Sunday, September 10, 2023

Would you play that? (Introducing: Legacy of Gyrthwolden)

While ORWELL is getting an errata and a pdf release, I'm playing around with a  couple of setting books based on the ORWELL rules I might start developing here on the blog (since I'm taking a close look at those rules again right now) and eventually publish, if they get any traction at all (or it just manifests, as the last game did!). There isn't enough concept work on the blog anymore, and that has always been loads of fun. Lets give it a shot!

Legacy of Gyrthwolden (Pitch)

Betrayal was what had the wardings fail. The whole school rotted from the insides like oil poisons water once the magical protection had been penetrated. They had no chance, but some still had fight left in them. It just made the destruction worse. Demons triumphantly stalked the halls, a whole menagerie of beasts had been unleashed and was spreading terror in the dormitories and the east wing. Students had turned into indescribable horrors, their screams driving others into murdering frenzies and ultimately into madness. The most powerful one ended up building a quivering flesh throne in the Lost Cellars where now the mad and mutilated mimic and pervert the old traditions Gyrthwolden held up until it fell.

And that is not all.

Within the faculty, impartial observers would have found bravery, defeat, cowardice and old grudges turning bloody fast as the end drew near. The arch chancellor had made the most impressive exit, devastatingly altering reality from the Hanging Gardens of your Holy Lady Reneviere to almost the entire Dyrkterwoods in the west. No one knew he still had it in him. Almost brought a turn of events, too, but then a doom engine materialized in his stomach and made itself a new home in his body. Some say his soul is still caught in there, tormented towards eternity. Maybe it's wishful thinking. He wasn't liked much.

Eventually, Gyrthwolden fell. Eventually, the smoldering ruins left behind cooled down and while the rest of the world fell into the darkness unleashed at the school, evil started creeping all over campus, struggling with nature for residency.

There was one area all of that could not penetrate. One last magical stronghold created through the most beautiful improvised ritual in the school's history. Build on a whim, tapping into a not yet corrupted flux of Aether, it bloomed like a flower and enclosed a whole schoolroom, layering the most severe, and costly, layers of protection around it. The teacher who did that had to forfeit her body and burn her soul to weave it strong enough to have a chance. It distorted space and time so elegantly, it stayed untouched by the apocalypse. It wove itself into a future where it persevered. It just cost all within its protective stasis dearly.

In a final effort, as her soul burned through its last milligrams some decades later, Etherina Dinklethorne forced out of stasis among the students she had saved those she thought had the most promise in a desperate and mad gambit to save of the world what may still be saved.

You are those students. You are the Legacy of Gyrthwolden.

This is her last message:

We failed you, my dear children. Our corruption and greed have brought doom to the world you knew. You are save here in this room, but outside these walls, darkness reigns. You have within you what it takes to push back ever so slightly. And if you persist diligently, if you prevail and trust that there still is light and good in the world, you have a chance to overcome this evil curse. I know that in my heart. Go now, my children. I will sacrifice my last energy to extent the wards surrounding you. I know not what will be trapped then with you inside my protective veil, so be careful. Start with freeing the school, building by building. Unlock its secrets and power, everything else will fall into place then. You will see. And never forget ...

But then her voice flattens to a whisper and as it disappears, the mummy of her corpse, trapped in an intricate summoning circle, explodes into a puff of glittering smoke.

IDEA: the students are still connected to the stasis field. When they die, they may feed their souls back into the classroom and awaken another student. No one knows how many and which students Miss Dinklethorne saved. Or what the magic did to them, for that matter, so this can be considered to be an infinite pool of replacement characters (or limited, if the GM feels like making this part of the challenge).

All said and done, it'll be your basic goth horror wizard school versus the apocalypse anime experience. Harry Potter goes Tim Burton and everything died but you ...

The Game (powered by ORWELL)

Basic premise of ORWELL is that character development happens as the character is played (each character can develop up to 10 slots per "Level"). Characters come with a potential, and players activate that potential as the story unfolds. They might create gadgets or skills or contacts, as far as the original game is concerned. Everything else is up to the players. If it fits the genre and the group can agree with it, it is fair play. Want to play a conscious spell that just wants to be human? You can do that. A little Lizard Wizard? Sure ... A sentient rock? If you can make it work. This is about having fun telling stories.

I'd shift those paradigms a bit to fit the story, so players may invent SKILLS, SPELLS or MAGIC ITEMS. While ORWELL would have players now roll to see how well established that power is, LoG might expand on that by making it something that might need to be obtained as well. Basically it'd need two additions:

1) Rules for Rituals that might need to reach a certain level, special items and specific roles for characters to assume. That'd block a slot or two. Rituals will open new areas and solve general problems with the curse.

2) Assuming the students have some idea where is what at that school, it'll need an extension where they manifest the school bit by bit as they talk about and explore it. Some stuff will be provided by the GM, but nothing says it couldn't work like character development does.

It had to be as procedural as ORWELL is, but shifting the focus a bit from having a proper cyberpunk district to where to find crucial quest items and knowledge and what difficulties await a group to their way there.

So they might know that the library would be great to have access to. And it is easy enough to assume that there is one. However, while they know where the library was before the fall, they sure as hell know nothing about what happened to it and how to get there now. So the GM will have tools to create a path of obstacles that fit the story to anything he or the group may come up with ...


There you go ...

I'd have to play around with that for a bit, but that's what a blog is for. Other than that, I'm pretty sure people could work with the premise alone easily. Doesn't even matter that much what system you are using. I guess.

ORWELL will be a great fit for the setting, on the system side of things, and given that the DM part is mostly system agnostic anyway, this should work for all kinds of games, if that's what you'd want to do.

So what do you guys think? Would you play that?


Monday, September 4, 2023

Rebellion - The Card Game is out now! (Publishing versus Blogging ... 1:0)

Yeah, I know, it's been a while. Other than having a new family member (which will have you quite busy, of course), I've also spent the free time I could get with ... writing another game: Rebellion - The Card Game! Crazy, right? It is a (fun!) card game, but still relates to one of the role-playing games I'm working on here at Disoriented Ranger Publishing: Brawlers! Lets talk about that, shall we?

Get it at a discount here!

Introducing: Rebellion - The Card Game

It is a card fishing game loosely inspired by games like Pasur or Scoba, but it comes with the additional layer of adding abilities to the cards that opens it all up to something more akin to games like Dominion, while staying with the classic, standard card decks (I might add customized decks later, but for now, the standards work perfectly well).

So, two sets of 52 standard card decks with two Jokers each (something every household should have, I assume) together with the rules will set you up nicely.

All else you'll need is at least one friend and a table to play on. Even digitally works very well: the card feature on roll20 works like a charm with this. Set up two standard card decks, one for the player of the King, the other for the Rebel Players, snatch the template from the pdf, the product page on drivethruRPG or here, put that as a map background, and you are good to go. Worked like a charm for us.

For the map layer in your roll20 game ...
Anyway, so how does it play? Well, as you can see on the mat above, it's about two sides fighting about cards in the middle, the so-called Realm. They do so by playing hand cards to reduce the Realm cards to zero and win them. Additional effects will alter that by adding fun little mechanics that give each side special boons and the Realm itself come with some interesting features that may offer opportunities for special moves and awards.

It's all well balanced and comes with a high re-playability, if I may say so. If you like card games with a quick set up that also carry a little depth once you dug into it, you should give Rebellion a chance. We have loads of fun playing it.

If you end up getting AND playing it, we'd be happy to hear about it. Naturally. And leaving some love on the product page is always appreciated.

Tie-in for a RPG that doesn't exist?

You remember Brawlers - A DungeonPunk RPG (formerly known as Bastards!, er, the Grind)? I'm still working on it. Rebellion is part of that process. The world of Brawlers was pretty dark: a sort of apocalypse took a dark spin on a vanilla fantasy setting. Now the monster menagerie is in charge and sitting on the ruins of the lost world. Characters go on "brawls" in that world to help petty gods back to power and kick some demon butt ... Rebellion is a card game from that long gone era. A reminder of better times, maybe, or just a card trick game played for coins. Illegal under the monster empire, of course That's the idea, anyway.

Maybe not the final cover ...
 I was looking for a nice way to connect what the players are doing with that card based mission generator I wrote for it years back. I was thinking poker variant, but that never really clicked somehow. Roughly two months ago I had an epiphany of sorts: what if players get a chance during mission to challenge the BrawlMeister (the DM, so to say) to a game of cards, and if they win, it'll alter the mission parameters by creating some better conditions ... but if they lose, shit gets worse. 

A no-brainer, since the cards already connect with the mission generator. All it needs is the specific ... And I already have some ideas for "wild" cards that could be played, as well as alternative decks and how it all connects to character levels. Lots of possibilities!

But for now, the game itself is done. I think it might make a good "setting game" for most fantasy settings. Something with its own lingo, something non-player characters might play or talk about. At least it will be that for Brawlers ... And it is fun to play by itself, so there is that.

What else is cooking?

I'll keep it short, but lots is happening. I decided to finally publish a pdf for ORWELL, that dystopian role-playing game I wrote and sold as dead tree copy only until now. Will make a little errata before that, make it all pretty and clean, with hyperlinks and bookmarks ... the whole ten yards. And then it'll go live. This month or next, I think.

I also got a bit of fiction published! A cyberpunk short story of mine appeared in a great anthology: Ipseities (by As If publishing). I liked all the stories, with three really exceptional favorites. Really a great anthology of weird and creative stories. Good company to be in! Really recommended, if nuweird is something you like.

I'm also working on all other fronts, and hope to get  couple of things done before years end. Looks good right now. I feel it's happening. Look forward to see some more about be67 in the near future ...

What I imagine a be67 GM looks like ...
And the blog ... well, I need to do some more there, too. It takes a bit of a back seat, but I have that review series with my friend Eric going, so something like that will happen next. If I can do it on the sly.

So that's it. A lot is happening behind the scenes, but you guys will see results soon. Some proper rpg material will hit digital shelves in the very near future! Stay tuned. And check out Rebellion. It really is tons of fun.

The King disapproves of your attempts to resist ...