Running Tribes in the Dark

 It was great to re-explore Vimary, the ruined city and home to tribal humanity in the post-apocalypse roleplaying game Tribe 8. The impetus to return came from the Quickstart of the new version of the game, powered by John Harper’s Forged in the Dark (FitD). I offered the game at our Revelation convention, which we managed to run face to face at our usual local venue. Light narrative RPGs are part of my broad and eclectic library of systems, but as per my previous post, I was having some difficulties with elements of the FitD engine.

Well, I certainly seem to be enjoying it…

The game looked quite fiddly. Action Rolls in the game follow the principle that they need to be meaningful and will have consequences of some form once the dice are interpreted. The Position (Risk) and Effect (Outcome) requires some GM setup to provde the context of each action roll, and the result has a layer of interpretation on it too. The largely narrative context for both the Position and Effect of each roll was also a bit of a turn off. Still, I could see that, even with some Progress clocks slapped into a scene, the outcome of action was going to be a lot quicker than weightier trad systems, including its Tribe 8 predecessor in the Silhouette system.

At Revelation convention, I spent the first session enjoying the gaming burble and absorbing FitD. In reality I had spent the previous week really diving in and rehearsing how I would apply the game. In FitD’s own terms, getting to grips with the system was Risky and Standard in terms of Position and Effect, with a four slice Progress Clock called ‘FitD Bollocks’. I might have made it six or eight slices to reflect the difficulty, but that is all hand wavy whim, right? For this Blog story it’s a four slicer, giving an acknowledgement of some comlexity, but not turning it into too much of a long term project. I looked at my internal character sheet and applied the Study Action, in which I have one dot. I also have the Flexible Gamer special ability which grants me an extra die on Grocking Indie Darlings. That’s my start, which in FitD is pretty good. Even one die gives you a 50% chance of succeeding, though with consequences depending on your position in the conflict.

I also had help. Craig explained his experiences in running FitD as the con was gathering, and Tanya had some handy cheat sheets for helping with Position and Effect, which at one stress cost to one of them, came together to give me an aiding die. I’m on three dice now. In play we found a one stress aiding die was a great reward for the cost, and the group worked together to support each other like any outcast Cell should.

I roll my three dice: 4,5,6. A six is the best result and I suffer no consequences for my success. With a Standard level Effect, that ticks two of the four segment clock. Great progress, but FitD is still in the fight, with its fictional hand waving and concensus powered wibbling. I make a second roll: 1,3,6. Victory! I take the 6, full success, two more final segments on the clock completed and the game succumbs with no stress or harm to me. I’ve applied the aiding die over two rolls, rather than just the one, as I wanted to affirm the advantage such good guidance gave me over the whole system wrestling scene.

In reality that is made possible either by a favourable flashback scene, or more likely by ‘pushing myself’, granting a +1 die for two stress.

Actions, like skills, are stll the foundation of the game, whatever the fiction does to your position, though I wonder if characters start with quite enough dots in them? Plus, somethings that I am used to seeing in a skill list weren’t obviously there, making me wonder if they are picked up in outther ways, perhaps in downtime.

Speaking of which, I’m conscious I only scratched the surface of the game with a one shot. Players remarked that it felt like a sandbox, primed for longer term play. I did nothing with the Cell sheet, other than giving all players an extra dot in an action of their choice. I’m pretty sure that it should have been one action that they all share, but my sense that player characters were sparsely served with actions encouraged me to open it out as a ‘you are greater, thanks to the sum of the parts’. Much of the intro game was ‘free play’, partly because the setup scene took them completely away from the primed Quest. We didn’t really have time to explore downtime, or the grinding of factional clock gears. A Community Cell check for some Stress recovery was the sum of that bit of the structure. I slipped in a Long Rest to give one Stress recovery as a cheeky nod to D&D.  

On Twitter, EvilGaz described Pathfinder 2e as sheet music precisely played, whilst FitD is fusion jazz, where you just pick up and play baby. Although I appreciate the quaity of the simile, I feel it simultaneously reinforced my sense of fictional vaguery and denigrated the freeform nature of mechanical games. Still I like jazz, and found in play a game that I could entertain with. Good news, as FitD is getting used for A¦¦state too, which I’m looking forward to. More of this system to come in my gaming I think, and may check out the hack adice for something of my own. 

Nice.

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Fictional Positioning My Arse

 And with that I dive into my first go at running a Forged in the Dark (FitD) based game: Tribes in the Dark. This is a long awated return to the Tribe8 setting, which I loved and ran in the original Dream Pod 9 Silhouette based version. I have many of the books on my shelf and a clutch of the PDFs, which they have slowly been re-issuing in a remastered form.

The setting, is a post apocalypse where, in our near future, the world was overcome by entities, the Z’bri, that ravaged humanity barbarically and almost destroyed us. Where these monsters came from remains a discoverable mystery, but they are now trapped here, with the vestiges of humanity finding heralds of freedom in the Fatimas, made of dream and acreted physicality, creating the seven tribes and forging a home in the ruined city known as Vimary. The players are fallen outcasts from one of the seven tribes, children of prophecy that tell a dfferent story of the future of humanity, one that is not bound to the will of the Fatimas, one that listens to the echoes of Joshua the Ravager, the brave Fatima that was slain by an unseen hand just as he was defeating the Z’bri.

Revelation is coming this weekend, our ‘Powerd by the Apocalypse’ (PbtA) inspired mini convention, allowing also FitD and other PbtA adjacent games. Every year there is a sub-thread about what games we should allow in, to the extent that I wonder if the core premise of the convetion has had its day. One to consider. It is also noteworthy that our numbers have substantially declined this year, as many emerge from the continuing pandemic and consider whether face to face gaming is for them. We are applying full Covid-19 protocols, whatever the government thinks. I will be keeping an eye on our other convention numbers across the year and we can reflect on their viability. Revelation just made the money this year, with enough spare for teas and coffees throughout both days, so even with an attendance in the twenties, we can still get together at the Garrison and afford the main room.

I have surprised and disappointed myself by how much I have struggled with Forged in the Dark. It is everyone’s indie darling is it not? Addressing problems in PbtA that weren’t there? Fiction first gaming I can get behind, with PbtA leading the charge with Moves initiated as the table dialogue determines. Codified result outcomes mean that every roll of the dice is meaningful and worth doing. Fine.

With FitD I’m kind of Ok with the way it is setup. Position and Effect are two dimensions that the GM provides to every meaningful roll, detemining how controlled and effective the character is in undertaking the action.  This will influence consequences and outcomes, including Clock ticking, to measure success through to final victory or consequential defeat. Now, it could be that I am just working off a playtest version, without the extra support, but working out a character’s Position and Effect seems all very handwavy. Fictional Positioning my arse! Where’s the Armour Class?!

Well, not really, and I’m not scurrying back to my traditional number games just yet. In FitD you have a number of factors that can influence how to position and judge effectiveness, including Scale (how many of them are there), Tier (which relates to faction power, but dribbles onto individual opponents), Quality of items, and the fiction itself. The fiction determines a common sense take on the relative risk and likely success of the endeavour. I will, of course, give this a go. Tiers are poorly explained in the quickstart, which may be adding to my nervousness. It’s just a conversation, and the ebb and flow of the discourse will derive a posiiton and effect naturally through the shared fiction. Arse. Give me a THAC0 table.

My indie credentials are in tatters. Not only that, if I am to return to Vimary then FitD seems to be the way back. I am also ready for A¦State, which has also gone FitD. Feeling a bit ‘Desperate and Limited’ just now, but maybe it’ll click in play? Maybe. 

   

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Truer20

I haven’t been able to resist doing some prep for a future Greyhawk True20 game. True20 keeps calling to me, and this isn’t part of the plan. So, it might be an investment for a later time. The tweaks have been relatively minor but I think take the game to a simpler and smoother experience. For the True20 connoisseur, if there are any, we have two top main changes, and some familiar others:

  1. The skill list has been pruned down to a more manageable number. This is a matter of taste, and I’ll see how the game flows with the reduced list. It’s still in the twenties, but I prefer what I’ve come up with.
  2. The non-lethal wounds have been removed. There is now just one damage track, with an immediate reduction in conditions. As yet, other conditions have been untouched, but they will probably get pruned too.
  3. A further minor tweak is that the armour and shield penalty will only be half the protection value instead of all of it. I want to encourage people into armour to keep them alive.
  4. Armour ratings at the SRD level so a marginal increase.
  5. Two Hurts for a -1 to Toughness Checks.
  6. Minor increases to Toughness by level
Slimmer number of Skills

In a sign that I really want this to happen, I have applied all these changes to a new Role VTT sheet.

Role VTT sheet builder

The new VTT sheet is better than the last, taking advantage of some of the VTT improvements since the first sheet was built. With less going on it, and some entries rationalised, it is about as clean and workable  as I can make it. Of course it’s all a single d20 and so the how much the sheet will be used will be interesting to see. 

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Hinterspace Notes #3

I’m still working on the two page spread for each mainworld system in my Eventide subsector setting. The plan is to have two pages in a standard format per system, with just over thirty systems to record. That gives a core of about 62 pages for the systems.

It’s coming…

The supplement will have some additional content of about 10-12 pages, outlining the subsector context from an astrographic and political viewpoint. Might lob in a starship or two and a career path (The Envoy). Altogether, I’m hoping it will make a nice primer for Hinterspace and, if nothing else, will provide some ready to use worlds for any Traveller game.

At some point I’ll need to decide if I can really get away with writing and presenting the whole book in Google Docs! It really needs to go into Publisher, but it’s not something I seem to find very easy.
Anyway, progress…

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A Return to Middle Earth

More tingles as the Kickstarter for The One Ring 2e becomes a physical reality, forged to seduce mortal men

I wanted to say a bit about why I am excited to see this game re-emerge with an evolved and streamlined rules system.

The Starter Set is a delight, introducing the game through the eyes of adventuring hobbits around the Shire, with hooks throughout to introduce a further lightened set of rules to emblematic Tolkien concerns. It’s like you are playing the backstory to various Hobbit or Fellowship of the Ring chapters. Thank goodness these hobbits were about to ensure everything was alright.

The hobbit mini campaign within is full of wonders, and looks to be a great tutorial into the whole game. It carries much of the whimsey of Hobbiton within it, and I can see it forming a discrete stand-alone series for family. It also acts as a starting point for broader adventures across Eriador, the lightly populated western lands of Middle Earth.

Look

I am a big fan of the aesthetics of the 1e line, with its heavy velum look and consistent style to the illustrations, many in colour. The style continues throughout the line. The design of the 2e book is quite different and, for me, I think I prefer it. The lighter page smudged paper lifts the content off the page much more attractively. The colour splash pages are effective and the detail sketches, lavishly found throughout the book, are very good indeed. The framed borders look wonderful, giving the whole book an ancient feel, like a forgotten book, found deep in the old libraries of Minas Tirith.

Rules

Overall – leaner and easier to run, but preserving all the flavour through very similar mechanics. This is both an overhaul and faithful to the original, which is quite a feat to pull off. The interlacing of events, with impacts on the characters, modelled simply and effctively with various currencies, such as Hope and Shadow are all there and possibly play out easier at the table. 

The default Task number is now 20 minus the governing Attribute, rather than a 14. Using the Attributes in this way is really neat. Modifiers now affect the number of Skill dice ,which is just lovely. Favoured is still a thing but doesn’t affect Attriubutes themselves. Favoured Skills take the advantage of the best of two Feat Dice, and ill favoured the disadvantage of the lower of two Feat Dice. Looks to be a good move.

Council (Encounters as was), Travel and the whole ‘Fellowship Phase’ have all been described more straightforwardly, and I’m right at home with the nicely described D&D 4e skill challenges (let’s call them what they are). The same may be true of combat too, which preserves the excellent semi abstracted ‘stance’ based positioning with resolution that has plenty of options. It all looks familiar but a little clearer and easier..  

I anticipate that Adverseries are even easier to use in the game, preserving the simplified structure, but even more so. Being able to design your own Nameless Things, ancient evils that do not owe allegience to Shadow, but some more ancient force, is great fun.

Next

I am greedy for more Heroic Cultures, to quickly and easily expand the peoples that we can represent in play. So, it is particularly good news that the Lifepath system, that was unlocked as a stretch goal, is about to head into editing with Peoples of Wilderland not that far behind. Ruins of the Lost Realm is in the final stages of editing as well. Hooray!

As the line develops, I shall buy all of it. It shall make the table.

Tingle.

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Hills, Moors and Fantasy RPGs

I had a happy day yesterday, walking the hills and moors around Derwent Edge and the resevoirs below. It’s a favourite site, beautiful surrounds and a mix between clear trails and out of the way walking on the edges. On the top you are enveloped by a wonderful silence that reminds you how much we are continually surrounded by noise.

Although this was largely a dress rehearsal for a post retirement walk, a taste of the simple delights to come, when I could be allocating a work portfolio to reorganised teams, my thoughts also turned to low fantasy RPGs. High fantasy is completely covered by my D&D 4th Edition collection, with other worthy contenders jumping up and down in the background. But lower powered fantasy, with a grittier edge has many options and most that I really like. My thoughts were turning towards a fantasy campaign for 2022, that acted as a counterpoint to the rich and magical fantasy of my ongoing 4e game. Perhaps one that would see expression through the ‘Carved in Stone’ of Pictland?

I thought about OpenQuest, with some of my own tweaks. A light d100 game,  or possibly Mythras itself. Woodland brought me to Sword of Cepheus, and my own proposed take on that. 2d6 and why not? As I returned from the marshy moors I remembered The One Ring and my yet to be fulfilled 2nd Edition Kickstarter books. The buzz around this version is that it has made a great game even better. I’m really looking forward to holding and reading the books. The final easy going trail had me mentally designing a simplified True20 game with 10 levels/advancements and a simpler skill progression system.
Only now, as I nurse tired ‘lockdown legs’, do I remember all the others that could find play. My embarrassing stack of Trudvang Chronicles remains a tempatation, and reckon I could make the system work well enough. Snowsaga could make for a great little campaign. Forbidden Lands is in the frame, which leans on that OSRy exploration and PC fragiity, but with the Free League system underpinning everything. Keltia is an obvious one to lift off the shelf, having had a lot of convention fun with it’s Viking game kin, Yggdrasil. Stonetop, a PbtA hearth fantasy is yet to come from Kickstarter, but already looks excellent. Out of the Ashes, Dr Mitch’s ‘Liminal’ expansion to a time of fantasy rebuilding has definite possibilities, and circles me back to a Cepheus engine inspired game.
So, writing my own low level fantasy game rules is a bit daft. I have lots on my shelves and lots still to come through the letterbox. The question is, which remote wilderness will the game get me wandering? 

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The Picts – A History

 I’ve just read Tim Clarkson’s ‘The Picts – A History’, and really enjoyed it. In fact I finished it breathless and wanting more. At 206 pages, before launching into a useful set of appendices, you get a fly through of the key elements of Northern Brittonic history, always with time to take side glances at alternative suppositions and to highlight the uncertainty of sources. It’s a rapid journey from emergence in 3rd century AD through to the creation of Alba and the disappearance of the Picts from records in the very early 10th Century.

There is so much to dive into here: the warlord culture, matrilineal succession, the Scot and Pict interactions, the power of the English Northumbrians and the northern Brittons, and the potent effect of the Vikings in shaping the eventual social and cultural dominance of the Scots over the Picts. It could so easily have been the other way around.

Here’s a tentative reconstruction of the lost Pictish language, it is thought branched from other P-Celtic languages such as Welsh, Cumbric etc: 

Time to move on to look at recent archeaology to build out more of a picture and to test the timelines. Mostly though I need to get my walking boots on and go and visit the Tap O’Noth hillfort and breathe it all in.

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Hinterspace Notes #2

Terraforming

The Terraformers of EOS are able to influence a world’s Atmosphere and Hydrosphere characteristics.

For every century of elapsed time, the terraforming process modifies either or both UWP characteristics by +/-1. Present techniques can modify up to +/-3. These modifications are only possible if the planet generation can support the terraform modfied characteristic, and typically only if the world is in the habitable zone of the main star.

The first terraforming projects were initiated in 2506. By 2600, with the advent of  TL13 ecosystem technologies, EOS initiated the Cradle Worlds terraforming programmes. As at 2995, our year of reporting, a substantial number of these programmes have now completed, switching into ecolibrium maintenance mode. The transformations have created a significant number of additional garden or near-garden worlds across the EOS sectors, improving citizens lives, providing natural and beautiful ecosystems through terraforming technology.

Eventide world map – a Hinterspace system

   

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A Return to Vimray

 With Revelation 2022 games convention coming at the end of February, I thought I’d push the boat out and have a go at running a Forged in the Dark game. This also gives me a chance to return to one of my favourite gaming worlds, now being brought back with a new version: Tribes in the Dark, a new game system under playtest for Tribe 8.

This pushes me out of my GMing comfort zone, taking me further away from the regular traditional frameworks I am used to. I’ll take that to be a good thing as I want to keep trying new things.

Enemy of my Enemy

Sometime in our near future, our civilization is destroyed by the coming of the Z’bri. These long forgotten spirits, denied physical existence for eons, invaded in their pursuit of the The Seed. Taking on forms made of stolen human flesh and bone, the Z’bri revelled in newfound emotions and sensations, causing chaos and destruction that led to civilization’s collapse.

You are one of the Fallen, an outcast from one of the Seven Tribes, the last of humanity. Your Tribe—and the divine Fatimas that leads it—were everything you knew. Cast out into a harsh world, you have to find your place, but you are not alone. Together with other Fallen, you have formed the  Eight Tribe, forged by whispers of prophecy for a new future that drives your own destiny.

Vimray

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Hinterspace Notes #1

Holiday Tuesday and I’m scribbling for my Hinterspace Cepheus Deluxe setting. Seem to have dallied on how longevity is managed, including newly available life extension treatments in the Empire of Stars (EOS), and unsuccessful attempts at sentience syphoning to quantum processing arrays, with ensuing somatic dissonance and psyche fragmentation.

Cyborgs and Androids are both being added into the mix. I’ll make sure they chime with the simple application of rules that comes with the Deluxe ruleset.

The nine major EOS noble houses have been sketched out, including houses Fayomi, Zendur and Meenoy. Together, the nine vie for supremacy in the TL15 Sphere, that is now stagnating, as the future is being driven by those in the wilds of Hinterspace. I’ve added a brief note on an EOS terraforming rule.

The six major Synthetic Intelligences have now been named and are known collectively as Nexus, as they appear to interact consistently and seamlessly, at least in comparison to the fractious noble houses.

And yet, these are all just backdrop considerations, which will produce echoes out into the TL12 fringe, and the Eventide subsector, where my 2022 game will be set.

The notetaking part of game preparation is, perhaps, my favourite. A creative blend of emergent ideas, without too much worry on final format.

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