End of Week 1 of A-Z, what next?

Ok, so there’s only been two posts, but I’m counting it as week one!

I hope you’re enjoying this little look into the world of the Old Crown setting that I’ve been working on. I’ve written a couple of days ahead now and I’m really happy with how they’ve turned out so far. I’ve managed to actually plan all the letters and so far I’m pretty happy. I might juggle a few later in the month.

What else is going on? Well, I’ve changed the look of the blog. I’m still not so happy with the colours so they might change, but I think I’m happy enough with this layout. We’ll see though.

I’m planning on throwing extra posts outside the A-Z up on Sundays if I have one to write. If I’m feeling really productive, they may even go up as an extra post, but we’ll see how that pans out for the rest of the month.

So far I’m feeling pretty productive though. I’ve decided that the next foray into the world of the Old Crown will be using the Fate Accelerated rules, which by now I’m sure most are familiar with but are entirely free to download, and there’s an SRD here too.

I’ve run with the Fate Core before but was always put off a bit by Accelerated, but I don’t know why. The setting fits pretty well in my head with the rules, and it’s not too fiddly, and I don’t have to work out the magic or new stress tracks or anything because it all works right away. I might add a reputation mechanic for a +1/+0/-1 with various organisations, but again that’s not too fiddly and I don’t even have to really. So yay!

That said, conversions for 5E D&D are forming up too. I think I can convert most of the races pretty well with just a little bit of reskinning and minor fiddling. Backgrounds are easy enough to fit, the classes would need some work though (but I’m getting there!)

I’ve got a viking/norse-themed setting for 5E starting to form up pretty well too. I need to work more on the storyline and maybe monsters too, but I’m pretty happy so far and I know where I’m going with it, just not worked out the journey yet!

All in all, a good week! More to come soon.

Unexpected title generator failure

It’s my birthday this week. I turn 29.

I’ve been having a hard time getting the motivation to write recently, I don’t know why. I have plenty of time to do it, I just seem to lack the enthusiasm I wish I had.

Maybe that’s the problem – I’m wishing I was more enthusiastic when I could just try and do it regularly enough to form a habit.

That’s what I had been doing before, but due to losing Internet access for a while when we moved, I never really got the push back into writing that I needed I suppose.

Well, I’m going to try and turn over a new leaf, what with my birthday and all. Starting this week, I WILL be forcing myself to write and POST stuff, and not just mess about with little bits and fail to share anything.

I’ve been thinking about running an intro to my FATE setting over Hangouts too. It’s been a while since I did anything with it, but it would be nice to have a bit more feedback, and the push to get my ideas in gear might be useful too!

If anyone would be interested, let me know. I’ll drop an invitation out on various social media at some point soon too, see what I can scrounge up.

Some random thoughts on the Old Crown

I was monotonously busy at work (I work in files) and I came up with some interesting ideas for my RPG setting, the Old Crown.

Whilst there’ll be more to follow in other posts, I just wanted to wander down my mindtrack openly for  a while.

The way magic is set up in the setting, there are three basic ways to access it: intense schooling (Arcanists), divine sponsorship (Oathed), and natural affinity (Witches).

The Arcanists learn to bend the various elemental energies of the world to their will. The Oathed have more powerful abilities, but with a narrower focus, bound to the powers of their patron.

The Witches have melded their soul with a spirit to act as a sort of liaison with the magical world. Truly powerful Witches have bonded with several spirits, or else somehow became aligned with strong spirits that needed them in some way – a spirit of lightning springs immediately to mind as one that would cease to exist almost instantly without bonding with/striking a Witch.

But I was also thinking about Barrowights, the ghosts of those long dead. The soul of a deceased mortal might hang around (at great danger) in order to fulfill some task or other.
The thing about Barrowights is, these things are LONG dead.
Somehow, they’ve held on to the last echoes of their life, watching whilst everyone they knew died off as well, whatever their reason for continuing slowly disappearing into dust.

And then they go slowly insane.

Eventually, you get something like a mad ghost/banshee/rusalka, and it might attack anything living out of spite or in abject grief.
Or, and here’s where my interesting idea comes in, perhaps a Witch might bond with one.

Barrowights don’t get about much, as their range of haunting shrinks from ‘everyone and everything they knew in life’ to ‘close to their physical remains’ (since everyone/thing they knew is now all gone). Maybe one isn’t quite as mad as all the others, and it somehow finds a kindred soul in the mortal Witch.

So, along with flashy spirits of lightning that make the Witch mildly static at all times, and pack one hell of a magic punch, there’s little lights and heat from candles or campfires, light and sound from Will O’Wisps, silence and shadow from spirits of the dark, growth and healing from earth or tree spirits, and now some kind of other powers brought from a bond with the long dead.

Could be cool, right?

UPDATE!

Things to know:

My campaign setting for the FATE roleplaying game, the Old Crown, will be published through Occult Moon sometime in the new year.

I’m currently working my way through the thing, rewriting a bunch as I go. I’m about to finish the third chapter, and then I have five and change to finish.

I’m currently (f)unemployed, so I’m managing to get through it OK. I’ve pulled the third chapter together in about two weeks, which isn’t amazing, but with an ongoing hunt for jobs too that’s not so bad.
Plus cleaning the house. Lots of that going on now.

I’ve got the History and Races chapters down, with Organisations ready to go in short order. Next, Gods.
I’ve got a few tweaks to the default skill list done, added in reputation with the organisations in a way that I think works, and fiddled a debt mechanic too. Those need some more testing, but I’ve run one session so far with my group that went well enough. More to come there!

After that, I’m tightening up the Magick system and flavour (look, it’s spelt with a K!), and then the Geography is less rules-y so I should be able to get through it a bit quicker.
I’m still debating how to handle the example locations, but I’m thinking a quick rundown similar to Occult Moon’s Toys from the Sandbox series.

Bad Guys, GM ideas and polishing my intro are last on the list.

I started playing with tumblr but didn’t really jump into it. If anyone has any useful hints and tips, please send them my way!

I’m going to try and throw some more blogs up too. I’ve got some ideas kicking around that I want to vent before I forget them, and they’re nothing to do with what I’m working on right now.

TTFN!

On Beastkin

Beastkin live in the wild places of the world, finding themselves most at home in the heart of nature, and rarely stray too far from the spirits of their ancestral homes.

The greatest penalty for transgression in a Beastkin tribe is exile. Branded as a mark of shame, they can find no home with any other Beastkin tribe, and rarely last long on their own.

Some small few have found themselves in Queenstown, and whilst shunned by each other, they have managed to scratch out a life for themselves.

The Rookery

The Rookery is the home of the Circle, a vicious gang of thieves and killers.
The various ward marshals of Queenstown would like nothing more than to infiltrate the gang, especially so that they can locate the Rookery.
How long it will take them to look above the city streets has become the basis of a grand series of wagers among the gang members.

The Dead Nights

The high holiday of Lady Death, the Dead Nights see the moon disappear from the night sky, and angry spirits manifest across the world.
Powerful witches are able to dream travel to the shores of the dead with ease and without ritual, and the spirits of departed relatives sometimes appear in mortal dreams.
It is also the time when the Undeath curse is most powerful, and the bodies of those who die are most carefully watched.