T2000: W+24

Progress has been slow.

Monk warned us that running two vehicles was guzzling our gas so with great reluctance we siphoned off everything from the tank in “Dale” and filled up “Chip”. We covered Dale with branches and dirt and hid him in a ditch. Monk then buried a a 2 litre bottle filled with gas 10 paces north of Dales ditch – just in case we had to come back, just in case something happened to Chip. I can’t think of anything worse than having to backtrack to pick up a jeep that we just filled with dirt and branches in a ditch but I guess it’s “to be sure, to be sure”. Monk claims to be part Irish so I guess that’s funny.

Fitting all five of us into Chip, plus gear and stores was a pain in the ass and we can’t drive fast or something will fall off. Our bungee cords are so stretched as to make them worthless so I’m tying things in knots and wishing I’d paid more attention to which knots to tie. It would be more comfortable if someone would ride on top, but we’ve heard a couple of light rounds being shot off in the last couple of days and sitting up top and presenting a tempting target is not that inviting.

Early in the morning we rolled into Lawalde, into a vineyard called Kekila. The fields were already blackened and there wasn’t anyone around but we stopped on the hunt for fuel and, heck, maybe a bottle of wine but it seemed the fires got there before we did.

The Doc and the Colonel are talking about putting together a still, which they’ll get Monk to build. Monk thinks he can get the UAZ to run on alcohol, but I’m thinking that I’d rather drink it and stay right here. I’ve never been a drinker but a night of booze-induced oblivion would be welcome.

What spooks me about here is that there’s no-one around. No villagers, no militia, no refugees, no stragglers or deserters. We are definitely on our own and it’s creeping me out.

Colonel wants to make it to Leipzig or south to Nuremberg by the end of the week but I know and Monk knows we don’t have the fuel for it. So, for the next couple of days we are going to sit tight while Monk, Dal and I go hunting for gas.

T2000: W+22

The little things in life make a big difference.

We’d just crossed into Germany and pulled into a town called Görlitz. It’s beautiful, even now with the smoke blackened towers and the burning fields. We were flagged down by a cheery Herr Emmerich, landlord of a Gastehaus that survived most of the fire. He babbled at us in German but luckily the Doc was able to get some sense out of him. Yes, she knows German too. He was offering us bed and breakfast and hot showers.

We all looked at each other in disbelief. The Colonel, Doc, Monk, the Czech boy.

Showering with hot water and soap was something I’d almost forgotten.

Waking in a proper bed with crisp white sheets was something I never imagined would happen again.

Eating a cooked breakfast with a white napkin on my knee was … well, it was ok.

After breakfast, Herr Emmerich, sat down with us, poured some wine and regaled us with tales of what happened in the town. And the problem he had. There was a gang of militia in the town that were causing problems for the civilians. And he was asking for our help.

The Colonel listened intently.

And then we packed up and left. Emmerich was very unhappy, turns out he knew a lot of English too. I understood. We just weren’t equipped for a fight. I don’t like to think of it as running away, but we weren’t the US Army rolling into Paris to liberate it from the Germans. We were just looking for a bed and a hot shower. So, we rolled out of there and we weren’t happy about it either. But it wasn’t worth getting killed over.

As for our Czech friend, turns out his name is Dalek. After I stopped laughing he was really funny with me for ages even after I tried to explain. I’ve told him that we will all call him Dal, to tell no-one his full name and that he’ll thank me for it. I’d love to show him what I mean but finding a tape and a VCR would be tricky in this place.

Asking us to get rid of some armed thugs wasn’t a small thing. It would have made a small difference. This world is broken. There would just be another bully picking up a gun. And we’d be dead.

T2000: W+12

I remember just after I finished Basic, I was late for Guard duty and the SM thought I should work it off in the kitchens. I spent days peeling potatoes, mopping floors and washing dishes. My hands were constantly wet so my skin started to slough off – which was pretty gross for anyone who was getting them for lunch. I was up from 4:30 am and worked solid until 9 pm. I thought I was tired. I really did.

I’ve spent the last two days doing laundry. Scrubbing makeshift bandages and rinsing liquified skin from dressings literally from sunrise to sunset. Again I thought I was tired.

The fireburst caused hundreds of casualties. That’s about a thousand injured. The Colonel is off doing his own thing investigating what happened as he reckons it was unexposed munitions that someone set off. While we’re all happy to have him out of the way, I know he’s scared there’s more than one of these incendiary fireburst monstrosities out there.

Doc is a machine.

I don’t know much about her, no-one does. She is never without her headscarf. I know she speaks great English, probably better than me. I know she’s lived in loads of countries or been to them at least. She rhymes off places she’s been to like I rhyme off baseball players. I’d barely even heard of Poland before I was shipped out here – which I know is a damning indictment of our education system back home. I knew that some people were “Polish” or “Polacks” but I didn’t really understand what that meant. I didn’t associate it with a place or a people. Just a term to describe kids we didn’t like.

But back to the Doc. She’s up before the rest of us, and stays up later than the rest of us. She has time to pray, she has time to wash and she has time and endless compassion for her patients. I’ve never heard her speak with a raised voice but I’ve seen her glare at the Colonel when he’s having one of his moments. She talks about how we have to pull together, we are all humans now. The Colonel still thinks the war is on.

I don’t know how the Doc ended up here, in this hellhole. But I’d damn glad she ended up with us.

This afternoon, I brought her coffee, some of the last in our stores, and we sat and cried together. Just a few moments of humanity before we got back to the grind.

While I’ve been washing bandages, Monk has been tinkering with the vehicles. I think it’s his way of avoiding work he just doesn’t want to do. When something is going on, he just fades into the background or makes an excuse and disappears. You’ll find him under the engine of something later. Talk about avoidance issues.

I can’t say much about the Colonel. Colonel Alexander Harland. He’s a gung-ho stereotype. I swear he bleeds red, white and blue. Despite everything he’s well turned out, always clean shaven and I know his weapons are as clean as a whistle. But for all of that gruffness and military precision, he’s also the best scrounger I’ve ever met. Doesn’t matter if he needs to get 30 ft of copper wire or requisitioning an APC, the Colonel can talk anyone out of anything. A real mix of charm and authority.

I suppose I should mention our new hanger-on. For the last two days, we have had a young Czech lad helping out. I think he was a refugee here and when the fireburst hit, he was homeless again. He’s helping Doc with anything she asks. Nice lad, kind. Who knows if he will stay with us.

That’s our crew. We aren’t anything more than survivors. We’re not a force to be reckoned with – we’re just trying to get to somewhere beyond the bombs and bad guys. That doesn’t mean I wouldn’t like a couple of heavy hitters join us, but those folks are scary as fuck. How can we trust someone like that?

There aren’t many people I’d take a bullet for. Until two days it was my mom and my little brother. I’d take a bullet for the Doc. No question about it.

T2000: W+10

W+10

No. That is not the sunrise.

We’d been near the town of Luban, not far drom the German border for a few days and was beginning to feel a little more human. The people of the town had given us a couple of buildings to settle in while we repaired the UAZ and calmed our own nerves. We’d been on the run for ages and Doc was still treating everyone for burns in the firebombing a few days ago. But it was easier. While Monk was making himself useful repairing a tractor, the Colonel was helping the town salvage supplies. He was actually doing it; not just detailing us grunts.

Anyway.

I’d woken that morning, started to brush my teeth and was looking North to the town. The light dazzled me at first but my surprise was fleeting as I stumbled back shouting for the Doc.

The town was a few clicks away but by the size of the fireball I knew we would be busy that day with the crying wounded and the walking dead. There just wouldn’t be enough medicine or time to help everyone. Doc would know what to do, even though she’d barely slept in days.

Maybe we’d have to move on sooner.

T2000: W+9

After the fire raged through, we took the UAZ through a small town land on the outskirts of Warsaw. The bushes and trees and grass were still burning. I saw a dog, it’s back on fire, screaming as it ran down the road. The metal of our vehicles began to heat and I wondered whether or not I survived the initial blast and maybe I was in hell like my pastor said I would be. We poured water on our ammunition, afraid it might ignite. But, eventually we made it past the fires and I’m thankful that our tires didn’t melt. Fuck that pastor.

(Inspired by scenes of the fires in California. And in my impatience for the new edition. I said to my gaming group I want to play in a game where the spirit of Saving Private Ryan lives. A group which cannot be sundered is fighting to get home in a world that is completely sundered, and righting a few wrongs on the way)

T2000: W+8

I woke at 7 am and padded into the shower.
Hot water. Soap. Clean towel.
Breakfast. Coffee.

I heard a voice calling me. I knew it was the Colonel. And I was back to my foxhole.

So, again, woke. It’s 5 am. I’m cold. There’s no shower. I shave in cold water out of a mug that I brush my teeth in. Everyone else is up. Monk glares at me with his sunken eyes. I don’t think I did anything wrong. The Doc is silent; the woman speaks at least four languages and she’s got nothing to say.

I pull my blanket around me and I stumble towards the UAZ and then all hell breaks loose. The ground erupts in a shower of dirt and panic. I see Monk scramble into a foxhole and the Doc hits the ground. I hear treebursts around me and I’m showered with splinters that embed themselves in my blanket.

Monk is screaming. The Doc is screaming. I think I’m screaming. And then I’m hauled to my feet by the Colonel. He shoves me against the UAZ and then goes to get Doc and Monk. Minutes later we’re all moving and I see why he was rushing us. A wall of fire is behind us and coming this way.

T2000: W Day

The silence is deafening.

We were shelled last night. I could hear the pum-pum of guns and the blasts as they landed near. My ears bled from the pressure waves and even those blasts I couldn’t hear, I could feel in the ground. I could hear every one as I tried to sleep. I thought it was night but I realised it was just my eyes that were tightly closed. I felt like if I opened them, one of the shells would get me.

As the rumbles died down, I opened them. Around me my platoon was smashed. Not just the equipment. My friends. I closed my eyes again. I didn’t want to open them ever again. I didn’t want to.

The clouds of smoke cleared with an Eastern wind and I could see the sun was high in the sky. I could hear voices but they weren’t speaking in English so I hid under a tarpaulin and just waited for death. The voices quietly died away.

The Colonel found me that way. Hiding and pretending to be dead in a foxhole. He said he took one look at me and knew I was still breathing. So, he hauled me outta there and carried me on his back to his HQ – a lean-to made of a corrugated iron shed using two UAZs for walls. It was simple and effective. A skinny guy with a mohawk handed me a steel mug of hot coffee. Muttered something about no milk and sugar. And then he disappeared. I felt alone and vulnerable. These people all knew each other; they didn’t know me. I’d lost my entire squad, my entire platoon was behind me.

As I finished my drink the Colonel reappeared and asked if I wanted to go home. I didn’t have the words to answer him so he just ruffled my hair like I was his kid or something and said nothing.

These people; the Colonel, the skinny guy was called Monk and later I met the Doc. These were my new platoon.

The Laundry is here

On Thursday I received ‘The Laundry‘ in the post. The announcement came back in March so I was really excited to get the book in the post this week. I have now spent a few hours reading it (all but most of the rules – which is another flavour of BRP, familiar to any CoC player). The game is based on Charles Stross’ Laundry Files – which is a series of novels set in a world where fighting unseen menaces from beyond our universe is left to a civil service department not dissimilar to MI5.

“The books are Lovecraftian spy thrillers. The best elements from both genres are thrown together with a sprinkling of long lost Nazis, terrorist cultists, other foreign governments wanting a piece of the action, as well as Her Majesty’s Civil Service.” added Cubicle 7’s Angus Abranson.

The Laundry is a branch of the British secret service, tasked to prevent hideous alien gods from wiping out all life on Earth. Players take the part of Laundry agents, cleaning up the mess after things go wrong or, sometimes, even managing to prevent the manifestation of ultimate evil. Agents have access to the best equipment they can get their superiors to approve, from Basilisk Guns to portable containment grids to a PDA loaded up with Category A countermeasure invocations.

I’ve only read “The Atrocity Archives” so far in the Laundry series (I’ve also read Glasshouse and Accelerando by Stross – they’re more straight sci-fi – the former very similar to Culture novels, the latter very cyberpunk. Both great.)
so I’ve added “The Jennifer Morgue” and “The Fuller Memorandum” to my Amazon wishlist. I’ll be taking The Atrocity Archives with me on my trip to Paris – Lord knows there’s going to be a lot of downtime.

If you’re not sure if you’ll like them, then you can get a taster with some of the Laundry short stories.

Overall, it seems enchantingly similar to Delta Green but without the feeling of hopelessness that comes from being mostly alone in a universe that is cold, dark and hostile. It’s gotten me interested again.

WatchTower New England – Episode 2

Sunday March 17, 2002 (St. Patrick’s Day)

From the log of Karl Maclean, WTNE Controller

8am: New recruits have lasted 24 hours without injury or fatality. Void seems to have settled into a leadership role, and may make a decent long-term recruit should we choose to extend their contract. Seven seems somewhat unreliable and bears closer scrutiny – he’s already made it into the media and seems to bask in attention. Kimono is more reliable but suffers from severe cultural disadvantages here in the US: this is somewhat counterbalanced by his immense powers. Trace is, as expected, insufferably young.

10am: Fifth recruit arrived today from Texas. While he looks good enough to eat, he’s sadly lacking between the ears.

4pm: New team reports a lead on the whereabouts of the old team, due to a tip-off from The Chancer. A previously unknown exotic with dimensional powers trapped and abandoned them in another dimension, with seemingly no way of recovering. Kimono negotiated some kind of agreement with the guy, but it sounds like he was conned. I don’t think Mr Canning will be happy, but then again, I doubt he’d be happy even if they brought back the old team safe and sound. I’ve e-mailed him.

7pm: Got word that we have a sixth exotic joining us tomorrow. No idea who she is or what her abilities are. Christ, it’s like superhero kindergarten.

3am: Yes, Canning is not happy. Big fucking surprise. I’m drawing up permanent contracts just in case.

SixSimple: for use with CONTROL

I do like narrative systems.

Character Generation
You create a character description consisting of up to 10 facts (maybe related to Quirks, Drive, Flaws) and underline 5 of them. These 5 things are your most descriptive traits which may be objects, skills, contacts, background items and can, in theory, be called into play at any time. If the timing seems inappropriate, the Narrator may require the sacrifice of a Story Point or a card of a significant value from the hand. This really only needs to be one paragraph.

Choose one more to be your Drive – the most fundamental ambition for your character. This is commonly related to the reason why the character is not content to stay home and sow crops or catch fish.

Choose one flaw. This can be physical, mental, spiritual or emotional. It may be how the character perceives the world or how the world perceives the character.

This character sheets is nicknamed a “Charagraph” mainly because Paracter sounds silly.

Traits : “Turi is a shell diver like all of her family. She is tall, thin and wiry and like most in the region is dark, with coppery-brown hair. She lives with her three brothers and her father – an arrangement which has made her tomboyish and she’s a capable wrestler as a result. She carries a steel knife and a diving shell which allowed her to stay underwater for nearly 10 minutes. She has collected a small fortune in pearls and semi-precious stones from her diving exploits. She never knew her but her father claims her mother was a woman of influence from one of the big inland cities. Her family are somewhat devout to the Old One and still have a small shrine to her in their basement.
Drive : She is Driven by her desire to gain wealth and travel to see if she still has family in the cities.
Flaw : Due to an overdive when she was younger which caused her eardrums to burst, Turi is 40% deaf

Idea for card based play:
(You may want to look at the rules for IllusionDev) Everything has a opposition value. You have a hand of 5 cards by default. When you play one and win the conflict, you pick up one. Every task has a single resolution – one card draw blind against the pack. If you lose the conflict you do not pick up.

Optional Rules: Normal conflicts are just a comparison of the numbers, such as Jack versus a 4 in the example here.

The Face card rule would be that if you play a face card and win, you get to choose the outcome. So if Turi had played her 8 here, it would have been a normal win. If she plays the Jack and wins, she can give a narrative of the outcome!

The Hand or Trait rule says that you can increase or decrease your active hand by two by decreasing or increasing the number of traits you have. So, you can have seven underlined traits if you choose to only have a hand of three available to you. Or a hand of seven and only three underlines traits. Essentially hand + traits should equal 10.

Example: Turi has five cards in her hand: 8H, JC, 3D, 7D, 2S. She is fighting against a would-be thug who wanted to rob her of her hard-earned pearls. She wants the conflict over and done with quickly so she plays her highest value card, JC. The Narrator makes a draw for the thug and gets a 4 of Spades. She beats him handily and draws a card, 8D to replace her Jack.

If you win a conflict you pick up again. Advantages and flaws and difficulty are represented by additional cards being drawn and added to the first in a Blackjack fashion. If you have an underlined trait then you can play a SECOND card to bolster the first. If the area is covered by a flaw then the opposition gains an additional card draw.

Example: Turi is fighting again, this time 10 metres underwater, against a Reef Eel, a large and voracious predator. Normally this would give the Narrator the opportunity to draw TWO cards against her one. But she’s a Shell Diver and has that trait underlined so it cancels out the additional draw. She plays her 8D and the Narrator draws from the deck for the Eel. 9H! Ouch. She’s hurt but not down and doesn’t get to draw another card. The Narrator will now decide if the Eel attacks again or retires back to it’s hiding hole. If it attacks again, she only has 4 cards in her hand with which to defend herself.

For one-to-many conflicts: everyone plays their single card. And work out the conflict as normal. Most people and animals will be incapacitated or removed from the conflict with a single loss. Some non-players may rival the Player Characters in their ability to resist incapacitation by having an effective hand of 2, 3, 4 or more!

Example: Turi and her friend Tobin have confronted a hooded stranger who has just dropped something into the village well. All three make their plays. Juri plays a 7D, Tobin a QH. The Narrator draws for the stranger and gets a 9S. Turi is hurt and as she has not rested is down to 3 cards! But Tobin gets a good decisive strike and elects to have staggered the stranger. The Narrator has decided that the Stranger has an effective hand of 3 which means to be incapacitated, he needs to be defeated three times in conflict. Our heroes attack again: Turi plays an 8H and Tobin a 7C. The stranger draws….a 4C! This means he takes two hits, one from each, which brings him down to 0. He falls to the ground…

Story Points:
Everyone starts with one and these can be used to
retcon a narrative scene just played
change the outcome of any single conflict (any single play of cards)
change an item of background to fit
heal one Serious Wound instantly/quickly/turn it into a flesh wound that can be ignored.

Combat and being hurt.
Combat is the same as any other play. Being hurt – every time you lose a conflict you do not pick up a fresh card until you have had time to recuperate. In essence, lose conflicts five times and you’re effectively incapacitated. NB: Your Hand represents how you cope with fatigue, setbacks, defeat and anything that tests your determination and willpower.

Wounds are represented differently. Anything less than a serious wound is dealt with using the Hand reduction described above. If, however a combat ends where the winning card was a face card (and the winner gets to describe the effect) the winning result was more than 10 points higher than the losing result then the loser ends up with a Serious Wound. Serious Wounds are like normal hand reductions but they have a longer lasting impact on the character as hand reductions are made back using sleep or recuperation. Serious wounds can only be removed by proper medical attention (which to all intents and purposes does not exist). A Serious Wound therefore is a potentially permanent and possibly fatal addition to a character.

Until healed, each Serious Wound represents a Hand reduction of 1 for every activity.

Optional Rules:

Soaking Wounds

It’s possible to “soak” a wound by using Traits or Drive. Using a Trait means making a blind play against another blind draw by the Narrator. If the player wins the draw, then they may explain away the wound. If they lose they take a SECOND wound.
e.g. Ferren has a Drive which describes his hatred of the Saruch Ascendancy, a cult responsible for the death of his father. During a duel, he finds out that his enemy is a member of the Saruchs and when wounded he attempts to soak – rationalising that his drive to defeat the Saruchs gives him strength in battle. He will either ignore the wound or gain a second wound…but it may be worth the gamble.

If a Serious Wound is not bound then every week that passes the character received another Serious Wound. After the character has received three serious wounds, he or she is dead. If a serious wound is bound then in most cases the player can erase the Serious Wound after one month of play. (and it takes two months to remove two serious wounds).

If a character has three serious wounds and then elects to Recuperate rather than Die, then the character may survive but the player must describe how the wounds have permanently affected the character.

What’s He Building In There?

Title taken from the Tom Waits track.


This blossomed into a scenario where the PCs were sent to investigate a murder. A newcomer to a quiet US suburb was found beaten to death in his home. The house is trashed. And no-one else in the suburb heard or saw anything…

Anyone else have done something similar? Created a scenario out of a song? (And let’s face it. this song is pretty much the entire inspiration for Desperate Housewives. Imagine the pitch – “It’s like that Tom Waits track….but with boobs!”

Man vs…

The topic of conversation this morning in the car was the substance of plots. Traditionally, we have plots which are Man versus Man (and yes, I intend to keep the male pronoun because anyone who would be sensitive to it likely has stopped reading a long time ago).

Man versus Man
This describes the quintessential struggle, the stuff of legend. Good versus evil, human versus alien, hero versus monster, rebel versus tyrant, civilised man versus the savage; the most accurate description might be the struggle between two directed intelligences. These games are easy to play because the adversary is present and real. They have motivations and malevolence. They are Hans Gruber to your John McLain, Lector to your Starling, the Stay-Puft Marshmallow man to your Venkman.

We fight them because they represent the things that are wrong in this world, and they are flashy, obvious wrongs – whether they’re stealing millions of dollars with a funny accent, killing Gary Oldman or trashing Manhattan (although we’re unsure that killing Gary Oldman is a crime). We feel a sense of satisfaction seeing them put down (even if we know they may return).

Man versus Nature
Some of the best adventure stories are those told from the point of view of a single protagonist where his conflict lies not with the righting of wrongs or the marching of armies, but in the struggle against nature itself. Whether you’re weathering a Perfect Storm, trying to survive the Day After Tomorrow or even just making your way through a post-Zombie epidemic Dawn of the Dead, the environment you are in is challenging enough to make a compelling story.

One of the memes of Zombi, was that the walking dead were not your enemy, other people were your enemy. This was borne from every movie:- you can hide away in your fortress and the mindless zombie hordes can beat upon your door but it requires intelligence to breach your defenses. This isn’t to say that nature cannot be a harsh enemy. It is mindless but merciless. It can be witnessed when you travel from place to place, be it the cold of the snow-bound mountains, the drought of the desert or the cold emptiness of the vacuum.

Man versus Self
If religion is to be believed, we struggle with this every day. When we consider physical attraction, we encounter the most base ‘animal’ parts of ourselves. The acknowledgment that another human is attractive goes back to our pre-sentient days and when we continue on our way, we have successfully mastered the animal. This extends obviously to the personal wars against addiction, fetish, desire, greed, sloth and rage. We control ourselves and, as a result, these ideas are possible to play out in a game.

These were most recently examined in the World of Darkness games by White Wolf: I interpreted them as Lust (Vampire), Rage (Werewolf), Pride (Mage), Sloth (Changeling), Envy (Wraith). Though these games it was possible to spend a lot of time engaging in ‘versus self’ gaming as the player articulated the internal struggles of their personal demons. They are the Louis in LeStat, Hulk’s Banner, Star Wars’ Han Solo.

RQ: Black Rock Epilogue

For two days they plodded in silence, each lost in their own reverie, as they considered the days which had gone before. For most it had been their first encounter with Chaos, their previous duties being the maintenance of law and order or shows of strength when a bandit party approached the town. This was different on a very real, very visceral way. Though for some there was satisfaction in the dispatching of so many foul Chaos spawn, the cost that had entailed was weighing heavily.

Any attempt to speak or make light of the events at Black Rock was met with a silent contempt from the others and a sharp look from their commander, Anaxippos. There was no place for levity in their hearts and only when they could see the townsfolk of Queenscliff, the people going about their day to day routine, could they finally relax.

Hesiod would continue to mutter to himself and complain of broken sleep for weeks for it was his gladius that cut down an ogre-child. Turtle too, having slain a handful of ogres and corrupted militiamen, looked haggard and drawn and not even his favoured strumpet could silence the cries in his ears. Del, having faced death and survived, was outwardly triumphant but every night would clutch and claw at the night air until his commander ordered him to stand down and he could lose himself in the oblivion of drink and stop the dreams.

Of the file, Zakary seemed most stoic. His anger at finding the Hazia farm was perhaps eclipsed by the remorse he felt at the slaughter but he seemed to have grown in the experience. His thoughts would stray to the thought of the solitary baboon, now carrion, and the people who burned in the fallen Temple of Yelmalio. The lesson was learned that with Chaos, there could be no retreat, no surrender, no ground given.

Anaxippos involved himself in the routine of drill and practise. He marched in full armour, weighted with stones. He fought shadows in the noonday sun as if the light of Yelmalio might cleanse him. And no-one could tell if the salty rivulets that ran down his body were just sweat from exertion.

News of the massacre at Black Rock spread quickly and it became known as an accursed place. Cries were heard for a full company, with Rune Lords and High Priests to be sent from the Sun Dome to cleanse it of whatever great wrong had been committed.

But that is another story.

[See the Actual Play report on RPG.net.]

RQ: Fantasy Games

Since I joined the group, we’ve been playing either Delta Green (check for kinnygraham’s Actual Play on rpg.net) or Gaslight Cthulhu. Michael’s RuneQuest represents the first game where we haven’t had guns and we are not playing characters who are completely in the dark.

We’re playing inhabitants of a world where Magic and the Gods are real. We accept the truths we see. Visions and dreams have meaning and while the appearance of a half-man-half-goat brandishing a sword might shock the delicate sensibilities of a Victorian gentleman or a Air Force Deserter, to a Templar of the Sun Dome it’s just something that needs killed and burned.

It’s a very different experience. We must play as if we are confident in the world, we do not express surprise at the Morokanth and we should be well-informed about the behaviours of the rare but dangerous dinosaurs that roam the plains.

They use the same system but the method of play is exceedingly different.

RQ: Something bad at Black Rock

Anaxippos removed his golden breastplate and greaves and started to unpack his kitbag. He opened the cap of the spiced oily lotion he had prepared and began kneading it into his tired limbs. Even from another building he could hear the raucous laughter of the men as they settled in for the night. Hesiod’s laugh echoed off the walls of the peaks as they relieved themselves and made crude comments about the womenfolk of the village. Soon they would be asleep, Hesiod with his leather cap reversed and pulled down over his eyes, Zakary curled up into a foetal position clutching his backpack. Del, fearful of the night, would be huddled close to his friend, Turtle, for warmth and comfort.

He arranged his pack as a pillow and stretched out on the cloth pallet which served as the smallest boundary between him and the smoothed rock floor. Countless generations had worn this floor smooth as they walked and sat and slept upon it and for a moment, Anaxippos felt he could hear the hustle and bustle of bygone generations before he slid into darkness.

He woke to hear the creak of the door. Silhouetted in the red light of the moon stood a young child clutching a crudely hewn wooden figurine. Anaxippos reached out to rise but felt his legs pinned. The child stepped forward and as fear gripped him, he summoned the spirit memory given to him by Sahlan back in Pavis. The tip of his spear began to glow with the light of Yelmalio and the child started.

The light of Yelmalio shone and dismissed the gruesome luminscence of the Lunar’s moon but Anaxippos saw the flesh of the child was squirming as if tentacles writhed beneath. The eyes, blackened sockets, struck him cold and then it spoke.

“Save us…”

Anaxippos woke alone. There was no child, the door was closed. But the tip of his spear glowed bright. He shivered and knew the chill he felt would not leave him until morning.

Meanwhile, not far away in the darkness, a ochre-stained baboon looked balefully at the peak and muttered to himself in Firespeech, “Light me….brothers”

Roman Road Maps

They didn’t have a GPS system back in those days.

BBC News link

it is an intensely practical document, more like a plan of the London Underground than a map.

“The red lines are the main roads. Every so often there is a little hook along the red lines which represents a rest stop – and the distance between hooks was one day’s travel.”

“Every so often there is a pictogram of a building to show you that there was a hotel or a spa where you could stay,” he said.

“It was meant for the civil servants of the late Roman Empire, for couriers and travellers,” he added.

Roman Roads

SeaFarers: TheePort

  • Characters are from the fishing port of Theeport located on the western coast the country.
  • The town has nearly 1000 people within it’s area of influence – 10 miles radius from the dockstone – a large dolmen at the main dock which historically was used to secure longboats.
  • The weather is mediterranean so characters wear minimal clothing. Armour is almost unheard of because of it’s weight and heat. There are really only two seasons – a cold autumn and a warm summer. None of the characters will have seen snow unless they specify so in their origin.
  • Houses in the docks area are usually three story. The basement floor is used for non-perishables and manufacture. This is like the “garage” and small boat fishermen would keep their boats and equipment in here. The ground floor is perhaps 4-5 foot above ground level and is where the family sleep and where their valuables are kept. The top floor is the living quarters and where the cooking occurs. Entry to the dwelling is via the top floor using either a ladder or stairs. This is historically due to flooding. for the rainy season, a Storm Roof covers the entrance in the ceiling.
  • Houses further away from the docks are flat roofed. The poor tend to have a single room dwelling and keep seating and “non valuables” on the roof, again accessed via stairs or ladders.
  • Wealthy houses are less like caves and more like houses. People who remain devout to the Old One still prefer houses which are entered through the roof and remain dark and cool.
  • Gold and copper are the most valuable metals due to their use in jewelry.
  • Barter is still prevalent though minted bars are needed for dealing in the cities. This currency consists of silver bars around the size of a stick of gum (though thicker) with a single hole punched in them so they can be hung on a string. There are three values. Bars, Gilds and Gems. Bars are simple cards of silver, gilds have gold etching/plating on them and gems have gold etching and semi-precious stones embedded in them. For the villagers, one bar is probably equivalent to one months salary. One Gild equal to about 5 years salary. One Gem around a lifetime. So the ratio is 1 gem = 10 gilds. 1 gild = 50 bars. Or thereabouts.
  • The diet of the average fishermen is mostly these sardine/herring type fish. Grain is rare. Leafy spinach-like vegetables are boiled into submission and served with the fish. Root vegetables do not grow well in this region and most people are unfamiliar with tubers as a result. Fermented grain beverages (booze) is rare and treated as a privilege though it uniformly causes horrendous hangovers. One type of shellfish produces a toxin which, in small quantities, causes relaxed elation, in higher doses hallucinations and in high doses, asphyxiation. It’s popular and served as an additive to a kelp-based salty tea.
  • The local laws are enforced by the Fishers, a town hall of any adults who have PAID for the privilege. The cost is 1 bar per year per vote per person (which must be paid in bars and gives a reason to trade with the city). If you are not part of the Fishers at the start of the year then you cannot participate til the following year when you must pay your tithe. Wealthier people can pay the bar tithe of others in return for their loyalty and often will make sure any adults in their family are paid up so they can corral much of the vote. For law enforcement, lynch mobs are still pretty frequent. And the stocks are always occupied for one reason or other, anything from assault to just being generally unliked.
  • The town is run by the Harbour Master. An elected position within the Fishers.