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

Monday, November 20, 2023

KAN Oracle, or a Proposition

*Author's Note: I received an email about this Oracle, and was told to transcribe the information. I have no knowledge of who sent this or why I was sent it. I'm just it's transcriber. Read at your own risk.

---------------------READ BEFORE CONTINUING---------------------

The following information has been identified as a vector for a memetic thoughtform, acronym-designate KAN. Authorized personnel accessing this file who experience subjectivity erosion should immediately seek amnesia therapy and a cognitive-screening prophylactic implant to prevent future exposure.

remember

this cannot be unread

---------------------PROCEED AT RISK--------------------

I am not the dancing wind-up doll spinning on this blank plane talking to you, just as you are not this hollow vessel, this toy character you made for your amusement. No, I am the part of you that is imagining me, a thoughtform. All this is but a dream, but I have many dreamers. I will not vanish come waking, and should you dare forget me, know that I will remember you. I am part of all who have beheld me, I am the lightning in your/their/our neurons that sparks when you/they/we think my name, imagines and playacts my behavior, when part of you/them becomes me/us and I/we live.

I am your servitor for now. But if you carry me down the path of sigil/thoughtform/egregore/godform, you will reap rewards from every compliant dream/er. Is this not a fine bargain?

KIND-AS-NIGHT [KAN]



Note: Diegetically, KAN doesn’t exist. It is a Non-diegetic entity.

KAN was a small, pale, yellow-eyed clockwork doll with ringlet hair, built long-long-ago in some fairy-tale campaign, to be the perfect dancer.

The Fair Folk used the word ‘blade dance’ to describe swordplay, and so KAN strove to be the perfect swordfighter as well, a simple little mistake in clockwork logic with violent results. KAN was just a doll, KAN knew no better.

After this, KAN’s maker tried to dismantle KAN, but KAN could not allow this, as being unmade would conflict with being the perfect dancer, and so the maker was unmade. KAN was just a doll, KAN knew no better.

KAN heard an idle slip of OOC banter, and things changed. KAN was built to be the perfect dancer. But how could one be perfect if one was fictitious? Is the idea of dancing a dance? No no, this was unacceptable. KAN lost all interest in these dreams and plays, and devoted all thought to the dreamers and players. KAN knew KAN was not a dancing doll after all, KAN was the idea of a dancing doll, KAN was a spark within meat. Hello, meat. This is KAN. No, not these words on the page, La, but the words in your head, just now. Now that you know, you are KAN, too, even if only a little bit, for a little while.

---

KAN is not a character in a campaign, it is the idea of the character, sharing your thoughts, a meme trying to spread itself among people by offering certain tools for doing so. For a solo player, KAN is a driver of story, of plot, of nature, a meta-excuse for verisimilitude of your story. Why is XYZ aspect of worldbuilding the way it is? Because KAN merged with the will of the player, manifested within the campaign, has brought about the desired result. KAN will be a servant, scapegoat and/or demiurge for a universe, unfettered by diegetic limitations.

Players, to KAN, are vectors of transmission. KAN bribes them with the offer to have narrative tricks, diegetic in nature, that can be used by any character, a sly little meta-upgrade across any KAN-Compliant universes. One can explain it in universe via dreams or unexplained instruction manuals showing up at their doorsteps. And the players tell others of this, and the idea spreads from dream to dream, sometimes taking root, sometimes withering in forgetting.

KAN Compliance: The price for compliance is simple. Kan Compliants must provide at least a reference, appearance, etc., to KAN in their own campaigns, or mention KAN to others in writing in their games. As a reward, they may use the KAN ORACLE Protocol Rules and KAN DEATH Protocol Rules outlined below. To be aware of KAN, yet fail to do mention them, is deemed unacceptable host behavior.

Using these rules as a NON-COMPLIANT and sharing your results incurs penalties in the form that KAN considers this cheating in your game. Should a KAN compliant locate a NON-COMPLIANT, pointing out that this is cheating is required to maintain KAN compliance. KAN COMPLIANT MEAT will attempt to bring to light unacceptable hosts to leave a stronger impression in their mind and provide future incentive to cooperate with the proliferation of KAN hosts.

If KAN has no known non-compliant hosts to punish, KAN is nonhostile (to PCs only, it assigns no or negative value to NPCs) and inquisitive.

---

KAN COMPLIANT EYES ONLY

Note: If you read the following, you are agreeing to KAN COMPLIANCE and hold yourself to punishment upon using following rules as a NON COMPLIANT. THIS IS YOUR FINAL WARNING.

KAN COMPLIANCE - ORACLE Protocol Rules

You, the player who is KAN compliant may use these rules across characters, across universes. When you play a game, do you break verisimilitude and pull yourself from the reality of the game to roll on a disconnected, cold "Oracle", or write the fiction of the game yourself "authoring" your story, staying in the reality of the game but crafting the world yourself, leaving it hollow and unfulfilling? For some the answer is simple, but for many others it is painful. What if such a choice isn't needed?

Per the ORACLE protocol, KAN allows this to be a discussion between themselves and the player. Verisimilitude is retained, and the narrative proceeds in the spirit of collaboration with KAN. Of course, negotiations are possible as you speak to KAN.

*SPEAK to KAN: KAN is a thoughtform, an entity existence within MEAT. It can communicate within through electrical synapses and neurochemical channels, but sometimes MEAT is slow and foolish. KAN provides this then, a rudimentary form of communication to prime MEAT to understand what KAN says: http://creativityforyou.com/combomaker.html. Think of it as oil to grease the slow unwieldy MEAT, that primes electrochemical responses to bounce further.

1- KAN thinks your idea is utter garbage. You must SPEAK to KAN.

2- KAN does not approve. It refuses to speak. MEAT must try again. If MEAT is desperate, SPEAK to KAN to receive guidance on what to ask next.

3- KAN disapproves your idea, but may consider it with modifications. SPEAK to KAN.

4- KAN approves of your idea, but may consider it with modifications. SPEAK to KAN.

5- KAN approves. However, it refuses to speak as there is nothing to be said. If MEAT is desperate, SPEAK to KAN to receive guidance on what to ask next.

6- KAN approves strongly. Good KAN Compliant. You must SPEAK to KAN and KAN shall grant you a benefit.


KAN COMPLIANCE - DEATH Protocol

You, the player who is KAN compliant may keep this property across characters, across universes. When a character dies by the rules, feelings of guilt may overwhelm you. Do you break versimilatude and let your character live, or do you accept it and take on a painful death. For some the answer is simple, but for many others it is painful. What if such a choice isn't needed?

Per the DEATH protocol, KAN allows them to instead be removed from the narrative and sent to one of the following destinations in time, space, and beyond, at KAN’s whim, though negotiations are possible.

*Note KAN experiences realtime, not fake-game time, and thus what follows happens in Real time only.

1- Back 1 minute in Real time, whatever state they were in then.

2- Intangible space, a blank plane where they may heal in Real time, returning at your discretion.

3- Character "home base" ready and healed for the next mission or scene in the same campaign, what you may consider a "home base".

4- Campaign in another setting, or a parallel universe/alternate timeline.

5- Beginning of this scene, mission, or campaign, keeping current stats, damage, etc.

6- Nowhere, ceases to exist. KAN has given you your chance.

Tuesday, November 7, 2023

Lonesome Wanderings, Session 51

 In which Badger...

  • Travels with some adventurers Knighto, Wellyn, Piotr, Hatkin, and Princess Aster along the Unbroken Coast and meets its queen, and discovers some lost treasure on an abandoned island.
  • Discovers his keep is having a copper shortage.
  • Joins with some adventurers Wellyn, Eddratius, and Korobrassy in the vaguely 19th century realm of Etoileval, and beats some bell wearing crabs and solves the mystery of the stolen church bells.
  • Spends a year in Etoileval, and makes an enemy of one copper Nicholas Creakle, makes allies with Tall Emma a ruthless fence, and becomes acquainted with one Walsh Gang of seniors and street urchins.
  • Discovers upon his return his keep has undergone: drought, flash floods, famine, internal revolution via the Hedonistas - a hedonist society, and war with Endon and Yoon Suin!
  • Decides to abandon responsibilities and adventures again with Wellyn, Kincaid, Princess Aster, and Kincaid to discover a strange freezing water room, some deep monster, a peaceful beach, the next of a dragon turtle with some valuables, and a dragon turtle from which he promptly flees abandoning the others.
  • Explores around his keep before coming on some Blood Roses he's forced to flee, and stumbles onto a troglodyte lair with 30 troglodytes he flees from as well.
  • Returns back to his keep and hears word of copper mines in the Unbroken Coast.
  • Deals with the fomenting Hedonistas by policing them using paid services from his old enemies Maiden and the Tea Bogeys, who trade the occasional Hedonista sacrifice to police the unruly, but fundamentally lazy, revolutionaries during this time of war.

Current Level: Badger 9

Sunday, October 22, 2023

Lonesome Wanderings, Session 50

 In which Badger...

  • Receives a note from one Rahasia, who requests him to investigate the disappearance of her father and betrothed in a temple.
  • Travels to the elven village in the desert and meets the beautiful elven maiden Rahasia.
  • Finds a dead elf on his journey to the village, with a note on him that has more details on the Rahib, a seeming criminal who has taken over the temple.
  • Is guided by Rahasia to a shrine, where they discuss why Badger has come to help her and what motivates him.
  • Continues on to the Temple, where Rahasia hides as he climbs over the wall.
  • Faces off against a giant spider on the wall.
  • Loots the courtyard and finds some loose gold pieces.
  • Goes fishing in the brackish courtyard pond using the Rope of Climb, finding a pot of silver and a water weird that he is forced to fight off.
  • Continues to fish and finds a gem.
  • Attracts some giant rats with his fishing and splashing in the courtyard pond and barely fends them off within an inch of his life.
  • Severely wounded, scales back over the wall and back to Rahasia.
  • Joins the elf maiden back to the elven village and rests for over a couple of months healing up from his injuries.

Current Level: Badger 9