Hey, folks. How's things? It's 2025 now, and we can start making new promises to break them later this year. Fun times ahead, I'd say. Anyway. In this post I want to talk about how Lost Songs made its way back into my top pile to work at. I know, I'm slow. I also keep getting things done, so speed isn't all that if you eventually get to see results. Point in case: a revision of LSotN is underway and making progress, to a degree where I'm setting up a little online game with friends to give it all another spin to see where it wobbles. Here's how I set up that campaign ...
this is a lose series, but here is Part 1 anyways.
The Plan
I've collected some ideas over the last months and looked at what I got as well as what needs doing. Nothing serious, just some preliminary scouting. As one would when getting back into a project that actually was on pause for some time. It never left my mind, but other things piled up to a degree that Lost Songs took a back seat, like, waaay back on the bus.
As soon as I felt confident enough to get something started, I set up a doscord server for it and invited the couple of people that could be convinced to give this a shot.
That the first thing: I love working this on discord. Lots of nice ways to organize the information for the campaign with the revision running in the background. And I can do it on the road easily, which is a huge plus.
It's amazing how much changed in the last 10 years in that regard. Nowadays we have AI to help with research (I basically use it like I used search engines when that was still a thing) and it is a blast. Quick, too. Also something that can be done anywhere easily (I'm falling in love with Grok right now). For instance, when I wrote the Tribe Generator for the game, a quick discussion about what would make a tribe helped me getting the numbers just right enough to hammer it into a table.
Good show.
Wouldn't use AI to write or design a game for me (because I actually enjoy doing those things!), but it offers great research and reasoning on all kinds of topics. It is, just as with the art, a great asset to have on hand.
The plan, then, is to revise the game as I prepare and then playtest the game, adding stuff as need be while I'm at it. Right now setting and tribe are done. Here's what I did so far.
The Setting
What you see here is the result of the revised Sandbox Generator. Can't show the thing itself yet, as it'd contain information the players are not yet privy to. This is basically what their characters can know:
"This is it. After years of wandering around, your elders decide the spot to settle down: a huge chasm between mountains, hills and forests. Uneven land that doesn't see a lot of sun, but fertile nonetheless. The elders say waterghosts carved the grooves into the valley here, leaving only the hard rock to stand guard above the rich streams coming down from the mountains. It is land suited for miners and artisans, hunters and gatherers, not farmers. Here is your fate. The new roots your tribe is destined to strike. But you are not alone in this valley. Two other tribes have arrived here. One, a strange folk with even stranger mores, is indifferent to you. The other, a tribe led by powerful women, is outright unfriendly, although not hostile. You will make a home here either way. This is where your songs begin."
Typical longhouse. |
"IMMEDIATE SURROUNDINGS & LIVING
Water created the extensive chasm your tribe located in by eroding all the soft stone and leaving harder stones throughout the valley it created. It created a hugely complex and fertile biome full of little lakes and rivers, cliffsides and little waterfalls, moss and forest as well as natural caves. Your tribe settled on the west side of this area, directly on the foot of a huge mountain you call "Grey Man" (Graumann) because clouds kept hanging on his peak like grey hair throughout the summer you arrived here. Since all of this is not easily accessible, longhouses are spread all over the place and in the strangest places, the chief's great longhouse having the highest position on the western slope. All of it is connected with little trails, but some tribesmen even made stone steps and little wooden bridges here and there to have those homes better connected. Many homes expand into the mountain as well, partially using natural caverns, partially carving new rooms into soft stone."
"Established routes lead west up into the mountain where several mining operations dot the slope, east into the valley, mainly for hunting, and north towards the closest settlement that will trade with you, four days travel away."
"Your immediate neighbors are a strange people on the north border of this chasm. They are quite elusive, but what you found of them are wooden frog figures and weird markings. Some of your tribe have seen them in the distance, but they mostly just ignore you and you have no quarrels with them. They seem to have settled on the lake that is mostly hidden in thick fog and forms a natural border before the land grows from chasms into thickly forested hills further north."
"The other tribe is situated close to the south border of this area, just where the chasms transition into forested hills. What you know is that it is a tribe led by female warriors, but other then that no contact has been made. Rumors among your people say that they despise you for your lack of warriors, but you know nothing for certain.The Tribe
Other than the Graumann to the west, this area is nested between fertile hills with beautiful woods and rivers as well as more high mountains to the southwest, the predominant of them called "King's Crown" (Königskrone") by your people. This is good land, rich and fertile."
This part needed some more rules and tools to allow for some variety (I'll share them later in this post). The sandbox has always been the first strong indicator what kind of people a group's tribe consists of. Why would they settle where they ended up settling? What kind of skills and trades would come with the territory? What opposition (as far as they are aware of it) are they willing to face? Stuff like that could easily be deduced from the hex they are dropped in and the immediate surroundings.
But I needed some more meat on that, mainly how their migration there went, what they gained and what they had to leave behind. It'd change, to a degree, their reasoning for staying where they ended up staying, but not in a bad way. Beyond that I wanted to have some soft numbers for the size of the tribe (ended up going with "families"). If anything, it gives a GM more to work with while being set up quite fast.
Here's what I shared with my players:
"So what's your tribe like? Well, the place they chose to stay, despite the other tribes settling there, already tells us a lot. They are accustomed to living in mountainous areas, so miners and smiths they should be as well as hunters and animal farmers. The blight that is Christianity has not yet reached your people, so they believe in a variation of the old gods and follow their traditions. Migration lost you the majority of your warriors, but despite that your elders feel confident about your fate in this chasm. You can draw from a rich history of sophisticated craftsmen and you have among your people some very capable weapon smiths and artisans."
"Where the Chief's Longhouse was build
Your holy men had seen the place where you were to hold the ritual in their dreams, just two days before your track came across it. It was held that same night, under a huge thunderstorm. The mountains in the east, it seemed, fought the mountains in the west in the sky. Thor was busy drumming that night. It had been at the peak of the ritual when a massive lighting strike hit the side of the Graumann, the short bright light dotted with the rocks it detonated from the mountainside. The next morning, at first sunlight, they found among the debris a huge shattered quartz, all glitzy and pink. The biggest piece build the foundation for the chief's longhouse right where it struck the ground, the smaller pieces had been distributed among the nobility and brought much honor to their houses. They called that night the Invitation of the Mountain, and it has always been regarded as a good omen."
"The place of that ritual is where your people hold official gatherings. It is a stone platform floating over the valley and it offers a great view of the Graumann as well as the chief's majestic longhouse at the base of it. At the beginning it was not easy to get to the plateau, as it stands somewhat isolated. Now there is an ornate wooden bridge leading to it. Three holy sheep are held on that platform to keep the grass short."
"Other then the player characters' families, the tribe is 167 families strong. Around 120 of them have build their longhouses close to the chief's house, the rest is scattered all around, equally distributed towards mountain, the valley itself and along the trading route you established north."
Ideas like the ritual, the other two tribes close by and the trading route all spun naturally from tools used to set up the sandbox and the tribe.
New Rules: The Tribe Generator
The revised Sandbox Generator still needs some more work, but what I can share today is the Tribe Generator. It might even be useful in other games. Either way, it'll tell you something about Lost Songs, so here we go.
Like with character creation, all it needs is a roll of 3d6. It'd be used right after completing the sandbox. Everything else follows from that. The individual results will give you:
TRIBE GENERATOR (3d6)The sum, now, will give you a base number of families that needs to be modified by the individual results:
Your tribe is …
1 barely there (lowest column)
2 weak (lowest column)
3 quarreling (middle column)
4 desperate (middle column)
5 confident (high column)
6 strong (high column)
Your ancestors are …
1 primal (+10 families)
2 secluded (-10 families)
3 odd
4 honorable (+20 families)
5 noble (+30 families)
6 sophisticated (-10 families)
Your tribe lost …
1 the weak (-30 families)
2 the warriors (-20 families)
3 the royalty (-10 families)
4 spiritual leadership (+10 families)
5 wealth (-10 families)
6 history
High Middle Low
3-5: 80 60 40
6-8: 140 120 100
9-12: 200 180 160
13-16: 230 220 210
17-18: 260 250 240
The sum also reduces the base number further. In the end, each player character adds one family to the result. Example:
"This tribe is (5/6/2) confident with sophisticated ancestry to build on, but lost their warriors on their migration to this valley."That gives us a Base Number of 200 (high column) modified by -10 (for being sophisticated), -20 (for losing the warriors), and -13 (the sum itself), resulting in 167 families PLUS the number of players.
It's quick while offering lots of little details to work with and a rough estimate of how big a tribe actually is (a "family" would have an average of four people).
That's it for now
This is where we are at. Next is character creation and the final touches on the sandbox, as well as a calendar and elements for all the hexes ...
But about this we will talk another time. It'll be an interesting year in that regard, I think. I wonder how much my sensibilities changed since I last touched the game. And if I'm finally able to overcome the road blocks that made me shift my focus on other projects.
For now I can say I'm having fun with it. And I'm again and again surprised how much was already done. Anyway. More to come.
I wish you guys all the best for 2025!
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