Showing posts with label setting. Show all posts
Showing posts with label setting. Show all posts

Thursday, November 10, 2016

Lucha Musketeers!

I've thankfully gotten back into the gaming swing of things as of late, which has been a very welcome distraction from everything else that's been going on.  Coming off of the successful Mouse Guard campaign that wrapped up, we've finally moved onto Burning Wheel proper, which I'm incredibly excited about.  I've been dying to run this system since I first bought a copy at PAX East years ago, and now finally getting the chance to do so.

Part of the appeal for me of Burning Wheel is both the lack of a baked-in system setting, as well of the flexibility of the lifepaths and skills to create almost limitless possibilities for settings.  This can obviously also be something of a curse as well as a blessing.  It can be very easy to get bogged down with endlessly discussing setting ideas simply because there's so many options available to you.

My original plan, as I've mentioned before, was to run a session of Questlandia in order to come up with a setting as a group and then move that setting into a longer campaign of Burning Wheel.  We had gotten together with this idea in mind, but between setting up a time to finally get together and all physically getting together as a group, I had some odd inspiration.  I brought it up with the group once we all sat down at the table and laid out my setting idea, with the caveat that this was just a suggestion.  If they still wanted to run Questlandia to try and build something fresh, I was more than willing to do so.  However, as we discussed the setting idea I had in mind, I could see everybody kind of start their wheels turning listening to everything, and so I wasn't wholly surprised when that was the plan we went with.

So what's the setting then?  Where did this inspiration come from?  Turns out, a number of places.

Coming off the heels of Halloween, and leafing through the Codex on my downtime, I had the inkling for a kind of gothic horror feel.  Some supernatural monsters, some folklore and superstition, that kind of thing.  I've also been reading The Three Musketeers (my first time - I know, I know), so I also had that mulling around in my brain.  Something like official city guards that are commissioned to defend the countryside against supernatural beasts, with lots of rules of etiquette and honor.  Still, musketeers fighting werewolves still seemed like it was lacking something for me.  What else could we add?


Lucha libre!

Alright, so not lucha libre specifically, but the mask portion.  If I haven't disclosed this information previously, I'm a pro wrestling fanatic from childbirth really.  Over the past five years or so, lucha libre in particular has fascinated me.  For those unfamiliar, a lot of lucha libre culture and history is tied into a luchador's mask.  Most wrestlers compete under a mask, and each mask is unique to that luchador - it really defines their identity.  Because the mask is so important, a lot of the most important matches center around the masks themselves.  Wrestlers will challenge each other for their masks, with the loser being humiliated into having to permanently remove their mask, essentially losing their identity. 

This fit perfectly into the feel of the setting I wanted.  So much of The Three Musketeers story is built around honor and rivalry that I wanted something tangible to draw players into that mindset.  Having a rival in the game that you could needle and play off against until the tension is so great that you finally challenge them to a duel to claim their mask is just so attractive of a story element to me.  And then after one of you loses your mask, what then?  How does that change the rivalry?  How does losing your mask affect your standing, and what other relationships are now changed because of it?

We had a session and a half of character creation and then played our first actual play session last night, which went surprisingly well.  The group is made up by two thirds of my Mouse Guard group and one player who hasn't played in the system before, so it was a good mix.  That being said, there was a lot of relearning of rules in the early stages, particularly as to how skill advancement works in Burning Wheel versus Mouse Guard.  But I think by the end of the session everybody had a grasp on the basics.

I struggled a bit with coming up with our first scenario, and was really stuck for ideas.  I ended up going with a kind of rework of Words Remain Below, which ended up being perfect.  All in all, it was a great game and everybody came out genuinely excited for our next session, which is what everybody wants at the end of the day, isn't it?

Sunday, September 4, 2016

Oh, Witch-AY Woman!

(Note: Outside of this post being related to The Witcher 3, the title of this post makes no sense, and serves no purpose to the post outside of giving me an opportunity to quote my favorite obscure Seinfeld line.)

After some delays with Real Life going on (not the greatest week of my life, unfortunately), I've managed to make some kind of progress with the Witcher 3 Burning Wheel setting hack that I've talked about before.  Specifically, I've set about trying to come up with the new lifepaths and traits that I think burning a witcher would require.  While the Codex doesn't contain the rules for burning lifepaths and traits that I was hoping would be included, the Burning Wiki does have the worksheets for creating a new trait, which I used as a rough guide when putting the new traits together.  Mostly, though, I just tweaked some existing lifepaths and traits in order to get where I needed.

The big things I was concerned with when trying to put this stuff together were making sure that I covered the crucial skills a witcher would need, along with covering the very specific mutation process that a witcher goes through, leading to the fun cat eyes.  I decided against going with a separate lifepath for the mutation, given that I couldn't come up with any actual skills that would be gained form the process itself, and ended up just rolling an additional two years onto the Witcher lifepath.  I ended up basing the new lifepath on the dwarven Adventurer lifepath, which ended up also providing a pretty sweet bonus guide for the Witcher trait.  I also created one additional lifepath - that of the Witcher's Apprentice.  This was a slight tweaking of the existing Page lifepath from the mannish stock, reducing the years served and adding the Demonology skill, but with a big hit to the Resources points gained.

The one little wrinkle that I will say is probably necessary to tweak the game rules a bit to fit in is that the Witcher's Apprentice lifepath, like the Squire lifepath it's based on, requires that it be the second lifepath a character takes, but is itself an Outcast lifepath.  This means that, due to the lack of Born lifepaths that lead to the Outcast subsetting, you might have to fudge things a bit in order to incorporate this into your games and allow other lifepaths to lead into the Outcast setting.

Anyway, here's what I've come up with.  Please feel free to respond with your thoughts, and to use in your games.  If you DO end up using any of these for a game that you're running, please let me know how they play out.


Outcast Setting Time Resources Stat Leads
Witcher's Apprentice 5 yrs 5 +1P Any
Skills: 6 pts: Brawling, Read, Write, Sword, Demonology
Traits: 2 pts: -
Prerequisites: If chosen, this path must be the character's second lifepath and may only be taken once.
Witcher 7 yrs 10 +1M/P Any
Skills: 12 pts: Sorcery, Climbing, Folklore, Herbalism, Haggling, Brawling, Sword, Crossbow, Axe, Appraisal, Munitions, Survival, Symbology, Alchemy
Traits: 2 pt: Witcher, Mutant
Requires: Witcher's Apprentice or any Soldier lifepath.


Witcher Dt
Witchers are feared by the commonfolk, considered freaks and meddlers. As such, Witchers gain +1 Ob to all Circles tests when dealing with Born Peasant or Villager humans. However, they may take a minor (1D) affiliation with the school that trained them for free.


Mutant Dt 4 pts
The mutation that witchers undergo renders them sterile and unable to produce offspring. However, the procedure gifts them with sight into the supernatural realm. All Observation tests made to see traces of the supernatural are open-ended.

Tuesday, August 9, 2016

Getting My Wheels Burning

Busy and productive week this has been!  After months of trying toying with the idea of various different game designs and hitting various walls with each one, I had a random bit of inspiration the end of last week, and put together the early parts of a new game!  It's obviously still very raw, but I'm very excited with the shape that it's taken so far.  I gathered up some additional materials that I'll need, and I think the next step is to actually start some playtesting.  I've never hit this stage with a game before, so this is all very exciting.  Once I get a bit father along, I'll likely try to recruit some additional playtesters to get some more eyes on it.  But still, progress.

Also very exciting is the fact that I received my Kickstarter copy of the Burning Wheel Codex.  For those unaware, the Codex is a sort of rerelease of the original books that made up the original Burning Wheel set but weren't included in Gold - specifically, the Monster Burner, Adventure Burner, and the Magic Burner.

The Burning Wheel Codex


So not that I finally have the complete rules in hand, I've been pouring through everything pretty regularly.  The essays contained in the Adventure Burner in particular have been fantastic to go through, with a lot of great advice on running the game itself and some pretty rad ideas of gaming and GMing as a whole.

Anyway, the biggest upside of all the information contained in the Codex is that now I have better tools for making a setting to run a campaign!  Outside of the people I've played with online, the majority of the people I play (and I think a lot of casual gamers in general) are more likely to get behind the idea of a new game or campaign based on the setting.  So which one is the best to explore with my fancy new books?

Banner Saga
This one is partially on me playing this one recently, or rather Banner Saga 2, but I think from a Burning Wheel standpoint there are a lot of awesome possibilities.  The setting itself is pretty close to the out-the-box Sagas of the Icelanders game, but with enough distinctions that I think there would be a lot missed running in that system.  In particular, I think BW allows for really trying to flesh out the hulking Varl.  Still, pretty niche audience I think for the most part.

Elder Scrolls
In keeping with the northern European but not quite viking high fantasy idea, the Elder Scrolls series provides some great options for running a game I think.  The setting itself is incredibly fleshed out, which is a benefit as well as a bit of constraint, as there's more room for butting up against canon in terms of campaigns.  Not the hugest deal in the world, but something to think about.  The other question in using the Tamriel is settling on the primary province of the game, and how that will affect mechanics.  Skyrim?  At least one person is going to want to play as a dragonborn, meaning shouts will need to be fleshed out.  There's also a much greater number of race options that will need to be determined.  The various man and mer races are likely to be covered by limiting and tweaks various existing lifepaths, but what about the kaihjit?  Or the argonians?  Some heavy lifting would be required here.

Which, I think, brings me to my most likely setting for a future Burning Wheel game.

Witcher 3
I'll confess something here:  I have Witcher 3.  I've played Witcher 3.  I have, as of yet, been unable to really get into Witcher 3.  This is largely to due with the control schemes of the game itself, particularly when it comes to combat.  For whatever reason, the game is very counter-intuitive to my play style when it comes to video games.  However, what is inarguable is that I do find the game world itself incredibly fascinating, well developed, and (perhaps most importantly for my purposes here) open.

There's a lot of generic in Witcher 3 that I think it would be simple enough to try and convert to a default setting like Burning Wheel's, and likely without much fuss.  Are there towns in Witcher 3?  Are there important characters?  Yes, of course.  But while I know many players could tell you there's a character named The Bloody Baron, I would think fewer would be able to tell you what the name of his town is.  I'm a fairly reactionary GM - I plan scenarios, I'm good at interpreting player action and coming up with creative responses to that action, even if I didn't plan anything ahead of time.  Where I am very weak is in carefully planning out encounters and fleshing out the meticulous details of a world.  I'm perfectly fine referring to a town as "that place we went where the duke killed his wife while we were there" in my groups, and I'm much more apt to remember that than the name of the town anyway.

That being said, it doesn't mean there's no work to be done in order to convert Burning Wheel's default setting framework over to Witcher 3.  For one thing, there's a lot of limiting of the available character races.  Dwarves would make sense given their roles in the game, elves would be iffy I think, but no orcs.  Really I would ideally limit the PC choices to human and dwarf.  Then, assuming the players are mostly planning on playing witchers, there need to be some specific traits made up.  Witchers are sterile in game terms, and also have their unique cat eyes that allow them to see the magic secrets in the world around them, so there's some call-on or die traits to be dealt with there.

Where the Codex really caught my eye as it relates to the way magic and the witchers actually tackling supernatural creatures would be handled.  The game is largely based around northern European folklore, so the system works perfectly there with the Folklore skill.  Players can use that to try and discern remedies and charms for combating various ghouls and beasts, very similar in that regard to how the story progresses in the actual game.  The bigger question relates to how the game would handle magic.  The game has witches and the like in it, so there are some spells there, but by and large the witchers themselves have only a handful of magical powers to work with.  These come off less like true spells in the traditional RPG sense and more general skills that happen to be magical in nature.

This, I think, would be something best covered by using the Art Magic rules rather than the standard sorcery rules built into the system.  For the most part, the spells like Igni and such would be covered pretty well by the various functions of the Sorcery skill under the Art Magic rules, maybe with some slight tweaking and interpretation.  The big thing is that, in trying to emulate the game world, the witchers less learn new spells as they do improve their existing powers, which grow in strength as they go on.  In that sense, it seems to me to work better to just have a single skill, broken into different schools of magic in order to allow a bit more customization opportunity and less ability to munchkin as much, and having that skill improve through play as the game wears on.  Plus, then we don't have to constantly remember exact spell names and functions (again, planning and details aren't exactly my thing).

This will take some time and some percolating as far as the specifics go, but I think there's enough here to work with.  Once I get things fleshed out a bit more, I'll try and post some of my tweaks and such for anybody else out there who'd like to run their own Witcher game.

As always, thanks for reading.