Tuesday, August 28, 2018
Non-gaming: Remembering the words of Dr.King
Nothing much happening today. It happens to be the 55th anniversary of the famous "I have a dream" speech by the illustrious Dr. Martin Luther King Jr.: I've never listened to it in its entirety before, so I thought I would. And since I have a blog, I thought I'd share that experience with you, gentle followers. Enjoy the words of a truly great (US)American
Wednesday, August 22, 2018
Lone Wolf Fists: Magical Martial Arts
I really only like the first few episodes of Dragonball Z.
The set-up is great; the world’s greatest, magical martial
artist and his almost-equally powerful demonic rival get totally beaten by an
alien superman. In the first episode, he’s already doing the Zod thing and
demanding the hero break his moral code and kill a bunch of folks or lose his
son.
The stakes are high; mortal foes Goku and Piccolo must join
forces to have any hope of overcoming Raditz or he’ll destroy the world. Not a
bad opener.
Best part? He kicks
their asses. Raditz completely mops the floor with them; the whole fight is
a long and desperate series of high-stakes failures. It’s only through a
suicidal act of self-sacrifice that the duo can beat him, which starts the
series off by killing the main character. Incredible.
Gets better though; his two buddies are coming in a year,
and they make him look like a weakling. That’s right folks; this guy wasn’t even
the miniboss, he was the goomba.
So the next few episodes, where we’re mostly watching the
characters training, you’ve got a powerful tension that makes them a lot more
consumable. Toriyama also does a great job of showing how difficult and strange
the training is, and he shows just enough
improvement to give us a sense of progress.
We follow both Goku training with King Kai in the afterlife
and his son Gohan training in Piccolo’s demonic style on earth. The dynamic of
master and student is interesting. The masters become proud of their students,
learn about them, discipline them, and show genuine excitement as their mastery
improves.
At one point Kai is like “Holy shit, this dude is going to master Kaioken. I’m immortal and I never
thought this would happen!”
Importantly, we don’t see either student use their new
powers right away. Toriyama knows a thing or two about drawing out that
content: son of a (fine,
upstanding young woman, no doubt) makes us wait until the fight with the
Saiyans gets well underway before we get to see that action.
And that fight is
a ballbuster too. The miniboss Sayian Nappa chews through 9/10ths of the main
cast before Goku sprints his hairy ass to the battle. There’s heartbreak after
heartbreak as characters fight their very hardest and die in utter futility against these bastards.
It’s only after he’s broken our hearts and totally convinced
us that the series is doomed that Toriyama lets Goku arrive. It’s only then,
when he shreds Nappa in the opening shots of the battle, that we get a sense of
just how much all that training paid off.
Anyway it’s not something to miss. Go and buy the fist season DVD and be happy. It stays reasonably good up through the Frieza saga
then falls apart, but it never gets to those heights again.
…
What’s the takeaway from this? There’s a lot to unpack, but
for the sake of focus I’m going to direct your attention to how the characters
learn and what that means for them.
Goku clearly learns new
moves when he trains with King Kai. The act of learning those moves, the
degree of discipline and effort required to master them, is what made him
stronger.
Not just a little stronger either; he was like a different
character when he returned to the world; even his best friend since childhood
is like “Whoah there’s… Yeah there’s no
way you’re Goku. He’s the strongest guy I know and you’re unrealistically
stronger than him”
I echoed this mastery-through-move-acquisition in Lone Wolf Fists.
Everything links back to which new moves you learn; get a more powerful move, you get
stronger in every dimension.
Another important lesson: their new moves shaped the
tactical landscape of the battle. Goku’s Kaioken enabled him to compete with
warriors who enormously outclassed him. The final epic contest with between his
Kamehameha wave and Vegeta’s Galick Gun was only possible because of his power-boosting
use of Kaioken.
Later, when he realizes that he’s hit his limit and Vegeta
is chasing him as a giant ape (this fight is rad guys), his use of the Spirit
Bomb is him exercising a new tactical option at his disposal. The tactical
landscape changed because he acquired new powers.
While I was writing, testing, and re-writing the rules for
Techniques, I kept this firmly in mind. Techniques should never be bland; there should never be “speed bump” options that
players hate. Each one should be magical, powerful, and desirable, even taken
alone.
They need to open new tactical windows for players to
clamber through. Sure, it’s cool that you can punch a car in half now, but if
you’re also able to lift a building out of its foundations? Well, that’s a
whole new dimension of tactical options that just opened for you.
There’s a lot to unpack with Techniques, too. I’ll let you
get to reading them; see for yourself.
...
Techniques
Techniques are magical martial arts
moves. They are movements of body and spirit which focus a warrior’s Prana into
something at once a maneuver and a spell. Powerful, dangerous, mystical;
Techniques brought about the end of the world. In its ashes, they are wielded
by hero and villain alike. Can these mystic martial arts redeem themselves and
bring the world to salvation? Or are they doomed to bring only ruin?
To characters, Techniques are secret
mystical attacks, defenses, and other maneuvers. They are taught by masters and
recovered from ancient texts; replicating them is unthinkable, as they
represent the culmination of effort from countless generations of magical
martial-arts grandmasters. Mastering a Technique is a triumph both of effort and
soul; it is a realization of a student’s destiny, and another step on their
quest to self-perfection.
To players, they are special powers
fueled by their character’s Prana. They offer great power and acquiring them
increases their character’s core capabilities. You can probably see some
similarities there!
How Techniques Work
Techniques are a central focus of
this game; as such, there’s a lot going on with them. Some of it is obvious,
some of it is subtle. We’re going to give you a shakedown on how Techniques
work, how they’re acquired, and a thorough rundown of what they do in the game
and some of the consequences of that. I sure hope you grabbed that sandwich.
Elements
of a Technique
Let’s start by getting you familiar with the elements that comprise Techniques.
Here’s what they look like all together:
Here’s a breakdown of the elements:
Name: The
in-universe name of the Technique. These are sometimes descriptive, sometimes
poetic. Generally, they offer a blend of both, telling you what a Technique does
with a cool and intimidating title.
Cost: The amount
of Prana which must be spent to use the Technique
Rank: Techniques
generate Sets; this is the Rank of the Set.
Facing: This is the
Facing of the Set. As with any Set, you may combine this with any other dice of
the same Facing to increase its Rank.
Power: In addition
to the Set they generate, Techniques often have other powers. They are detailed
here.
Using
Techniques
To use a Technique, first choose which one you want to use. You can only
use one technique to enhance a single action, so choose wisely.
Next, spend Prana from one of your Chakra Pools equal to the Technique’s
Cost. This is an act of magic in the game’s world; a martial artist channeling
their Prana in a focused effort to change reality.
Now, the Technique does a few things.
First, it creates or enhances an action with a Set. This Set is equal to
the Technique’s Rank. So, for instance, a Rank 2 Technique creates a Rank 2
action. Simple as that.
This Set has a Facing which is, you guessed it, provided by the
Technique’s Facing. These are sometimes a range: 2-4 it might say. This means
you get to choose any Facing within that Range. It could be a Facing of 2, or
3, or 4, in that example. You can’t mix Facings; you can’t have 2 and 4, for
instance, and you can’t choose a Facing outside of that range, like a 5.
Here’s a very important note to this step: this Set made by a Technique? It works like any other Set. This
means that you can combine it with Sets or dice of like-Facing.
Furthermore, actions created work like any other action. Head on
back to p.XX for a refresher on them, but in brief:
- You get a single Rank 1 action per turn
- You get as many Rank 2+ actions as you like per turn
- You can use Rank 1 defenses as often as you like
What does this mean for Techniques? It has a lot of implications; if you
have a Rank 1 Technique, you can only use it once per turn unless you’re
enhancing another action with it, for example. Just keep that in mind as you’re
learning about and using Techniques; they make Sets and Sets all work the
same.
The next important thing Techniques do is unleash their Power. These are
unique effects created by the Technique’s magic. Techniques describe exactly
how their Power manifests: sometimes this is in mechanical terms (“Creates a
fire-element Hazard of Rank 3…”) sometimes it is described as an effect in the
Tactical Infinity (“Onlookers begin weeping uncontrollably…”)
Often, a Technique’s Power has one or more Keywords which enhance,
direct, or limit it’s uses. This is explained shortly.
After it’s Effect and Set have been manifested, the Technique has
expended its power and concludes. It can be used again to enhance another
action if it’s Cost is paid once more. Although only a single Technique may
enhance a given action, multiple Techniques (or the same Technique numerous
times) may be used on the same turn.
Keywords
Some powers or restrictions are common: these are grouped under Keywords
for ease of use. They appear under the Power heading. Here are some common
keywords:
Offensive: This Technique may only be used to
increase or create an Attack.
Defensive: This Technique may only be used to increase or create a Defense.
Versatile: This Technique may be used to increase or create an attack or defense
Sustainable: Techniques bearing this keyword can be sustained, like Skills.
Counterattack: These Techniques answer the foe’s attack with a deadly counter. If your Defense reduces the Attacker’s total to a negative result, the Technique inflicts Damage equal to the negative total to attacker.
For example, you’re attacked with a 38 result. Using a Counterattack Technique, your defense is boosted to an impressive 50. This reduces the attacker’s total to -12, so they’re walloped for 12 damage. Ouch!
Infuse: A Technique with this ability saturates a touched object with its cruel magic, poisoning it
On weapons or fists, this allows a strike to poison a target
More insidiously, food, drink and other consumables may be tainted so that those ingesting them suffer the effects of the poison
Infuse Techniques do not create attacks of their own; they only empower attacks. Because of this limitation, they can be used in conjunction with other Techniques. This is a special exception to the normal limit of 1 Technique per action.
Holy/ Unholy: These Techniques resonate with holy or unholy energy. They deal +1 Rank of damage to beings of the opposing type (Holy attacks smite Unholy creatures and vice versa). An unholy being cannot use a holy-keyword Technique, and likewise holy beings may not use unholy Techniques. They may still learn and teach them, however.
Levels of Technique
Each martial style has four levels
of Techniques, ranging from the easiest to master to the most difficult. These
levels are as follows:
Novice: The simplest and most direct Techniques. The forms that teach these
techniques are taught to the most promising students. Those whose quest for
self-mastery unlocks the dormant power of their Chakra learn how to focus their
Prana through the motions and unleash these maneuvers. They lack the
versatility and raw power of more advanced techniques but are still an
expression of pure will brought to reality by magic. Most styles have four of
these.
Expert: These more advanced maneuvers can only be mastered by those with the
potential for greatness. They offer incredible power; some martial artists are
known by their signature Expert-level Technique. Most styles have three such
Techniques.
Master: Learning one of these rarified Techniques is the mark of a master (hence
their name). Their wielders gain the power to achieve feats beyond the
capabilities of their lessers, literally doing the impossible. These Techniques
(and their masters) are respected and feared. Most styles only have two such
powers.
Ultimate: These Techniques offer power beyond the pinnacle of mortal achievement.
Those who
learn these maneuvers crave a might both dangerous and inhuman. These
powers once destroyed the world; what can be said of those who seek them, let
alone of those who master them? Complete styles have but one of these awesome
Techniques.
Breaking the limits of the Effect Charts
Techniques offer power beyond
their martial uses: they allow a mortal martial artist to surpass their earthly
limitations and achieve godlike feats. They do this by breaking through the
Rank limitations of the Effect charts. This works as follows.
Every mystical martial style
has a single skill (Power, Agility, Endurance, Senses, Intellect, Heart
or Spirit) which it may enhance with its Expert and higher-level Technique’s
Sets in lieu of providing its Power.
For example, rather than searing
a foe with the Violet Immolation Arc,
you may use it’s Set to perform a Rank 2 Agility action (or combine it with
some Effort dice to make an even higher-Ranked action).
- Novice Techniques, the weakest variety and easiest to master, cannot enhance skills this way unless their Power states that they can.
- Expert level Techniques may enhance the skill but are still bound to the limitation of 6 on the Effect charts.
- Master-level Techniques push this limitation, allowing up to Rank 7 effects.
- Ultimate Techniques unleash the full power of the effect charts, enabling terrifying Rank 8 effects.
In all cases, you must actually achieve the Rank to get
it’s result. Even if you unleashed an Ultimate Technique, it would only
create a Rank 5 Effect unless you combined it with other Effort dice. In this
way, you must fuse the most powerful magic with your character’s effort and
concentration to achieve the highest results.
Learning new Techniques
Characters gain power solely
through their mastery of new Techniques. The self-refinement and discipline
required to master ever more powerful Techniques refines their body and soul, broadening
and deepening their capabilities with each new move they learn.
Mechanically, characters gain
higher Degree as they learn new Techniques. The mix of Techniques necessary for
this, and what new powers this unlocks, is detailed later when we talk about
Degrees (p.XX)
In the meantime, let’s learn
how to get new moves.
Kharmic cost: to learn a new Technique, you must spend
accumulated Kharma equal to it’s Kharmic Cost. To characters, this represents
the fusion and refinement of their many struggles with destiny into a concrete
expression of its realization. To players, this is their payoff for many, many
scenes of entertaining (and sometimes difficult!) roleplay.
Training: As already mentioned under Montage Scenes (p.XX), it takes a full
Montage of training, self-reflection and practice to learn a new Technique.
Now, it’s entirely possible
that Orthogonal content, Zui consequences or just the twisted will of the GM
interrupts this training with something dangerous and exciting, like a disaster
or an enemy coming to seek their vengeance. This doesn’t interrupt your
training; as a matter of fact, it’s considered a part of the training.
At any time while you’re
dealing with this distraction, you can unleash the new Technique for the very
first time. Within the setting, these events of sudden and complete mastery of
a new Technique are called Moments of Clarity. We adopt that same nomenclature
out of game (because it’s cool).
Training Methods: There are two; Masters and Manuals.
Masters are characters that already know the Technique. They teach the student
it’s nuances and guide them through a training regimen over the course of the
Montage scene, ultimately culminating in the student’s mastery (or failure, if
they don’t have the Kharma handy to pay for it).
An important note about masters
is that they must willingly teach the student. Most will only do so for a
student they deeply trust on a philosophical or personal level. It’s not
impossible to coerce one, but ultimately, they must teach the Technique
willingly.
Manuals are written or recorded instruction that guide a student through the
nuances and training regimen. Unlike a master, a manual cannot be asked
questions, making them notoriously frustrating when the maneuver is unintuitive
or difficult.
However, a manual cannot refuse
to teach its lesson. In many cases, it is much easier to learn from a manual
than a recalcitrant master. The creation, passing, and theft of manuals is
common practice among the martial brotherhoods of the World of Ashes and
Ghosts.
Sunday, August 12, 2018
Lone Wolf Fists: Required reading in RPGs
Reading the setting is always boring. The more anyone
(player, GM, anyone) has to read, the worse it is. Your best bet is damage
control; write less of it, stupid.
For once I’m not going to pick on Exalted here because,
despite having an incredibly bloated setting, the stuff in the core
books was generally brief and good (especially first edition, but even my
reviled 3rd edition conveyed the setting through stories rather than
bland description)
I am however going to pick on another game that I spent an
unconscionable amount of money on: the Iron Kingdoms RPG.
I made three attempts at this game (which is two more than I
ever assume a game deserves, but it was so expensive guys seriously). They went
down like this:
ATTEMPT ONE
Undaunted by its bulk, I cracked the minty spine of my book
and started reading straight through. “Cool, an introduction to the setting of
the Iron Kingdoms! I never really dug into that; let’s check it out.”
“Whew! That was super long and…. Not incredibly informative!
Let’s head on to character crea…. W-what? There’s more? O-okay, I guess maybe a
few more pages will clarify why I’ve been learning about a bunch of primal gods…”
[It does not]
“… Holy shit, okay, I’ve read this whole goddamn world’s
history and… They’re starting another war?! Jesus Christ! How long IS this
history?”
Flipping through, there’s still an entire Bible’s worth of
text to read on a completely made-up (and BORING) universe.
“Uh… I… Yeah I’ll just come back to this”
[the bookmark is still in the same place to this day]
ATTEMPT TWO
“Skipping ahead…”
I shift the brick wall of pages detailing the worthless
backstory aside and skip straight to the mechanics. Turns out it’s just a
wargame, not really an RPG at all. Also, they don’t seem to know how bell curves
work, despite designing a game around them for decades.
Whatever; system seems to work. Lots of cool, flavorful
options and of course the art is wonderful.
“Okay this seems doable, and I can finally get a use for
those minis I bought for this game forever ago. Now, I’ve got to… Set this….
Somewhere…”
[eyeing the encyclopedia boretannica]
“Daaaaaammiiiiiiiiiiiit”
ATTEMPT THREE
I just run everybody through character creation and we play.
I ignore the setting, substituting my dim recollection of the Witchfire trilogy.
I borrow my friend’s copy from the d20 days and laugh for a solid hour as I
read the horrible mess.
We play it almost as a joke. I remove the plot-protection
from the insufferable Alexia Ciannor and she’s almost immediately killed by the
party to my unbridled approval.
It’s… Well, it’s a wargame. There’s essentially nothing else
in the voluminous brick, so my players and myself are thoroughly unimpressed.
With interest flagging, I shelf the book and never open it again.
In the game’s defense, the death of Ciannor and subsequent mounting of
the Witchfire blade on the party’s mantelpiece are still remembered fondly.
…
I kid you not, there are 41 pages of history and 102 pages
of setting before you get to the rules. Dear. Lord.
It’s not even something that you can use. Hell, most of it
either:
1) Is a description of the afterlife or
2) Doesn’t exist any more!
Take the Orgoth; they were a super-mysterious barbarian race
that had weird gods and enslaved everybody. Then they got beaten down by
wizards in colossus-sized iron golems because there ARE cool things in this
setting, dammit. Now they’re gone.
Aaaaaand they torched all their stuff. They made a point to
ERADICATE all evidence of their existence on their way out.
Fucking… What?! Why would you write that?!
I want to explore Orgoth temples and have weird religions
and surviving cults and tomes of blasphemous secrets and cursed hell-artifacts
from the demon barbarians!
If they were just going to pick up their toys and leave,
then why did I just waste ten goddamn pages reading about them? I have better
uses for my time than this, people.
This falls neatly into one of my favorite criticisms of setting
writing. I’m just gonna post and link this, because nothing I write can more succinctly explain my point than this right here:
“The problem is most setting
books are packed with extensive descriptions, in prose, of an RPG world. The
world is either:
A) explicitly based on an existing literary, cinematic, televisual, etc. one, or
B) a technically original one.
If A, then that world is better described elsewhere. In the book or movie it came out of. I may not know how many miles Lankhmar is from Quarmaal, but most of what is in a Newhon sourcebook I already got in a much more entertaining form from the Newhon stories that I apparently liked so much that I bought an RPG based on them.
If B, then we have a different problem:
The world must be described. However: the RPG writer who writes about a world (no matter how awesome the setting itself is) is, almost by definition, worse at that than a writer who just writes stories for a living. Or at least writes things for a living that I wanna read.
I want to read maybe 0.001% of all genre fiction ever written by professional fiction writers with reputations in the field. Even assuming I likewise want to read 0.001% of genre fiction ever written in the form of a setting book by an RPG writer, that still probably adds up to maybe 2.1 people in the history of the medium, ever.
In other words: the setting book is full of original writing in a form that is not really the RPG writer's strong suit.
And if you're reading--as leisure--something you'd rather not read, you're not going to remember it. So if, as a GM, I actually need toremember that Squealhalla is the capital of Gullgorgica, I'm screwed.
A related problem is that the world is almost always full of concrete setting details which are basically re-skinned and re-arranged versions of things in pre-existing fact or fiction. Like the Holy Grail becomes the Sorcerer's Sphere and there's a faux-England and a faux-Germany and a Tolkienian forest, etc. These things are on purpose and done for reasons I can basically get behind, but the writers then have to waste a lot of wind talking about Great Cataclysms and fuel shortages instead of going, basically "Ok, you saw Mad Max, right? Mutants Down Under is like that, only with mutant kangaroos carrying uzis, ok?" or telling you the comparative population densities of Ilthbone vs. Harnmarr or that the war between the Skorks and the Guelves lasted 1300 years.
This is when I start to nod off. Yes, I'm sure Oerth is a fantastic place, but it's not because the great marsh gives rise to Mikar River east of the Grandwood Forest or because the Lorridges are found at the northern end of the Lortmil Mountains--it's because it has beholders in it.
__________
So how should it go? I think if you want to give the world a setting, don't tell us, show us. RPG writers are good at writing rules--rules that simulate genres--so give us the setting in the form of rules (and monsters and items and all that) and nothing else.
Rather than describe how the Clanward Barrens are different than the Skarrblown Marches, just do this:
Random Encounter table:
Clanward Barrens
1-2 Wild dogs
3-4 Stone ghosts
5-6 Claw merchant
7-8 Monk
9-10 Pilgrim
Skarrblown Marches
1-3 Wild dogs (hungry, 1/2 hp)
5 Abandoned Claw Merchant Cart
6 No encounter
7 Eerie rustling sound
8 Bone vulture
9 Pilgrim
10 Dead wild dog
Want history? Want flavor? Nothing in all of World of Greyhawk beats this sentence:
Relic: Eye of Vecna
Seldom is the name of Vecna spoken except in hushed voice, and never within hearing of strangers, for legends say that the phantom of this once supreme lich still roams the earth...(and now some rules about the Eye).
i.e. Build the fiction out of the tools you give us to run it, rather than worrying about describing each place and then telling us the rules that re-iterate what you already told us in encyclopedia-entry form.
That's how Carcosa does it--character classes, new items, spells, monsters--no big blocks of background info. The closest thing to a traditional travel guide is short hex-by-hex descriptions of points of interest--but even these are done in the form of usable game info. You have to piece it together--yet you could never say that setting wasn't described.
During a game, a GM puts his or her art into the ideas and into making the rules compliment and expand those ideas, not into prose descriptions of interchangeable mundanities. Why not have the setting description do the same thing?
All anybody wants to know about your setting is:
-How is it different from every other setting in the genre? and
-What rules did you come up with to make that happen?
If you are writing a commercial product then, ok, you can write an introduction--for the newbies. Otherwise: Give us a map, give us a picture or two, and give us the rest of the setting in the rules. Trust us, we will read the rules, that's why we bought the book.”
A) explicitly based on an existing literary, cinematic, televisual, etc. one, or
B) a technically original one.
If A, then that world is better described elsewhere. In the book or movie it came out of. I may not know how many miles Lankhmar is from Quarmaal, but most of what is in a Newhon sourcebook I already got in a much more entertaining form from the Newhon stories that I apparently liked so much that I bought an RPG based on them.
If B, then we have a different problem:
The world must be described. However: the RPG writer who writes about a world (no matter how awesome the setting itself is) is, almost by definition, worse at that than a writer who just writes stories for a living. Or at least writes things for a living that I wanna read.
I want to read maybe 0.001% of all genre fiction ever written by professional fiction writers with reputations in the field. Even assuming I likewise want to read 0.001% of genre fiction ever written in the form of a setting book by an RPG writer, that still probably adds up to maybe 2.1 people in the history of the medium, ever.
In other words: the setting book is full of original writing in a form that is not really the RPG writer's strong suit.
And if you're reading--as leisure--something you'd rather not read, you're not going to remember it. So if, as a GM, I actually need toremember that Squealhalla is the capital of Gullgorgica, I'm screwed.
A related problem is that the world is almost always full of concrete setting details which are basically re-skinned and re-arranged versions of things in pre-existing fact or fiction. Like the Holy Grail becomes the Sorcerer's Sphere and there's a faux-England and a faux-Germany and a Tolkienian forest, etc. These things are on purpose and done for reasons I can basically get behind, but the writers then have to waste a lot of wind talking about Great Cataclysms and fuel shortages instead of going, basically "Ok, you saw Mad Max, right? Mutants Down Under is like that, only with mutant kangaroos carrying uzis, ok?" or telling you the comparative population densities of Ilthbone vs. Harnmarr or that the war between the Skorks and the Guelves lasted 1300 years.
This is when I start to nod off. Yes, I'm sure Oerth is a fantastic place, but it's not because the great marsh gives rise to Mikar River east of the Grandwood Forest or because the Lorridges are found at the northern end of the Lortmil Mountains--it's because it has beholders in it.
__________
So how should it go? I think if you want to give the world a setting, don't tell us, show us. RPG writers are good at writing rules--rules that simulate genres--so give us the setting in the form of rules (and monsters and items and all that) and nothing else.
Rather than describe how the Clanward Barrens are different than the Skarrblown Marches, just do this:
Random Encounter table:
Clanward Barrens
1-2 Wild dogs
3-4 Stone ghosts
5-6 Claw merchant
7-8 Monk
9-10 Pilgrim
Skarrblown Marches
1-3 Wild dogs (hungry, 1/2 hp)
5 Abandoned Claw Merchant Cart
6 No encounter
7 Eerie rustling sound
8 Bone vulture
9 Pilgrim
10 Dead wild dog
Want history? Want flavor? Nothing in all of World of Greyhawk beats this sentence:
Relic: Eye of Vecna
Seldom is the name of Vecna spoken except in hushed voice, and never within hearing of strangers, for legends say that the phantom of this once supreme lich still roams the earth...(and now some rules about the Eye).
i.e. Build the fiction out of the tools you give us to run it, rather than worrying about describing each place and then telling us the rules that re-iterate what you already told us in encyclopedia-entry form.
That's how Carcosa does it--character classes, new items, spells, monsters--no big blocks of background info. The closest thing to a traditional travel guide is short hex-by-hex descriptions of points of interest--but even these are done in the form of usable game info. You have to piece it together--yet you could never say that setting wasn't described.
During a game, a GM puts his or her art into the ideas and into making the rules compliment and expand those ideas, not into prose descriptions of interchangeable mundanities. Why not have the setting description do the same thing?
All anybody wants to know about your setting is:
-How is it different from every other setting in the genre? and
-What rules did you come up with to make that happen?
If you are writing a commercial product then, ok, you can write an introduction--for the newbies. Otherwise: Give us a map, give us a picture or two, and give us the rest of the setting in the rules. Trust us, we will read the rules, that's why we bought the book.”
…
Slogging through 100+ pages of backstory is not how you
write an RPG. You write it brief, punchy, and preferably in the form of usable
rules or game content.
Lone Wolf Fists eagerly embraces this setting philosophy. We
don’t waste a lot of words on setting: “World blew up. You’re a kung-fu hero.
Go punch tanks”
The wordiest we get is in the Lores, and even those are
incredibly brief. I think the biggest wordcount for any of them is under 500
words, and that includes:
·
The clan history
·
Their territory
·
Goals
·
Philosophy
·
Leadership and organization
·
Reasons to play them
So lots of goodies, stuff that gets you pumped to put them
in a game and doesn't eat countless hours of free time.
Considering this, I approached the infamous Chi section with
considerable trepidation. The secret arts sections of both Weapons of the Gods
and Legends of the Wulin are notorious for being unapproachably arcane and dense.
When you mine through that stone, though, there’s true gold
in there. My challenge is to bring you the gold without all that pesky mattock-work.
So check it out:
…
Magic
Characters in this
world have a special kind of magic that resides in the link between their body
and their soul. They learn to use this power to unleash incredible,
physics-defying martial arts. This section teaches you about this mystic
energy; both how it exists within the World of Ashes and Ghosts and how it is
used in the game.
Chakra
Characters have
seven mystic nodes where their earthly flesh and divine spirit link; these are
the
Chakra.
In most people, the
Chakra begin at the tailbone and proceed straight up the spine. The highest
Chakra is slightly above the top of the head.
The Chakra are
invisible to mortal eyes, but beings that can perceive magic and the soul can
see them clearly.
The seven Chakra,
from highest to lowest, are:
·
Sahasrara
the Heaven Chakra
·
Ajna
the Metal Chakra
·
Vishuddha
the Wood Chakra
·
Anahata
the Air Chakra
·
Manipura
the Fire Chakra
·
Swadhisthana
the Water Chakra
·
Muladhara
the Earth Chakra
Mortals generally
use their Chakras subconsciously, as they use their hearts or ears or digestive
tract. The heroic characters that players
create learn to unlock the slumbering energy in their Chakra, using it to
accomplish wondrous feats. This energy is called Prana.
Prana
There is a magic
underlying reality; a proto-energy, parent of all matter, energy and physical
law. This underlying energy is called Prana. It’s responsible for life and
consciousness; it originates and nourishes the soul, both of mortal beings and
the universe itself. Some call it “the blood of Dharma”
Mortals need Prana
flowing through their soul the same way they need blood flowing through their
body. Much as their lungs breath air and distribute it to the muscles through
the bloodstream, their Chakras breath Prana and distribute it to the body and
soul.
Those who learn
mystical fighting arts learn to draw on their body’s Prana, using it to power
their magical kung-fu moves.
Elements of Chakras
Chakras have two
elements: Recovery and Pool
Recovery is how much Prana they
generate per round in Action scenes.
Higher Recovery means more magic to use.
Pool is how much Prana the Chakra can
store. When you draw on it for power, this is the maximum it can give you
(although you can draw from the pool of more than one Chakra to pay for
something).
In Real-Time scenes, the entire Pool refills with Prana every turn.
Pool is always equal to five times
Recovery. If the Recovery is 1, the Pool is 5. If it’s 2, the Pool is 10,
etc.
Characters have
three types of Chakra: Closed, Slumbering, and Open.
Closed chakras are inaccessible to
players. They’re not injured or anything, the character simply hasn’t achieved
enough self-mastery to access their magic.
Open chakras, on the other hand, are
totally mastered by characters. Players can always access the Prana stored in
them.
Slumbering Chakras are also accessible
to character, but they don’t yet have complete mastery of them. They must be Awakened to be used.
Using Chakra and Prana
You’ve got to be
eager to tap into your mystical powers. Let’s teach you how.
Tracking Prana
There are seven
such sections on the sheet, one for each Chakra. Note that the Recovery is
drawn in it’s respective box, as is Pool.
- To spend Prana, remove counters from the Pool.
- To recover Prana, add counters equal to Recovery to the Pool
- No more counters than the Pool’s maximum may be in the Pool at once
Prana is spent to
power Techniques and other magic. The amount of Prana needed is equal to the Cost of the Technique.
Using Prana in different scenes
Prana is tracked,
spent and recoded slightly differently depending on the speed of the scene.
Action Scenes
These scenes have
the most fidelity, so they have the most detailed rules for Chakra.
Open Chakra begin with a Recovery of 2
and a Pool of 10 completely full of Prana. Prana can be spent freely from these
Chakra with no consequences.
Closed Chakra are dormant, as always.
They have no Pool nor Recovery and don’t do anything.
Slumbering Chakra begin with no
Recovery nor Pool. They can be Awakened with a Rank 2 or higher Spirit action
during your turn. To Awaken a Slumbering Chakra:
·
Use a Rank 2 or higher Spirit action
·
The Rank of your action becomes the Recovery of
the Chakra
·
Pool is equal to Recovery times 5
·
Note the Facing of your action
The Pool of an
Awakened Chakra begins empty. During the
Recovery stage of the round, it fills with Prana equal to the Facing of the
action which Awakened it.
When a Slumbering
Chakra is Awakened, it causes a Power Flare
Power Flare: Slumbering Chakra are not
mastered; when they’re Awakened and when Prana is spent from them, there is a
burst of colorful magic discharge and an audible thrum of energy.
In addition to
being a clear giveaway that the
character is using magic, the flare makes stealth impossible.
Additionally, the
shockwave of Prana unleashed by the flare alerts every being that can sense
Prana (including all beings with Open Chakra) within the same and neighboring
Locations of your presence. They get a kinesthetic sense of both your location
and general power level.
On the flip side,
players get this information as well. When an NPC Power Flares, tell them the
Degree and Location of that character.
Recovering Prana: During the Recovery
step at the end of the Round, each Chakra regains Prana equal to its Recovery.
Simply add that many counters to the Pool.
Remember, the Pool
is the maximum amount of Prana that a Chakra can hold.
Real-time Scenes
Because of their
relaxed pace, there’s less to track in Real-Time scenes.
Open Chakras
completely refresh their Pool at the end of each of your turns. As in Action
scenes, you can spend from your Open Chakra freely.
If you need more
Prana, you can take a special action called Powering Up. This Awakens all your Slumbering Chakra at Pool 10
each. Unfortunately, this also causes a Power Flare.
Montage Scenes
There’s no need to
track Prana Pools in Montage scenes: they take so long that it’s assumed you
can charge up any Technique you like.
However, if you
spend more total Prana than the combined Pools from your Open Chakra, you’ll
still cause a Power Flare.
The Seven Chakra
In the World of
Ashes and Ghosts, the Chakra are more than a boxes on a character sheet:
they’re real, magical things. Characters discuss them, deal with them, and
think in terms of them. They are equal parts religion, branch of science,
philosophy and superstition.
Because the culture
and metaphysical underpinning of the setting are so deeply informed by the
Chakra, we’re going to give you a bit more to work with beyond the mechanics.
This next section
discusses the Chakra from the point of view of an inhabitant of the World of
Ashes and Ghosts. You can use this meditation on the Chakra as inspiration when
you’re creating new magical, artifacts, curses, blessing, kung-fu techniques,
etc.
Sahasrara the Heaven Chakra
Called the “Mouth
of the Soul” and the Heaven Chakra, it is believed that this Chakra drinks the
heavenly nectar of the cosmos, nourishing the spirit. This isn’t entirely
accurate; all of the Chakra absorb ambient energy from Dharma to feed the soul.
Sahasrara simply eats the most.
It is associated
with light, the color violet, and the Spirit skill. It is favored by those
seeking spiritual purity and is renowned for its healing energy.
Sahasrara is
opposed by obsession with physical attachments.
Unlike the other
Chakra, Sahasrara can be inverted to its opposite through wicked efforts.
Inverted, it is called the Hell Chakra. Its associations become darkness and
the absence of color (or black). It is favored by those seeking power, but it
is shunned by most because it is an unhealthy, polluting power. It is reviled
for its putrefying energy.
Ajna the Metal Chakra
Called “the Gateway
of Though”, Ajna governs the mind.
It is associated
with metal both physically and metaphysically as a ductile, strong and
mysterious element. It is associated with insight, the color indigo and the Intellect
skill.
Ajna is opposed by confusion,
both genuine mistakes and the deliberate confusing of fact with opinion which
mortals find so seductive.
Vishuddha the Wood Chakra
Called “The gateway
of Strength”, Vishuddha governs the muscles.
It is associated
with the might and firm suppleness of wood. It is associated with truth, the
color blue and the Power skill.
Vishuddha is
opposed by anger, which consumes its integrity as flames devour the flesh of
wood.
Anahata the Air Chakra
Called “The gateway
of Sensation”, Anahata governs the senses and sensory organs.
It is associated
with the ever-shifting force of air, both in its roll as sender of messages and
as a medium for the senses of hearing and touch. It is associated with proactivity, freedom,
the color green, and the Senses skill.
Anahata is opposed
by sorrow, which thickens and calcifies its momentum as surely as a cold fog
smothers a spring wind.
Manipura the Fire Chakra
Called “The gateway
of Motion”, Manipura governs the blood and the energy it gives to the body.
It is associated
with fire as a force of motion and expression of energy through consumption. It
is associated with willpower, the color yellow, and the skill Agility.
Manipura is opposed
by shame, smothered like flame under a wet cloth.
Swadhisthana the Water Chakra
Called “The gateway
of Health”, Swadhisthana governs the digestive organs and their balancing
effect within the body.
It is associated
with water as a force of balance and change-as-stasis. It is associated with
satisfaction, the color orange and the skill Endurance.
Swadhisthana is
opposed by guilt, solidified and made brittle like water turned to ice.
Muladhara the Earth Chakra
Called “The gateway
of comradery”, Muladhara governs the generative organs and the bones.
It is associated
with the benevolent and attractive power of earth, in the sense of its worth
and its power to nourish and encourage the creation of societies. It is
associated with wellness, the color red, and the skill Heart.
Muladhara is
opposed by fear, it’s solidity disintegrating like dirt beneath the monsoon.
***Callout box:
What is this for?
You’re certainly
wondering why we just made you read a whole bunch of vague metaphysical
gibberish we largely made up. That’s fair, we definitely owe you an
explanation.
Let’s explain with
an example; say one of your players had their Earth Chakra blocked by getting a
Fear emotional Imbalance. They want to recover, so they seek out some sage
wisdom. They quest a bit, find a sage, and then ask them for some advice.
What advice do they
give?
You’d have to pull
something out of your… Well, your imagination if we didn’t give you a bunch of
associations and metaphysics to give you ideas. Check out Muladhara up there;
looks like it’s got some associations with the generative organs, the bones,
the color red…
Use that to inform
your thinking. Maybe you’ve got a zanier idea of fun than us and the sage tells
them to wear red underwear until their humors balance (generative organs, red).
Or maybe you like
things a bit grimmer, and only soaking their teeth in fresh blood can wash
their fear out of their Chakra (bones, red).
It might even be
esoteric; maybe meditating on the sunrise in their homeland can balance their
spirit (red, earth)
By giving you a
bunch of metaphysical mumbo-jumbo (mixed with some authentic stuff, in our
defense) we’ve given you somewhere to start your thinking when magic starts
showing up in your game***
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