Being the end of the month and all, I wanted to write a bit how Lost Songs of the Nibelungs is getting along. I'm still trying to have a beta-version till Easter. I'm also still confident about getting it actually done. But there are many tiny steps and loose thoughts that barely sum up to form a complete and concise post, so there was some silence on the blog this month. Anyway, since it helps me to write those thoughts and ideas down, I might as well write a post about what's haunting me these days (turns out it will be several posts ... ah well).
Hagen killing Siegfried, illustration by Vladimir Tretjakov for a Russian translation of the Song of the Nibelungs [source] |
Group Dynamics and lineage (Construction Site #1)
I mentioned this way back in January: LSotN will have a subsystem as part of the character creation that allows not only to see how the characters in a group are related to each other, but will also provide a player with a social standing, a family background and a selection of skills, advantages and items he might have as a result of his family tree. So much for the theory.
I toyed a bit with the mechanic to make this happen and still believe it will be an essential part of the character creation as it really gives a player some sense where his character is coming from and how he relates to the other players. And that should really help getting the group together. It will mean that at least for this part of the character creation all players need to sit on the same table. Character creation is a group effort (and always should be, by the way).
More details about how this should work
Basic roll and interpretation: Every player rolls 3d6. The sum is a characters status in the group, with the lowest result being the highest in standing. Each rolled number represents now a facet of the society the character was born in (1 = royal bloodline; 2 = artisan bloodline; 3 = mercantile bloodline; 4 = artistic bloodline; 5 = foreign bloodline; 6 = magical/fairy bloodline).
Dominance of aspects in family trees: Doubles will mean a strong resonance of one aspect in a family tree (which will somehow translate to a bonus or better selection of skills/advantages/items). A triplet would mean a "true lineage", will always be a special case and also gets one advantage others won't have:
- A triple 1 will mean true royal blood, so that member of the group will not only have the highest status and best equipment, he'll (she'll) also be a direct descendant of a clans leader (advantage: authority).
- A triple 2 will mean a true craftsman, so maybe it's a character who knows (or has access to) some valuable technique in a craft no one else in a clan is able to reproduce. He'll definitely have good equipment, special skills and an influential family (advantage: versatility).
- A triple 3 will mean a true tradesman. Those are well informed characters with access to special items and rich parents (advantage: information).
- A triple 4 will mean a true artist. Here it'll have a selection of exotic skills associated with artists (acrobatics, knife throwing, stuff like that) and entertainment (advantage: showmanship).
- A triple 5 will mean a true foreigner. This is the lineage of a very different culture, maybe son of an African slave who found his freedom with the fall of Rome and settled among the people of a Germanic tribe or the daughter of an Asian traveler (advantage: diversity).
- A triple 6 will mean a true fay. This character is a direct descendant of the fay folk and basically a fay himself. Might be a dwarf or even an elf, but most likely something that at least to some extent resembles a human being and has a reason to tag along (advantage: superstition).
So the strength and the aspect of a number is connected to the access a character has to a selection of skills, items and advantages.
Synergy-effects and relations: To see now how the characters are related, the players just need to compare their numbers. If they rolled the same numbers and built pairs, triples or quadruples, they could be somehow related (with pairs being distant cousins, triples being cousins and quadruples being siblings). Each player has to decide the most important relation to another player. As soon as the players have sorted this out, they have to sort out how they relate to the rest (basically answering questions like "If he's my cousin and you are my sister, he must be your cousin too, right?" and stuff like that.
There are always synergy-effects trickling down, so the family of the one with the higher status will provide some additional skill/advantages/items for those of a lower status but related ("You travel with our son, please have this cloak as a token of our appreciation.").
Dynamics and problems
A useful interpretation of those 3d6 and the contents of those skill/advantages/items are the biggest problems with this. Not because it won't work, but because it's lots of fiddly bits that need to be written and brought in line. I need a complete list of skills, which is always a drag and hard to do right, then it needs advantages one might have for any specific family background (like with the triplets above). The items need to fit the time (that is ca. 550 AC) and the social "class", but it needs to leave room for advancement.
And I need a sensible ratio for all this to work. Something like: 1 die in a bloodline means 2 points to buy skills/advantages/items, two dice in a bloodline mean 5 points to buy stuff (one of them related to the dominant bloodline, so it would be an item with a trade related bloodline, etc.), three dice means 9 points (with three to be distributed among skills/items/advantages associated with the true bloodline). Status might give a player additional points (so even if a player doesn't come up with doubles or triplets, he might still have some additional points for high status ...) and lineage might produce additional points.
All in all a player shouldn't have much more than 10 meaningful choices as far as items, skills and advantages go.
It's also something that will most likely take time and happen in the background. For now I'm pretty happy with the result. The 3d6 produce lots of data and I might even put some additional meaning into it (but only if I somehow manage to make this as easy as possible to access, ideally a player rolls and the DM gives him the result and his choices, then they talk about how they are related, make their choices and are ready to go.
There are always synergy-effects trickling down, so the family of the one with the higher status will provide some additional skill/advantages/items for those of a lower status but related ("You travel with our son, please have this cloak as a token of our appreciation.").
Dynamics and problems
A useful interpretation of those 3d6 and the contents of those skill/advantages/items are the biggest problems with this. Not because it won't work, but because it's lots of fiddly bits that need to be written and brought in line. I need a complete list of skills, which is always a drag and hard to do right, then it needs advantages one might have for any specific family background (like with the triplets above). The items need to fit the time (that is ca. 550 AC) and the social "class", but it needs to leave room for advancement.
And I need a sensible ratio for all this to work. Something like: 1 die in a bloodline means 2 points to buy skills/advantages/items, two dice in a bloodline mean 5 points to buy stuff (one of them related to the dominant bloodline, so it would be an item with a trade related bloodline, etc.), three dice means 9 points (with three to be distributed among skills/items/advantages associated with the true bloodline). Status might give a player additional points (so even if a player doesn't come up with doubles or triplets, he might still have some additional points for high status ...) and lineage might produce additional points.
All in all a player shouldn't have much more than 10 meaningful choices as far as items, skills and advantages go.
It's also something that will most likely take time and happen in the background. For now I'm pretty happy with the result. The 3d6 produce lots of data and I might even put some additional meaning into it (but only if I somehow manage to make this as easy as possible to access, ideally a player rolls and the DM gives him the result and his choices, then they talk about how they are related, make their choices and are ready to go.