Weekender XLBS: Worldbuilding & Storytelling In Role-Playing Games
November 4, 2018 by lancorz
For some website features, you will need a FREE account and for some others, you will need to join the Cult of Games.
Or if you have already joined the Cult of Games Log in now
What difference will having a FREE account make?
Setting up a Free account with OnTableTop unlocks a load of additional features and content (see below). You can then get involved with our Tabletop Gaming community, we are very helpful and keen to hear what you have to say. So Join Us Now!
Free Account Includes
- Creating your own project blogs.
- Rating and reviewing games using our innovative system.
- Commenting and ability to upvote.
- Posting in the forums.
- Unlocking of Achivments and collectin hobby xp
- Ability to add places like clubs and stores to our gaming database.
- Follow games, recommend games, use wishlist and mark what games you own.
- You will be able to add friends to your account.
What's the Cult of Games?
Once you have made a free account you can support the community by joing the Cult of Games. Joining the Cult allows you to use even more parts of the site and access to extra content. Check out some of the extra features below.
Cult of Games Membership Includes
- Reduced ads, for a better browsing experience (feature can be turned on or off in your profile).
- Access to The Cult of Games XLBS Sunday Show.
- Extra hobby videos about painting, terrain building etc.
- Exclusive interviews with the best game designers etc.
- Behind the scenes studio VLogs.
- Access to our live stream archives.
- Early access to our event tickets.
- Access to the CoG Greenroom.
- Access to the CoG Chamber of Commerce.
- Access the CoG Bazarr Trading Forum.
- Create and Edit Records for Games, Companies and Professionals.
Supported by (Turn Off)
Supported by (Turn Off)
Supported by (Turn Off)






























Happy Sunday
Happy sunday
Happy Sunday!
There are some interesting socio-cultural models that are useful in world building; encouraging you to consider multiple aspects. One I’m familiar with is Johnson & Scholes Cultural Web where you consider how an organisation’s culture involves formal structures and systems to carry out a long term strategy; this is underpinned by rituals,routines, stories and symbols that matter to those within the organisation. OK – this is business management but adaptable to RPG. Situations are created when events and forces (internal or external) disrupt this model – even small change can create problems.
A KS a few years ago that plays with this idea is “Downfall” ( no Hitler rant videos here). A simple 3 handed one-shot RPG where you create a Haven and then describe what flaws happen to bring it down. This is completely mind’s eye, can be set in any time and place and a good way of developing world building skills. No GM. More info here… http://lessthanthreegames.com/downfall/
Senile sorcery looks like good fun
It is great fun 🙂 Looking forward to @lancorz pushing forward with the project and getting more games in!
Glad you think so, we’ve had some epic battles in the studio over lunch breaks.
Happy Sunday … FIFTH!!!!!!!!!!!!!!!!!! Yeah Baby!!!
@brennon how could you do that intro without one of the chosen t-shirts on? Glad to see you finally have your mug though!
Alas I didn’t pack any of them and it was very cold this week so jumpers were much needed!
Happy Sunday! I struggle to get excited by RPGs but it’s very refreshing to hear Ben be able to finish sentences!! ?
Ben finishing a sentence without interruption is pretty rare in these episodes ?
@dracs so jealous that you have received your Carnevale kickstarter as I am still waiting for my Prince of Thieves pledge to arrive.
Damn you @brennon just had to go all in again on B&B, I already have too many 😀
Haha yeah I backed it this morning too – looking forward to the freebies 🙂
Happy Sunday 🙂
I think it is a shame that a lot of the time while the world persists many of it’s intricacies are lost.
I used to use a writers program that was designed to world build. During a game as a DM I would make notes of key moments. My pre game design process would be co-ordinated with this and the lore it held.
I found that we could then advance the timeline through bloodlines and it gave me as a DM more freedom to kill the players when they made poor or unlucky decisions. Yhrough the family tree of the characters we would then look to carry in the adventure. It is something I came across in Novels by Raymond E Feist.
Coming to the subject of world design the team covered a few of the most well known but I would like to throw another name out there. R A Salvatore famous for Drizzt D’Urben brought to life a dark elf city for me in the form of Menzoberranzan.
Whilst most settings are in what we know as normal settings, rolling hills, woods, stone built cities, forests etc, this city was designed in complete darkness. It has some lovely features that take into account how the race of Dark Elves see using thermals due to the cavern being for the most part in the depths of the earth and almost lightless except for certain fungi and creatures.
An interesting show and a subject that I think warrants an article from Ben that could be posted in conjunction with the RPG release.
I loved the books by Salvatore, read all the Drizzt books up to a point I am sure more have been written since.
Look forward to running game @lancorz with the family soon
Some Tales? ?
Happy Sunday..brilliant show ladies and gentlemen will be listening to it again later have enjoyed this immensely i have been pottering into a story of my own and world creating is obviously part of it so was good to listen to you talk about it.
Awesome stuff. Hopefully you share some of your thoughts on it too with us in the forums and the like 🙂
Glad you enjoyed it, we all had a blast with this episode.
The owlbear was designed from a Japanese monster toy.
Hah I didn’t know that – very cool indeed 🙂
I’m not even surprised.
Happy sunday all!
Happy Sunday. A really interesting episode, especially as I am just delving back into RPGs after many years of not playing. The main reason is my 9yo son wanted to play some DnD. We are working on a world at the moment that will mainly be inhabited by Gnomes and Goblins, which should hopefully lead to some humourous times.
Have a look at Goblin Quest, it’s a wacky small RPG where everyone plays as goblins trying to do menial tasks. It would be fun inspiration for your D&D world.
I already own it 🙂
So finally good to see you to release your game Lantz. I liked when board was movable build from hexes that you could change. is that changed permanently?
I think the finished game will have a random hex set up to make the game more replayable which is cool.
Yep I’ll keep the hexes so that you can make your own landscapes. For now a single page is just easier for quick play.
You missed a good joke at the start – when @brennon said about don’t say his name or he might disapear you should have had him disappear and then Cass, Lance and Sam frantically saying his name to bring him back. ?
@dracs – I’d have thought you’d have wanted you Patricians lead by Vetinari. ?
Cass doesn’t remember what she’s backed – quick everyone send her random board/card games to confuse her! ?
Sam will correct me if I’m wrong, but isn’t the ‘energy’ symbol in Lance’s game Gandalf’s monogram? 😉
Also, at this point I’ve just noticed when has nicked Sam’s mug.
Senile Sorcery: Id like to see a full Let’s Play at some point. For artwork, maybe you could get Caeser to do it (and slip in some cheeky Justins&Dragins cameos 😉 ). I’d also like to see the meeples dropped for minis (preferably ones converted to fit the characters); I know meeples are a mainstay if boardgames, but I think minis will be more visually appealing, especially for the Let’s Play (and those downloading to play at home will use whatever they have on hand anyway).
Given your username @dracs, I think a pair of fangs would be more appropriate to sink into your neck than an axe. ?.
I’ll comment on the rest of the vid later when I’ve got time.
First Law books: if you have an audible account I highly recommend getting the audiobooks of these as they’re excellent and the narrator is great.
One kids books series that you should avoid for an RPG idea – Thomas the Tank Engine, because no players like being put on rails. ?
@brennon – would you need to adapt B&B to D&D? From what I recall of the rules I think B&B would make for a good starting point for its own RPG. 😉
Sam’s a writer for hire? Hmm, I really want to write a novel but I’m just constantly procrastinating; maybe I should hire him to ghostwrite it for me…hmm, wonder if I can pay him in my unwanted LotR minis…?
?
The First Law is amazing. Love Joe Abercrombie’s work and it was what got me back into properly reading books again as a hobby.
Also…maybe there’s something else in the works for B&B 😉
I think the best First Law book is ‘The Heroes’, a nice look into a protracted battle.
I don’t have the time to do much RPG’ing these days, but I used to love world building and, even though I don’t expect to be able to use stuff in games any more, I still like to dream and make notes.
I also use RPG world building as a way to see and appreciate the world. When I visit new places I often ask myself the question ‘would this make a good location to set a scene in a game?’ It’s a fun way to experience new places as it encourages me to think twice about things.
I think one of my tips for world building would be to try to figure out what you’re trying to achieve, and what kind of game you and your players want.
I see games with map tiles and miniatures and detailed combat rules and lists of equipment and stats, etc. as being on quite a different end of a spectrum to more freeform, storytelling RPGs.
If what you really want is a minitures skirmish game with an element of roleplaying, loot-gathering and levelling up, then you really only need broad brush world building that hints at the wider world.
If you are more interested in the character development and stories then you might want to think about the setting and characters of the world more, but you probably also need to be more willing to let the players design or modify the world as they go along too (collaborative story telling).
There’s also no harm at all in taking existing worlds or settings and changing them. Just like bringing a book to film or stage, it needs to be adapted to take into account the audience and the resources and the circumstances. It’s impossible to run an ‘out of the book’ scenario without giving it a twist as no two gaming groups will do things the same way, so embrace this. And if you’ve got players who know the source material, make sure you’re all aware in advance that while you’re playing through something they ‘know’, that you’re going to be adapting it and so they should go with the flow.
I have only watched an hour as I have to head off to work. Will finish later. However lanz mentioned any book series that would lend itself as a world to play in. I thought of an old anthology series Thieves World. Very open to playing in and wide range of character types and adventures possible there. I will finish the video tonight and see what I missed or messed up.
Happy Sunday!
Great show as ever 🙂
@brennon As a fellow DM for years I thought you would think it was cool what I have been doing with my group. We started with new characters playing through the New Curse of Strand 5 Edition module. At the end of the module the characters defeat Strand and get teleported out of his realm. What I did instead of teleporting them back to their homes is that I took them to my new world. I started by using the old 80’s module “Test of Warlords”. Since the characters are all higher levels now, they became Barons in my new realm; with creativity from the players to help shape the new realm.
Every session I have the players roll fate dice for population, expenses, and for different events that could happen. While this is going on I had the players make new characters to start an adventure in the realm. By doing this I have them helping not only help build the world, but with new story lines created by the Barony events and new characters. It has been a blast, and allowed the players to still use those high level characters that a lot of times you just can’t play. Great show, and very interested in Lance’s game. Looks like a blast!
The way I do world building is depending on the time I have I will do the following.
1. Bullet point out the first arc of the game usually I try for about 3 to for sessionc of bullet points.
* what is the first arc about?
* where the group starts: town name, size, surrounding area (within a days walk in game), some NPC`s (town leader, inn or tavern owner, stable or store owner’s the players may visit)
* 2 or 3 nearby towns usually within 2 or 3 days walk of starting town along with a description of the area along the road or path between them. This will also incude the next destination along the arc.
* each town gets the following treatment as the first town.
* then I flesh out any landmarks needed to complete the first arc be it other towns, special features in the landscape or whatever and their distance from the closest town.
At this point I will draw out a regional map of the above information. This gives me an area on the world map for the beginning of the game and a few locations for possible story arcs after the first to begin in. After this for the regional map I will place a capital and/or the largest city of the area if it is not the capital, and border the land if this is my desired size fot the kingdom. At this point I will rough out the background of this kingdom.
* name
* rough population and the top 3 or 4 races that live in it
* its economy
* the way it is ruled
* any wierd or different laws it may have
Next I will do the same with the surrounding kingdoms but in addition to placing the capital I will also place 2 or 3 cities and discribe distances to them and ares between them (forests, plains, hills, mountains,and other features)
After this if I need to add a random village or whatever I can.
Now with this done I find for me it’s now easier to work out a history for the campaign and the current climate between the lands.
This is how I have found to be easiest for me to start a new campaign setting.
Hope this helps.
Going down the route of sci fi world building take a look at Hal Clement and James P. Hogan. They both write “hard” or science based writing. They literally start with building a world by definition it’s diameter, gravity, distance from a sun, type of sun and so on. Once the world is built they then try to figure out what the inhabitants would have to look like in order to survive on that world. Their books are older but well worth a read just for the world building aspects.
@brennon on Darker Days Radio we have a few episodes that cover the ideas of Chronicle Design for WoD and CofD games, but the principles are what I apply to any game.
https://www.podbean.com/media/share/pb-itewf-28f414
https://www.podbean.com/media/share/pb-itewf-29defd
https://www.podbean.com/media/share/pb-itewf-2c107a
https://www.podbean.com/media/share/pb-itewf-366e70
Happy Sunday
happy Sunday great show folks.
Happy Sunday! Great show as ever. Love Lance’s Senile Sorcery game. Would love a print and play version, and certainly would be great to see a let’s play. I do love games which involve any kind of spell-crafting/manipulation of spells.
MICROSCOPE
When it comes to worldbuilding I can thoroughly recommend the game Microscope. It is a co-operative game where a group of people create a world, and gradually zoom in on points in the timeline and roleplay key events. At the end of it, you have a world which you can then use for full-blown roleplaying if you want. One of its very strong features is an agreement on must-haves and total-bans (e.g. must-have robots, ban vampires). The players agree on this list at the start, and the constraints help get everyone on the same page and give some focus as you refine things.
GM vs PLAYER INPUT
When talking about GM vs Player input for world creation, I think it is a spectrum, and there are pros and cons at each end. At the totally GM controlled end, players can feel a lack of agency, and frankly, the GM is under a lot of pressure to fill in the creative energies of everyone else in the group. The positive side of this (which I have experienced both as a GM, but especially as a player) is a true sense of wonder and integrity. When you can’t influence the world as a player outside what your character can do, then when something happens it can feel very real, that world is solid, it is what it is. In the purest sense, this can feel like the GM isn’t even in control, they are just telling you what is happening in this very real feeling world.
At the opposite end is total freedom for players to create whatever they want and a “never say no” approach. This shares the creative burden, and for sure you will get cool interesting ideas, that one player will spark with another and the world will be richer for it. However, it will also feel less real, less a sense of wondrous adventure, because when you see too much behind the curtains, it’s not magical anymore to explore the world. You start to recognise the set dressing, the props, and it can start to feel a bit fake. Or at least, it could change at any moment, so lacks substance, and therefore meaning.
A great compromise, I’ve seen Will Wheaton use is where he will be total GM control, but then in a scene, he will hand-over a specific thing, possibly to a specific player and say “full freedom, describe what this is”. I think this works quite well because the world continues to have its integrity but players get to share in and certainly enrich the creative process.
CAMPAIGN BUILDING
When it comes to world-building, or at least, campaign building, I really like to focus on the motivations of NPCs. I want to feel like I know the key NPCs in the area where the game takes place, I know what they want, why they want it, and what they are doing to achieve it. I think if you understand that, then whatever the players do, you’ll know how the NPCs will react. It’s important that the world feels living and breathing, NPCs should be carrying out there plans if the PCs don’t interact with them. That idea of world integrity for me is key here, like once things are set in motion, I’m not even in control anymore. The NPCs are going to go and do what they are going to do, lets the player run into that sandbox and see what happens.
It’s also important to distinguish between in-session collaboration and out of session collaboration. Microscope can work great prior to a campaign starting to let players feel like they had a massive hand in creating the world. You can then still retain that sense of integrity if its more GM controlled once you get into actual sessions. The GM is still bound by the world that the players created.
Downtime/Bluebooking is another area where more freedom can happen without damaging integrity. Discussing in-between sessions what are a character’s goals, players writing short-stories that describe what their character is doing during that downtime. All of that I have found is a great way to include player creativity.
GAMES IN WORLDS WITH EXISTING IP
Canonical worlds can be a problem (e.g. running Star Wars), no matter how much research you have done (and you should do a lot) there will be a player who knows more or at least knows something you don’t about some particular planet or race. Running TTB was a bigger issue for this for me, as I was not as steeped in Malifaux Lore (despite reading all the stories from all books, including the Wyrd Magazine short stories) as some of the players. The way I get around this is I say at the start of the campaign, this is a parallel world that is almost identical to the one you already know, but a few small things might be different. The world has to feel like the IP of the world you are in, so it isn’t a licence to ditch everything that makes that world what it is. However, if you say the Mended drum is on the Rimward side of Filigree street, and someone says actually in a short story collection it was Widdershins, you can say with confidence that in this case, they are wrong (or at the very least a Stibbons led experiment in the High Energy Magic building has temporarily caused it to appear to be Rimwards).
VOICES vs 3RD PERSON
Voices can be great, they can also be tiring, and you might not be very good at them, or remembering all the different voices, or you might be worried you’ll offend someone (or in one particular demon voice I did for an extended campaign, hard to understand what you are saying). The fact is third person descriptions for both GM and Player can add a lot to the scene.
e.g. “She stalked into the barracks, her cape whirling around her like living smoke, reverberating with each angry footstep as she confronted Commander Hjorn, demanding an explanation for why the expected back-up had never arrived”.
A player can say that, and the appropriate rolls and responses can follow, and I’d argue in a lot of cases that will work better than trying to do a voice which shows anger, or saying precisely what she says to the Commander.
OBLIGATORY DENEB BIT, THIS TIME ABOUT WORLD-BUILDING
When I created the fantasy world for Deneb, I had a few key tenants I wanted to form an origin point in history and how the physics/magic of the world worked. Once I had those key touch points though, I went to geography, I imagined the landscape, and then let the civilisations rise and fall within that landscape. Again I used motivations for keys characters in each society and in each place, to drive certain changes. I wrote a very detailed, and in many ways very boring history (complete lineage of La’Certa Royalty for example), but one that helped me make the world feel real, at least to me.
One of the key things for me was “no chosen ones”, there is no prophecy, no fate, no destiny, no special select few people. Anyone can learn magic in Deneb, but that doesn’t mean it’s easy or without cost, and for sure some people have more natural aptitude than others, but that is the limit of it. The nation of the Draco Republic, for example, is a representative democracy that after some poorly controlled magic used by teenagers led to some deaths, debated and voted in strict limitations on magic. There are political organisations lobbying for an outright ban, and others for the limitations to be loosened. Other parts of the world see it differently. The Draco Republic have dragons in their army, so the lack of magic for military ends is not such a big issue for them.
BOOKS FOR INSPIRATION
Some Books that are fascinating world ideas, I am sure there are others but I can’t think of them now.
Name of the Wind – the magic system fascinating.
The Oaken Throne – very Burrows and Badgers-y but quite dark.
Ubik – Corporations competing for psychically powered individuals.
WORLDS I’VE PLAYED IN
I played a Discworld RPG, using the Discworld GURPS books. The trouble was one player wasn’t a Discworld fan, and for him, it was hard to feel out where it differed from traditional fantasy. Another player though, he made a wizard, who had a sapient pearwood staff, the staff’s name was Helio. The staff was as pessimistic, sarcastic, bitchy and witty as the wizard was deadpan, serious and optimistic. That one player had some brilliant exchanges between effectively the two characters that really made that game for me.
Others, too many to remember, but some I recall fondly at this moment, I’ll curse myself for forgetting some others later.
Star Wars
Forgotten Realms, many times
Firefly
Highlander- with a twist
WH40k a few times
Lord of the Rings
Malifaux – Through the Breach
Player Created – Fantasy Post-apocalyptic mechs, which led into a much bigger universe late in the campaign.
Player Created – Anglo-Saxon England
Player Created – Time travelling in a modern-day European city (but didn’t know until 2nd session, and had to undo what we had done in session 1).
Player Created – Square Enix inspired city, working as an assistant to a great artist.
Player Created – South America just before the conquering of the New World (but we didn’t know it)
My days, let me get a coffee and I’ll be back to read this essay 😛
Great show all!
I’m very much looking forward to seeing the world @brennon has created and trying out a copy of @lancorz game!
Interesting topic this week. World building has never been one of my strengths, though I have had a little bit of a go.
But I have had some great fun in worlds others created fresh: my current DnD campaign & how we used to RPG when I was a teen.
Our current DnD campaign started out as a home brew setting. Fairly standard Fantasy stuff except one sliiight change: the gods have destroyed each other, most of the world is inaccessible due to a great storm, and there’s little to no magic. Just taking the gods and magic out of Fantasy has drastically changed how we play.
When I was a teen, we would often “freeform” RPG. No rules or dice. Just collaboratively tell a story. We had a couple of roughed- our worlds that we would use as settings, but nothing was set in stone. Characters could make changes, but they were just as likely to die anonymous deaths.
If was to try and build something now? It would probably draw heavily from a particular theme or genre and mash together from similar sources. Like: Fantasy Movies of the 80’s: Willow/ Labyrinth/ Dark Crystal/The Princess Bride/ Ladyhawk etc. into a world. Probably draw story elements from those too.
Thanks for the Burrows & Badgers shout out @brennon !
On the origins of the owlbear,you might enjoy this:
http://diterlizzi.com/essay/owlbears-rust-monsters-and-bulettes-oh-my/
No worries – love you guys and what you do 🙂
And I will need to get stuck into that soon, it looks like a fascinating read 🙂
Discworld FTW!
Sorry, I know I already wrote a crazy long post, but just wanted to share this as well. Have been spit-balling some ideas with one RPG group about potential future campaigns. Just throwing stuff out and seeing what sticks. Thought it might be nice to share some of the high-level ideas here. Nothing is truly original (and the influences are pretty obvious), but still nice to think about how these might work as RPG campaigns. Put all this in a FB messenger group, and got tons of great ideas from players on refinements tweaks, and so on, for what they found cool, what they didn’t, and what they would like to see in these worlds.
IDEA 1
US Government agency spooks, probably using D20 modern. Play say Homeland Agents, who might be investigating a serial bomber who has been targeting NYC.
Twist: There will be a supernatural element, but players and characters have no idea what. Several sessions play vanilla spycraft/crime-drama, then gradually supernatural elements reveal themselves. Could be Cthulhu, could be vampires, could be demons, could be aliens, who knows?!
Character Archetypes:
– Tactical Field Agent, an expert in 9mm pistols, MP5 SMG, Anti-materiel rifles, CQC and covert-ops. At home escorting a VIP motorcade as well as assassinating a fortified terrorist.
– Forensic Agent, trained medic and expert at collecting evidence at a scene and processing it at the lab. At home staunching blood-flow mid-firefight as looking up DNA matches in the lab.
– Investigative Agent, Expert at witness interrogation, trailing suspects, stakeouts and pulling clues together. At home playing good-cop-bad-cop as well as sitting in a car all night watching a dive-bar.
– Technical Agent, Expert at computer forensics, drones, hacking, electronics and mechanics. At home cloning a targets mobile phone whilst disguised as a cable repairman as well as disarming a bomb.
Bottom line: Jack Bauer meets Dana Scully.
IDEA 2
Trying to survive in a fantasy-cyberpunk city that is actually a 150-mile long ship floating through what for lack of a better word we will call space. The people that live here are collectively known as “The Dammed”. Living in a pocket of the ship known as “The Labyrinth” full of violence, drugs and shitty bars. Plenty of different places on the ship, but at its heart the “Shining City” a place with perfect climate controls, fancy office suites, and where the elite species control the ship from. The “superior species” are known as demons and are led by a demon prince. The idea is to try and survive and perhaps carve out some real change on this megapolis-ship and the universe at large.
Twist: This is actually a time near the end of time when a few warring empires are left. They “resurrect” bodies from all of history to find those they can utilise for their purposes. Might feel like an after-life, or maybe it is? They dump the poor resurrected souls in the part of the ship known as “The Labyrinth” and let them fight, cheat and scrape their way to survival and escape to figure out who will be useful to them.
Archetypes:
– Exiled Gunslinger: Former demon, kicked out of the Shining City and hellbent on getting back at those who got him here. Now much like any other dammed, but an ace with his two pistols, and able to use his Runearm to both imbue his bullets with hellfire as well as hack the computer-controlled gates that separate the different ship districts.
– Purged Quint: Once a fleshy-construct of the vampire-like empire of blood, now free-thinking and stranded on a demon-controlled vessel. A master of magnetic and electrical forces. At home using necro-tech nanites to re-animate corpses to fight for him, as well as shattering an enemy into their component atoms using his mastery of the strong nuclear force.
– Lost Warden: Woke up in the Labyrinth with a memory of living as a stay-at-home dad, and no idea how they got here. Desperate to find a way home, if such a thing is possible. Able to wield an Aegisarm creating a burst of shielding-energy to deflect swords and bullets as well as knocking enemies back. Likes to carry a shotgun as a sidearm for up-close work.
– Dreaming Hunter: Woke up in the Labyrinth with no memory of who they were before. Occasionally experiences flashes of many lives, some mundane, some fantastical. Riding the corridors of the ship on their trusty holo-panther. Wields a sniper rifle at a range, and a dagger up-close. Excellent and stealth, infiltration and mapping.
Bottom-line: Badasses dammed souls fight across a hellscape space-city to fight future-demon megacorps.
IDEA 3
Planet in ruins in post-apocalyptic future. Pollution so bad that everything was utterly corrupted. Outside of safe-zone settlements, there are basically tons of mutant monsters, from cannibalistic zombies to giant acid-spitting ant-monster hives. All vegetation, meat and water are poisoned and unsafe to consume. Life revolves around an element (called Asgardium) that can be extracted from various locations. In its crystal form it’s used to provide power for technology, in a powder form it can be used to fuel flame-throwers and jets, most importantly in its liquid form, it can be used to purify food and drink. It’s a world where everyone drinks alcohol because a tiny drop of Asgardian liquid can be used to purify a barrel of moonshine, but purifying a glass of water requires 1:1 ratio, so more expensive than a pricy champaign. Players play freelancers working for a settlement to go out into the dangerous wilds to kill dangerous mutants, collect raw Asgardian ore and ancient lost tech. All in exchange for various refined forms of Asgardian. They do so from inside they diesel-punk battle suits. Gameplay is an even split between “dungeon” crawling and crafting upgrades or new battle suits and their various components.
Archetypes;
– Scout: Light, agile, fast suit geared for recon, scanning and identification. A pilot with fast reflexes and at ease controlling a suits jump-jets whilst free fall in a strange terrain.
– Titan: Heavy, slow-moving suit, designed to withstand punishment from hive-queen ant monster and give out as good as it gets with heavy-weapon mounts like Gatling guns and flame-thrower. A pilot with the constitution to take some heavy knocks and not lose their bottle when up and close with all kinds of nasties.
– Warlock: Ultra-light, high-tech suit geared for using exotic “lost-tech” to alter the battlefield to advantage his allies and to unlock strange, wondrous and dangerous powers of ancient tech. Likely a scholarly pilot with an understanding of unusual lore and curious geometry. Possibly a little bit mad.
bottom-line: Survive and craft cool mechs in a harsh post-apocalyptic world.
Idea 1 with the agents sounds like a Dresden novel, seeing crime scene investigations with magical rituals really suits the style. I’d love to try this in a Call of Cthulhu game.
Love Idea 2 with the lone ship, there’s something very natural in storytelling about having a higher power taking advantage of the lower class for their own gain. This time being so much more fun in the labyrinth meeting these rebirths of famed people to solve a mystery. I can imagine that the rebirth of Ghengis Khan would rule the fight pits.
I did think idea 1 could also work in some variant of the trail of cthulu system. I know there is an official Laundry Files RPG which I understand some people consider to be Dresden-esque (by some people, I mean my wife).
I hadn’t considered the point about including famous figures from the past in idea 2, which of course could happen in the way it works. I had only thought about lots of mundane people trapped in this weird, slightly awful world, perhaps thinking they were in the after-life. However, it is a great point and adds a whole other interesting spin on the concept. It even somewhat re-enforces that idea that it appears to be like a literal hell, look even that dude I learnt about from history is here…
Happy…..Tuesday….. Stupid internetless weekend ><
Show us your ways of time travel.
Dont have internet for four days and BOOM suddendly its Tuesday o.O
Happy Wednesday 😉
Ist there no podcast download this time, or am I missing the button? I couldn’t wacht it this Sunday, so it would be great if I could catch up listening while driving in the car…
It was a bit tough to go without @warzan and @dignity, you guys and gal! Did a great job with the world building topic!