Power cut-induced creativity

So due to Storm Ophelia, I had to stay home from work today, and then we lost power for a few hours. It’s back now, but it meant I actually found time to write. So here’s what I came up with at the time.

 

Since I find myself stuck in a house with a horrible storm outside, and without power inside, I thought I’d do something minimal like powering up my laptop and writing.

And after reading a few .pdfs saved in various places, I was all ready to go. Then I opened LibreOffice and was confronted with the dreaded enemy – the blank white page.

I’ve got a good few ideas on the go, but my problem is most of them are stored online somewhere, and I don’t even have a mobile signal to check where I am with them (yay storms!). So now I have to try and work out where I am with any of my ideas and work from there, and it’s painfully obvious that I don’t keep enough of them in my head.

 

So, what do I have the potentiality to think about?

 

I’m still fiddling away at my idea for the Ginnungagap – Space Vikings! – in D&D. I know it’s possible to brew together something from all the rules for magic and lasers in the game, even without more settings and rules coming out all of a sudden.

I have ideas for how Elves and Dwarves fit in, how magic works, why lasers aren’t as lethal as a phaser set to disintegrate, how to tie firearms in without getting bogged down in whether they fire bullets or laser beams or plasma bolts or dark energy disks. I’m still not much nearer to a story for a series of adventures.

I keep saying that I’ll puzzle something together if I sit down and get players, and then I delay that because I want to pull more of the rules together, rather than getting it going and fiddling and nerfing in play, which I know I should do.

I’ve more or less decided that I’ll finish my book on historical Vikings, read Neil Gaiman’s book on Norse Mythology, and then be in a place I’m ready to get going with it. We’ll see if I can manage that.

 

The Old Crown still twirls around in my head, but not with any real progress going on. Again, maybe I need to just sit down and write, or maybe I should through it at other people and see what sticks. I’m hoping Winter will give me an excuse to do more work on it, in the long dark nights where I don’t want to go anywhere, but we’ll see if I manage that.

I’m not happy with the name anymore, but I’m even less happy with any alternatives that I can come up with. I have more ideas for stories and games, but there are deliberately more hooks woven into the setting because I’ve been working at it for longer and wanted to explore, and it’s filled with different factions competing with each other.

I should probably work out if I can make a game out of it, or what game I’d want to. I’ve played with D&D (4th edition) and with FATE (using a reputation stress bar, which was odd), and I’m pretty happy I can make it work with the Cypher system quite easily, just to keep the rules very light.

Of those, I think I’d be most inclined to go with FATE though, maybe try with Fate Accelerated, because with 3 or 4 aspects it would work quite well.

 

And then, Fantasy Flight have released the beta of the new Legend of the Five Rings rules, so now I’m interested in that again (first glance – ugh, custom dice and no roll and keep?). I’m sure I’ll have a better review of the thing at some point, but based on the skim I read this morning, I like that the core rules have moved back to focussing on the same areas as in the first edition of the game, more or less.

Advertisements

City takeover

The other day, I ended up having a scroll through some old blog posts and one caught my eye that I’d completely forgotten about.

Since I’ve written that post, new novels about that hinted-at history have begun rolling out, but I’m ignoring those until I get my hands on a copy!

 

Anyway, the point being, I’m now thinking about how this could be pulled off in an RPG. How best to apply the rules, and what rules? Taking over a city is basically the main goal in any Vampire: the Masquerade game for any half-decent coterie, so I might ignore that.

What then? FATE, D&D, Cortex, Savage Worlds all give potential, as does just homebrewing or mashing a few of them together. D&D would be easy to pick up for most of my players, but FATE might give me the god-like messiness that gives them the chance to really take on a city.

I may have been playing too much Saints Row and falling back on my love of the Authority comics in brainstorming this. And then I remembered the post I made before my original city takeover and thought about connecting the players to an old forgotten temple or something like that.

 

Anyway, we’ll see. So far, my options for a new RPG are either this, Space Viking D&D, or an intro Vampire game that people might be interested in. We’ll see. It’s been far too long since I rolled some dice!

Razir – a continuation

(This piece is part of a work in progress, a continuation of a piece I wrote in 2014, where I spent 20 minutes writing what I had brewed in my head so far.

I’ve since wanted to go back and rewrite that piece, make it closer to how I want it to be. I probably will at some point, and make this into something more fully formed, but I wanted to see what ideas had come together so far.)

 

Razir ran on, tired, sweat on his back drenching his shirt.

He hadn’t slept in two days, having woken screaming. The owner and several guests at the inn had tried unsuccessfully to calm him down. He couldn’t forget the sight of the old, burned warrior lying on the beach, telling him to protect the Queen as he quickly dissolved to dust and disappeared into the sand.

It was all he could think about.

That, and the feeling of the oar handle he had held pressed in a vice-like grip. The icy coldness of it had almost burned against his skin as he’d awoken from the terrible nightmare.

 

But Razir knew enough about the world to know what happened could happen again, at any time. One doesn’t simply wake up in the Deadrealms without dying. Not unless the Queen had summoned you there.

And she only called you before her for one reason – you had some particular skill, some knack that she needed, some thing that might keep the armies of the Fiend away from the cliffs, away from the beach, away from any and all souls of the dead who he might bind to bolster his forces.

Razir had no intention of becoming a deathless soldier in her war. He would no swear her oath, would not become one of her agents in life or death.

 

Razir’s mother had always told him that his father was Oathed. He was never told to which of the Ascended the man was sworn, and no one else seemed to know.

He’d always believed it had been a lie to give his mother comfort when the stranger that was his father had gotten bored and moved on. Many had told the same story to countless other lovers. It was a useful lie.

But one that Razir could never bring himself to retell.

 

And now, on he ran. Perhaps he could find some place of safety, somewhere that the dream couldn’t pull him back. If it could.

Razir didn’t want to take any chances. He kept running, couldn’t let the tiredness take him. He had to reach the old man and ask him. He would know what had happened.

He would know what to do.

 

(That’s about all I have so far. Short, but something. I have some more but it’s not the bit that comes next. Or after that. Maybe after that, but probably not. More soon.)

 

 

 

Don’t call it a comeback

Because that would be far too premature!

It’s been about 18 months since I’ve posted anything to this blog, and maybe a year since I feel like I’ve written anything meaningful. But there’s still the constant buzz in my head of ideas, I’m just a bit crap at bothering to write them down anywhere!

 

So, why the sudden post now? Well, it’s January in a new year, and therefore as good a time as any to try and get back into my writing habit. I managed it a few years ago (at least the start of it), so hopefully I can push myself on a bit further this time. Maybe even fail to stop posting, and carry on going! Who knows?

 

What’s the plan going forward? Pretty much the same as before. I have a few ideas to riff on, an A-Z list for a few ideas ready to go, but I don’t have them written up and ready just yet (despite good intentions).

The settings I have going haven’t changed so much either.

I still have the world of the Old Crown, although a few bits and pieces have changed around. More on that at some point.

FATEpunk is still active in my head, though less thought out on that.

The mythic space opera D&D setting involving lasers and vikings and spaceships and giants is still bubbling away in my head. I have an adventure path planned, but I’m not happy at all with the start of it. The ending I think is great. If I actually sit down and refine it properly, I’ll post it all up here.

 

New ideas?

I’ve been playing a lot of Magic the Gathering, so I might throw up some decklists of things I’m tinkering with. Nothing too set in stone with that yet.

I’ve been looking at different writing prompts and trying a few things. Nothing really further than a few paragraphs so far, but hoping that’s just my lack of practice slowing me up, and I’ll get going again soon.

I haven’t kept too up to date with stuff going on in RPG land, new rules and settings and stuff. I might have to sit down and read a bunch of stuff, see if that can help me. I might do a few book reviews. I’ve finally started reading the M20 book, years after I meant to support the Kickstarter for it. So far It’s really good, but I’m still not that far in (under page 50). More to follow.

 

I might try and throw some stuff together about other books I’ve read, if I remember to. I’ve just finished the Pratchett/Baxter Long Earth series, so maybe a post or two about them.

 

Anyway, that’s all for now. Hopefully a post or two before February!

Z is for: Zomg it’s finished!

I’m cheating a little bit with this last one. I have a couple of ideas for how to do Z but everything I’ve had a go with so far hasn’t worked or made me want to write more than two lines.

That’s it, a full month of updates looking at elements of the Old Crown. I’m feeling pretty happy about it, especially with all the little things that made it harder – I didn’t always get a post done ahead of time, and then my laptop keyboard shorted and I’ve still not fixed it, so I’ve been using my phone or my tablet to write the various posts.

I’ve had a great time with it, and it’s really given me the chance to think more about the different parts of the setting and trying to pull it all together in one place.

So I shall be attempting to write something else this weekend, and I have the bank holiday on Monday if I want to get a bit of stuff done too.
I’m going to try and keep up with the good habits, but might drop down to updates a few times a week, at least until I try the challenge again with a different setting.

Hope everyone enjoyed it!

Y is for: Yaninda

The known world, the realm of mortals, is not the only part of existence.
The spirits live on an adjacent place, a place that some few are able to pierce through to with magikal power.
These world’s beside the realm of mortals are known as Yaninda.

Ancient legends speak of such places, such as the place the ancient Oon came from. Generally these are referred to as origins in ancient texts, though the birthplace of the Oon themselves is referred to as Origin, believed to be translated from their own language by the ancient Lizardfolk Empire.

Several realms in the Yaninda are known to exist, and are documented in ancient legends and modern texts of scholars and Arcanists:

The Deadrealms are the easiest to visit, as all mortals that die pass through the place to wherever it is souls go after death. Rituals of witches and Arcanists have long allowed brief travel to the place, if only as a shade of the mortal body. The Deadrealms is home to the Shores of the Dead, and the unceasing siege of the Fiend against the Black Lady’s forces.

The Spiritrealms, sometimes called the Greenrealms, are the home to various spirits of nature and the elements. Which travel to the Spiritrealms is impossible for mortals, if it possible through long ritual to at least blur the boundaries of the mortal world and see into and barely interact with the place. Such rituals are used by Witches seeking a soulbond with a spirit.

Whilst the Dreamrealms might seem like the easiest to reach for mortals, in reality it is the dreams that bleed over to the mortal world, and sleeping mortals are the best able to perceive these bleeds.
Some legends tell of spirits making their home in the Dreamrealms, but whether these stories are true or not is much disputed.

The Darkrealms are the only known Yaninda tied to an elemental power, that of elemental Dark.
Spirits of Darkness are most easily able to slip between here and the Spiritrealms, though their methods are entirely unknown.

Several theoretical Yaninda exists, based on knowledge of the above. Elemental aligned realms, fore fire and water and so forth, are believed to exist, though many spirits of these elements claim no knowledge of them.
The Lightrealms, believed to be a mirror to the Dark, have long thought to be lost somehow, as no spirit of Light has ever been encountered. That hasn’t stopped sages and mystics throughout history from hunting it.

Lastly, the Godsrealms are thought to be on the edges of the mortal world, perhaps bordering the other realms. It’s believed the Green Lady inhabits an area close to the Greenrealms, whilst the Watcher in the Night is said to be able to travel to the origin of Dreams.

X is for: Xeito

A great many secret societies inhabit Queenstown, and most claim to know the hidden secrets of Ascension. Members must follow instructions to attain levels of being that allow them to Ascend as gods, and the various different methods or oaths are known as the Xeito.

So far, there is no direct evidence that following the Xeito of one society or other will lead to godhood, though many have tried.

Each path follows a similar pattern of learning, testing and sometimes performance of rituals, though whether these are magikal rituals or not depends on the group performing them.

Secret groups are the rule rather than the exception in Queenstown, with many citizens members of one or more. The nobles seek power and are drawn to them, the guilders seek upward mobility and are drawn to them, and the makers of many things are offered hidden knowledge of their craft or the chance to better network and so they too are drawn to them.

The biggest secret group in Queenstown is the Broken Circle, though they are an exception in that they do not have a Xeito to follow. Rumours of a code of conduct among the thieves are numerous however.