The Alexandrian

Reign - Greg StolzeGreg Stolze’s Reign features a simple Wealth system. Characters, treasures, and resources are given Wealth ratings and all of these ratings are interchangeable. (A Wealth 3 treasure has as much value as a character with Wealth 3.)

One feature of the system is that you can easily split a given Wealth into two portions of 1 size smaller. So if your character is Wealth 5 and they want to give half of everything they own to another character, the result would be that both characters would now be at Wealth 4.

I’ve created the Wealth Splitting Table, below, to create a convenient reference for breaking Wealth values down into larger chunks.

WEALTH LEVEL
1
2
3
4
5
6
7
8
9
10
1
1
--
--
--
--
--
--
--
--
--
2
2
1
--
--
--
--
--
--
--
--
3
4
2
1
--
--
--
--
--
--
--
4
8
4
2
1
--
--
--
--
--
--
5
16
8
4
2
1
--
--
--
--
--
6
32
16
8
4
2
1
--
--
--
--
7
64
32
16
8
4
2
1
--
--
--
8
128
64
32
16
8
4
2
1

--
--
9
256
128
64
32
16
8
4
2
1
--
10
512
256
128
64
32
16
8
4
2
1

One immediate shortcoming of the system pretty much leaps off the page: If you want to split the loot from your most recent adventure evenly 6 ways… you can’t. The best you can do is split it 8 ways and then re-combine some of those Wealth packs to create a nearly-even split.

(For example, if you’ve got a Wealth 6 treasure you can split that into 8 packs of Wealth 3. You can take two of those Wealth 3 packs and combine them into a Wealth 4 pack; then do that again. That gives you four packs at Wealth 3 and two at Wealth 4.)

But, in general, I think this table should make these sorts of transactions easier to sort out.

Go to Part 1

One of the challenges a GM faces is in presenting the complex reality of a living world: Players have the luxury of focusing on a single character, but the GM often finds themselves needing to juggle dozens of characters and potentially hundreds of pieces of information.

One of the most important skills for a GM to master, therefore, is better organization.

Take a dungeon, for example. Simple stuff like using a numbered key to describe the dungeon may seem obvious, but take a second to imagine the alternative where that basic level of organization isn’t applied. (And I have, in fact, seen published adventures where it wasn’t applied. It isn’t pretty.)

Now, how could we improve that organization even more? Well, we could start by clearly segregating “information anyone entering the room should immediately know” from “information that can only be gained with further investigation”. (Properly written boxed text is one way of doing that, of course.)

Might it be useful to also distinguish “information characters might notice immediately upon entering the room without taking any particular action”? Probably.

And so forth.

Note that I’m not talking about performing any extra prep work. I’m just talking about organizing your prep work so that it’s easier to use at the table. (I’ve actually found that proper organization can actually reduce the amount of prep you need to do.)

The node-based structure itself, of course, is one way of organizing your prep work. In terms of organizing the actual nodes, though, here are a few tips that I’ve learned—

KEY YOUR NODES: Just like the rooms in a dungeon, it will be easier to reference and use your nodes if you key them. For the most part, I just use numerical codes: Node 1 is First Central Bank. Node 2 is the security guard who didn’t show up for work during the robbery. Node 3 is the stolen car that was used as a get-away vehicle. And so forth.

KEEP A CONNECTION LIST: I’ve talked in the past about the importance that The Masks of Nyarlathotep played in developing the Three Clue Rule and, by extension, node-based scenario design. The concept of a “connection list” is taken directly from that campaign:

Advanced Node-Based Design 5

It shouldn’t take much imagination to see how much easier such a list will be to design and maintain if you’ve specifically keyed your nodes. I discuss this concept at much greater length in Using Revelation Lists.

KNOW YOUR NODE HIERARCHY: At a basic level, you should have some rough sense of how you want the various nodes of the scenario to hook up. (Bearing in mind that (a) your players will probably find all kinds of ways to connect the nodes that you never intended and (b) you don’t really need to pursue some sort of rigid ideal.

And if you’re dealing with a relatively small number of nodes, that’s probably all you need to know. But as the number of nodes begins to grow, you’ll probably find it useful to break them up into more manageable packets: Can you break one large scenario into multiple smaller scenarios?

Those scenarios, of course, can hook into each other. But by breaking them up into distinct packets, I find it’s easier to keep the overall structure of the campaign manageable and comprehensible.

For my games, I typically maintain a document I refer to as the “Adventure Track” which details the macro-level node structure of the campaign. For my Ptolus campaign, I broke the macro-structure into five acts. And then, within each act, I created clusters of related nodes using a simple outline structure.

For example, here’s Act I:

1. The Awakening
2. The Murderer’s Trail (Ptolus – Adventure #1)

a. Following the Ledger
b. House of Demassac
c. Jirraith and the Pale Dogs

3. The Trouble With Goblins (Ptolus – Interlude #1)

a. Complex of Zombies
b. Laboratory of the Beast
c. Goblin Caverns of the Ooze Lord

4. Smuggler’s Daughter (Ptolus – Adventure #2)

a. The Slavers’ Enclave

5. End of the Trail (Ptolus – Adventure #3)

a. Swords of Ptolus
b. Cloud Theater

6. Shilukar’s Lair (Ptolus – Adventure #4)enture #4)

Each line here is a major scenario, with the various scenarios interconnected as nodes. (Some of these individual scenarios are also designed using node-based techniques.) The indented lines are closely associated with the “major nodes” above them. (In other words, I’m using a basic outline structure to conveniently group the content of Act I into convenient conceptual packages. This outline also keys each node: “The Awakening” is Node 1; “Laboratory of the Beast” is Node 3B; and so forth.)

Act II of the campaign is even more complicated, featuring a total of 42 major scenarios. In order to keep the structure of that act manageable, I broke it down into three semi-independent “chunks”, each of which was then organized in a fashion similar to the outline for Act I you see above.

I’ve found this Adventure Track + Connection List method to be very useful for both preparing and running a node-based campaign. But there’s nothing magical about it. You should find the method that works best for you. My general point, however, is that you should strive to achieve a high-level understanding of your node structure – chunking that node structure into larger and more manageable pieces as necessary.

Go to Part 4: The Second Track

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 1A: INVESTIGATING THE PAST

March 10th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

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IN THE SHADOW OF THE SPIRE

Session 1A: Investigating the Past

In which our heroes meet for the first time, resulting in confusion, loose tongues, startling revelations of a largely temporal nature, and a moment of abject panic…

When my players realized that they had been subjected to time-skipping amnesia, the response of Agnarr’s player was pretty straight-forward: “You son of a bitch!”

Starting a campaign with amnesia, of course, is something of a cliche. The video game industry, in particular, is completely infatuated with it because it allows the player to completely equate themselves with the character (both are ignorant of themselves and the world around them).

The conceit of “missing time”, on the other hand, offers a slightly different dynamic. Having taken the time to work up detailed character backgrounds in collaboration with each player, I was effectively stealing something from them. (And this was particularly felt by those who participated in the preludes.) The resulting sense of combined outrage and mystery serves as a great motivator and spring-board: It binds the PCs to a common purpose; gives them something to immediately pursue; and strongly motivates them to achieve it.

More generally, these kinds of “metaplot mysteries” can serve as strong backbones that can hold entire campaigns together.

At this point of course, as a GM, you need to be able to actually deliver on those promises. Unlike Chris Carter or J.J. Abrams, it will behoove you to actually put together an outline of your metaplot mystery. So channel your inner-Straczynski and get to work: You don’t have to be exhaustively detailed in this effort; you just need to provide a roadmap that will keep you on track as you and your players explore the mystery.

(In the case of the “missing memories”, I prepped a 4 page outline detailing the true history of what had happened to each of them between their last conscious memory and awaking in Ptolus. This outline is general in parts, but gets more specific regarding the last few days before they awoke.)

Next, you’ll want to start presenting the clues the PCs will need to start piecing together the metaplot mystery. For this, of course, you’ll want to observe the Three Clue Rule. Taking Node-Based Scenario Design into account probably isn’t a bad idea, either, but you’ll probably want to consider some of the lessons I talk about in “The Two Prongs of Mystery Design“.

Specifically, the clues of a metaplot mystery are usually delivered tangentially through other scenarios. From time to time, of course, you may have “metaplot scenarios” — but the whole point of a metaplot is that it isn’t the plot. (In this sense, Buffy the Vampire Slayer often had a metaplot. 24 never had a metaplot; it just had season-long plots.)

Presenting a metaplot mystery can often be a tightrope-walk: On the one hand, there’s a strong temptation to blow your load. The metaplot is, after all, really cool — and you want to awe and amaze your players with the really cool stuff. But if you reveal too much too quickly, you can’t put the rabbit back in the hat.

On the other hand, you can’t be so stingy with the details of the metaplot mystery that it withers and dies from lack of interest and attention.

In the specific case of these missing memories, I broadly prepped several “layers” of clues: Stuff they were likely to find out immediately (by investigating their rooms and personal possessions); stuff they could find out fairly quickly (by following up those leads and/or digging deeply); and then additional leads that would come to them over the course of the campaign (or crop up in later scenarios). I also prepped several flashbacks with various trigger conditions (which would give them immediate glimpses of their lost past).

(There are also a couple of additional layers beyond that; but they constitute spoilers. So, like my players, you’ll just have to wait and see.)

Basically, the idea is that I’m treating the metaplot mystery as its own, independent scenario — or meta-scenario — that I plan out completely ahead of time and then lay over the top of the rest of the campaign as it develops.

(Actually, “meta-scenario” is probably the best way to think of this. I’m going to change the title of this post.)

Of course, your meta-scenario won’t really be completely divorced from the rest of the campaign. If you’re doing things properly, there will be a feedback loop between the meta-scenario and the specific scenarios that develop through play. Once again, it’s important to see the meta-scenario as a roadmap — not necessarily the road itself. (If that makes sense.)

As discussed previously, this was the first review I posted to RPGNet. It was originally written for the Heavy Gear Mailing List and then reposted to RPGNet when Dream Pod 9 requested that HGML posters report their reviews at the site.

This, of course, also means that this is some of the earliest writing I ever did for a semi-professional audience. Be gentle in your judgments.

Heavy Gear - The Paxton Gambit[ Warning: This review will contain spoilers of the adventure series contained in this product. If you are intending to play through the story told in this product you should stop reading now. ]

The Paxton Gambit, unsurprisingly, is another sterling DP9 product for their Heavy Gear line. The first 25 pages expand upon the information given on Peace River previously (in Into the Badlands and the Second Edition Heavy Gear rulebook). The next 32 pages are a campaign supplement, and the remaining 6 are Paxton Gear designs.

Peace River has been covered previously, so what’s there in terms of background is pretty scarce — you get some new info on the political situation as of 1935, details of the Badlands Quarter, some detailed maps, an overview of the POC structure, and a number of new NPCs (all of which are important in the campaign portion of the book).

The Paxton Gear designs are … well, they’re Gears. What do you want?

The campaign supplement is, however, the book’s strength, in my opinion. You get 27 pages of story material stretching over nearly 20 days and nine gaming sessions (your mileage may vary, of course). You also get a page of “Continuing Hooks” which tell you where to go next if you want to continue the campaign, and four pages of handouts for the players.

The main section of the campaign is separated into three acts, each containing three scenarios. Each scenario consists of “Milestones”, which detail each important scene or sequence for the players to engage in. They also contain “Complications and Continuing Hooks” — little extras unessential to the main plot, but which can be thrown in to add complexity to the sessions themselves or cause headaches down the line for the players.

The plot of the campaign is thus (these are the spoilers):

In the wake of the Oxford Agreement (see CoF) Emir Shirow of Basal can no longer rely on the CNCS or NLC to supply him with arms in his rebellion, leaving him with only one serious option: Paxton Arms. He dispatches his lover and ambassador Victorya Hiro to Peace River to negotiate the deal. However, he doesn’t have enough money to fund the project completely. Therefore, Hiro will also be secretly negotiating with the NLC in order to get the money to make the deal with Paxton Arms. Jacques Molay will be dispatching SRID operatives to break up the deal because he doesn’t like the Basal rebellion for personal reasons, but this also means that these operatives have a chance of uncovering the NLC deal, which will break the Oxford Agreement and bring down the SR’s wrath on Shirow. Added to this is the fact that the SRID typically deals with the Forzi in Peace River for this type of low-profile work, but the Forzi in Peace River are actually controlled by the BRF’s local leader Sund! ra Gabriel, and she would like nothing better than to screw this deal up herself and make things tough on Paxton Arms. And, of course, the Patriarch of the ESE has gotten wind of the deal and dispatched agents to eliminate the Basal forces involved in the deal. This is the point where the players enter.

The campaign is designed so that, with a minimal amount of work, the GM can sit down with his players and start playing. Indeed, if you’re particularly effective at off-the-cuff playing you could probably run the thing untouched once you’ve got the material down and copies made of the hand-outs. The scenario is also designed, however, to allow existing campaigns to intersect with the story with a bit more work involved. Clearly you can see with all these different groups coming together over one deal (CNCS and NLC, SRID, BRF, Paxton/Peace River security and executives, Basal Uprising, ESE, etc.) there are a multitude of different ways for a GM to get his players involved in the events of this story. But the campaign is designed around the idea that players will be assuming the roles of Peace Officers.

They are introduced into the action as honor guards to the arrival of the Basalite ambassadors, and are put under the temporary command of Colonel Lenaris. They are also introduced at this point to Helen Luka, a reporter in search of the big scoop. The next day they are put on surveillance of a group arriving on a cargo maglev line — clearly undercover. These are the NLC negotiators arriving.

>From this point on in they are drawn into a dizzying array of political events and placed under the direct command of Lenaris as they become the only agents he can trust in this matter. Early on in the campaign they eliminate the Patriarch’s force in Peace River and think they’re doing pretty well, until the depths of the BRF and SRID involvement is revealed.

By the time the dust clears it is fully possible for the players to have been instrumental in completely destroying the SRID and BRF presence in Basal, Sundra Gabriel will be dead, they will have saved all Peace River from a reactor meltdown, the deal will have gone off perfectly, and they will be trusted agents of both Lenaris and HEO DuBeau-Slovenski.

So are where are the weaknesses? Well, one of them is Helen Luka. She hangs around the players like a faithful dog during the first act, and then abruptly disappears from the campaign entirely. Considering she’s given a full page write-up I would expect her to be of slightly more importance in the campaign. Also odd is the complete lock-down on any communication or travel in or out of Peace River for nearly 24 hours during the course of the adventure. While I have no doubt — PR being an arcology and all — that this would be possible, the repercussions on a major export economy of this happening are never mentioned (not even in the “Continuing Hooks” section) in the book.

The latter is, perhaps, a matter of selective blindness and saying that the resolution “takes place off-stage”. The former is a major plot oversight, in my opinion, and should be resolved by any GM considering running this campaign.

However, despite those reservations I would say that the story is a strong one, and I think all GMs should consider picking the book up if their players would have any chance of intersecting with the events detailed therein, it will be well worth your while. It is also a good example of how to tie players into the larger events of Terra Nova without disrupting the main flow of the primary storyline (if you ignore the complete rout of BRF forces in Peace River, which is clearly a major plot point in the continuing saga of Terra Nova — the adventure could just as easily be completed without this type of major conclusion).

Style: 5 (Excellent!)
Substance: 4 (Meaty)

Author: Michael Butler and Guy-Francis Vella
Category: game
Company/Publisher: Dream Pod 9
Cost: $15.95
Page count: 64
ISBN: 1-896776-33-7
Originally Posted: 04/17/98.

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