life.

Otto quickly put the Man to work. They set up the balloon, fired the engines, and were airborne in a half-hours time.  Taking a liking to the Man, Otto decided to name the machine.  Thus Brayton, the mechanical stoker, officially became a part of the crew.

The crew of the airship went to sleep in hopes of resting up for the long 20 hour flight back to Industria.  If all went according to plan they would be able to fly in under the cover of night and return everything to the workshop before the Inventor returned from vacation.

After waking to a beautiful sunrise the crew adjusted their course and took up their positions for the long haul.  Roger left the ship to scout the winds ahead and to see if he could find some food.  Pac was assigned to watch over the ship, Otto navigated, and Braden stoked.

Little more than an hour passed and a speck appeared on the horizon.  They crew was excited to see what Roger had scouted, but instead of the bird returning they were greeted by cannon fire.  7 shots were fired on the ship causing Otto to take evasive action.  Quickly they crew realized that they were being chased by a group of Raccoon bandits.

The bandits had a larger ship, and momentum on their side.  They quickly closed the gap between the two airships.  Once the Raccoons were close enough they forcefully boarded the crews airship.  Outnumbered Otto was forced to surrender after briefly resisting the bandits with the help of Brayton.

As Otto and the Man drew the attention of the bandits, Pac was able to sneak onto the Raccoons ship.  He scampered up the support ropes and made his way to the top of the bandits air balloon.  There he attempted to sabotage their ship.  Though his actions were valiant, the mouse was not able to cause enough damage to the ship to give the Raccoon pause.

The Raccoons forced Otto to surrender the Man after they searched his ship and found nothing else of value to take.  The Man was knocked over, shut off, and slung onto the bandit ship.  The bandits left quickly afterward without much fanfare, catching Pac of guard and trapping him atop the bandits airship.

Roger returned on the heels of the bandits departure.  He and Otto immediately set off to tail the bandits ship with the hope of finding some way of rescuing Brayton.  Without the Man it would be certain doom for them to return to the Inventor.

A few miles from the raid, the Raccoons set their airship down on their island base.  Pac revealed himself to the Raccoons and successfully tricked the bandits into thinking that the Man only listened to his commands.  However, Pac's luck ran out fast.  The Raccoons forced the mouse into a small empty keg and corked the top, but just before the corked sealed Pac in he was able to issue one last command to Brayton.

Wednesday, September 9, 2009

Session 01 - The Island

"I'm not sure what it is exactly, I just know that the Inventor called it a Man"


Otto the aeronaut left Industria with enough coal to safely return, but quickly found that the latest modification the Inventor made to the engine caused the ship to burn up the coal much quicker than he has ever seen.  In the short time that the aeronaut was flying he found the ship to be working in top shape.  In fact looking back now he can see that the ship was more responsive and faster because the engine was running so hot and hard.  He knows that an adjustment will need to be made for the return flight.

After two days at sea, the airship washed up on the shore of a remote island inhabited solely by a large clan of mice who harvest coal for the precious stone that are sometimes hidden inside.  The aeronaut meet a rather curious and strangely adventuristic mouse named Pac who was able to sneak the aeronauts ship into the coal deposit.  After quickly filling the engine room with enough coal to make their way back to Industria the strange pair left the island.

It took only a few minutes to realize that once again the aeronaut was in trouble.  His companion had misplaced his lighter, he had forgotten to stock the ship with food and water, and he couldn't manage to fill the balloon by himself.  Frustrated he put aside his labors for the evening, and set to sleep.  In the morning the mouse and the aeronaut were greeted by the aeronauts long time friend and spotter named Roger.  Roger explained why the engine ran so hot, and showed the aeronaut that the stange looking boiler sitting inside the engine room was not boiler but in fact was the latest invention the Inventor had created.  They loaded the strange contraption with coal and watched as it's bellows glowed to life.

Nobody was sure exactly what to expect from the contraption, not even Roger, except that it was supposed to take the place of a stoker and that the Inventor had referred to it as a Man.

Monday, September 7, 2009

Introduction 00 - Industria

Invention is the hand that turns the wheel of production.
 
 

Industria is a sprawling metropolis.  Chimneys litter the skies creating hazards for the airships that traverse the heavy smoke filled air.  Animals, from all walks of life, scurry along its dirty streets day and night.  Work never stops in Industria, triple shifts are worked in every factory, every warehouse, and every distribution center.

Industria is the city of progress,  the birthplace of every one of the worlds greatest innovations.  It is home to richest of the rich, and poorest of the poor.

Manufacturing is paramount.  The city is driven by its ever expanding population, creating a ever expanding need for food stuffs, housing, and wares.  The demands grow on a daily basis causing the cities largest manufacturers to scrap with one other to capture and hold the greatest market share.  New factories are built monthly. Warehouses are filled and then emptied. The cities distribution centers create queues that snake off for hundreds of feet choking the streets.  Struggle as the manufacturers do, they cannot keep up.  They look to new technologies, the latest innovations, and breakthroughs to keep up with the 'rat race' that is Industria.

Wednesday, September 2, 2009

Pitch Session

Last night I was trying to come up with a genre for the game. I started to latch onto this idea that the air ship was like an Ironclad that has gyrocopter propulsion. This means that the air ship is ocean worthy, and can fly. It runs on coal, much like a locomotive. This means the airship, and everyone thing on it is covered in black soot all the time. There is no such thing as being clean. You must wear goggles, you probably should wear a large overcoat to keep the soot off of you, you should wear a hat like a conductor.

That alone creates an awful amount of interest. We now know how the airship works, and have a general idea of the situation it would be like to be on one. But I still wanted to put a name to the genre so I can read a book or two about it, watch a film, or find a comic book that will help me fill in the blanks.

I found the genre, it’s called Steampunk, much like cyberpunk (The Matrix, or Neuromancer), but set in an industrial revolution (or Victorian) time period.

I still think the idea of creatures is worth keeping, and Janelle helped me out with finding some literary examples of creatures or animals in fiction. Rats of Nimh jumped to mind immediately, and she led me to the series called Redwall, there is also another classic book called Watership down which I have read half of (but put it down because it didn’t interest me all that much). All these examples use animals and then give them human emotion, features, and language. I think it may be easier to pick an animal than to create a whole species.

Example:
Rats are evil, they are dirty, scheming, vicious, and militaristic. They can also see in the dark really well and  can survive on just about any food source.

I think it would be wise to stick to woodland animal, small animals too. A raccoon or beaver is about as big as we should go. Don’t pick something smaller than a mouse, unless you have some really strong reason. Oh, and no birds! Remember the story revolves around the airship…

I need to speak with you Janz about your role. If you are going to be the islander who’s property the aeronaut crashes onto we need to figure out how you can refuel his ship. Perhaps you are a coal miner, or own a coal mine.

Below I put some links to site relating to Steampunk. The Youtube link is for a 30 minute short animated film that looks really interesting. Think about this genre, think about the stark difference between the pastoral life (clean, open fields, fresh air, working the land) in juxtaposition with city life (dirty, industrial, factories, machines). Pick an animal that suits your role, and would also have some aspects that lend themselves to being an aeronaut or miner.

http://en.wikipedia.org/wiki/Steampunk

http://www.youtube.com/watch?v=vORsKyopHyM

Sunday, August 30, 2009

Pre-Pitch Session

Our first session for the new game will be held at the Arlington Heights Library at 6:00 pm on Tuesday September 1st.

Before we meet try to think of themes, genres, emotions, or time periods that you would like to incorporate into this upcoming game.  We will be discussing:

1. The type of game we are interested in playing (probably  4 sessions long)
2. What night and time we will meet for the sessions (weekly or fortnightly)
3. Scope, player/game master involvement, this blog and how to use it

We will NOT be creating characters during the pitch session.  Don't think about characters just yet. Think big picture.  Think setting.

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