Monday, November 2, 2015

SGAM 2015 – Freeformpalooza: Fate (part 2)

The Emerald Crown, part 2

Session 1: Scornubel

Bold and italicized phrases are aspects.

A Stranger in Scornubel

A slender cloaked figure entered the caravan city riding a magnificent white stallion. He quietly inquired as to the whereabouts of The Stilted Fop, a popular watering hole for less-savory elements.

Information was what the stranger needed. However, he was an elf in the domain of man, and the crowd quickly discovered the stranger’s secret.

“What have we got here?” said the leader of an group of low-lives. [Ave nameless w/+1 in Str]

The elven interloper was surrounded, and the men were itching for violence.

“Human scum!” Rysdan Nythil uttered under his breath. [Decision-based compel based on his Trouble]

Unfortunately, the men heard that. Soon, they were joined by several others.


Conflict, exchange 1
[ Thugs fail to grasp because Rysdan spends to invoke “hatred” / Rysdan takes a fighting stance with [ 1 ] free invoke ]

One went for Rysdan’s wrist, but a hatred-fueled burst of speed spun the elf out of reach. In the next breath, the vengeful elf had tossed back his cloak revealing himself in deadly light with his keen elvish blade drawn.

Exchange 2
[ R: mental attack; 1 shift / thugs fail their attack ]

“The next man who dares lay hands on me shall find himself handless,” he growled. That was all it took for the men to utter a growl of contempt and launch against him. Rysdan twirled out of reach, batting away the closest ones.

Exchange 3
[ R: attack tie produces boost: on their heels / Thugs do 1 shift ]

The elf laid into them with lightning fast arcs, keeping a sphere of potential whirling death about him. Still, some fists and chair legs found vulnerable points.

Exchange 4
[ Rysdan fails attack / Thugs do 2 shifts ]

He was getting worn down and had to change tactics.

Exchange 4
[ Rysdan overcomes a 2 vs. active opposition to go 2 zones / Thugs overcome ]

Rysdan leapt from a tabletop to a narrow terraced landing overlooking the taproom. The astonished vermin cried out and took to the stairs (the longer way), but now could only face the elf one at a time.

Exchange 5
[ Rysdan makes a Grab of the first w/ [ 1 ] free invoke / Thug fails to overcome ]

Rysdan leapt forward to meet the mass. He ducked under a reckless throw of a fist, coming up under his assailant’s guard to grab him by the throat. The unsavory harmlessly swatted at the elf’s left arm, but didn’t break the hold.

Exchange 6
[ Rysdan throws the victim to attack! 1 shift + 2 + 2 for invoking available stuff plus point expenses = 5 / Taken Out ]

The elf sent the leader flying. Down tumbled the entire bunch in a heap on the lower landing.

The elf stepped nonchalantly over the groaning group and sheathed his sword. He approached the bar and ordered a drink.

“I’m looking for a man who sold an elvish artifact,” he said in a low hiss when he had finished. “Point me where I can find someone in the business of exotic jewels.”

He left with the name, Jandar Iltazyara, a jewel merchant with a penchant for expensive ladies on the caravan side of the river.

The elven Tomb Guardian left.

Notes: ended this scene with only one Fate Point. Mental note to self — make mooks easier when their job is to make the hero look awesome.

Myra’s House of Pleasures

Domain of Man.

Darkened Den of Depravity.

Only Building in a Sea of Tents.

Rysdan entered the brothel. He immediately saw a quick-eyed matriarch finalizing a deal with a dried up old sot. When finished, the elf approached.

The woman — the proprietor of the brothel — immediately tried to coerce Rysdan to one of her girls. The elf dismissed her offers and charms, trying to drive the point to the whereabouts of Jandar.

Myra wasn’t about to divulge anything about one of her valued clients — at least not without a good price. She began her negotiations.

Myra, Matron of the House
Experienced Entrepreneur, You Can’t Fool Me

+2 Cha; +1 Int, Wsd
Womanly Charms (Charisma). You are a master of seduction. Gain +2 to create advantages when trying to conduct a deal with the opposite sex.
Stress: [ 1 ]

Compel. Of course Rysdan got all snarky, openly again revealing his hatred grown 100 years, as was his derision of man. Myra had him thrown out. Two toughs appeared out of a side room to chase the elf out. Rysdan thought better about making another scene after the debacle at the Stilted Fop. Myra promised to have the elf killed if ever he were to step in or near the brothel.

As he leaves, the city watch was witness to the scene. To the elf’s dismay, the city watch had their eyes peeled.

An Unexpected Meeting

[ Compel. Wanting to make use of magic and steel combined, I rolled some story cubes to get a complication here and fuel Rysdan’s points (he’s still depleted from scene 1). It’s time to make things more complicated… To attach a meaning, I rolled 3 cubes according to John Fiore’s method (using one action cube), getting a satellite, a crescent moon, and a man building a brick wall. ]

Quiet Back Street of Scornubel
.
Wall of Men with 1 free invoke.

Rysdan watched as the toughs departed. He wished to rip them apart, but knew that this would serve nothing. He stalked away, wondering what course of action to take next. That’s when he found himself walled in by dangerous-looking men. Rysdan stopped and cast one corner of his cloak away to free his sword hilt.

“Rysdan Nythil,” came a voice.

Behind the line of men was a thin moon elf with a scar across his left eye. The elf orbited behind the protective line. It was Mourn Braegen, a fellow tomb guardian thought dead in a skirmish defending the eastern reaches some years ago.

“So,” continued the elf, “that was you I saw in the tavern not long ago.”

Rysdan questioned what his counterpart was doing there. However, a jade-colored bit of jewelry protruding from the scarred elf’s belt told him almost everything. It was clear that Mourn was not working for the interests of Evereska.

“Take this elf somewhere,” the elf sneered. “See that he does not breathe again.”

“Can we count on a the usual bonus?” asked a particularly large and grizzled man.

“Twice that, master Kilnsworth,” answered Mourn. “This one may give you a bit of trouble.”

“None we cannot handle, master Braegen,” the man boasted.

“Touch me, and you’ll not be the first this day to suffer the consequences,” Rysdan promised.

He was sorely outnumbered. However, he wouldn’t give up without a fight. The fate of Evereska was not now far from him.

Two groups of mooks (treated as in FAE):

Hardened Mercenaries
Hardened Mercenaries; If the Price Is Right

Good at (+2): Tactics, Fighting, Cheating
Bad at (-2): Working Alone
Stress: two groups of four (two stress boxes each)

Ballard Kilnsworth
Rugged Leader of the Gray Reavers; Dead Inside; “Ain’t Nothin' I Ain’t Seen"

+2 Strength, Constitution; +1 Intelligence, Wisdom

At My Command. You have experience and the loyalty of proven men. Gain +2 to create advantages when issuing orders that result in tactical advantages on the field, provided there is time to prepare.
Physical: [ 1 ] [ 2 ] [ 3 ]

Mental: [ 1 ] [ 2 ] [ 3 ]

Moderate:

Mourn mounted a gelding and rode off. The man he called Kilnsworth bade Rysdan to lay down his arms. “Don’t do this!” pleaded Rysdan in a low voice taut with wariness. The big man ordered his men to advance.

Exchange 1
[ Rysdan spends a point and action, activating arcane shield and lightning shield / mercs Rush en masse, Rysdan succeeds w/style, gaining boost ]

Rysdan drew his blade with a salute and spoke a few arcane words. Magical energy crackled about him. The mercenaries suddenly rushed to cut the elf swordsman’s spell casting short. Rysdan was already in the rhythmic trance of bladesong, his sword whistling as it glided to take on the forceful and hasty blows of the surrounding attackers. They were awed by grace embodied.

Exchange 2
[ Rysdan casts chain lightning, spending a point, getting 7 shifts, and 3 shifts, and 6 shifts on each, respectively (the last reduced by one to get a boost), taking out all groups of men. Ballard spends a Fate Point to invoke “Ain’t Nothin' I Ain’t Seen” to reduce to 3 shifts / Ballard overcomes to shake off boost ]

The leader shouted another command and the fighters began to press. Still, there was no opening in Rysdan’s defenses. He went through another spell rote, musically at one with his melodious voice in combination with his seemingly slow, graceful movements. Then, bright electricity erupted from the elf’s fingertips, felling every man around him.

The mercenary leader was struck hard too, but had prepared for the worst, putting a knee on the ground to help funnel the expected energy down. His gamble worked, though he was knocked breathless.

Rysdan continued his defensive posture as, inconceivably, the large man shook off most of the powerful spell’s effects.

Exchange 2
[ Rysdan tries to get the fear of doubt into Ballard, but ties for a boost / Ballard tries to disarm Rysdan, but the elf increases the two shifts needed to oppose with the aforementioned boost ]

“You should have listened to your boss,” boasted the elf arrogantly as he swung his blade about. “You cannot defeat me!”

The man wrinkled his face, momentarily perturbed. He launched violently forward with his own sword, using his size and brute strength to overwhelm and knock the blade from his weaker opponent’s hands. The ploy nearly worked if not for the clumsier man’s slight misstep.

Exchange 3
[ Rysdan attacks, misses / Ballard tries body blow, misses ]

The two danced and twirled about one another.

Exchange 4
[ Rysdan casts magic missile, getting 9 shifts! — Ballard taken out ]

Rysdan continued his graceful parries as he spoke a word of magical command. Brilliant darts of pure energy shot forth into his opponent’s chest, dropping the giant with the sound and smell of charred flesh.

Rysdan had quickly dispatched his foes. He looked after the still dusty cloud stirred up from Mourn’s retreat. He had his quarry. He only needed to fetch his steed and give chase. His heart leapt at the thought he might soon return with the sacred elvish relic.

Note: That last scene’s compel was not as complicated as I might like, but I just went with it to move things along. Probably should have made the opposition tougher here. It was also my first time trying out Fate Freeport Companion’s magic system. It’s costly in terms of Fate Points, but quite potent!

End, Session 1

This signals a minor milestone. Rysdan now swaps his Charisma and Dexterity scores, since he’s trying to do more swinging than spell casting.

For the game world, we erase the Tomb Robber, since that seems irrelevant now. Added is:

Mourn Braegan. Traitor in Possession of the Crown. Former Tomb Guardian thought dead.

Story Questions Revisited

Will Rysdan find the thief in time to help his kingdom? (Campaign Level)
Will Rysdan reconcile his own hatred of man and that of Juliet’s father? (Campaign Level)
Can he have any real future with Juliet? (Campaign Level)
Will Rysdan catch up to Mourn Braegan? (Scenario Level)
Will he win a confrontation with the traitor and wrest the crown from him? (Scenario Level)

Previously...
Next up, part three...

Sunday, November 1, 2015

SGAM 2015 – 1 page DIY Tool Challenge: Alien Culture Creator

For my second SGAM contribution, I am posting something under the 1-page DIY solo tool design area. This is a fun little one-page alien/fantasy culture creator using Rory’s Story Cubes. It's simple and speaks for itself. Admittedly, I cooked this one up before the actual start of SGAM. I still may do another one or two similar ones.

Here it is: Alien_Culture_CreatorAlien_Culture_Creator.pdf

SGAM 2015 – Freeformpalooza: Fate (part 1)

For my first project to run for the Solo Gaming Appreciaction Month in the freeformpalooza category, I have decided to run a game of Fate. As with many of my endeavors, I may not actually finish – this is not a one-shot idea, so may fizzle before completion. I've grown to be fine with this...as long as it's interesting for me, I'll stick with it.

I'm going to reuse a few comfortable ideas that will help keep me motivated. First, this will be set in the Forgotten Realms, a setting that brings me nostalgic pleasure, and that I know. Second, I'll be basing this on an oft-used character concept (for me) – that of a bladesinger. I've decided to use the Fate Freeport Companion since it's a great way to have rather D&D-ish idioms right out of the box.

For setup, I randomly generated a title using Rory’s Story Cubes: “The Emerald Crown”. The next is setup using Fate Core’s rules for game and character creation:

Rysdan Nythil

High Concept: Vengeful Everskan Tomb Guardian
Trouble: Hatred Grown One Hundred Years

Phase One: Studying under his father, general-at-arms of the Tomb Guard, Rysdan was called to defend the realm from evil human raiders. Fate struck, and booby traps remained from the looters, killing many of Rysdan’s friends and brothers in arms. The mourning was great, and Rysdan was quickly cleared of wrongdoing.

Aspect: Unforgiving of the Ruthlessness of Men

Phase Two: Completing his training, Rysdan joined the Tomb Guard like his father. The elves were marshaled against an incursion seeking to plunder and burn. Using magic and steel, Rysdan helped win the day as he took out the leader of the enemy’s giant battalion, earning him great recognition and respect.

Aspect: Magic and Steel Conjoined

Phase Three: After many years of peace, Everska’s insulation from mankind grew, and with it, so did Rysdan’s malice and hatred. That is when the council of Everskan elders were summoned to a meeting of state heads in Neverwinter, and Rysdan asked to accompany the group of dignitaries. It was then that — despite every fiber of his being — Rysdan fell for a human noblewoman.

Aspect: Juliet, the Sun that Thaws the Heart

Good: Charisma
Fair: Dexterity, Wisdom
Average: Intelligence, Strength

Elvish Bladesong (Dexterity). Such is your grace and prowess with spell and steel that you gain +2 to Defend actions while casting spells when engaged in melee against blade-bearing foes.
War Wizard (accomplished x1). You know the following spells: Arcane Shield, Chain Lightning, Lightning Shield, Magic Missile, and Shatter.

Refresh: 3

Gear: elvish long sword (used as a finesse weapon), two fine daggers (concealed in boots), and fine elvish mesh mail (considered light), Fine Elven Steed, a cloak and light provisions.

Game Creation

Issues

The Lost Crown of Laenaya Nathoniel. An important artifact buried with the late Queen by the same name, it is said to be the key that seals an important ward attached to a powerful portal — one that bars the mighty Phaerim from entering and destroying Evereska. Recently discovered plundered, this is the current issue — our hero must find and return the crown to hold the seal.

A Mighty Enemy Broods. The mighty Phaerim, even now, work their potent ancient magics against the seals, hungry for conquest and domination. This is the impending issue.

Faces & Places

Note: All human lands and cities have the Domain of Man aspect, which can be compelled or invoked as needed.

Juliet Haston. “My Daughter Will Not Marry an Elf!” Daughter of Dominic Haston, a Lord of Neverwinter, and a tenuous but important ally of the Evereskan elders. She is the love interest of Rysdan, and under the thumb of her father.

Dominic Haston. Biding His Time To See What Leverage He Can Get. Juliet’s father and the facilitator between the men of Neverwinter and elves of Evereska. He is on friendly terms but definitely has some agenda.

Neverwinter. Evereska’s Closest Ally — But Too Far To Lend Real Aid. A human city in the Sword Coast north of Waterdeep. They are Evereska’s closest allies, and its rulers are very motivated for strong trade agreements with the elves. However, corruption is everywhere in the Domain of Man.

The Tomb Robber. The Trail Grows Cold. What is his (or her) identity?!

The Emerald Crown. The Key That Guards the Seals. In the Hands of a Grave Robber. This is a powerful talisman that amplifies the power of Evereska’s mythal to guard the seals that keep the Phaerims' gates inactive. Time is running out, and the mythal’s power wanes.

The Savage North. A Dangerous Frontier Full of Fell Beasts and Worse. The vast expanse of harsh wilderness surrounding the western heartlands. Travel by road and in the protection of other wary and armed travelers is still dangerous.

Evereska. The Last Mythal. Last Kingdom of Elvendom on Faerun. The last fastness of the Tel Quessir. It is our hero’s home.

Scornubel. Shifting Sea of Tents and Caravans. One of the first main outposts from Evereska, and our hero’s first place to search. It is a daunting and bustling place to seek the crown, and a perfect place for it to change hands.

Let's see where this goes. There's enough stuff here to generate some interesting things in the form of compels.

Initial Story Questions

1. Will Rysdan find the thief in time to help his kingdom? (Campaign Level)
2. Will Rysdan reconcile his own hatred of man and that of Juliet’s father? (Campaign Level)
3. Can he have any real future with Juliet? (Campaign Level)
4. Will he navigate the bustling cities of men to pick up the trail of the thief? (Scenario Level)

Game Play

Rory’s Story Cubes and a flip of a coin when things get slow or stuck. Otherwise, allow compels and create advantage actions to direct action. Keep notes terse and play as much with scratch paper as possible.

Fate Points will be a strong indicator for the direction of play. As the PC gets more points, scenes will zero in on the story questions at hand. As his store of points dwindles, compels will cause new story threads to unravel.

Sessions will be defined by things obvious in the story — a point of rest, a minor success (or failure) achieved in the context of a scenario.

Next up, session one...

Friday, October 30, 2015

SGAM



If you at all follow various solo blogs or the Lone Wolf group on Google+, then no doubt, you've come across announcements about Solo Gaming Appreciation Month.

An original idea by John Fiore a few years ago to provide a similar expression to NaGaDeMo and other similar writing celebrations. I, for one, am glad it's back. There are a number of great “events” in which to take part, from freeform solo write ups to three-ingredient game challenges and more.

Although my November is busier than usual this year, I have pledged to take part in as many events as possible. Most of all, I look forward to to the many contributions to inspire me to further projects.

Interested? Check it out! Do something solo in gaming during November.

Wednesday, September 9, 2015

Taking a Page from a Story Game

In popular SGs, the current trend is for the GM to be less a dictator, and more a facilitator. Questions serve to forward plot and setting through the collaborative. When an unknown happens, players ask the GM what happens next. The prevailing no-prep advice offered to GMs is to throw that question right back in the players’ faces.

“Who do you think the Dread Pirate Roberts really is?”
“What do you think you encounter behind the curtain?”
“What do you think you might come out of that cave littered with bones?”



Of course, GMs are free to modify, twist, or reject the players’ suggestions. But for the sake of the collaborative activity and ease of prep, this is a fun and common occurrence in games like PbtA, Fate, and Lady Blackbird.

Few other game designers so frequently stress this concept as much as John Harper, creator of Agon, Lady Blackbird, and Ghost/Echo (among others). In his celebrated LB, he writes, When you’re the GM, don’t try to plan what will happen. Instead, ask questions—lots and lots ...”

Often these questions are directed to things about a player’s character. However, it is becoming increasingly common to apply the same principle to elements of setting design and plot — in other words, normally off-limits areas of GM domain in traditional RPGs. GMs are encouraged not to railroad, and often player suggestions can rival what any one GM might have proposed. Player input is encouraged and rarely rejected. Saying “yes” to players goes back to some old traditional RPGs too.

In solo games, the player most frequently goes to the oracle when it comes to answering questions outside PC domain. How could we even think any other way than this? This would be one step closer to, “why don’t you just write a novel?” wouldn’t it? It certainly wouldn’t be a game any longer...

However, this fundamental game rule is an unquestionable given in SG’s. Why can’t it work for us soloists, really?

Well, for one, we aren’t really collaborating with anyone else. That’s okay; I give a pass. In the SG model, everyone can participate with equal power. If I am playing Dungeon World, and I make up that the town’s history suggests it is regularly ransacked by hairy ogres each spring, it can be a thing. If I am playing Fate, and I suggest a self-compel that my climb up Rapunzel’s tower is thwarted by a coating of oil from her hair, I can do that (with table consensus). Making up shit is as much the point as rolling dice and playing by the rules.

I can do the same in a solo game too.

I can answer any question spontaneously without consulting an external oracle. Of course, I will still follow “rules”. However, I will reject the notion that I am somehow cheating, or undertaking the exercise of writing a novel.

The timing of these questions is prompted primarily from successful or proactive actions by the PC. However, failure will frequently prompt them too! Any time a player might turn to the GM to find out what happens next in a collaborative game, this cues my prompt. When the PC infiltrates the enemy training camp and I’m trying to find out who the kingpin is, as long as I have succeeded in my stealth task, or convinced my captors to take me to the leader, I stand to know, “Who is the bad guy?” or “What’s really going on here?”

I should have enough chaos applied through the dice and the rules of my chosen game. That alone should knock me off my trajectory enough to provide the thrill of unpredictability and drama. After all, I have decided to play a tabletop game. I want to play D&D, for example, and not the Mythic GM Emulator*.

As long as I am fulfilling at least one (but hopefully all) of these criteria, I should be satisfied:

1. The idea I generate must be interesting. (Really, goes without saying.)
2. The idea I generate must increase the stakes and danger to the PC or her interests, requiring further action.
3. The idea I generate must represent a complication to the PC’s life, requiring further action.

I need no more than this. It allows me expediency, because often coming up with an idea stemming from these criteria is often quicker than interpreting an external random idea. It gives me portability, because I don’t need to take any tools with me (don’t get me wrong...I love my Story Cubes!). It satisfies me, because all too often, when I want my game to be about something specific, my random oracle throws it off (with equal parts of for better or ill).

Where I may use an oracle or idea generator are for three reasons:

1. I use an oracle to provide mundane detail in which I have no interest.
2. I use an oracle to provide push against my declared idea.
3. I use an oracle to provide a threat when I have no idea what will happen next.

The purpose for #1 is that I have no interest in providing that level of detail and don’t want to get bogged down in minutiae. However, some of those details may reappear later as important elements if the action so dictates. The purpose of #2 is to simulate player collaboration, and, if possible, make an idea I came up with more awesome. #3 is hopefully used the least, and is only there to get myself un-stuck.

I challenge you — have the plums to play solo, well, SOLO!

full disclosure: I have nothing against MGME. On the contrary, I owe all my solo rpg endeavors to the inspiration from Ms. Pigeon’s brilliant contribution.

Tuesday, May 12, 2015

Powered by FU 2 — “Get Loot!” (Sword & Sorcery), part 2

Continued from here, part two of “Get Loot!”, a solo play report using Freeform Universal by Nathan Russell, and Perilous Intersections.


The Escape Attempt



GM’s FU Points To Use This Scene:
1

Gedric sat in fear listening to the distant noises. He had to get control of himself15. He shook his head and girded himself. Next, he felt the manacles. They were made of cold hard iron16. He pulled hard against them, feeling the snap of his thumb dislocate to pull his hands free. However, he fell back with a shout, and the iron links clanked loudly together. There was the sound of voices approaching.

 

Beast Master


Concept: Warrior-priest cultist of Malar
Descriptors: predatory instincts, athletic, uncivilized
Gear: spiked mace
Conditions: ▫️dazed ▫️trapped ▫️slowed ▫️out of action

Scrambling in the pitch blackness, Gedric felt along the wall’s edge, feeling the entry of a corridor way leading to the room17. He was well hidden as a single torch bearing man entered. It was the same one Gedric had followed into the merchant’s inn the previous night — or at least one looking the same dressed all in black with a wolfish face, black bristly facial hair and a grizzled build. The man’s surprise could not be more complete as Gedric leapt out18.

The man saw out the corner of his eye as Gedric leapt out to wrap his arms about his neck. With animal-like reflexes, the man twisted out of harm’s way and threw a glancing blow with a spiked mace he carried. The worst of the swing missed, but Gedric was tossed against the wall, getting winded and dazed.

The bearded man stalks over, now fully in the present moment19. Gedric shakes his head just as the moon looms over him, his weapon lifting to bear. Quick like a mouse, Gedric scurries away, a burst of adrenaline clearing the momentary haze.

 

Intersection Event


Heading down the only available corridor, Gedric sees light ahead. He tumbles out into a large cavernous area. Many fiery forges are scattered about the floor of the cavern below him, each attended by many figures. All about various perches are several more of the shadowy night monsters Gedric had encountered the previous day. He was easily visible amid the more fierce light.

From behind him came the growling voice of his pursuer, and all about before him, the night monsters transfixed him in their unholy gaze. They groped about, climbing down from their perches to accost the petty thief.

 

Story Probe



  • Are these dwarves bent into servitude to make some sort of unholy device? Yes!
His quick glance of the cavern floor revealed that these were dwarven craftsmen, each bent by broken spirits, leg shackles binding their legs, all working on some strange device which was being assembled in the center. About the device were several cultists chanting in an endless incantation in low tones. What the contraption was, Gedric didn’t know. Nor did he care more than saving his skin at the moment.

 

Night Beasts (squad of 4)


Concept: Demonic black gorilla of Malar
Descriptors: cloaked in night, immensely strong, athletic, taloned, vulnerability to the sun
Conditions: ▫️confused ▫️separated ▫️trapped ▫️slowed ▫️out of action

 

Lair of the Beasts


Concept: Hidden subterranean lair of cult of Malar
Descriptors: twisted ways, dark
Conditions (applied to PC): ▫️lost ▫️dead end ▫️escape

Gedric cursed his luck when he reached for his blades, realizing they were not there. He darted down a side passage20. Several other passages snaked away from the main one, each a twisted water-carved way. Through a series of backtracking, hiding, and moving, he evaded the bearded man and demon apes, all who fanned out in search.

Next, he tried to feel the air currents, seek light, and use his instincts in the dark to try to find an exit to his prison21. He seemed to be working his way further from the forge cavern

 

Summary



  • DL escalates to ‘Overwhelming Odds (+2)’ — enemy plans thwarted for the moment (+), one BQ answered (–), plus a setback (–)
  • seed produced the captured dwarves at forges being guarded by large number of apes
  • story probe succeeded at establishing Why? — constructing some unholy device
  • 1 FU points given due to overwhelming odds
  • 1 GM FU point spent to make Gedric lost

Associated Rolls

17 Does Gedric take advantage of being hidden? Yes, and… [makes the beast master ▪️surprised; is ▪️hidden]
18 Does Gedric incapacitate the man? No, and… [Gedric is ▪️dazed]
19 Does Gedric scurry away in time? Yes, and… [Gedric is not ▫️dazed
20 Does he evade his pursuit? Yes…
21 Does he find an exit? No… [GM Point spent: and he’s ▪️lost]

 

BIG BOSS FIGHT



 

Fightback Scene: Failed Rescue


GM’s FU Points To Use This Scene: 2

Gedric stopped groping in the dark. It was pointless. Where was he to go? With startling new revelation about his mother — and, truth be told, he had never imagined his mother the martyr type — something awakened in him that he had never before known: legacy. Assuming he was from lowborn stock, or worse yet, the product of a whore, he wanted to learn more. Furthermore, there were some diabolical plan at stake here. Normally, survival of the street dictated that he was extremely self serving. However, he now contemplated that he could perhaps make a strike against two ends — A blow against these horrible cultists, and at the same time rescue those poor dwarves who might know of an exit.

He turned and began tracking his way stealthily back22. The place was a maze, and he was groping along blindly. There was no helping it…he was still hopelessly lost.



 

Intersection Event


He worked his way along a path by which he could hear distant metallic impacts at rhythmic intervals. Inch by inch he progressed when a incredibly loud boom behind him startled him. He could see nothing. Another bang before him thundered through the cavern. The air was still. He was again trapped. Unseen doors sealed off escape.

Then came the hideous laughter from something evil. Through a stout door came a low bestial voice. “You cannot so easily escape!” it said. “The son of Martyrsblood will not need much longer to wait…”

 

Stout Door


Descriptors: stout iron, heavy, squeaky
Conditions: ▪️locked ▫️dented ▫️in ruin

Gedric crept to the door and listened. There was no sound from beyond. He studied the lock and withdrew a few hidden picks he kept up his sleeve. Taking his time, he tried to summon calm patience23. However, he became eager as he noted that this was a familiar lock mechanism. He set about working it24.

It’s not long before he heard the satisfying click as the mechanism disengages. He slowly swung the door just wide enough to slip out. Just to maintain the deception, he closed the door behind him and set the lock again.

He continued his way, trying to at least find where his weapons were kept or some other useful items25. He wandered aimlessly, until he saw light ahead. Moving cautiously forward, he peered around a corner to observe a room with a few cots, some dried foods and a jug of wine. He spied his sabers in their sheaths leaning against a wall. However, another black-garbed cultist sat on the floor in the middle of the room, a cruel double-headed axe in his lap. His eyes were closed as though he was in some trance or meditation.

Acting with determined desperation, Gedric leapt into the room26. He rolled, snatched his blades, throwing off the sheaths and got their two tips under the man’s throat before he could get to his feet.

“Careful!” warned Gedric. “Let go of that axe haft and I might let you live a bit longer,” he promised27. He was good at lying, but this time, he really meant it.

However, these cultists were savages enthralled the passions of the beast. The man rolled back away and reached to snatch up his axe. However, Gedric clearly had the upper hand28. Gedric hacked away. The larger man was surprisingly agile and quick for his size and darted out of reach. Next, Gedric played to his conniving nature, and continued forward seemingly recklessly with his two blades29, hoping to lure his opponent into false feelings of martial superiority. However, the man snarled, anticipating Gedric’s next move. The cultist spun in perfect synchronicity to the thief and pounced on his exposed flank30. A powerful swat of the flat of his axe head sent Gedric flying. He struck a wall and went unconscious.

 

Summary



  • DL remains at ‘Overwhelming Odds (+2)’ (maximum) for getting a setback
  • no BQ’s clarified (Story Probe never came to be due to fiction)
  • seed produced a trap
  • 1 FU points given due to setback
  • 2 GM FU points spent to modify roll #27
  • no seeds remain

 Associated Rolls



22 Does he find his way back? No.. [1 FU point spent to re-roll a 3, remains a 3]
23 Does he create calm patience for himself? No, but… [he has encountered this sort of lock before]
24 Does he unlock the door? Yes, and… [he opens it quietly; he’s no longer ▫️trapped]
25 Does Gedric find his sabers? No, and… [1 FU point spent to re-roll a 1] Yes, but… [the room is guarded by a cultist]
26 Does Gedric get to his sabers before the man can react? Yes, and… [he gets them leveled at the man’s throat before he gets to his feet]
27 Does Gedric get the cultist to surrender? [2 GM Points spent to tip the odds] No, but… [he has the upper hand in the duel]
28 Does Gedric inflict harm on the cultist? No…
29 Does Gedric lure the cultist into a false sense of martial superiority? No, and… [the tables are turned, giving Gedric’s opponent the upper hand]
30 Does Gedric defend himself? No, but… [the cultist spares his life; Gedric is ▪️unconscious; 1 FU point earned]


Stay tuned later this week for the final showdown...

Monday, May 11, 2015

Powered by FU 2 — “Get Loot!” (Sword & Sorcery), part 1

Here's a solo actual play report of Freeform Universal and Perilous Intersections, featuring Gedric Twoblades, a character concept inspired by this great art by Jason Chan, which I designed for play in the Forgotten Realms. However, this adventure has a strong Sword and Sorcery vibe to it. I started with a simple premise: in Mulmaster, the sorcerer, Ag-morthon, wants an artifact from a rival Blade…Gedric is to fetch it or the sorcerer will direct to him the crime lord, Jornah Kneebreaker, to whom Gedric owes more than money. A little adventure, I call, “Get Loot!”

I have posted few actual play examples of PI, but it's nice to see that some are making use of it. Sophia, over at die heart, is making use of them for her wonderful Dungeon World solo play.

RULES


This will use straight-up FU, for the most part, with aspect like play similar to Fate (á la “create an advantage” actions to put details into play). Spending FU points can grant rule-bending powers in the form of unopposed beat-the-odds rolls.

FU points are fed through complications that have sufficient bite to them. Complications may be fed off of particulars in relationships, drives, flaws, or any details or descriptors in play that may be negative.

In dueling matches of import, the back-and-forth is handled by establishing an upper hand detail. Touches can only be scored by having it. It also is a detail that grants a bonus die.

The GM gets FU points per scene based on the current Danger Level (at Disadvantaged or higher level) plus maybe an extra point or two to assign to the main baddie. These points may be spent to alter Beat the Odds rolls, as normal, or spent to create some scene complication, spent to get rid of a negative condition applied to an NPC, or add some negative detail.


PERILOUS INTERSECTIONS


PI will guide the action. Five seeds will keep this a short one. Two Big Questions (BQ’s) have answers already, due to how I'm starting this one, but may be altered (treat as unreliable). Other BQ’s could be added if context dictates. That starts this in the Rears Its Ugly Head phase, with a bit more aggression directed particularly at our hero.
What we have so far:

Who? Ag-morthon (made this up for my starting scenario)
What? Wants Farnas Del Unthiley’s magical crystal
Why? (this seems to be my only unanswered question so far)

Our Danger Level starts at the usual place (Advantageous -1).

I also rolled the following seeds (all generated through Rory's Story Cubes): an inferno, digging holes, spyglass, treasure chest, hang from a branch.

GEDRIC TWOBLADES


Concept: Petty thief or hired sword depending…
Descriptors: deceptive, nimble, thievery, selfish
Gear: sinister eye patch, twin sabers, ceremonial dagger
Starting FU Points: 2
Conditions: ▫️angry ▫️scared ▫️tired
▫️trapped ▫️blinded ▫️hungry ▫️dazed ▫️injured ▫️dying

Description: A cloaked vagabond, two sabers dangling at his hip. Long, stringy hair. Eye patch. Just something not quite right…
Relationships: Me, myself, and I! Never had people too close. Wrenching costs too much more than a night, and the slum lords always want a piece of the action. Screw ’em!
Drive: Jewels, women, and luxury (order depending).


REARS ITS UGLY HEAD


Scene 1. The Job


Gedric had a hangover. Had he dreamt it? No! He remembered the sorcerer’s gaunt face. The instructions were plain — sneak into the tower of some Farn? Farn…Farnas Del Unthiley — a member of the ruling Blades of Mulmaster to get some crystal.

Why should I? Gedric asked silently. Then he remembered…the sorcerer promised that he would deliver him to one Jornah Kneebreaker, a man Gedric truly wished never to see again. Not only he owed the man a substantial sum of money, but he also took something from the crime lord’s soon-to-be-wed that couldn’t be given back. That gave urgency to the job.

He needed food to quell the revolution in his belly — or maybe not. Regardless how he started his day, it was time to get to work.

His first priority was to scope out the habitat of this Farnas fellow — discover its defenses and security. Fortunately, Gedric not only had skills in getting inside secure places, but he also found friends in not-so-friendly places — the type of folk who might know such details.

 

Mulmaster


Concept: Dangerous city on the Moonsea
Descriptors: guarded by day, thieved by night, sprawling, shadowed civic labyrinth

He bumbled about trying to find any locksmith who might be bought that would know the layout and security of Farnas’s place1. His search turned up nothing. He did find out, however, that the ruling Blade resided in a keep on the side of mount Mulmaster2, the more secure quarter where the upper class resided. He had also learned that Del Unthiley was away on business, and was not expected back for two more days. The rogue smiled…

Without good knowledge of the place through sources, he decided to case the joint himself.

 

Intersection Event: Spyglass


As he set out up the hill, he couldn’t help but notice two dark clad figures shadowing his movements. Savvy to such maneuverings, Gedric decided to turn things around.

He gave the fellows the slip3, and circumnavigated their position, ducking under the flap of a pottery merchant’s stall along a narrow market, and turned the tail on the stalkers. However, they each noted their missing mark and split up. Both being the same in appearance by his quick observation, Gedric arbitrarily chose the leftmost to tail.

The figure wound through the streets, Gedric keeping close, but not too close. The way led him to a run-down looking inn in the merchant’s quarter. Gedric put the hood of his cloak up and entered after. Taking a seat in a shadowed corner, he spied the figure4.

 

Story Probe

 

  • Is it Zhentarim agents? No, something else…
The man removed his own hood to reveal a woodsman of some sort. He greeted a similarly garbed man with a full black bristling beard. He thought he could make out, “Did you capture the rogue swordsman?”

“No, he gave us the slip…” answered the first.

“The beast lord tolerates no failure,” said the first in an almost growling voice. “Find him, or face the consequences. Malar guide you!”

The first bowed and removed himself. Gedric felt the hairs at the back of his neck stand. He had never before heard of a beast lord. The fact anyone was hunting for him did not bode well.

 

Summary Notes


  • Danger Level goes to ‘At Odds (+0)’
  • Gedric gets an FU point
  • seed produced the pursuers
  • story probe failed
  • ‘Who?’ changed tentatively; this also nullifies ‘What?’

Associated Rolls


1 Does Gedric find a relevant source willing to give security details? No, but… [he learns the location]
2 Does he learn interesting gossip about Farnas’s mansion? Yes, and… [that Farnas is away]
3 Does he turn the pursuers into the prey? Yes, but… [they split up]
4 Does Gedric observe his target surreptitiously? Yes… 



Scene 2. Casing the Joint


Not wanting to waste time, Gedric set out again for the Lord’s Quarter on Mount Mulmaster.

 

Lord’s Quarter


(may be combined with Mulmaster proper)
Concept: Home of the paranoid and corrupt ruling class
Descriptors: vigilantly guarded night and day, formidable walls and gates.

He set back up the path toward the wealthy quarter, choosing a circuitous route to elude any would be followers5. He was furtive, avoiding the sundry street influences, but couldn’t help feeling as though he was being watched. By whom, or from where this gut feeling came, he had no idea.

Next, Gedric set about locating a good spot from which he could observe the manse of Del Unthiley6. He spied a rooftop blind from atop a quiet ruin sitting squat between two other walled establishments. Furthermore, noting the movements of the many patrols about the Lord’s Quarter, they paid the ruin no mind.

He furtively stole across an alley and hopped a low stone wall and made his way up the crumbling building’s facade.

Once in position, he made himself comfortable and gazed out across the road toward the dwelling of Farnas Del Unthiley. He observed some interesting things of note7.

 

Story Probe


  • Does he note a schedule leaving the place unguarded at night? No, something else…
Throughout his watch, he noted that two pairs of guards circled the bailey grounds in opposing directions. He spotted a growth of trees inside the wall on the far side. He noted that the two pairs, when crossing directly in front of the shrubbery would afford anyone twenty five breaths before they might have a chance to put their gaze at the front of the main building. There was entry through a front door, or on the upper level by way of climbing vines and an overlooking terrace. The upper windows were always dark, appearing that servants worked in the main floor, while the upper story was vacant.

He liked his dry lips, having spent much of the night looking out. Coming down from his perch, it was time to get some rest before putting the plan to action the next night on the eve before Del Unthiley’s return.

 

Intersection Event: Hang from Branch


As he dropped to the broken flagstones, another black form dropped from a nearby refuge. A lumbering long-armed form followed stealthily after.

 

Night Beast


Concept: Demonic black gorilla of Malar
Descriptors: cloaked in night, immensely strong, athletic, taloned, vulnerability to the sun
Conditions: ▫️Confused ▫️Dazed ▫️Trapped ▫️Injured ▫️Out of Action

Gedric, lost in his thoughts8, was oblivious of the charging horror at his back and was knocked down with tremendous force. Air blasted from his lungs with a grunt. He struggled to turn on his side and scramble up9. He was too pressed by the black horror looming over him to get on his feet, but had managed to turn and draw his twin sabers.

Gedric frantically worked his blades from his prone position to ward off groping hands10, and managed to buy enough margin to find his feet. The monster before him was hulking. In some primitive simian shape, Gedric had the feeling he faced a savage monster of the deepest jungles of Chult; however, this beast was otherworldly. He could not see the horror under the shadow of the void from whence this thing came.

Backing away11, he tried to find a narrow choke point at an archway that crossed a narrow lane in order to control his movements. The monster came on too swiftly, closing the gap, but opened a gap under its hideously gangly arms as black talons poised to strike. He ripped the unseen flesh open with his offhand blade12 and managed a downward chop with his primary blade as the monster doubled over, finishing it off.

The creature melted into black ichor before his eyes. Though he was alive and prevailed against some demon of the void, Gedric fled in fear and loathing…



 

Summary Notes
  • DL remains ‘At Odds (+0)’
  • seed produced the pursuing night beast
  • story probe failed
  • no BQ’s added or altered

Associated Rolls


5 Does Gedric loose any would-be followers? Yes, but… [is ▪️watched]
6 Does he identify any possible refuge conducive to spying at the target site in question? Yes, and… [the place is overlooked by guards]
7 Does he gain valuable intelligence of the place that may help him? Yes…
8 Does he observe his pursuer? No, and… [is ▪️prone]
9 Does Gedric get to his feet? No, but… [gets his blades ready for defense]
10 Does he keep the night beast at bay? [1 FU point spent to up the odds] Yes, and… [removes ▫️prone]
11 Does Gedric take advantage of a strategically defensible position? No, but… [the thing opens itself up for attack]
12 Does he take advantage of the creature’s reckless opening? Yes, and… [inflicts ▪️injured and ▪️out of action]

Scene 3. The Interrupted Plan in Action


Gedric had a fitful sleep at best. Thoughts of Jornah making good on his promise and namesake gave him a throbbing sensation in the legs. Then, leering shapes in the darkness of which he is only aware from the revolution in his insides cause him to toss and turn. The day wears on gloomily under thick clouds. Hail pelts from the heavens — as good a time to get to work as any, he mused.

Waiting for nightfall, he moved out by circuitous track again. He felt at any moment, some mobster might jump from the shadows to grab him13. His sense of paranoia made him tense and jumpy. He was sure he heard muffled footsteps behind him. Gedric was quickly loosing his customary roguish cool14. With some half-heard grunt, he took off at a dash, panic pushing to near madness.

He rushed through the empty night streets full of mist, shadows, and malice. Whoever his stalker was, he dogged Gedric’s every step.

 

Intersection Event: Digging Holes


Gedric backed into a darker alleyway, huddling in the dark against a cold wall. His breath came in short gasps, and fear gripped his heart like solid ice. Suddenly, from the ground came a great black arm. Another seemed to issue from the stone of the wall against which he braced himself. He tried to scream, but another sinuous arm snaked around his mouth. He was swallowed within the shadow itself.

When he could feel once again, he found himself in a cold lightless place. He felt stone under his feet, and his breath echoed against hardened walls. The sound of approaching steps came, along with a bestial snort.

 

Story Probe


  • Is it the beast lord demanding sacrifice of a surviving son of a dead heroic Ilmater priestess? Yes!
Out of the cold came a hideous deep voice that carried great power and was the embodiment of predatory-inspired fear. Although he could not see, his mind’s eye saw hate-filled monstrous eyes leering hungrily at him.

“You are the bastard son of Shaela Martyrsblood, suffered disciple of Ilmater,” it said. “I know this by the stench of your blood. The veil of unclean ways cannot mask it. You will die tonight during the blood moon…the rite has begun!

Then, the terrible thing was gone. Gedric tried to free himself, but found himself manacled.

 

Summary


  • DL escalates to ‘Disadvantaged (+1)’ — two BQ’s clarified, one BQ answered, plus a setback
  • seed produced the groping demonic things from shadow drawing aged rid into shadow
  • story probe succeeded producing interesting character backstory and impending issue
  • 2 FU points granted due to complications
  • impending issue detail established: the rite has begun!

Associated Rolls


13 Does he maintain stealth? No, and… [he picks up a new tail]
14 Does Gedric outrun his pursuers? No, and… [he is ▪️scared]

 Stay tuned for more...