Sunday, December 24, 2023

Lonesome Wanderings, Session 54

 In which Badger...

  • Joins Ameiko Kaijitsu and Maiden of the Tea Bogeys to try and ascend the Wicked King's Tower, using help from spy Korwin. 
  • Goes up about 8 floors with little problems, before being taken by the Secret Police higher up. 
  • Being deposited on floor 80 by a cannibal cult living in the tower, who bribe the Secret Police for fresh meat.
  • Wriggle free of their restraints and defeat the cultists watching them and make their escape.
  • Manage to get through the "hunting grounds" of the Men without Faces to the Head Office of the Wicked King.
  • Enter the Head Office to discover a Hell Realm from the Wicked King, and evil demigod who rules from his Hell Realm.
  • Cuts the portal into the Hell Realm using Knutsvar, sealing the Wicked King inside his realm - though he still retains his numerous cultists and his eyes and ears through the streets.
  • Release a bear from a "Bear Jar" found earlier in the tower, and race downwards, picking up a few stragglers trying to flee the tower along the way.
  • Scale down the Wicked Tower from outside to avoid the offices of city ministries and escape into the Cobwebs around level 40 with Korwin's help before fleeing the city before news spreads.
  • Bring the allied force armies to camp outside and siege the city, as a strange stalemate drops and the Secret Police try to maintain the illusion of the Wicked King whilst rumors fall from the King's Tower, and yet more whispers come from other realms to the ears of Wicked King cultists.
  • Joins an adventure with Kincaid, Gubgub, and John to slay a mother sea serpent.

Current Level: Badger 9

Solo Faction Roleplay Structure

My solo game recently reached the point where domain level play came to the forefront. I needed a system to help manage domain actions of various factions. I looked around at a few systems but didn't find something that wasn't either too crunchy for my taste or lacked a satisfying framework for play, so I made my own. 

I had the following principles for the system: I wanted to keep the rules simple and light enough that they didn't feel like they were getting in the way. I also wanted emphasize strategy over random resolution as much as possible.

To do this I created a mixture of Engle Matrix game structures and Freeform Faction Roleplaying.  I have successfully used this structure over 3 faction turns in the latest session of my solo game.

Here is the system: 
  • Turns - The game is split into turns, each turn abstracted to a period of time of weeks to months in the campaign.
  • Tokens - Every turn, each faction receives 1-3 tokens to spend on actions. The larger or more complicated the action, the more tokens it costs.
  • Roleplay scenes: These scenes do not cost tokens and are discussions between various factions. They occur prior to any tokens being spent. Play these out as normal using an oracle or conversation generator of choice.
  • Conflict - Each domain turn has at least one conflict. There can be multiple conflicts going on simultaneously. Conflict order is determined by 3 roles. The order remains the same throughout the duration of the game. Go through each role for each conflict:  
    • Attackers - if any faction attacks or directly confronts another in a conflict, they go first. It is like the white side of a chess match, they have the advantage of surprise and can position themselves in advantageous situations.
    • Defenders - any factions reacting to factions that attack them. This is like the black side of a chess match. They have the disadvantage if the attacker is in an advantageous position, however the attacker cannot react to any actions they take until the next turn. 
    • Neutral - any factions that are not directly involved in the conflict. They can take actions at this point, from the position of a bystander who has seen how the key players in the conflict have already acted. Keep in mind, they must still have tokens to be able to take appropriate actions.
  • Resolution - Once tokens have been spent by the only the attackers in a given conflict, initial resolution of actions begins: 
    • For each token(s) spent, determine arguments for and against success of the objective of the token(s) action. Limit arguments for and against to 3 arguments for and 3 arguments against.
    • Roll a d6, for each for argument add +1, for each against argument add -1. 4, 5, or 6 is a successful action; 1, 2, or 3 is a failed action. 1 is always a failure, 6 is always a success. 
    • For each action, determine the narrative outcome of a success or failure. Then zoom back out.
    • Once all attackers actions have been resolved, it is now the defenders turn to react to the attackers' actions. They may analyze the situation and determine how to react to the outcomes of the attackers. Once tokens have been spent by only the defenders, determine arguments for and against success, and roll for each action as outlined above.
    • Finally, once both attacker and defender actions have been resolved, then neutral token actions are resolved, if any.
  • Multiple conflicts - if there are multiple conflicts going on, all attacker phase actions of every conflict are resolved together first; only then are all defender actions resolved; and finally all neutral actions are resolved.
  • New turn - A new turn begins at this point, retaining attacker, defender, and neutral turn orders for each conflict until the conflict is definitively resolved, which is determined narratively.
What this structure results in is a macro feeling of a strategy game, with chance to be relegated to a more micro scale of individual actions. You are a general strategizing with troops, and determine how to spend your tokens each turn. Then your troops are sent out and are out of your control, and succeed or fail based on arguments you make, with there always being a chance of failure. If your troops fail at their tasks, then it is up to you at a strategic level next turn to create alliances and change the situation to your advantage.  For best results, play each side of a conflict to the best of your ability. If you need to, define clear goals of each faction and stick to those goals as much as possible. 

Wednesday, December 20, 2023

Lonesome Wanderings, Session 53

In which Badger...

  • Sets a meeting at Badger Keep including Baron Okerra, Ameiko Kaijitsu, Tino, the Walsh Gang representative, Maiden of the Tea Bogeys, and Andante the Heart to discuss the plan for the threat of the Wicked King.
  • Learns that Sadhu is still missing in Yoon Suin, Teru the Gold Dragon is unable to make the meeting due to being away on an emergency, and is refused invitations by the Duke of Kasar.
  • Sends Tino off to assist in a mission in the Lost Coast to find and clear copper mines, much to his dismay.
  • Sets the following strategies - Badger seeks Sadhu to get advisement; the Walsh Gang goes to Endon to develop industrial explosives and weapons such as "firearms"; and Ameiko, Okerra, and Maiden go request Magnimar, Duke Stephen of Karamiekos, and the Shambling Mound of the wood to assist with the war on the Wicked City respectively.
  • Seeks out Sadhu and discovers him in the jungles of Yoon Suin, who advises him with the cryptic phrase "secret jazz", which Badger takes to mean using guerilla tactics and cutting off the head of the snake - aka the Wicked King himself to even the playing field.
  • Comes across a Wicked City patrol in Yoon Suin and manages to subdue them.
  • Learns that while the Walsh gang has successfully developed the weapons, the others have failed in their diplomacy tasks - and that Wicked City troops are on their way to quash the threat.
  • Learns the Wicked City has looted Tian Xia for resources, and is sending false information to the other nations about how "Taiga barbarians" are the instigator of the attacks, not the city itself.
  • Learns that Okerra's continued efforts to turn Karameikos to their cause fail as Duke Stephan's advisors feed lies into his ear about Taiga Barbarians.
  • Learns that the Walsh gang and Endon manage to slaughter Wicked City troops attacking the city with industrial weapons and guerilla tactics, forcing the Wicked City troops to retreat back to the city and create a new plan of attack.
  • Learns that Wicked City troops sent to take the Yellow City in the jungles of Yoon Suin have mysteriously vanished.
  • Prepares for himself, Ameiko, and Maiden to using Tara's contact the spy to get into the upper levels of the Wicked King's Tower and even the throne room itself.
Current Level: Badger 9 

Saturday, December 9, 2023

Lonesome Wanderings, Session 52

 In which Badger...

  • Joins an expedition to explore some looted remains, fights a gelatinous cube, and fights a strange floating magical orb. 
  • Celebrates his 29th birthday in his keep.
  • Manages to calms the Hedonista faction down to a supportive faction, renamed the Peace Escrits, led by Maiden and the Tea Bogeys and working in his keep.
  • Hires a group of copper miners along the Lost Coast, who plan on going on a mining expedition.
  • Mourns Thenige, the Sun acolyte who died in the Wicked City
  • Journeys to the Lost Coast, fights some cultists, investigates a cult town, manages to crack the code of a strange bird, captures and interrogates a bugbear, and schemes versus the Dark Lord of the Lost Coast.
  • Explores and discovers a camp of 4 Ettins in the land around his keep.
  • Manages to, after multiple expeditions, take out all of the Ettins, with the help of the goblin shaman Gogmurt, who unfortunately passes in the final battle.
  • Discovers a coal shortage in the lands around his keep, and notes some minor crop shortages but nothing major yet.
  • Hears from the Walsh Gang that they have laid roots in Endon and rides out to visit them.
  • On his journey, comes across a Tian Xia army led by his rival the Ruby Phoenix attacking his allies the Bear Tribe.
  • Joins the battle and helps turn the tide, coming to a head with a one on one battle with the Ruby Phoenix.
  • Fights to an inch of his life but defeats the Ruby Phoenix, chopping off her head. 
  • Rides with the Bear Tribe to Tian Xia to declare the death of their empress - only to arrive to a kingdom in flames!
  • Meets with some survivors - led by his former tournament allies Tino's Toughest - who let him know the Wicked City, led by the Wicked King, is on a campaign to expand and take over the rest of the world.
  • Offers a refuge for the Tian Xia in his keep, and makes plans to meet with allies to discuss the Wicked City's war.
  • Takes a brief detour to to the world of Infinite Threads, where he joins a nameless void monk and Princess Aster exploring the seas, facing some Stormwulves, and coming face to face with a sea monster before taking his leave.

Current Level: Badger 9