Let’s Play an Interesting RPG, episode 11: Houses of the Blooded session 1

In our 30 June 2012 session, we played Houses of the Blooded, a storytelling game of intrigue and tragedy.

The Group: Let’s Play an Interesting RPG

The System: Houses of the Blooded

The Players

  • Brent P. Newhall, GM (@BrentNewhall, this site)
  • Brian Kelsay (@ripcrd)
  • Joe England
  • Larry Moore
  • Michael R.
  • Stacy Dellorfano
  • Thomas Caruso

Video (part 1 of 3)

[podcast format=”video”]http://rpg.brentnewhall.com/media/LetsPlay-0011-part1.m4v[/podcast]

Audio Only (entire episode)

[podcast]http://rpg.brentnewhall.com/media/LetsPlay-0011.mp3[/podcast]

Continue to part 2

Categories: Let's Play an Interesting RPG | 1 Comment

The Dangers of Pyre: Entrapment Orbs

This is part of my “Pyre” world.

An Entrapment Orb is a black sphere about half a yard wide, with a thin red line running laterally around its center. These Orbs are made from a strange substance that looks like either brushed metal or highly polished stone.

The orbs wander the ruins of Pyre randomly. When they near anyone that they deem a danger, they unleash bolts of lightning that spread throughout the ground up to 6 yards away. Any living creature standing on the lightning-infused ground takes some damage and is held immobile where they stand. An exceptionally strong individual may be able to muster enough strength to manage a ranged attack while held immobile.

Worse, while the lightning dissipates within seconds, all immobilized creatures remain immobilized until the Orb is destroyed or chooses to move on.

Categories: Pyre | Tags: | Leave a comment

The Dangers of Pyre: Doms

This is part of my “Pyre” world.

A Dom is a hovering white pillar, about 4 feet tall and 1 foot wide, hovering about a foot off the ground. They were once blessed with a certain amount of intelligence in controlling and co-ordinating other constructs, but these abilities have warped over the millenia.

Doms rarely move, and will not attack individuals who walk by. However, if a Dom detects a nearby Pyrrean construct in combat, the Dom will aid the construct in battle.

A Dom’s primary attack is to cause flame to sprout out of nowhere at the feet of an enemy, engulfing him or her in fire. If one of the Dom’s allies falls in battle, the Dom can immediately perform the same attack against the enemy that killed it.

Moreover, any construct near a Dom is empowered by the Dom, their fists and chains glowing with a clean light and dealing extra damage.

Categories: Pyre | Tags: | Leave a comment

Let’s Play an Interesting RPG, episode 10: Savage Mars session 2, part 2 of 2

In our 16 June 2012 session, we played Savage Mars, an adaptation of Savage Worlds for the world of John Carter.

The Group: Let’s Play an Interesting RPG

The System: Savage Worlds

  • Rules complexity: Light
  • Availability: US$10 PDF
  • Setting: MARS

The Players

  • Brent P. Newhall, GM (@BrentNewhall, this site)
  • Brian Kelsay (@ripcrd)
  • Sophie Lagace
  • Edmund Metheny

Video (part 2 of 2)

[podcast format=”video”]http://rpg.brentnewhall.com/media/LetsPlay-0010-part2.m4v[/podcast]

Categories: Let's Play an Interesting RPG | 1 Comment

Let’s Play an Interesting RPG, episode 10: Savage Mars session 2

In our 16 June 2012 session, we played Savage Mars, an adaptation of Savage Worlds for the world of John Carter.

The Group: Let’s Play an Interesting RPG

The System: Savage Worlds

  • Rules complexity: Light
  • Availability: US$10 PDF
  • Setting: MARS

The Players

  • Brent P. Newhall, GM (@BrentNewhall, this site)
  • Brian Kelsay (@ripcrd)
  • Sophie Lagace
  • Edmund Metheny

Video (part 1 of 2)

[podcast format=”video”]http://rpg.brentnewhall.com/media/LetsPlay-0010-part1.m4v[/podcast]

Audio Only (entire episode)

[podcast]http://rpg.brentnewhall.com/media/LetsPlay-0010.mp3[/podcast]

Continue to part 2

Categories: Let's Play an Interesting RPG | Leave a comment

The Dangers of Pyre: Chewers

This is part of my “Pyre” world.

A Chewer is a true horror. It resembles a 4-yard-tall floating iron coffin. Atop it sits a large armored casing, within which a malevolent red pupil glows in the midst of utter blackness.

When a chewer gets near a creature, the chewer’s torso springs open to reveal an inner chamber full of spikes and blades, some of them spinning and moving. Two chains, terminated with hooks, fly out of the chamber and embed themselves in its target. The chains then drag the (usually screaming) target into its chamber, which closes. Shortly thereafter, a torrent of blood and meat pours out of a hole at the bottom of the chewer.

A chewer cannot attack while any creature is inside it.

Chewers are highly vulnerable to a ranged attack that hits the chewer’s eye, and are very vulnerable during the moments in which their inner chamber is open.

Categories: Pyre | Tags: | Leave a comment

A Troublesome RPG

How do you encourage players to make interesting story choices?

Imagine a mechanic that encourages delayed gratification, that frequently poses this question: Should I get what I want now, or ensure I’ll get what I want later?

We can accomplish this with a simple in-game economy of tokens to represent this delayed gratification: coupons that players can earn and trade in for success.

Let’s include a simple randomizer: the six-sided die. This implies some weighted odds for success.

So, let’s imagine a few rules:

  1. Describe your character as specifically as possible. You do not need to stat your character, but you’ll want to be clear to the other players.
  2. Any time you want to accomplish something difficult, roll a six-sided die.
    1. You can make the roll Easy or Hard.
      1. On an Easy roll, you get what you want if you roll a 2 or higher.
      2. On a Hard roll, you get a Plot Point and you get what you want if you roll 5 or 6.
  3. If playing with a GM, the GM can declare a task Troublesome for you. If playing without a GM, the group can declare a task Troublesome. This usually happens when a character attempts a task particularly unfit for that character (a weak character attempting to arm-wrestle a hulk).
    1. A Troublesome task requires a roll of 3-6 (Easy) or 6 (Hard).
  4. You can trade in a Plot Point to bypass a die roll and automatically get what you want.

Thoughts?

(And I hereby release this under a CC-BY-3.0 license, so expand and play with it as you wish. I’ll continue to ruminate on this and post as I get more ideas.)

Categories: Role-playing | 1 Comment

The Dangers of Pyre: Builders

This is part of my “Pyre” world.

Builders

These four-story-tall floating vehicles were used mostly for construction. They look like a huge legless metal body, their torsos comprised of several enclosed compartments for hauling materials, plus two arms ending with pincers, and a control cockpit in the head.

Builders can be controlled by anyone who’s had the appropriate ritual applied to them.

Desperate defenders of Pyre attempted to use Builders to crush its attackers during Twilight, and many Builder wrecks lay scattered around the city. Some of them may still work.

Categories: Pyre | Tags: | Leave a comment

Pyre, The Whispered City

'Underground city' by 'Camera on autopilot' on Flickr

'Underground city' by 'Camera on autopilot' on Flickr

Pyre. Few people have even heard of this lost ruin buried deep beneath the earth. Of those that do, few know that it is a dead city of traps and constructs still eager to defend an empty world.

This is the first in a series of articles detailing the dead, trap-filled city of Pyre. These articles are intentionally vague on a few points, particularly the number of creatures in most encounters. There’s such a wide variety of systems and potential encounter types that specific counts of enemies become an encumbrance to comprehension and fun. So, use your good judgment when the players encounter enemies; use a few more or less than the number described if it feels right to you.

A Brief History of Pyre

Pyre arose during an ancient time when magic was only beginning to awaken in the bodies of men. Wizards were rare curiosities. All magic in Pyre was created by ritual, though shamans could initiate anyone into magic through certain Rites. These Rites functioned like privileges in a modern database, allowing anyone who’d taken a particular Rite to perform a particular ritual. If a mundane person stepped through the exact same ritual, nothing would happen.

A strict hierarchy of magic use evolved. Shamans could perform great wonders, particularly with the magic-metal orichalcum. Their civilization thrived and grew rich. Priest-Mechanics evolved to maintain the city’s many amazing mechanical constructs, and Warriors were trained to protect caravans overflowing with wealth.

However, after many centuries, wild magic grew common. Along came wizards who could disable magical devices or detect traps with a thought. Pyre’s civilization crumbled into Twilight as its inhabitants (and its priesthood) became increasingly paranoid of their inevitable demise.

Moreover, during their height the residents of Pyre had sought to wipe out the fierce tribes of wolf-kind who lived nearby. They failed, and as their mighty city began to rot from within, the feral wolfkin harried them from without.

This culminated in an epic, weeks-long three-way battle between the Pyrrean shamans, the oppressed but power-hungry wizards, and the vengeful wolfkin. Pyre burned. In the midst of this, the city’s God-King turned to his last resort: a rite that transported the entire city across the world. But he miscalculated, and Pyre embedded itself deep underground on a compeltely different planet, even as the attackers ran riot inside the city. Pyre died in an insane orgy of killing and plundering. The few who survived eventually succumbed to the thousands of traps laid throughout the city.

Today, Pyre is an abandoned monument, filled with endlessly patrolling constructs and unsprung traps.

Pyre at a Glance

Deep beneath the jumbled, decaying catacombs and sewers of a great city lays a metropolis that has been lost for centuries.

It’s a city of technology and power, of tall buildings and carefully designed city streets. A place with still-running fountains and beautiful glass sculptures, but not a single living soul.

Pyre is divided into seven hexagonal districts. The six perimeter districts were each built for a caste of citizen (noble, shaman, priest-mechanic, warrior, merchant, or unmentionable), while the seventh inner district, The Depths, was the central meeting place and seat of government, and home of the mysterious and eternal God-King.

Each district is now a complex death trap. As Twilight gathered, the denizens of Pyre grew paranoid and set up defenses that still operate today, warding off intruders that will never come.

Until your adventurers find their way to Pyre.

Categories: Pyre | 2 Comments

Let’s Play an Interesting RPG, episode 9: Savage Mars session 1, part 2 of 2

In our 27 May 2012 session, we played Savage Mars, an adaptation of Savage Worlds for the world of John Carter.

The Group: Let’s Play an Interesting RPG

The System: Savage Worlds

  • Rules complexity: Light
  • Availability: US$10 PDF
  • Setting: MARS

The Players

  • Brent P. Newhall, GM (@BrentNewhall, this site)
  • Brian Kelsay (@ripcrd)
  • Sophie Lagace
  • Edmund Metheny

Video (part 2 of 2)

[podcast format=”video”]http://rpg.brentnewhall.com/media/LetsPlay-0009-part2.m4v[/podcast]

Categories: Let's Play an Interesting RPG | Leave a comment