Showing posts with label actual play sort of. Show all posts
Showing posts with label actual play sort of. Show all posts

Tuesday, 1 September 2015

The Why of Oddpool

At the start of 2015 I was really interested in playing Into The Odd, and while the print edition hadn't gone to press yet I had the pdf and two interested players in the form of Patrick Stuart and David McGrogan. The system looked so simple to run, I thought that I would take a stab at quickly putting some notes together for a sort of city crawl. Liverpool is just on my doorstep, and it's where all three of us grew up around or lived for a while, so it seemed like it would be fun.

As it happenened, on the day, we were playing in the cafe of the Floral Pavilion in New Brighton, which looks out over the River Mersey and at an old sea defence, Fort Perch Rock. It made sense to me then to start the adventure there, a weird some-when counter-Earth that is fundamentally Odd. Captain Jean wants Henry Winkler (Patrick) and Karl Kennedy (Dave) to go into the ruined city of Oddpool to scout it out, see what they can find and report back.

They cross the river on a converted ferry boat, and then creep around the streets, tangling with strange gangs, mechsuit-corpses, zombies and a bizarre sheep-banana-hybrid giant. They made deals with a gang, ran from danger and survived despite their retainers taking a couple of hits. It was a lot of fun to run, and then after writing a quick AP on G+, the ideas went back on to the back burner as with so many other projects.

Flash forward to the summer, and I'm meeting Patrick and Dave again, along with Into The Odd's Chris McDowall, in order to playtest Dave's new project. I bring along my copies of their books for them to sign, and made a little Pocketmod from some of my Oddpool notes so that I didn't feel left out. I shared the pdf on G+, zero artwork, really rough around the edges, and a fair few people seemed to like it, and so the wheels started turning again...

For the longest time I've wanted to publish something for role-playing games. Why not have the first step be a little Pocketmod? I have lots of pictures of Liverpool, I live nearby and can take more, I have the tools to typeset something simple... Why not do it?

So I am, simple as that. I've been working on this in my spare time (and sometimes not in my spare time!) for the best part of a month, off of notes and ideas that have been percolating for about eight months. It's a little 8-page booklet that gets folded from a single sheet of A4. Directly compatible with Into The Odd, easily hacked ideas for other systems. If I make any profits from making this available I'm going to be reinvesting them into artwork for other projects (and I might go for tea and toast with my wife and daughter).

More soon: tomorrow, three groups that operate within the ruins of Oddpool...


Tuesday, 1 January 2013

The Retainers

(HAPPY NEW YEAR!!!)

In the Somewhere North campaign, the two current PCs, Esa-Pekka and Kolk, have strengths of 5 and 6 respectively. Their only companions were a couple of halflings, Mumble and Crumble, who seem moderately competent (about half of the time). In the long term, this might not bode well for them. So in a previous session they paid the owner of The Knife & Cousin tavern to put the word out that they were looking for some muscle. In the town of Rovaniemi the adventurers' guild are very choosy and only allow "the right sort" in. And the fees are pretty steep. So the people that Oskar the tavern owner found were people who for one reason or another could not be part of the highly competent guild. They are, however, enthusiastic. For the most part.

Magnus
Magnus is a young fighter, possibly even younger than Kolk (who is only 17). He is tall and Scrappy-Doo-esque in his enthusiasm for battle. He has only a short sword and shield. He dealt the killing blow to the enormous wolf that was plaguing the cheesemaking hamlet of Hakala, and was hence named Magnus Wolfsbane!

Tuukka
Mid-to-late thirties. Tuukka has had many jobs that have required a bit of muscle, but has never really progressed in any of them. Think of a guy who tried out for the police force, didn't get in, and then spent twenty years doing a series of security guard gigs that didn't pay very well and which he didn't find very stimulating. That's Tuukka. He is actually quite knowledgeable about the region, and pretty even-tempered. He wears leather armour and carries a great two-handed axe.

Sanelma
In her mid-twenties with long black hair, Sanelma makes constant references to restoring family honour. Her equipment is all inherited and and awkwardly worn or carried, but she is sincere in her attitude and desire to win honour. Dressed in chainmail, carrying a shield and short sword.

Eerik
A short man with a tamed beard, Eerik speaks in short sentences with a strange twang to his words. Claims that his family told him all about Oddli's Tomb and is rather insistent that the party go there. Struggles in chain mail, but carries a two-handed axe like he was born with it.

Of course, after a few quick words, the players (noisms and Patrick) hired them all.

Thursday, 6 September 2012

Thursday Tales

From the Tales From Zero Point Oracle...
Five of Clubs: Uplifted spider-monkey clans worship a pantheon of Echelon-II emulates.
Two of Hearts: A scroll-bearer for a librarians' cult makes a discovery.
Four of Clubs: The League of Docking Bay Families refuses passage to any and all who would attempt ingress.
Ten of Clubs: A HMBT stasis-pod drifts in to Zero Point's gravity well; the occupants awake.

The Echelon-II emulates are machine consciousnesses based on old (but still hyper-advanced) sentient software; the cores available to them in the Eighth Level Arboretum are merely functional at best. They can still think at far faster rates than humans. Or uplifts, like the Spider-monkey Clans that bring them processors, drives and other tech as offerings. The uplifts know that the Echelon-II gods are not divine, but they are technology indistinguishable from magic - and to be obeyed. One day, the gods request a very dangerous offering...

The Scroll-bearer is a junior functionary in the Sophos Cult. They track and worship knowledge - especially precious paper based media. The Scroll-bearer finds information that a lost enemy stasis pod is approaching Zero Point. The Cult has known this for years, and known that the HMBTs inside would surely wake, surge through the station and kill all inside. The Cult suppressed the knowledge because this apocalypse seemed inevitable...

The Docking Bay Families have been ordered to lock off the entire docking bay, and to do everything they can to repel the HMBTs. They are not optimistic. A Salvage-boy wonders if there might be another way when he receives a shortwave radio signal from a nearby habitat area. The sender claims to be a digital deity...

The PCs
A Spider-monkey: The alpha-warrior in the tribe, a faithful servant of the Pantheon. Called on by the "gods" to serve and to aide the Scroll-bearer. A true believer in the power of the Pantheon, he calls the HMBTs "space devils". His best interest is to kill a space devil and thus earn eternal glory.
The Scroll-bearer: Has a digital treasure trove of information about the HMBTs, and knows how to access their equipment. She needs help to get there because the Docking Bay Families have secured most of the passages. Her best interest is to use the information she has to stop the HMBTs.
The Salvage-boy: He knows all of the ways in and out of the docking bay circle, including the unblocked passages. The Echelon-IIs have promised him some truly great tech if he helps them. And what other choice does he have? His best interest is to help the Scroll-bearer and the Spider-monkey. This may be thwarted because others in the Docking Bay Families will see it as their duty to prevent any access, HMBT or otherwise.

The NPCs (lots of them!)
The Sophos Cult: They did the maths in years past that plotted when the stasis pod would return. Zero Point no longer has external defences to divert the pod away. They have gathered knowledge for years, with only a few knowing the true purpose: a faint hope that the apocalypse of the arriving HMBTs can be averted. Their best interests are to keep searching; if they think all hope is lost then they will become maudlin and possibly suicidal.
Spider-monkeys: A long-forgotten experiment gifted these creatures with human-level intelligence. Still slightly primitive even though they know the nature of the world. It is in their best interest to help the Pantheon.
Echelon-II Pantheon: If they can get access to a HMBT computer core they should be able to instantiate into a faster existence. And if they do that they may be able to find a way to defeat the HMBTs. A lot of ifs. It is in their best interests to convince representatives of the spider-monkey clans, the Sophos Cult and the Docking Bay Families to work for them. Their long term goals are unclear...
Docking Bay Families: Normally they deal with arriving ships and provide services. A central Zero Point AI has tasked them to hold the HMBTs at bay at all costs, and to allow access only to war mechs which are several days away (having to navigate through internal corridors and broken travel tubes). It is in their best interests to follow orders, but more fundamentally to stop the HMBTs and gain prestige for their caste.
The HMBTs: That's "Hideous Murdering Bug Things". When they gain access to Zero Point they will start xenoforming everything in sight. They will kill, maim and destroy, and find ways to reproduce. No-one knows quite how their reproductive cycle works - they were always too hostile to study - but they capture, kill and eat a lot of living creatures to do so. Their best interest is to get past the docking bay and into the habitats.

Thursday, 30 August 2012

Thursday Tales

The Tales From Zero Point Oracle delivers something a little different...
Queen of Spades: A trio of crippled friends, none human, all without fear and destined for adventure.
Six of Clubs: A starscraper lies empty, save for the man who tries to maintain it.
Nine of Diamonds: A slum lord depressurizes a section of the station because his tenants can't pay the rent.
Seven of Spades: An epochs-old damaged war mech, one functioning weapons pod and cracked lenses, guarding the last repository of original art.

The Caretaker lives in a starscraper that is owned by the Slum Lord. He's the last person living there after the Slum Lord depressurised it because of "non-payment of tithes". The Slum Lord sees himself as a feudal baron, and because he has access codes to local environmental controls (among other things) he will see his will be done. He has some retainers, police thugs, and most of the tenants were evicted beforehand. He is waiting for them to disperse before he can repressurise it and claim their belongings, then advertise the starscraper as new living/business space. Living in the far future, his thinking is trapped in a hybrid 12th/20th century model. He holds secure a treasure trove of art, acting as banker and broker for minor art houses (some legit, some not).

The Trio lived in the outer floors of the starscraper, on the 110th floor out to space, in a relatively low gravity environment away from the core of Zero Point. They were soldiers, variously an uplifted dolphin, an uplifted wolf and a neanderthal. Wounded in battle, they retired to live out their remaining years in peace and quiet. Until now. They have left the starscraper in some basic mobility suits, but need both power, shelter and revenge on the Slum Lord... A plan is formed.

The PCs
The Dolphin: is totally reliant on the suit that she wears. A muscle paralyser dart has reduced her motor functions, and besides she can't get around on land easily without it. In the water she can get about. Her best interests are to locate the art and to have revenge on the Slum Lord.
The Wolf: has two cybernetic hind legs, and has cognitive brain functions boosted by implants. Consequently he is tactically brilliant, even if his mobility is not what it once was. His best interest is to rip the throat out of the Slum Lord.
The Neanderthal: lost his arms and eyes in combat. He has excellent vision now, his eyes boost light in multiple wavelengths and "see" what the station sees (where service allows), but his arms are very basic models, and do not fit with his body type at all. His best interest is to take the Slum Lord's place and attempt to lead well (not as a tyrant).

The NPCs
The Slum Lord: an evil greedy bastard, basically. Not too smart, but not stupid either. If there's an angle, he wants to play it. The artworks are a nest egg; he gets a cut of their appreciating value, and a cut when transactions are made. Usually, everything stays in the vault, which is guarded by the Mech: a great big ancient City Pacifier, capable of controlling a city district of 10^6 sentients single-handedly. Luckily it doesn't have the firepower it once had... Right? The Slum Lord's best interest is to do whatever it takes to get the Caretaker out of the starscraper, to establish total control, kill anyone he has to and make a lot of money.
The Caretaker: a middle-aged man, trying to find a way to usurp the starscraper controls away from the Slum Lord, hopefully permanently. If he can do that then hopefully the former tenants can move back in, and form a proper defence against the Slum Lord's future ambitions. He has a few floors pressurised, and otherwise gets around in an atmosphere rig. His best interest is to get control of the starscraper and re-pressurise it. If possible he may want to try and lock out the Slum Lord's access permanently. (could work as a PC)
Various Thugs: a motley crew of ne'er-do-wells and mercs, they do what the Slum Lord says. He pays them. Their best interest is to get the job done and drink themselves stupid afterwards. Nuff said.
Former Starscraper Tenants: have set up a shanty town nearby to the starscraper. Thugs keep harassing them, but so far it is mostly for fun. The Slum Lord will want them to be moved soon though, so that he can sell up the facilities. Their leader has lived in the starscraper for her whole life, and is uncomfortable at the fringes of the Zero Point habitat. The Tenants' best interest is to hold out and reclaim their homes.

The trio jump out to me as protagonists, but maybe that is because the Paralympics start today. I also like the idea of the themes about justice and revenge. If the Slum Lord is taken out then there may be some social justice, but possibly through the lens of revenge... Why does the Neanderthal want to lead in the place of the Slum Lord? What is the motivation?

What do you see in the Oracle?

Wednesday, 15 August 2012

Wicked Wednesday (Sort Of)

No trip to Yoon-Suin this week: noisms was too busy with work, and then Patrick and David both had to cancel on the hastily arranged In A Wicked Age/Tales From Zero Point one-shot that I proposed.

I'm quite a fan of both In A Wicked Age and our homebrew oracle that we played with the same mechanics, Tales From Zero Point (I've blogged about them here and here before). Plus I like GMing and those have been my only experiences so far.

So it was that yesterday evening I decided to draw the cards anyway for what the story might have been at Zero Point Waystation, the greatest single work of humanity ever, a vast space station adrift in the Oort Cloud, right at the edge of the solar system...

THE ORACLE SAID:
Ace of Spades: An insane Robot tends an ancient mosaic, endlessly renewed.
4 of Hearts: A criminal punished with sentient stasis.
10 of Spades: The foundation stone. A beam of iron drawn from the heart of the Sun. The druid that serves it.
King of Clubs: A militant hegemony virus propagates through the transient population.

Now, I have no idea what Patrick and David would have made of this, but in the ten minutes after I pulled those cards, the following ideas for characters and interests came to me.

The insane Robot who builds the mosaic is not "insane" in human terms, it merely has Asimov circuits and directives that are stuck. I think this would be a good NPC. It used to work for or with the Criminal, a PC, who has been released from millenia of stasis by the Druid, also a PC, who is more of an Engineer-Mystic who tends the deep bowels of Zero Point and worships the central beam of perfect iron at the exact centre of the station.

No-one seems to know where the Virus has come from: perhaps somewhere long forgotten within the station, perhaps from a fragment brought in by a salvage-captain. Maybe it is a weapon sent by the Schwarm-Laden beings from beyond space-time. What is known is that it is organising. It creates a network within the small pockets of sentience within the station, then it spreads. And spreads.

The druid thinks that the criminal might be able to help stop it, and the criminal needs the robot repairing to get it done. It's in the druid's best interests to help the criminal recover and stop the Virus. The criminal wants to escape the station and head for Far-Away Earth, even after all this time. So he'll do what he needs to in order to achieve that. The Robot, for now at least, just wants to perfect the mosaic.

And the Virus... Well, no-one can figure out what It wants...

I'll turn it over to you anyway: given the four prompts from our Oracle up there, what do you see?