Sunday, October 23, 2011
Postpone!
Hours are unsure, but it looks like it make take the place of the usual gaming day.
Until schedules are set, and normalized, my game is put on hold.
Sunday, October 16, 2011
I think I might shy away from attempting to do a complete detail-to-detail recap of sessions. Sometimes, given the complexity of a situation, things get very muddled, and it can be difficult to decipher and properly describe at a later time. It is not the burden that bothers me, but rather not doing the proper actions (and the feel of the campaign) proper justice when trying to record them.
So, this session in a nutshell:
The party ultimately discovered that the sandstorm had some long term effects on the area. A lot of crops were wiped out and buried, and the Sems felt a good bit of loss as well. With that, another major group of people were introduced: The Lams (pronounced Lahms). The Lams are a type of hill folk, or highlanders, that live in the foothills and rough territory of this Nome. The party has not figured out much else about them, just that they speak a different language, and can be generally war-like. All this said, the session ended with the party attempting to track down a group of Lams, and coming across an encampment.
It should also be noted that they encountered animated skeletons, seemingly made by some of the Lams.
Further exploration of the barter system was had - some minor tasks had to be run in order to try to obtain some better equipment. Also, for the first time, a character was introduced to the concept of true mobile wealth, and obtained a small ingot of copper.
Thursday, October 13, 2011
On the subject of Iso and Sem languages...
It occurred to me that, before starting the campaign, I had babbled on about The Periphery setting meta-game history, but not too much about the current setting itself.
I had mentioned that the current campaign was early bronze age, which, while the truth, was also a bit of a lie. In truth, the general level of technology would probably be called chalcolithic - copper and stone - with only certain areas having the privilege of bronze. Splitting hairs? Maybe. But it is just easier to say early bronze age, than to have to explain out, in full, what everything entails.
What does it entail? As my players are finding out: a world of suck. Subsistence living with incipient institutions at best. Hardly anything is centralized, easy to do, or easy to figure out. They're reaping the benefits of having some hunters in the party though - it provides a duel sense of security and mobility. They can not only feed themselves nearly anywhere, but by obtaining and excess of food, they are obtaining a source of wealth.
One thing I find very interesting, is that since a standardized system of currency and trade has been taken away, the players are beginning to devise their own means of keeping track of their own "wealth." They're also developing their own feel for the relative costs of how bartering works.
Moving on, one thing I had learned from Game 2.0 is that trying to have an all-encompassing and vast game world is hard. I am still up to the challenge, but I noticed that, in the attempt to have all these different cultures meshed together and be different, and have those differences really impact the players... Well, the more varieties their were, the less the impact. With players traveling far and wide, to and fro, things could seem cookie cutter-like with initial impressions. I was never really happy with this, and wanted to give the players a more in-depth experience. (Hopefully, I am not sacrificing game play to do this...)
The final product of all this is that, probably, the majority of this campaign will take place on just this single nome (the in-game name for a planetoid). There are, of course, other opportunities to travel elsewhere, but options are limited with the technology and thought of the time. On this nome, there are two predominate cultures: Iso, and Sem.
In short, Sems are the majority of the semi-nomadic people that wander around the nome to fixed points, trading and otherwise eking out an existence. They are a patriarchal society with a strong warrior tradition. Opposite of the Sems are the Isos, who can be called the city-dwellers, which is a bit of a lie. (Not every Iso lives in a city; Isos, collectively, are just the ones that do live in cities.) The Isos have a more developed (rather, one should say complex) society, with specialization and the beginnings of the concepts of individualism. They depend more on proper laws, than actual tradition. These two societies more or less co-mingle and co-exist on a neutral basis. ("You have things to trade? Excellent!") They get along with each other about as well as they get along with themselves, and with that said, endemic warfare is pretty commonplace amongst everyone.
I was about to talk about languages, but I will post an addendum later.
Monday, October 10, 2011
At least it was not forty years...
This last session had its highs and lows in the extreme. At one point, three hours were spent in an attempt to reunite the party. At another, two party members were almost rendered gone from existence in one horrible faux pas.
The session began with the party continuing to track the errant Kobolds. Things were going well, until a severe sandstorm hit. Just prior to the sandstorm, the party had split - and also because of the sandstorm, the party of further split up. It took a couple days, and several scattered kobold (and wolf) encounters to finally tie them back together. One together again, the decision was made to abandon tracking the Kobolds, and to perhaps find out a bit more about where the Halfling came from.
They took a short cut back to the initial town, where they bartered and resupplied, and then traveled to the Logan's "landing zone." Because of the sandstorm, no evidence could be found. The decision was then made to make an attempt to find any nearby Sem caravan - Brandon had somewhat of an idea where one might be.
While traveling towards the last known location of one such caravan, the party came upon the edge of a forest that was ominous. Brandon (and Kami) made it known that this forest was guarded by an agent of the gods - Humbaba. Nothing more was really known, except that most people stay away from the forest, and certainly no one messes with any of the trees.
Logan, the tribal pygmy, being completely ignorant about such things, inadvertently summoned Humbaba. (After the sandstorm, the party leveled up to second level. Brandon managed to pick up a snippet of Logan's language, and did try to warn Logan about such dangers. However, there is a world of difference between "do not mess with the trees" and "do not ever touch the trees.") The initial impression of Humbaba is mixed; he is a large hairy man with a large axe, but apparently a man in every regard. However, his speed was unnaturally fast, and his strength, fabled to be infinite, appeared to be literally so. Logan tried running, and was quickly overtaken. Prostrating himself before Humbaba, he was seized and dragged off to Humbaba's altar. Here, Logan was subjected to direct contact with divine elements.
The party, with exception of Kami, made the decision to attempt to rescue Logan. They successfully tracked Humbaba through the forest to his lair. There, they saw Logan on the altar, with a thin beam of light from the heavens piercing his head. He was barely responsive. Humbaba would not allow approach, apparently being able to be in several places at once. Ricco, especially persistent, finally attempting tumbling past Humbaba (affectionately called, at this point, Captain Woodstock). The tumble attempt, while close, was ultimately unsuccessful, and Humbaba showed no mercy. With the death of Ricco's character, the party decided to wait. After a time, Logan was released with a greater understanding as to how not to mess with the trees. Humbaba then tossed the party back to their camp, to be rescued from the river by Kami.
From there, the party caught up with the Sem caravan, and did some minor bartering. They did not find out too much news, but did do some bragging about having met Humbaba face to face.
The session ended there, with the party having decided that the next thing to do was to travel to the biggest city.
Sunday, October 2, 2011
Back to the Periphery...
The second campaign I am am running is labeled as "Game 2.0A" on my harddrive; a continuation of some horrible personal little joke I am playing with myself. THE GAME, is the name of my first truly big undertaking as a DM. Being a history major, and most of the way through obtaining my Bachelor's degree at the time, I stuck with what was familiar, and had tried to make an actual historical campaign. To make things easier on everyone else, the PCs produced their characters as if it were a standard 3.5 Greyhawk campaign, and then were unwittingly thrust, via a portal in Sigil, to the actual gaming setting. When transcribing the notes and happenings of the campaign, I did not know what to call or name it, so, simply THE GAME. It has remained ever since.
Game 2.0 was created shortly afterwards. It had its beginnings as a concept game not meant to last beyond a few sessions. Trying to get the campaign started, though, proved very difficult and it never took off. The idea remained, albeit on the backburner, and, over time, grew to be perhaps my largest project as a DM over time. Game 3.0 (otherwise known as the Undying campaign) was run and refined several times over the course of that history. I think was after the third time of running Game 3.0 that Game 2.0 finally came into fruition. As for the actual beginning concepts, I have always been fascinated by the idea of planescaping - using portals to travel from one dimensional plane to another, and experiencing odd or strange things. The other prime concept, unashamedly, comes from an older game I liked to play called Enclave. In short, it is a third-person hack-and-slash game that follows the story line of one of the two sides playable (good and evil) through a story line. The basic story line that I will share is that, long ago, when evil had risen and was on the verge of taking over the world, a great and powerful wizard used his great and powerful magics to make a wide chasm around the last remaining bastion of good (the "enclave") in the center the the lands conquered by the evil.
In Game 2.0, now unofficially called The Periphery, took final form as a world ravaged by a cataclysm caused by magic - presumably from meddling with powerful magics. The actual history is uncertain, as no one knows what truly happened. It was "many generations" ago. This cataclysm caused a portion of the world to be shattered off - and that, over time, broke down into many pieces which now orbit the world. The world itself, called simply The Mainland, was reformed, with no one knowing if there were any inhabitants left. The orbiting pieces, or planetoids, somehow managed to retain (and sustain) life. These planetoids are referred to as The Periphery which has evolved as a collection of differing cultures. Game 2.0 ended in a fashion that only T.S. Elliot could predict: not with a bang, but a whimper. Most of the party ended up dying during a daring assault on a forward watch post held by some Goblinoids. After barely managing to complete their quest (on the second try), the campaign was ended. Too little time was left to attempt anything substantial, and the adventuring group had taken such a toll that it was doomed to eek out an existence attempting jobs for whomever would provide them. They had high aspirations, though, as there was the popular rumor going around that dragons were invading.
Game 2.0A starts an indeterminate amount of time later, after a true dark age. The basic concept revolves around the PC party gaming in time of near primitivism - the early bronze age. Stone and copper are still popular materials to use for items. Coinage is tossed in favor of actual bartering.
More to add later; I have to take a day-trip someplace.