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Category: Gaming

Sequel

It’s 2020: Orlando. Walt Disney World is bigger. Universal Studios has become a true rival to the Mouse. The rulers of Miami are emerging from a brutal civil war; Tallahassee has been disturbingly quiet for over a decade. An old Prince is sleeping; a disbarred lawyer who started his political career in a nursing home watches over the city. With a Sheriff’s approval, of course.

One day, there’s a letter.

“Hey, kids. Long time no see. You guys ought to drop by Dubai; the moonlight is thrilling. Bring the ambulance driver.”

Dubai by Night

Orlando Trash 2020: Dubai Trash.

Esoterrorists: Actual Play

We played some Esoterrorists over at Jere’s last night, and it was awesome. I may have some more analysis-like thoughts later, but I wanted to get down some actual play stuff before it faded from memory. One of my questions going into the game was how smoothly the flow of play could work; would it be awkward getting clues? Would point spends work well? Turned out that all that can work very well. Here’s how it played out, more or less.

Gary Gygax: RIP

Not the sole creator of D&D, not the most important figure in the industry, but sine qua non. The original report is here. Troll Lords was his current publisher, so this is very unlikely to be a hoax. There’s also confirmation here.

Sad news.

The Inquisitor's Library

Dark Heresy. You are the retinue of Inquisitor Lord Zane Castis, the oldest Inquisitor in the Calixis Sector. His purview is heretical documents, which — for centuries — he has collected from the hands of those who would misuse them. Generally not peacefully.

All such documents are stored in the vast ship Tabularium Bibluvio, which also serves as Inquisitor Lord Castis’ headquarters. It is a sphere, dwarfing lesser ships. The heretical archive is contained in the featureless top half of the sphere; below that, the sphere is hollow for half of the bottom hemisphere, with four mighty black pylons connecting the archive to the living quarters which make up the bottom quarter of the sphere. Shuttles and other such less important spacecraft dock on the top of the living quarters.

Over the centuries, the weight of such a convocation of Chaos and lies has literally warped the space around it. It is deeply unsafe to venture into the archive; at present, Inquisitor Lord Castis affords no other person that right. He himself communes with the texts therein on a regular basis, in order “to keep them under control.” From time to time, horrendous monsters rage down the pylons to assault the remainder of the ship. One of your duties is defense against these unfortunate but inevitable results of the ship’s mission.

Your second duty is to assist your Inquisitor in confiscating more documents. The flow is never ending. Vigilance is paramount. This duty takes you to the foulest slums of the Sector, and also to the most lovely nests of corruption. Chaos knows well how to wear a harmless face. Inquisitor Lord Castis is known for his lack of mercy towards nobility who hope to conceal their heretical studies from him.

Your third and final duty, as given to you a few months ago when you were sent to serve Inquisitor Lord Castis, is to watch him. Eventually, he will bend and break under the strain of the archive. You cannot, of course, hope to defeat an Imperial Inquisitor: the Calixis Conclave merely hopes that, in the event of a catastrophe, you will be able to get out word before your death.

Best of luck.

Trader's League

The Trader’s League does not exist. There is not a tight network of mutually interdependent mercantile interests in the South which keeps its existence secret in order to further gather advantages to itself. It does not set the prevailing market rates for commodities and luxuries alike. It does not sanction independent merchants who act against its best interests. It does not represent the single largest economic force in the known world. It does not arrange for bi-annual trade fairs to spring up, seemingly out of nowhere, in cities it wishes to favor. It has never affected a succession debate. It does not kill.

It is not the most significant concern of the Baneguard. And vice versa.

One-Shot Thought Experiment

This isn’t something I want to run immediately; I’ve just been contemplating character generation and systems lately and I wanted to do a thought experiment. Thus, if you feel like commenting on the following, please do. Or even run through the exercise of answering the questions.

So: modern occult game with some action, a touch of conspiracy, you know the genre. Occult is defined as weird stuff, including mad science, psionics, and so on. The framework is a group of free-lance journalists/bloggers; they might know the occult exists but don’t have proof. They’ve got a group blog and cooperate on investigations. Funding is sparse. Thank God for Google AdWords.

Players in the one-shot can define their characters before the game by answering the following questions in prose.

1. What is the core of your character? This could be a profession, a hobby, a way of looking at the world. Describe it in a paragraph or so.

2. What’s another thing that defines your character? Could be a side profession, a skill, a possession, a heritage, whatever. Again, describe it in a paragraph.

3. And a third defining element.

4. OK, now tell me what your character’s flaw is. Same deal, give us a paragraph.

5. What’s your motivation? Why do you do these things you do?

6. What’s your big secret? You really don’t want people knowing this.

7. And, finally, tell me about an important person in your past.

Annotating PDFs

Cheap (free) and easy solution: Formulate. It’s nearly perfect for filling in PDF character sheets, since you can save a filled-in sheet as a Formulate document and then use nifty built-in OS X features to print to PDF. For extra geek points, use handwriting fonts: there are a bunch here, amid the popups and blinking ads; Chank has you covered if you want to shell out for somewhat higher quality; or go grab the ECF handwriting fonts, which I like a lot.

Broken Maiden

There are enough theories about the Broken Maiden to busy a university of scholars for semesters on end, so we will begin with what is known.

Once, the Maiden dwelt in the heavens. At times, during the month, she looked down upon the world with one eye. Other times, all you could see was her white smile curving through the sky. She blessed magicians with her wisdom, and was known to be the patron goddess of jesters.

And then she fell, not more than forty miles from Vain’s Rest. Among the things that are not known is the cause of her fall; we will return to this. The effects of her fall are clearer. There is a crater some miles across, and in the center, her marble body lies, surrounded by earth turned to glass. Her clothing has not decayed since she fell. Nor has her flesh.

The Broken Maiden is the most powerful source of magic known to man. By the term Broken Maiden we mean both the body and the crater that surrounds it. Some theorists would have it that she fell to save us: some mad genius created a magical source so powerful that the Maiden elected to give her own life in order to stifle it to the point where humanity could remain intact. Some theorists, who believe that she fell for some other reason, simply attribute the magical energies that surround the Broken Maiden to the Maiden’s own nature.

Those energies are dangerous. Animals enter the crater from time to time, and are inevitably transmuted. Coming close to the crater is not immediately deadly, but it is a surefire method of changing one’s life. No human lives less than twenty miles from the Broken Maiden. There are edifices much closer, both above and below ground, and many find it worth the trouble to visit them, but few spend more than a week at a time in such pursuits.

Not all of those structures, by the by, were known before the Maiden fell. Some of them seem to have grown from the sands of the desert without the need for human hands.

Vain’s Rest is conveniently located just far enough from the Broken Maiden to be reasonably safe for its inhabitants.