Tuesday, March 15, 2016

On Exalted: Ragara Torrent

INTO THE VAULT
I'm working on several posts, all of which require some more research, consultation, or just mulling over. Since I wanted to put something up this week, I went back to look at older material from before I started blogging. Some of that's painfully bad, and I'll eventually post that with some commentary. But I found a character background Sherri wrote for an Exalted campaign we played years ago. She chose a Solar drawn from the ranks of the Dragon-Blooded folk. I can't recall what I ran, except maybe that my character was twelve? The game died too early, even as crappy as it was. Sherri's write-up gives a hint of her awesome. 

RAGARA TORRRENT
[Brilliance Undiminished/Unsung Light/Necessary Shadow/Illuminated Chords]

Torrent is the youngest daughter of Ragara Silence and her consort Daescendis Soul-forge. Her elder brother Sheer, who was the third child, shared her parentage. The two eldest children, Wings-of-Wren and Fortune-Yet-Smiles were born to Silence and her late husband, XXX YYY. The older pair were set to inherit—and their education and lives were very separate from the two youngest; Torrent hardly knows them—she can recognize them at family gatherings, but holds almost no sentiment towards them nor they, she assumes, toward her.

Instead, Torrent grew up with Sheer as her playmate; both of them enjoyed the fond childhood of those born in a bond of love. Their parents kept them close and oversaw their tutelage in the duties of the young scions of the Ragara house. They had fine instructors as well—and the two shared many lessons (and the avoidance of those lessons) in a huge, busy household given over to maintaining the Ragara family holdings throughout the Empire. Sheer and Torrent were inseparable in those days—and every scheme that Sheer concocted was enthusiastically seconded by Torrent. She considered him the most fabulous of creatures—that older brother of hers who was always a little stronger and faster and more certain. He, for his part, found Torrent the most dependable and solid of companions—and he often abandoned the various arranged visits with the children of other families so that he could bring Torrent back into his tow. No one understood him better or could carry out his plans as capably as his little sister—and the incompetence and inattention of the other children frustrated him to no end.

Sheer Exalted at age twelve—a little early. As was necessary, he was sent away for instruction in the capitol—his Exaltation was clearly strong and imbued with many omens of Draconic strength. It would be too much for the household to handle.

Both Sheer and Torrent were troubled by this separation—and Sheer battled homesickness and loneliness as much as he did mastering the talents that his Exaltation had awakened. When he came home, he always told Torrent that he had only to hold out to the time that she Exalted and then they could be together again. But years went by—at sixteen, Torrent had still not Exalted and the family began to consider that she might not have the talent. Torrent mourned that she could not join Sheer—and it was her father Daescendis that finally came to her and began the quiet lessons in what Torrent considered to be ‘living as a failure’. She was heartbroken—but her father counseled patience: “Your destiny is a thing of the future—you, at least, have the time to learn that. Do not despair. Do not act rashly. Do not overcompensate for what you feel that you lack. Your power will come to you—I know this in my heart.”

Time dragged on. Every year, Sheer grew more icy and avoided her more and more consciously. Eventually, he stopped returning home unless he was commanded to do so. For her part, Torrent saw his anger—and she knew that her failure to Exalt felt like a betrayal to him; sometimes it felt that way to her too—but even though her heart longed to join him, her soul would not open itself to the Universe the way that his had. She struggled to maintain some sense of self amid all this—among the worried looks from relatives and the dismissive attitudes of guests to the household and the constant whispers of the servants. She threw herself into the things that were presented to her—her lessons and the occasional chances to serve the household. In these, she did well. Her father always disapproved though—‘More restraint, Torrent. You must never let them think you eager. Never expend more effort than is required—never push harder than you need to. Wait, guage, act, walk away.’

Her fighting style changed over time under this philosophy—and she mastered a strange kind of bladesmanship that finally satisfied her father: nary a pose, hardly a discernable stance—the blade always unsheathed late and the swing never arcing much beyond it’s target but what was needed to give it sufficient force. She could humiliate her opponent without drawing a trace of blood—she’d cut off his sleeve, his sheath, his belt and send his weapon flying in one minimal no-nonsense swipe. Her defense was equally minimal seeming—her blade, her sheath, the environment—whatever presented itself as the simplest obstacle to impose was what she met that opposing blade with. And she never smiled after nor did she ever exult in her success—it was all the mundane skill that any commoner could master with enough devotion. Still, it served its purpose. Just like she would learn to do.

As a Ragara, her restraint served her family well. She was not flashy or intimidating in attitude—but sooner or later, circumstances would demonstrate just how capable she was, and then she could expect the respect and attention that her family’s interests merited. She never avoided a fight if it took more effort than the fight would—and since she was an accomplished fighter, most foes were so quickly dispatched that she might have had a reputation for being quick-tempered if she did not so clearly wait for them to start the fight. She wore the most ordinary traveling clothes—sufficiently high-quality for a nobleperson, but with little ornamentation or insignia. Instead, she proffered the family badge when she arrived on business—knowing that it would serve as sufficient identification; if the badge failed to impress, well—that became their problem, not hers.

She defeated more than one Dragon-blooded Exalt in her travels—and, unbeknownst to her, word of this flew quickly through the courts…and reached her brother’s ear too. What questioning or quarrels he suffered for this, Torrent does not know—but she imagines now that it must have filled too many of his empty hours…it was definitely what brought him back to the household. And that he had to cool his heels there while she returned from that first journey truly abroad, across the seas, certainly did little to cool his temper.

And while Sheer was glumming about the household, Torrent was struggling with something far too big for her…her Exaltation—as a Solar. Thank the Empress it had occurred across the seas in a backwater village not far from where a debtor to the Ragara had fled—thank the Empress she had already collected the deed to his properties and put many miles between him and her…but that’s all the thanking Torrent can think to give. This was a turn of fate that she had not anticipated—and all the vindication that she wanted to feel at her Exaltation was instead changed to a terrible dread.

Damn it. It was because it was a child and because it was too near the Wyld and because even she knew that the sacrifice would only strengthen the hold of the horrors over the area. Still, she had waited to act. Perhaps if she had been pre-emptive, she would not have…well—it happened and if not then, probably later and at a more dangerous time. Sometime more dangerous than a village centre filled with the populace gathered from miles…

The little girl was sobbing—she understood that something bad was going to happen. And there were others weeping too. And Torrent heard a whisper, “No—this cannot be allowed. This is more than the world can bear.” She arched her eyebrow, and looked over her shoulder to see who would speak so boldly to her. People started to scream. It took her a second to place that it was at her that they stared in abject terror—a delay that she could explain away by the trouble it took her to understand that the cape that was flowing around her was…well, her cloak. The fashions of the First Age are inscrutable and her anima (she understood it immediately as that, somehow) preferred the most traditional dress. “Tsk. Stop this. Make sure it does not happen again.” Of course, it was not a command or a plea—it was her own will anyway. That irked her—that over-powerful echo of her own intentions—all sorts of wasted effort, it seemed.

She advanced to the altar and cut the bonds on the child. “No. Never. This feeds the Wyld.” Her words rang out—but not supernaturally, just her own voice pitched in the authoritative tones her father had taught her. Still, the crowd was awed by the Anima—and most of them fell to their knees. Torrent carried the girl, hardly more than a toddler, back to the wailing woman who was clearly her mother. It was strange to see the cloak flowing from arms that she knew and felt yet to be bare of any cloth—she was, she sensed, looking through the mask of the anima—it bothered her that there was only one eyehole. Its image was wrapped around her, as if she were that figure. “Keep your children close to you. Do not destroy the good things that you have made.” Again, she called this out—just what she would have said otherwise, but she would have expected some surliness, some test of her authority…now all she saw was rapt terror. They expected her to punish them. “To preserve—that is the only thing which wards away the Wyld. Remember this. For this, I withhold the punishment that you deserve.”

“Well done. Never too much, little Torrent-Held-In-Check” A giggle. And the cloak faded away. Torrent felt a twinge of annoyance—her anima teases her with a petname? How was it that she knew this was an Exaltation—that that was her anima—that this was a soul of a Solar? Still—it was time to go, so she strode away from that little no-name village and walked for hours until she came to the next settling big enough to have a common house. She thought of a lot of questions on her walk—but neither soul nor anima answer that way. She had to stop three times—the trembling would overtake her and her knees would just fold beneath her. She felt exhausted—but certainly, she had not used any of the power that was there (Had she felt it? Yes—but she didn’t need it so she hadn’t tapped into it). She took a room—grateful for some privacy and shelter from the sky, which seemed too full of the Sun today.

And perhaps it was a fever that overtook her—but she dreamed a million dreams. Most of them were of water, water pouring out—sometimes the water was a gift, sometimes a horrible force of nature, sometimes just a feature of the land…but always the dreams stepped up and away from the water, through great distances and spans of time. A great killing pour of water in one dream was only the rainwater racing down the tunnels of an ant nest. A thumb’s thickness of water over the edge of cliff cut away miles of stone over the course of centuries. A flash flood buried itself in underground caverns that fed a life-giving wellspring. Always moving water—always the revelation that it was something completely different—something far greater or far more insignificant than it first appeared. And sometimes the water eddied and the surface smoothed over—and she saw a face—well, faces—that she came to realize belonged to her anima—who was named Unsung Light.

The faces were all the same to her eye—and yet there were differences in costume or demeanor or voice.

“This is my beloved. This is my husband, Necessary Shadow.”

“That’s you. In a different cloak”

“Yes. But no one would believe you. You see, he and I are very different.”

”You seem very much the same to me.”

”Any two people are very much the same. How do you know the difference between one and another, so like are they.”

“They…they look different and act different.”

“So it is with myself and my husband.”

“It’s just your cloak buttoned all the way down and the hood drawn up.”

“Haven’t you ever met people who are less different than that?”

“I...well, not often…”
….

“This is my brother, Brilliance Undiminished.”

“He’s just like you! Only the hair and the tabard…”

“We are very different. He is quite bold. That is how he won the heart of Illuminated Chords.”

“She is…you too.”

“She is very different from all of us. Look at all that bright color. And her voice lilts.”

“Why?”

“Because it is sometimes my will to be one way or the other—but they cannot understand any one to be such. So this is my answer…”

“Didn’t they notice that they never saw you together…”

“No. It is easy to distract and suggest.”

“Are you something…dark?”

“No. As my names suggest—I am primarily not darkness. I am exemplary. I can be all things—and I chose to be at least some of them.”

“Why?”

“It was simplest. I did not have to depend on others for permission to be someone other than who they thought I was. I just was. And the world accepts that better than all that struggle for self and purpose. All that noisy, attention-grabbing trying to convince someone you’re who you think you are and they don’t.”

“Why was that so important?”

“You, of all people, should understand.”

“It seems lonely.”

”I had 4 lifetimes worth of lovers and friends. It was never a sad life.”

“Certainly someone suspected.”

“No. Not one. They didn’t want it to be—and so they did not see it.”

“Did you choose me?”

“No. You are me too. Only no cloak and a particularly silly-looking weapon.”

“That’s not funny.”

“Sometimes you sound too much like me though. You should work on that.”

That was a scrap of what she remembered upon waking two days later. She was ravenous—but she paid and moved on before rumors of illness would mark her out. She’d find something to eat on the road. People were always frightened of fevers—every symptom seemed a precursor of the next plague. She kept moving toward the ports. Even though she knew she shouldn’t in so many ways—she could only think to go home, to report, to somehow figure out how she was going to proceed. Parts of the dreams kept coming back to her—the water and the many selves and how situation and time changed perception so much. She worried that there was a great wisdom there that she was missing—but most of the time she kept herself too tired and too hungry to think much about it.

Still, the dreams must have continued for she awoke every morning with more and more memories of the First Age—of navigating the great halls amid personalities who glowed with power and walked beside the manifestations of their anima, of whispered conversations that decided the fates of entire nations and peoples amid giggles and strangely gentle jibes, of pomp and circumstance that moved past like wakes in the trail of yet another Solar Exalt. They were all so bright—and she…no, her soul…was just a little light among them all. Never a threat. Always just another clever but lesser power. She saw the calculating looks and the constant dismissal—and slowly she started to understand.

In each of her lifetimes, her soul self had been every bit as powerful as all those other Exalts—except that she stood back and let them think her insignificant so that she could go where she pleased amid the politicized courts. Her anima appeared as just a glow to the other Exalts—something infantile and undefined…but it was that she wore her anima as identity and the glow that they saw was only the power that could not be damped down. Four faces—four manifestations of her anima—because she was an exemplar. Unsung Light could move through the Castes with hardly any effort, but the cunning it took to hide that she was comfortable amid them all. It was no wonder that each generation, the Exalts thought her four selves to all be different—each of them worked in different ways and, most of all, each demonstrated only modest talent but in entirely different Castes.

The greatest duplicity was the way that Unsung Light managed to explain away the incidents in which she far exceeded what should have been the bounds of her insignificant talent…and Torrent was amused to see how readily those great glowing giants leaped upon her outrageous excuses as the only explanation. Still, Unsung Light never thought them fools—her sense of humor was surprisingly gentle and she had great love for her brethren, more than they had for themselves most of the time. It was to that honest regard that her lovers flocked—each of them convinced that they had found a great and true love. They had, really—but not one of the sole devotion they seemed so anxious to imagine that it was.

Unsung Light delighted in the rarified courtship of the Solar Exalt—years of ritualized visits and gift-giving and, eventually, heartfelt exchanges of sentiment. So much passion—and yet the intimacy was all emotional, and hardly ever physical. It struck Torrent that, if anything, this seemed to infuse the relationship with even greater significance for the myriad lovers of Unsung Light and her other personas. And the jealousies…each lover was a rival to some other of her personas—and Unsung Light had invested as much passion into those contests as she had into the courting. Ah—she adored all the aspects of her lovers—their kindest moments and their harshest…their triumphs and their humiliations. Always four selves, each generation. It was a dizzying scene, and Torrent could hardly keep up with the characters. Torrent often awoke bewildered, and spent the early hours of her walks trying to sort out the faces and names.

On three separate occasions, Torrent stumbled into situations that awoke her anima—Brilliance Undiminished watched as she struck down the party of bandits who thought to rob and kill her; Necessary Shadow moved with her as she bypassed a hunting party of Terrestial nobles pursuing some unfortunate anathema; and Illuminated Chords came to see the ports at dawn from her hillside campsite and delighted with her in all the color and faraway activity of the people down below.

Never once did she draw upon the power that came so close upon her in those moments—and the manifestations were, she suspected, meant as illustrations of some lesson that Unsung Light intended for her. Sitting on that hillside with the laughter of Illuminated Chords still ringing in her ears, a part of her hoped that her unwillingness to tap into the power that Unsung Light offered might illustrate something to Unsung Light as well. She suspected not. Already, she felt a strange certainty that she could call upon any number of feats that her soul remembered, without even thinking. They felt like instinct.

And in thinking that, she received one of those rare and direct corrections, “Just the simplest ones—but the bolder ones. Brilliance Undiminished will be the identity that you are known by for these first years. It is good to establish oneself as direct and powerful initially. They will mistake you as unsubtle and forthright. If you encounter his lovers or his rivals, they will provide the sort of challenges you will need to grow stronger. His life was the easiest to understand. It is my first gift.”

Just like Unsung Light to make a gift of something that someone already had.

Still, as Torrent was learning, the acknowledgment and the understanding of such complicated things was indeed a gift. To tell someone they are handsome is still a gift, even if they already know it, even if they have always been beautiful, for then they know that you acknowledge the power of that beauty. There was a strange universality to that lesson, at least.

The remainder of the trip back to her household was quiet—punctuated only by the rise and set of the Sun. If she didn’t feel the weight of all that power so acutely, she might have talked herself into believing that her Exaltation was all a strange nightmare. In her mind, she formulated a simple course to follow—return home, report, turn over the papers and request that she take up duties across the seas, as she had seen both great potential for profit there and a chance to create her life outside the expectations of the household—certainly her parents would understand that. They too had felt the pressure of Sheer’s displeasure at her failure to Exalt. It distressed them almost as much as it did Torrent. It would be a relief to them too. It was a natural choice—why else would the House have sent her on this last journey, except to see if she could handle such assignments.

Of course, it wasn’t that easy. Sheer was there when she got home—servants waylaid her before she reached the estate to warn her, and she wondered at the effort, for she could see that they had been dispatched at least a week before to await her return. Something was certainly wrong, and while the slaves would never speak poorly of any of the Household, she could tell that they sought to communicate to her that her brother intended some sort of confrontation. Still, she and they both knew that she had to continue on—although there was much wringing of hands and a sort of strange ineffectual air of concern. She imagined that they had been told to warn her away, and yet not been given instructions on how exactly to prevent the necessity of her return. Poor things, they were accustomed to doing what they were told—but none of them had any great creativity, for that was usually beaten out of them early. These were unhappy circumstances for both her and them. She could only grin at them and say, “Well, I shall go see what Sheer has planned. It’s on my way to mother’s offices anyway.”

Oddly, that buoyed her spirits—that silly reassurance that what she would face with Sheer was solely upon her own shoulders, that she had chosen to enter into the situation forewarned as she was. Some part of her still dreaded facing Sheer—dreaded lying to him that she had yet failed to Exalt—dreaded the possibility that he would recognize that she was anathema—dreaded his hurt, no matter the circumstances. But she was resolved. Her only chance now was to get past Sheer, to mother and then, if all went well, back to the ports and across the seas. She calmed herself—determined to bear all that would come with as much restraint as she could muster.

Of course, that was her first miscalculation.

Sheer clearly had people watching the gate—he appeared before she reached the threshold. “Torrent, my beloved sister! What news do you bring?”

Torrent furrowed her brow. Sheer’s approach was strangely public and insincere-sounding. “Sheer—it is good to see you. I have missed you. I return only with news of my business overseas.”

“Nothing else?” His face drew a little longer. “That is too bad. Certainly, I hope that your little duties are dispatched successfully. It would be a shame if you could not manage even those.”

Ah—here it comes. “I do not think mother will be displeased with the outcome, Sheer.”

“Certainly, it would be best that she not be more disappointed than she already is.”

“Agreed.”

And that was what first threw him into a rage—with a great blaze and the flapping of illusory Draconic wings, he was upon her and his hand around her throat, “You don’t even care. You don’t care how much it hurts.” He lifted her up.

“Hurts mother or hurts you?”

Now—that was a bratty—but as soon as she said it (and she heard Unsung Jade saying it too, far back in her head), she knew that the hurtful part was that she had not even batted an eye as Sheer advanced on her, as he held her dangling, his hand clutched around her throat. In his fury, he flung her across the courtyard. That would have hurt, but she rolled out of it like she’d been taught.

She stood up and waited. His eyes went wide. “You! You’ve just gotten too…”

He didn’t finish—instead his blade came singing out of its sheath. “I will make you…”

He was fast. No doubt about it. She almost missed the parry. But then again, she didn’t miss. Her blade didn’t sing like his—it just cracked against his downward stroke and gave her enough room to dodge the remainder of the arc. Her hand hurt, but she was in the midst of a fight and without thinking, she shut off all reaction. Sheer, on the other hand, grew more and more incensed with every swing she evaded or blocked. He didn’t seem to realize that she only reacted to his offense—that she never countered with her own attacks. She watched him, almost as if from afar, as his Draconic anima began to keen with frustration—and she realized that, for all his anger, he was holding back on using the charms of his Exaltation against her. Instead, he sought to get through her defenses with his own mundane swordsmanship—which may have been possible, except that she concentrated all of her skill on defense.

Unbidden, the words came, “You can’t get to me that way.” She almost dropped her blade, almost stopped everything to clap her hands over her mouth—but then he was already mid-swing and her instincts held her blade fast and shoved his away.

Sheer snatched his blade back. Some part of her mind recorded the opportunity to strike him then—and, although she didn’t act, her eyes must have betrayed her estimation. His own eyes widened.

“You little bitch!”

Great swirls of wind picked up around him—the fury of his anima was drawing itself up above him. She could feel a strange prickling as energies of spirit and soul came rushing to him—and Unsung Jade whispered, “Oh, he is a powerful beast. Are you ready?”

Torrent just watched his blade, as she’d been trained to do. She saw a shimmer that told her this swing could not be blocked, nor fully evaded.

She saw another way out just then.

She flung her blade away and moved as quickly as she could. Sheer was not ready for her to step into his swing. She had hoped, in a queerly calm way, that he would kill her in that stroke.

Instead, in a miracle of strength and Exaltation, he stopped his blade. Too late to avoid impaling her through the eye—but before he killed her. The two of them stood there, stock still—she with the tip of Sheer’s blade lodged in her eye socket and he, shivering with the effort of that halt, unaware of the blood streaming down his neck. Her blade had caught him—sliced off his ear lobe as it flew past.

“First blood—to Torrent.”

Their father’s voice echoed through the court yard. “You are sloppy, Sheer.”

“Now, the two of you have delayed the business of the Household long enough. You will desist in this…duelling. Orati, call for the healer.”

She couldn’t move her head—not with the weight of Sheer’s blade pressing in. She realized that he must hardly have heard his father, so intent was he on not allowing the blade to move. He didn’t intend to kill her—she knew that. She knew that she had almost forced him to betray his own intentions. He’d only wanted her to Exalt.

She sighed and carefully drew the packet of papers from her jacket pocket. She handed these to her father, who took them without comment. “I am, I think, going to pass out soon.”

“Fine. Sheer, draw out your blade.”

As she was falling into unconsciousness, she heard Unsung Jade again: “You see, now our destinies are sealed—to each other, you will be nemesis and unrequited love, master and servant all. Isn’t it lovely?”

It was all she could do to answer: “No. He is my brother.”

“Not anymore.”

Thursday, March 10, 2016

Questlandia: RPGs I Like

Have you ever seen Hardware Wars? When I was a kid, it was the height of hilarity. A cobbled together parody of Star Wars, moments from it stick with me. In particular when Darph Nader (Vader) confronts Augie Ben Doggie (Obi-Wan). As they’re about to duel, Fluke and company shout for Ben to follow them. He lamely gestures at them, “No, no, I’ll be alright. You go ahead.”

The rest of the heroes walk away muttering: Martyr, martyr, what a martyr.

I had a moment like that playing Questlandia, where my character angled for final martyrdom…and it felt cool, but in the back of my mind I still heard Princess Leia going, “What a martyr.”

That’s apropos of nothing, except how your head gets in the way of playing, especially in Story Games with open opportunities. Questlandia has those, married to a mechanical system which slowly ratchets up the tension.

Questlandia is a 100-page Story Game centered on a collaboratively created kingdom. I’d only seen the cover and heard the name before we played. I assumed it felt like Kingdom; the cover looked light and shiny. But it wasn’t that. The subtitle- “A game of ill-fated kingdoms”- reveals the truth. Questlandia’s a darker and more complex game than I’d assumed.

WHAT IT IS
In Questlandia players create a kingdom & characters populating it. They then play out the doomed descent of this realm. There’s an interesting shift back and forth between narrative sequences and hard choice resolutions. The crunchiest part of the mechanics create a death spiral for the world.

Kingdom building isn’t entirely freeform. Instead the players have to figure out how to place elements delivered by random generators. Each kingdom has a single ambition, but multiple troubles. The group draws six playing cards to generate the latter based on suits (e.g. Hearts= sickness; Spades= war). That means a kingdom may already be heavily beset by a crisis if multiples come up. We had a nice spread in our game, but I imagine it would have felt much different if we’d drawn four Clubs and had to handle massive civil unrest.

With those details in mind, players add elements in turn to the kingdom: physical, cultural, political, etc. After this comes a naming phase and the assignment of element ownership (something I’ll come back to). Once the group has defined all of this, they can talk about how those pieces fit together.

Like kingdom building, character creation isn’t entirely freeform. Cards are drawn and placed on the table, each with a rolled die. This combination gives an identity, determines drive, and says if the character has good or bad luck. Players take turns picking which a card. Each then selects two traits and one weakness from lists provided. Next, after describing their character to the group, each player defines two relationships with other PCs. Finally players describe a Goal and an Obstacle facing their character. With all of this established, players created a map. The group handles this by setting established locations on the map or adding new ones. That completes the setup.

In turn players become the Protagonist and set a scene for their character. They establish a goal for the scene, checked during the scene resolution. The protagonist narrates what’s happening and can call in other characters. But all the non-protagonist players serve as the Opposition. They put obstacles in the protagonist’s path.  These players move back and forth between this omniscient role and playing NPCs as well as their PC. At some point the protagonist calls for resolution. They have complete control and can even move to resolution immediately. At this point the game moves to a dice mechanic for determining the scene’s results.

Scene resolution has the protagonist rolling at least two white dice, with others possible for traits, circumstances, and beyond. The opposition rolls three red dice, with more based on the situation. The opposition puts forward their three best dice and the protagonist matches those with their two best. At least one opposition die will almost always remain unchallenged. Higher numbers win and then these trigger effects, selected by checking those values on a chart. These can boost the protagonist, heal relationships, or do various good stuff. On the other hand, opposition victories generate harm, bad stuff, and possibly push the kingdom’s doom forward. After these matches and calculations, the group adds narration to explain what happens. Then the next player becomes the protagonist.

Questlandia ends when everyone has taken three turns as the protagonist. In the final round, the opposition becomes even stronger. An epilogue caps the experience. In this phase, players in turn may narrate one fact based on positive and negative currency accumulated throughout the game.

Those rules and their accompanying examples take up most of the book. The last several pages offer alternate rules, FAQs, and reference tables.

WHAT’S AWESOME?
Maps: I loved the map-making process. I’m glad it came after we’d already established a good deal, including our characters. We could then talk about the kingdom as a whole and our connection to it. We ended up modifying and coming up with new, good stuff during this process. In particular it forced us to literally get on the same page.

Language: Players come up with a set of syllables (nu, dok, kul, etc). During play you make up names and terms by combining these. It’s a cool creative exercise and establishes consistency.

Ownership: This is a dynamite yet simple idea. Each major concept the group develops has an owner. In the ownership phase, you walk through and assign them. If new elements are created, they immediately get an owner. Then if someone has a question about X thing while you’re playing, the owner answers and defines it. So if I want to know about the Sea Migrations, Plague Songs, or Legendary Weapons I ask them. I dig this. It’s a great technique, easily adaptable to any kind of collaborative project. I’d be interested to see how this would work for an extended collaboratively-built campaign with a GM.

Limits: Often you’re given concepts generated from random lists.. These results allow interpretation and don’t choke you. But they do force you to discard easy ideas and pre-planning. Great stuff came out of those limits. At first I thought the lists might be too constraining, but in practice they weren’t.

Epilogue: I like that in the end narration you have to use the phrase “Fortunately...” or “Unfortunately...” to set up your beneficial or negative events.

LESS AWESOME
Creation: I dug character and kingdom creation systems. They do, however, take a long time. We played our Questlandia game over three sessions of 2-2 ½ hours each. About half the total time went into the creation process. I suspect repeated plays would reduce that. But it does mean you’d have to run a tight ship to do this in a four-hour slot. Players should know that going in.

One Session: You get a deep, rich world that you’ve collaboratively built and then you set it on fire. With that time and energy investment, the actual play can feel short and abrupt. Since the game builds a death spiral into resolution, this isn’t easy to get around without major changes to the game’s system and even purpose.

Mechanics: The dice and scene resolution system felt opaque. It took us several read-throughs, flipping between pages to get how that worked. A few key elements aren’t highlighted as well as they could be. In particular that the protagonist and opposition only put forward a few dice. Eventually we got how it worked through trial and error. The two-week gap between sessions did us no favors. We had to relearn and re-establish the rhythm of the game.

Roadblocking: Playing the opposition felt vague. You’re wearing several hats at that point: playing NPCs, playing your character, paying attention to other players’ cool stuff, and then trying to throw a wrench into things. That you have everyone playing the opposition worked against us. No one wanted to step on toes and everyone thought someone else would provide challenge. It may be that we need to see the system in action understand play.

Flow: You play out these cool scenes, strive for goals, engage with relationships, watch drama, and THEN BOOM. Suddenly we move to an extended mechanical resolution with several stages (calculating dice, matching rolls, making picks from consequences, narrating results). There’s a stop and start to the play. It’s the same criticism I’ve seen leveled at one of my favorite games, Kingdom. To me the gear shift here felt rougher here, but YRMV. Again, more plays may ease this issue.

OVERALL
Having said that, I should draw your attention to designer Hannah Shaffer’s interview on The Gauntlet podcastThere she talks about Questlandia and her experience with it now that it’s out in the wild. She talks about a revised edition which will smooth out the resolution and optionally allow for extended play. That’s awesome and cool. I’m looking forward to that.

I think Questlandia’s worth picking up, especially with you like community building games like Downfall, Kingdom, or Rise and Fall. It’s solid for play and contains many great concepts. I didn't even touch on the strong layout and Evan Rowland's effective art. I’d suggest checking out this Indie+ exhibition game if you’re interested. You can buy Questlandia here.

Wednesday, March 9, 2016

Video: February Blog Round-Up

I continue with my experiment in bad video. I do a quick verbal round-up of everything I wrote for February. Still getting used to Adobe Premiere, so it remains unfancy. I think I need to break things up and do more retakes to eliminate all of the terrible ums and ahs. I also have to figure out where to look- I tried to focus just left of the camera, but that ended up looking weird. 

Again, questions, comments, or suggestions are welcome!

Tuesday, March 8, 2016

Kami & Katanas: Samurai RPGs (Part Three)

LIST OF BLOOD
Several years ago I put together lists covering “Samurai” RPGs (Part One & Part Two). I posted these before I started putting together more intensive lists like my histories of Horror, Supers, and Post-Apocalyptic RPGs. So those bushido-driven lists have some glaring omissions. I aim to cut through that today.

This comes in the wake of losings one of the genre's biggies: Legend of the Five Rings. Regardless of questions about the cultural fusion in L5R, it raised this genre’s profile. Through four editions, the line evolved. Each one improved the presentation and deepened the setting. The most recent, 4e, has lovely books and smartly presented material for all of Rokugan’s history, rather than tying itself to a particular meta-story. But last year Alderac sold the IP to Fantasy Flight, and most interviews focus on the fate of the CCG. It remains an open question whether we’ll see another L5R rpg.

Will there be another dominant samurai game- or has that niche been filled by Legend of the Five Rings? Will the amazingly produced final product- the Atlas of Rokugan- simply vanish? Will my many reviews of early L5R products become even more irrelevant?

If you’re a podcaster or blogger and want to talk with me about these lists, drop me a line. I got nominated for an ENnie last year, so that’s something…maybe. If you’re a designer for games I’ve mentioned on any of these lists and want to talk about your work and thoughts about the genre in general, I’d love to have a chance to do that.

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16 ASSASSINS
These lists attempt to fill in the gaps in my earlier ones. So likely if it isn’t here, it is on one of those. If not and I’ve missed something, give me a heads up. For my selection I’ve focused on games which a) self-declare themselves as samurai-based, b) use or adapt classic Japanese historical elements, or c) use specific concepts like samurai or ninjas as key and essential play elements. So if something just happens to have samurai, but isn’t aimed at that (like the Pathfinder Advanced Player’s Guide).  I’ve marked products as “fringe” if they skate the edge. I’ve organized these by release year, then alphabetically, with a miscellaneous entry at the end. Again, if you see something I’ve missed, give me a heads up.


Dragons and Demons is a Swedish BRP game with several editions. It's one of the early European D&D/Runequest descendants. It looks like that may still be running, with a 7th edition released in 2006. In 1987 they produced a box set echoing Oriental Adventures or more accurately Land of Ninja. It offers a fantastic pseudo-Japan, called Jih-Puh. It's closer to 1500-1800 feudal Japan, though still pretty loose. It received a couple of support products, including a campaign module. Look at that cover- old school blood and thunder. 

A stand-alone samurai adventure with a simple resolution system. The mechanics are story-driven and simple; I've heard of GMs adapting it to other systems. But on its own it offers a complete package for GMs to pick up and run. The Mountain Witch presents a dark, horror-tinged adventure with the players as ronin. Each travels to Mount Fuji to reach and defeat the Mountain Witch. But these characters harbors dark secrets and fates which will interfere with that task. The PCs begin as strangers and a trust mechanic tracks their interactions. I haven't played this, but I understand it can be an intense experience, tinged with PvP. If you're looking for a one-shot to get a taste of samurai themes and dig horror, pick this up.

A massive D&D 3.5/Arcana Evolved sourcebook released by Rite Publishing in 2009. A later, oddly cheaper Pathfinder version arrived in 2013. The AE version got an ENNie nomination for best electronic book. This is a fantasy land in the spirit of the badly named "Oriental Adventures." Like those earlier books, HotJO doesn't offer a land built on exclusively Japanese themes or sources. Instead there's a blender of references from across Asia, but focused primarily on Japan and China, with an emphasis on the latter. Ordinarily I might leave it off the list because it feels so wuxia, but there's enough lifted from Japan (Bakemono, Kensai) to make it worth mentioning here. It's definitely a kitchen-sink setting, with Far East-flavored Elves and more.

4. Kagematsu (2009)
An amazing small story game. I'm not sure I can do it justice here. It requires at least one woman to play, taking on the role of a wandering samurai. He arrives at a threatened village. The rest of the players take on the role of women from the village. They attempt to convince the samurai to remain and battle the threat. This is done through coy advances, flirtations, and more. Each villager has a set of options they can use, marking them off as they do so. They have to carefully consider how to balance their own position and reputation against this process. It's striking in play. In the end, the samurai must choose one of the women or reject the offer. If he is persuaded and remains, then there's a challenge against the threat. In our session the samurai stayed and fought a monster, but died. The villagers ran to escape, with former rivals sacrificing themselves to make sure someone survived. Highly recommended. Here's the review that convinced me to order it

5. Strange Aeons II (2010)
A collection of historical Call of Cthulhu scenarios. Strange Aeons II includes this one: "THE IRON BANDED BOX set in feudal Japan, it’s like what would of happened if Akira Kurosawa directed an adaptation of a H.P. Lovecraft story. Beautiful, strange, messy, and with swords!" It draws on material presented in Secrets of Japan (though that book's aimed at a modern setting).

Fringe Ninja. I debated including this on the list, but Wu Xing has really interesting ideas and resources in it. Also they just wrapped up a Kickstarter for the second edition (remaned to just The Ninja Crusade). In this game, a massive fantasy Empire turns away from the Ninja who once served its emperor. Now those Ninja fight against forces seeking to exterminate them. Wu Xing's ninja are far more mystical than we've seen in other games. They have access to powerful magics unique to their various clans. The core book mentions ten of those (Recoiling Serpents, Blazing Dancers) plus "ronin" ninja. These offer archetypes players can choose from in character creation. The game itself can cover missions, daily lives, or high-level political intrigue. Wu Xing feels a little like Ninja Scroll. The world is vastly different from classical Japan, more like a fantasy realm (Forgotten Realms, Earthdawn). But it does offer ideas for a wild and sorcerous ninja game, which may be useful to some GMs.

7. Kaidan (2011)
While their Jade Oath setting appears hodge podge, Rite Publishing's Kaidan material aims squarely for fantasy Japan. But strikingly this Pathfinder setting feels a little like samurai Ravenloft. Kaidan is a ghost-haunted and cursed place. The best of the material, Curse of the Golden Spear, Haunts for Kaidan, The Tolling of Tears, In The Company of Henge, embrace that. They incorporate trickster monsters, long-simmering curses, and vengeful spirits. A couple remain more conventional, like Way of the Samurai and Way of the Yakuza. At this point there's no stand-alone Kaidan book, though that's in the pipeline. You can see a preview of on RPGNow. The Kickstarter campaign estimated a delivery date of October 2013. However it hasn't yet delivered, with preliminary layout starting in Dec 2015. Hopefully we'll see it this year.

8. Tenga (2011) 
A historical samurai rpg, set close to the time of the Battle of Sekigahara. Tenga focuses on the late 16th and early 17th century. That's striking as we haven't seen many samurai games downplay the fantastic as much. While the back of the book says "An approach to fantasy and legendary creatures that will not fail to amaze your players (translated)," the reviews make no mention of magic or supernatural creatures. That makes me more curious about the game. Does the game present these as ambiguous to the players? Are they uncertain about the reality of such legends? That's a cool approach and one 43AD presents for Roman Britain.

Tenga uses a simple resolution system and the character sheets don't look that complex. Players can create a group and then move to individual characters. I assume that's something like Blood & Honor's clan creation step. Reviews mention several interesting ideas "revolt" as a term for motivation. Mechanics take up a small part of the core book with much more space devoted to setting, background, and GM advice. That's nice to see in a game like this. Tenga includes a scenario and reference guide for Japanese elements. The core book's about 200 pages and close to trade sized. A Spanish translation released in 2013.

9. Fiasco (2011/2012)
Two Fiasco playsets, Blood Opera and Yokohama,1865 use historical Japanese settings. The former adapts classic samurai-era archetypes and duties to create conflict. I'd initially assumed it would be smaller in scope, like Yojimbo, Onibaba, or Empire of Passion . But instead it has a grander vision like Samurai Rebellion, Kagemusha, or Sword of Doom. On the other hand Yokohama explores that chaotic period of change and foreign presence. It explores the high and the low in that port city. It reminds me a little of World of Dew (listed below). 

10. Samurai of Legend (2012)
A Heian-period setting book for the Legend RPG. That BRP-based system has produced several location and period supplements. As you might guess, Samurai of Legend covers the basics: a historical overview, modifications for characters, equipment, religion & magic, creatures, and campaign advice. It reminds me most of Bushido in tone, though with some things missing and a slightly earlier timeline. The book's pretty dense for its 150 page length. Worth picking up as a reference for GMs (even if you don't do Basic Roleplaying).

11. Motobushido (2013)
Fringe Samurai. From the Great War came the First Founding, the creation of the Pack. Now that Pack- made up of you and your fellow samurai motorcycle warriors- roams the land: fighting duels, gaining glory, and maintaining your honor. Motobushido might at first glance seem goofy, but it isn't. It takes itself seriously and the presentation & mechanics support that. The War is a loose event, integral to the creation of the PCs order, but left open to the players. There's only a general sense of collapse given. Players can develop specifics by playing out the origin tale of their Pack at the start, but the game aims for the mythic: specific factions and forces existing in a fuzzy wasteland. There's extensive discussion of the samurai ethos and the role it plays in the game. 

Motobushido's pretty brilliant and a lovely read. There's an unusual depth of feeling here. It combines an appreciation for biking, the community of riders, and samurai imagery. More than just imagery through, it embraces a full platonic ideal of that bushido code. The game doesn't shirk away from addressing the fiction of those concepts (and the problematic elements in them), but outside of that it plays things straight. The setting's striking, but the mechanics are equally deep and interesting, using card play to simulate the tension and challenges of this world, especially dueling. There's some surprisingly deep mechanics for developing communities, running duels, and handling large conflicts. You can pick up a text-only version of the rules PWYW, but the full book's so much better. Highly recommended.

Fringe Feudal Japan. Heroine presents adventures of a young heroine and her companions. It's a funny and smart Story Game. Heroine of Heianyko is an unusual setting book for it. This time the heroine is a young woman swept back in time to Heian-era Japan. The most obvious touchstone for this trope is Inu Yasha, but it's appeared in Korean dramas and elsewhere. The short book's strikingly illustrated. I like the way HoH talks about game themes such as social stratification. There's a great opportunity to play the outsider in a strange setting and getting at what it would actually look like to an outsider. Players explore the setting, learn how the society interacts, and come to their own understanding. It's a great premise and a new way to interact with these ideas.

13. Mundus (2014)
Set in a fantastic Japanese-inspired realm of Tentaika, Mundus offers a hefty (400 page!) stand-alone rpg. Tentaika consists of a mix of islands and a larger mainland. It offers a magical realm, but unlike other samurai games, doesn't try to emulate the historical magic elements (as say Bushido or Qin does). The book splits evenly between characters/ mechanics and background, GM advice & equipment. Mundus' actual resolution system looks simple and d6 based. But the character sheet has two separate pages: one for combat and one for character. That suggests some combat crunch. The game has hit locations, damage types, and special wound effects. It's a little hard to tell exactly what Mundus aims for. Some of the material describe it as anime flavored, while others cite wuxia tropes. It appears the designers are Finnish, based on names and the website, but I think they released this in English first. I recommend checking out the not-so-free 70-page Quickstart.

14. World of Dew (2014)
John Wick's Blood & Honor remains one of my favorite samurai games. It offers a strangely beautiful and cynical take on the ethos. It also has useful collaborative tools, making it worth reading for anyone running this period. World of Dew is a complete B&H-based game focusing on non-samurai Japan of the period. Ben Woerner's done much more than reskin the game. He's created something completely new. Instead of clan creation, we have city building. Instead of samurai we have the lives of urban dwellers: the artists, gamblers, soldiers and servants of the period. That material and background presented make it an invaluable resource for any samurai GM, beyond being a striking rpg.

There's great stuff here. Characters have their own kind of seasonal actions. There's discussion of sumo wrestling. It considers religion and what that means to ordinary folks. The GM section offers even more, including how to play out these themes. A second volume, Sound of Water, supplements World of Dew. It includes essays from various designers covering new topics: horror, yakuza & gangsters, shinobi, kitsune, pirates, and swordsmithing. Finally the book offers new ways to play the game. jim pinto reframes the setting using the Protocol game system and Ryan Macklin offers a Fate version. The latter makes it worth buying for any Fate GM. Great books, highly recommended.

15. Shayō (2015)
A French post-apocalyptic samurai rpg. In the near future, a series of disasters devastates the planet. After a time of conflict humanity discovers new powers and in many places returns to older, archaic ways and cultures. Japan becomes Hi-no-Moto, under the Chrysanthemum Throne and the watchful eye of the Shogun. Now the world of this neo-Shogunate is stalked samurai, tech hunters, and priests. Mutants and mad powers roam, echoing ancient legends.

Shayo has neat concept. But when I first saw the art for the game I thought it was a conventional fantasy samurai game. Then I noticed the gas mask around the neck of the samurai on the cover. Shayo has a point spend system, with characters built on archetypes. The resolution system seems to be d10 with roll & keep elements. I'm unsure how much that looks like L5R. The game had only a core book and GM screen released in France. However the website indicates they will be doing a Kickstarter for the English version this Spring. That's tempting- I hope they'll have a quick start for it.

16. Miscellaneous
Here are a few marginal and/or self-published products:
  • Blood: Path of the Shinobi: (2015) Ninja freedom fighters with a wild circular system for tracking character elements. 
  • Fox Magic (2010) While set in a historical Japan, this game follows the lives of kitsune and other Japanese spirits. Samurai elements appear mostly as obstacles or foes. Review here.
  • Gamers Guide to Feudal Japan: Daimyo of 1897: A large and pricey history book. It contains no game mechanics, but is instead organized to aid GMs in creating a realistic setting. 
  • Haiku Warrior A card-based rpg adventure "told entirely through haiku." Check it out here. YRMV.
  • Kitsunemori: A d20-based location book for legendary Japan. It primarily covers the Kitsune and other mythic creatures. 
  • Tenra Bansho Zero I debated putting this on the main list, but ultimately it's so gonzo and removed I can't justify it. TBZ is originally a Japanese game. It features ninja and samurai through an anime, manga, high-tech, bio-organic lenses. Full of high craziness.
  • Tetsubo: An incomplete web-published fan product. Intended to adapt WHFRP 1e to samurai gaming.
  • Vagabond Core: This was originally supposed to offer a fantastic take on Edo period Japan. That seems to have fallen through. The teams efforts have instead merged with the A Land of Narrow Paths product. (Which I'm still waiting for my copy of).
  • Warrior-Poet A self-published game available PWYW. It offers a setting with blended Asian themes. It's a four-player, GMless rpg where contested actions between players are resolved via Battle Haiku. Pretty neat. 
History of Steampunk & Victoriana RPGs

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