Wednesday, 27 February 2019

Lamentations Of The Dogs In The Vineyard

G+ is on life support, so a few weeks back I trawled through every post I'd made in my 6+ years using it to see if there was anything that I wanted to archive.

I found about a dozen posts that were effectively blog posts I'd misplaced. One was an idea I'd loved but done nothing with. I think over the coming weeks/months/however-long-I-maintain-a-regular-writing-habit I'll expand on this concept and flesh it out as much as I can.

From a November 6th 2014 G+ post:
Prequel to Dogs in the Vineyard; early 1800s sandbox campaign in a largely unsettled counter-Utah; party are not-quite-Dogs; sent off by the church to convert isolated communities, make contact with the Mountain Folk and look into those odd reports of weird caves in the Border Hills.
BUT play with LotFP as base system (plus guns). Clerics are true believers, magic-users are the church's investigators into other stuff who are now a bit tainted, fighters and specialists are the useful novices.
And the weird caves are filled with things out of Lovecraft.
I'm a fan of the setting for Dogs In The Vineyard, and in the G+ circles that I used to read and the blogs I currently read I see barely a mention of it. I LOVE what the game is about, I love the idea of the Watchdogs and I think that Dogs is possibly Vincent Baker's best game - at least out of everything of his I've read. The game-setting-making process he leads the reader/GM through is magical. Going from simple prompts it steers your creativity without being prohibitive.

But while I like the basic stats and skills setup for Dogs, I found it really bothersome to keep on top of the dice pools. The rolls and re-rolls, the escalation. It could be tense sometimes, but at others it was just eight or nine dice on each side clattering and trying to find an exception as no-one backs down.

So why not mix a little Old School goodness in to the blend to simplify some of the mechanics? Why not use D&Dish stats? And since LOTFP has a system that uses equipment and assumptions about a similar background period of history, why not "simply" perform an RPG transplant operation?

Why not write about this in bits and pieces over the coming however-long-I-maintain-this-blog-yadda-yadda-yadda?

Why not.

Monday, 25 February 2019

The Passage of Time

A long time has passed! Perhaps mysteriously... The party can't account for the gap in their collective memories. What has happened?
  1. They've skipped forward in time, a simple time slip (just like anything magical is "simple" right?) What were they last doing? How have things unfolded in their absence?
  2. They were kidnapped by strange beings! Fragments of memory will return to them every d6 days. 10% chance that any sleep will result in nightmares of things they can't explain.
  3. Their possessions are all missing and they have unexplained bruises on their heads. Bandits probably? But fairly untidy ones as there's a 75% chance that someone who looks will pick up signs of a trail leading to the hideout.
  4. Pockets are searched. Half a note says, "Don't think about it, or-" and the rest is burned away. Another scrap says, "-the tailor or the innkeeper-" while a third slip of paper lists everyone's name under a WANTED FOR SKULLDUGGERY AND DEEDS MOST FOUL banner.
  5. "Friends! There you are!" A jovial man walks towards you, his manner is regal but his dress is not. "Ah, what a week we've had eh? Eh?!" He pats his pockets. "You've all been most kind, most kind indeed, but it seems that there's the small matter of my retainer, yes?" His eyes narrow and his hands rest lightly on a pair of short swords. "As discussed, my friends, yes?"
  6. They got busy doing one thing and another, meandering from this and that to modest successes and small failures, surviving all the while and now here they are. Hazy, but happy, ready to continue.
I rolled a 6.