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Category: Gaming

Drunken Magistrate

The Drunken Magistrate is one of many taverns in Vain’s Rest. There is nothing unusual about it. There’s a common room where people drink and eat, and perhaps six bedrooms up above. One can sleep in the common room, too, but one’d best count on being woken up early. The stable is not particularly good, and there is no dedicated stable boy. There’s a musician or two most nights.

Ba Juerun owns the place; his daughter Nuru waits tables, and his wife Audu cooks. His son, Chanc, does whatever needs doing.

Every neighborhood tavern has regulars, and one would expect a subgroup of those regulars to become the unofficial arbiters of the tavern: those looked to in a bar fight, for example. You (yes, you) are the people who use the Drunken Magistrate as a place of business, a place to pass judgment, and a home away from home.

Banegard Tower

The Banegard was founded by Jacob Sloth, some two generations after the Maiden Broke. His purpose was to provide a bulwark against evil in the world, one not dependent on the politics of Oratain or the religious strictures of any church. His departure from the Army of the West was not entirely amicable, but since he was perhaps the best general of the age and since he brought much of his support staff with him, Oratain chose not to obstruct his passage.

Banegard Tower was shaped as an educational institution as much as it was as a fortress. Marcus Greary, Jacob Sloth’s academician, designed the Tower as a source of knowledge. He believed that by giving freely to the nations and states of the North, Sloth’s new army would gain the gifts of manpower and support in return. As such, he spared no expense in hiring academicians and military experts, and opened the Military School at no cost other than five years of post-education service or the equivalent.

The cost to Sloth’s personal fortune was immense for several years. However, after the youthful Banegard defeated a significant force of otherkin at Travin’s Gulch, mere hours from the borders of Main Gauvin, Queen Pomfray of Oratain made peace between her reign and Jacob Sloth. From then on, despite occasional grumbles from some noble families, Banegard Tower has been a fixture of the North and well-regarded for its efforts both public and private to maintain the safety of the entire region.

Currently, Banegard Tower is a recognized ally of every significant entity in the North excepting the Warlock Cities. While the Cities are not, of course, overrun by inimical forces, many assume that their safety is due to dark pacts; the Banegard might well otherwise be necessary. The Tower is governed by Arren Sloth, a direct descendant of Jacob. Jacob’s line has remained strong.

Vain's Rest

Vain’s Rest is located at the border between the North and the South; it’s a border delineated by nature, not by man. To the north, green hills and white mountains rise to the horizon, and farmers trade stories of children stolen by the southern barbarians. To the south, the desert rolls in dunes as far as the eye can see, and the cultured gentlemen of the jeweled cities discuss the ways in which the northern barbarians can be cozened.

Vain’s Rest is a city of exiles. The Broken Maiden lies too close, and if nothing else cemented Vain’s Rest as a place where few live by choice, that would. But even before the Maiden Broke, Geoffery Vain’s last resting place was a dangerous town full of those who respect no borders, not even those laid down by the gods. It is where you come to do business with the other realm that cannot be conducted by embassy or official means. It is a place where law does not stretch, just as Vain intended centuries ago.

There are several powers and perhaps Powers in Vain’s Rest. The office of Mayor has been passed from competent man to competent man for some time, and until the Mayoral Secret is lost, that seems likely to continue. The Vainites know Geoffery Vain’s resting place, which may or may not hold power, but their temporal power alone is significant in any case. There are other cults and religions, more by the year. A recruiting officer for the Banegard lives in the center of town, and does not interfere with anyone often. There are always rumors of Kingsmen and perhaps Calanian envoys, but that’s true of almost every town in the world.

Ten thousand people. Regrettably, too many of them are exceptional for comfort.

Fragmentary

  • Vain’s Rest
    • Vainites
    • Geoffery Vain
    • Drunken Magistrate
  • Broken Maiden
    • Untamed Lands
    • The Untamed
  • The North
    • Order of Hermetics
    • Banegard Tower
    • Oratain
      • Kingsmen
  • The South
    • Trader’s League
    • The Yuanya Emirate
    • The Camel Tribes
    • Free City of Calain

Stylistic rediscoveries

I’m gonna count Orlando Trash as a successful campaign at this point, which means I’ve run two successful campaigns. Maybe three if we count the Iowa City Vampire campaign; it’s vanished in the mists of time for me, but I think we didn’t go more than five or so sessions. Regardless, everyone’s enjoying Orlando Trash and I still get compliments on Huey Long’s Men of Action, so definitely successes.

Okay. Two is not enough for a trend analysis if I was being a scientist, but I’m being a GM.

I get into running games with larger than life PCs. I like running for PCs who can affect the world; I tend to want them to be close to very important NPCs, without a lot of layers of bureaucracy between them and the authorities.

In both games, the PCs have wound up as operatives of the ruling powers, while still maintaining a strong degree of independence. I’m not sure if this is an inherent tendency or if it’s just a convenient frame. That’s something I’d like to play around with in my next game. Hm; if I’d ever done Whitey Bulger’s Men of Action, it would have fit that formula. Of course, Men of Action games kinda fit that by definition, don’t they?

I tend to mix action and talk. I’ll happily run a session that’s almost purely action, but I won’t run two of them in a row.

I like dumping problems on PCs. I do it for the emotional rush that I believe the players get when they resolve the problems. My goal — this is pretty much stolen from Carl Rigney — is to ratchet up the pressure on the PCs to the maximum possible before they shatter into a million pieces.

Sometimes those problems come in the form of mysteries or puzzles or conspiracies. My players seem to enjoy getting to the bottom of those. Discovery is a big emotional payoff, in my experience.

I like strong, broad archetypes. I don’t reuse ‘em over and over again; Prince Sabado is pretty much completely unlike Huey Long. There was no Sheriff Steel equivalent in Men of Action.

Some of my players read this. What else do I do a lot?

Once I chew on all this some more I’ll talk about my next game, which’ll be fantasy, and which is preliminarily named Tarnished Brass. I think.

Test tubes

Spirit of the Century (which is cool, buy it if you like pulp gaming) has an interesting character generation system that reminds me a tad of Lexicon. Hm, Wikipedia has failed yet again; there’s no page for Lexicon. That one, I might actually fix. Anyway.

Spirit’s character generation is a group activity that ensures pre-play connections between characters. I think it can be played out in blog entries. Let’s try it.

Comment here with:

A concept. Pulpy concept. It’s the 30s.

A name. Pulpy name. You know.

Then write up your character’s youth, from birth to age 14. (You were born in 1900, by the by.) Talk about your character’s family’s circumstances, the size of your character’s family, how well he or she gets along with his or her family. Where is your character from? What region? How was he or she educated? What were your character’s friends like?

Also, write down two Aspects which are tied into the events of the character’s childhood or the character’s upbringing. What’s an Aspect? It’s a tag that helps explain who a character is; it’s stuff you wanna see in the game. “Aspects can be relationships, beliefs, catchphrases, descriptors, items, or pretty much anything else that paints a picture of the character.” Quick Witted, “You’ll Never Catch Me Alive,” Raised by Wolves, Champion of the Golden Temple, etc., etc., etc.

Talk talk talk about it

Sorkin D20.

Classes: Leader, Advisor, Star, Writer, and Technician.

Toby Ziegler is a dual class Advisor/Writer. Sam Seaborn was a Writer, but in season 4 he decided to multi-class to Leader. The control room guys in Sports Night and Studio 60 are Technicians. Nancy McNally (the National Security Advisor) is dual class Technician/Advisor.

Danny Tripp is a director, which I think means he’s a dual class Advisor/Writer, emphasis on the Advisor. Hard to say, though.

File under myths

Opinions: do vampires (specifically, Vampire: the Requiem vampires) leave fingerprints?

Also, what are the odds of rolling 25 ten-sided dice and not getting anything above a 7?

GILTed age

Oh, OK, Rob. Our Canadian overlord talks, and we listen.

Unplumbed Ephemeral Circus genre time. The Empire is decaying. It has always been decaying; it will be decaying for millenial. Nobody remembers the time when it was not, except perhaps the positronic computators that remain. They grind equations into dust for purposes that were set back when the Empire was bright. It is rumored that a man knows how to change those purposes; that legacy was passed down in his clan from mother to son, from uncle to niece, and cannot be used until the time is right.

The Court is glorious. Under the masks, it is horrible. It’s a trap: the truly competent maintain the rusting machinery of the Empire elsewhere. Those attracted to power vanish in the byzantine complexities of Court etiquette. (The universities teach courses in it, of dubious value.)

The barbarians are at the stargates. The imperial armies are funded by patrons, who have varying motivations. One donates to the Crown for the sponsorship of a Legion — it is not legal to have a private army. Good Legions will be picked up by other patrons if their patron falls, which reduces the ability of the patrons to control their sponsored troops. Some patrons seek status; some are altruists; some are fanatics. The campaign is the defense against the barbarians. Military SF, but not David Drake’s style. More Asimov, but lush.