New Ideas on RPGs
I have slowly, over the course of some time, gone over the history of my RPG gaming (a very limited part of it anyway), and new thoughts have come forth on the matter. These will be covered here in due time, but meantime, I would like to present and organize some of the notes made recently in my notebooks reserved for the topics.
Back in 2013, I resurrected my Arkon related campaigns (which had never fully died, see below). Along with this, and at about the same time, came another 2 ideas for campaign settings (and I mention this for reasons that will become clear later). This brought slowly back into my consciousness ideas that really ought to have been developed long ago.
The trouble that I had for some time was the tendency toward riffing off campaign worlds already in existence, which to some extent is probably unavoidable. But by bringing back Arkon I was defiantly bringing to life something that was very much my own creation.
Then I came to realize, with the arrival of 2015, that there were other campaigns as well, and that these are also worth a retrospective. These concerned other campaigns not just run in the JL era, but also the campaigns of the JJD and MW era, which were actually older (and more over the top in many ways). There is no reason, if the Arkon campaigns got attention, that these other ones ought not also.
The purpose of this file, then, will be actually twofold: first, to document and preserve writings germane to the topic, and second, to probably generate new ideas for the future as needed. There is certainly ample material to work with. For example, in the yellow notebook I recently perused, there were pretty well-mapped ideas for a whole solar system or even several of them for Arkon and its related campaigns. Not a bad find at all, and hopefully there are more to come.
So without further ado:
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The Green Notebook
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-There are first and foremost some considerations that need to be taken with regard to what kind of campaigns the Arkon campaign was. Namely, was it 'high fantasy' after the fashion of Tolkien, or was it closer to the horror and gritty realism of a Howard? The answer, though no doubt a 'cop out', is that it was somewhere between those two things. Though not quite so far out as some previous experiments. However, I am fully of the opinion that 'far-out' campaigns can be among the most enjoyable...
-The nature of government by the time of Verial. Note that at that time, things seem to have attained to an Early-to-High Modern level, albeit with some fantastic additions like airships. This is a period of high power politics between developed nation states. The different realms of Saen reflect these. Though in my previous writings it had been said that there were three major kingdoms, why not also allow for some minor ones and so on? And vis-a-vis government, it seems that the major powers are either monarchic or high-aristocratic, that is the pattern of the older times of decentralized aristocratic rule is now a thing of the past.
-Bold revisions: How about viewing the three major campaigns of the later period of Arkon as a progression and one that ultimately involves lifetimes instead of a shorter timespan. That is, Verial is sort of a 17th century wars of religion type of affair, Vampyro is 18th century great power politics, and by Jedon's era, the whole world is in play? This way we can see e.g. the rise of the triadic cult as a process involving a longer period. That way we get to see these things arise and develop according to their own rules. Verial campaign didn't have the world saving heroics of high fantasy anyway, since JL didn't like that, and preferred a more adventurous and personal way (which made the struggles with Arxam, Derus and Count Savil more enjoyable). Note well, I am not looking for exact parallels with the real world, just sort of using those as a rough guide. I want it to be fantastical after all.
-Belgast plotline would be some kind of fork campaign, but it has an admitted appeal. It is also proof that JJD and I came up with the idea of an interstellar Necromancer/Undead Empire before Warcraft/Blizzard did. This will be a fork campaign on Arkon and others, just as WotI was for KW. The 'main stream' Arkon will have the Darklords plotline come to a head with the Age of Jedon. Does this prevent a Late Modern catastrophe like what happened in RW?
-The system of Magic needs to be carefully thought out. Usually it takes a tripartite form (as in both DND and RM, with the formulation of Essence-Channeling-Mentalism). This might be acceptable to keep.
-Classes notes: NPC classes I like to have include the Artificer and Alchemist. The latter deals mainly with the magical manipulation of solids, liquids and gases (for example they may make potions, poisons, or materials), while the former deals mainly with magical production of finished goods (i.e. weapons, armour, items).
-With regard to source material: I have found, recently, some sites of note and there are probably many more thanks to the modern internet (if only I had time to look at all of that!). I feel indebted to Grognardia for turning me onto artists I had heretofore not known of, but really should have sought out long ago. Men like Howard, Vance, Leiber, Merritt, Burroughs and so on can be inspirations even so many years later. Another profitable ground to look on, besides say blogspot, would be the Reocities archives, which also are very helpful in having preserved some of what used to be hosted on the now-defunct Geocities freeweb platform.
-New Materials: Moonsteel is a material used for armour and weapons among other things, and this may bear some resemblance to the Mythril. Elfinglass, a Mythic Age concoction of the high Elvish alchemists, is another one of note. And there are others.
-Arkon was interesting because of the active resistance of JL to Apocalyptic and High Fantastic plotlines. On the other hand, another early participant JLy made for a very weird diverging set of campaigns based apparently on New Testament Apocalyptic visions and ridiculously over-the-top science fiction and carnival-style aesthetic.
-James Maliszewski is a probably unfortunately maligned character around the internet and I'm a fan of his despite his many flaws (he shouldn't have made promises he couldn't keep, even if it's a very human flaw it made his name mud and that's a shame). But I don't always agree with his characterization of hi-level campaigns. Those can be very fun if done correctly, though unrealistic, but this is after all a fantastic form of entertainment for God's sake.
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-Everything RPG began in 1994 (for the sake of simplicity let's just say this is so). This was the Hale campaign, commenced in the high summer months with JJD upon our meeting in a chemistry class. It was over-the-top in a way that is hard to imagine for someone not wholly possessed by the spirit of youth and the unbounded passion which it brings. What was it? A space opera would be a not unfair characterization of it. But it also had high sword-and-sorcery, epic world-saving and -destroying plot lines, absurd time travels, galactic-imperial politics, etc.
-In fall 1994, I inaugurated the Exiles campaign with MW who was (still is?) a SciFi fan, particularly of Star Wars at that time. Therefore, Exiles was basically a Star Wars knockoff, except not, because it was mutated to a great degree. The Empire ended up being something way more than in Lucas' creation, among other things, and there were too many original ideas for it to really be at all viewed as a copy. PArts of this were chronicled as of about 1996, but I am not sure if I still have them. I tried to preserve all of my valuable notebooks, but there are some I haven't seen in a long time. The yellow notebooks (2), and the big dark gray notebooks are good examples, but maybe they're around somewhere - the chronicles were in one of the yellow notebooks.
-In 1995, probably in the Summertime, a new JJD character was rolled out (maybe this was amidst Hale's triumph as the Emperor of Sol and having conquered to an adequate extent). I think the decision to create a new character was taken amidst the backdrop of yet another summer school event, which led to Rowan's creation. This involved the Godlike race of Aiye that I had already dreamed up earlier in the year during a trip to the Deep South (funny how travel can stimulate the imagination in ways other things oft can't). This campaign was more grounded, but involved many highly adventurous campaigns, which I think were located on a world where the Aiye resided (not on any familiar terrestrial ground, though I could be wrong). If I recall, the nature of the Aiye made them highly competitive and prone to aristocratic feuding not unlike, say, Greek Gods in the Myths put down by Hesiod and others. But they were not Gods of a 'pure spirit' or Noeric type, but embodied beings albeit of great power.
-Exiles was a fairly long running affair, with fits and starts. It probably wasn't defunct until after Summer '97 (it did last at least that long, I know). By '99 it was definitively done for, and this was, as it happens, the same time that Arkon in its original form was put to rest. More's the pity!
-1996 was the most important year because it was at this time that gaming on numerous fronts was inaugurated. I ran campaigns with JJD, JL and JLy, and MW. There was the Jarlaxle campaign, the Arkon Genesis with the Aceries and Korsos campaigns, and the continuation of Exiles.
-Jarlaxle was probably ended abruptly, though if I remember it correctly, maybe it was merely put on hold. And not resumed. The last definite part of it that I remember was the warlike expedition to the new land, which will eventually get an entry of its own. There were also the campaigns of Vance, Dantrag, and the Tabashi. All of these inspiredd campaign worlds of their own, with the exception of Vance which was set in Krynn (with the changes made to it about that time, which in retrospect I didn't like very much, at least not unless they could be considered a fork campaign).
Tuesday, July 28, 2015
Monday, February 23, 2015
General Announcement
I have some fears that this old account may be compromised to an extent, and for that reason it is very possible I will be migrating this blog to another one. It has been around for a long time and I do not at all want to lose everything I've worked on over time, even though it is probably, to an extent, backed up in other locations. The backup process will be attempted in due time if I am able.
Characters and Campaigns
Characters and Scenarios
of the Latter Campaigns
Tense Peace
The War of Ideals originally
favored the Dark, but with the rise of Arthomer I and Verial's
Return, the Southlands were able to recover and drive the forces of
the Darkness out of the Southern Kingdom. What eventually resulted
was a division of the Central Kingdom between the two spheres, with
the Dark-aligned powers having the advantage. Central Kingdom is
currently ruled by puppets with the Royal Family in exile (possible
wild card for the future?).
The Vampyro Campaign
This is the story of the
rise of a rather sinister individual. While the Verial Campaign, a
long-running campaign, was the story of a man conflicted between
demonic and angelic influences, and his ultimate redemption, the
story of Vampyro is much darker in many ways. Vampyro starts out as
an assassin, working for the Order of Obscure Firmament. After many
adventures he is able to take control of this organization with the
blessing of Kazar Kan, the former leader, who is old and desires to
live out the remainder of his years in peace.
Vampyro's campaign becomes
especially heated in the wake of two happenings. First of all, the
alliances he is able to forge with the mysterious warlord known as
Derus who emerged as a political force during the War of Ideals on
the side of the Northlands/Darkness. In turn, this leads to the
introduction of one of Derus's old acquaintances, the dark magician
Maroh. Then, one of the Council of High Magi in Jadus who has gone
rogue, also joins the campaign. The events that allowed all of this
to happen escape my exact recollection, but hopefully perusing the
campaign logs will help to sort this out.
This group of men became
known as the Quadrarchy. Despite their seeming connexions with
Darkness, none of them had any time for the Black Syndicate, the
Priests of the Dark or the Northern Kingdom. They desired to rule a
piece of land and to establish their own form of tyranny over Saen
without the interference of agenda-driven powers in either sphere.
The Jedon Campaign
Jedon is a young soldier who
served in the armies of the South during the Civil Wars following the
tense peace that stabilized in the wake of the War of Ideals. These
wars were covered in the Vampyro Campaign when King Arthomer tried to
assert dominance over the territories of the West under the auspices
of the Quadrarchy's rule. This resulted in a draw, after Arthomer I
was defeated at the pass of Cairon. In the wake of the events of the
Civil War, the Quadrarchy now controls most of the West, with the
King still dominating the Central and Eastern portions of the
Southlands.
His life changes strangely
after being exposed to a strange magical pollutant, which others in
his company were as well. The abilities, perhaps borne of mutation,
that he acquires during this time end up molding him into a man of
heroic stature. Unfortunately, his chief rival, the nobleman
Serenax, also develops along parallel lines and this becomes a thorn
in his side throughout the campaign.
Characters
Vampyro
Physically, he is about 6'3”
and lean, almost gaunt in appearance. He has pale sallowish skin,
long black hair and glinting black eyes. His features are sharp and
thin. He tends to wear dark colors which accentuate a sinister
aspect.
Jedon
He is of medium size, 5'10”
and of a middling build, though very lean and muscular like a career
soldier. He has mid-length rose-blond hair and pale blueish-green
eyes. He tends to favor the blue uniforms of the Southern Army, with
whom he served.
His personal politics are
Royalist and he has a distaste for the Quadrarchy. He knows that it
will not settle for the current territory it has and will try to
expand again as soon as possible. Thus, it is something of his
personal mission to stop it. However, during the course of his
adventures he finds that the tyranny in the West is actually less of
a threat than that from the North.
Arkonian Update
Updated Arkon Document
Purpose: To discuss some of
the previously unaddressed issues. Namely, the religion, politics,
and geography of Arkon. I want to revisit the technological
background of Arkon. It seems that by the Verial campaign things
were in a more modern setting to an extent. In fact, it was very
disjointed. That needs to be addressed. Arkon by the Verial
campaign may be some kind of modern dystopia but it needs to be
addressed in a way that makes sense.
Cultural Notes
Due to the fantastic nature
of the setting, certain currents didn't take root. Instead of an
atheist/materialist paradigm which wouldn't make sense in light of
the setting like in the RW, I envisage a Religion of Darkness
spreading in tandem with an evil-aligned oligarchy which installs
puppet rulers like, for instance, the Baron Krieg. The Master of the
Black Syndicate, Arxam, is both a criminal prince and a Dark Priest,
though the latter is revealed later.
Saen is to some extent like
the Continental European kingdoms of old. Jadus, I suppose, though
being separated from it by the sea, may be more akin to the kingdoms
of Scandinavia and Britain. These places seem to be the center of
the world by the time of the Verial campaign. This would match up to
an extent with the RW. The issue of whether there was colonialism of
a kind needs to be addressed also.
What is interesting is
designing a history for it that parallels RW events to a degree, but
also has to account for races and beings that don't exist in RW
history. This is certainly a challenge and can lead to absurdities
at times, but this may be part of the fun.
Geographical Notes
Saen is a large continent
and it has many zones. However, some important things must be noted.
The mountain chains which run along the west of the continent are
not very high, perhaps equivalent in some ways to the height of the
Dividing Range in Australia. The central part of the continent tends
to be somewhat high elevation, before declining again to the east
culminating in lowlands that are marshy in the southeast and rockier
areas in the northwest. The highest mountain chain seems to be the
large range that mostly, but for some gaps, divides Southern Saen
from Central Saen.
As for climate, because Saen
is mid-latitude, it tends to have a temperate climate in many places,
except for at high elevations. The biome ranges from forest to
semiarid, with perhaps a few areas of aridity, such as the waste in
Anteras country east of Kriegsburg. In general, continental type
conditions with greater seasonal swings in temperature are more
common inland, while more steady temps prevail near the sea.
Southern Saen is generally hot in the summer and mild in the winter,
Central Saen also has hot summers but slightly cooler winters, and
Northern Saen may approach continental changes in places with cold
winters and warm summers.
The major cities that are
involved seem to have been Koralden, Kriegsburg and Sylvan-Town where
Verial grew up, though others could easily be broached.
Religious Notes
In Jadus, the emphasis on
polytheism is stronger, with six major popular deities, and many
other lesser known ones. These were War, Healing, Justice, Fire,
Darkness and Strife.
In Saen, the Church of the
South was dominant for much of their history. It was strongly
Light-aligned for much of its history, though it has been accused of
becoming corrupt in latter years and faith in it has fallen. This
has in turn led to the rise of some other religious movements, but
some of these are strongly persecuted in places where the old church
holds sway. The Northern Kingdoms broke away to the religion of the
Dark some time ago. There is also another movement that coincided
with the events before the rise of Emperor Peregrine. This is the
Temple of the Liberty, which still has devoted adherents in many
cities of the South.
Cities
Kriegsburg
This is well known as the
most visited city in the Verial campaign because of its status around
the time of the War of Ideals. The traditional first city of the
South was Koralden, but because of all of the goings on in that city,
the trade declined and the highest cultural expressions left.
Kriegsburg was a natural location for a center after that, due to its
advantageous position (controlling the trade routes from Port Varas),
its defensibility, and its diversified economy. Furthermore, the
rule of the Krieg family made it quite stable. It was here that the
Black Syndicate made their new headquarters, knowing that the South
depended on this area as a bastion of the Light more than anywhere
else.
The city is large and has
several important districts:
Central – where the
markets and many public buildings are
Reservoir – a suburb by
the man-made lake
Blackgate – well-known as
the seedy part of town
The Hill – where the urban
patriciate of wealthy men and women live
Warehouse – in the western
part of the city, this is where the thieves hide out
Farer's quarter – by the
main entrance to the city, inns and businesses are here
Kriegsburg is in a somewhat
high elevation savanna type climate, with deciduous or mixed woods.
It is an area of relative dryness but not aridity. It has warm
summers and cool winters. Snowfall is not uncommon in wintertime,
though it tends not to stay around except in the peaks above the
city. It is ideal land for ranching and some kinds of crops.
Koralden
Known for being a large and
grandiose city, it was actually in severe decline around the time of
the Verial campaign. A combination of the Church of the Dark's
activities, influx of loyal monsters brought in by same, the warring
factions of the city, and the general chaos, it became for a long
time a very dangerous place to go to. This has begun to change by
the time of the later Vampyro campaign, thanks to the activities of
the Quadrarchy. It becomes the center of the new state.
It is known for palaces and
libraries, great cathedrals and public edifices, institutions of
learning and highly charged sectarian politics. It is by the Vampyro
campaign a growing cultural center with poets, painters and composers
calling it home. This is made possible by the heavy police presence
of the mercenaries of the Quadrarchy.
Koralden has a pleasant
climate of the Mediterranean type, with warm summers and mild
winters. It is moderated by the influence of the nearby sea. It
exists in a chaparral and woodland type of a climate and it generally
sees rainfall mostly in the winter, with summer being very dry.
Technology level
At the time of the Verial
campaign, it would seem that the technology level is something akin
to the FF VI world. That is, some industry, and definite urbanism,
but certain things like the combustion engine are not there. Nor are
huge populations which would require industrial scale agriculture.
Gunpowder does exist but has never been widely used or developed
beyond cannons. In short, some of the things that were decisive in
creating the modern world are not so in Arkon.
However, flying machines due
to the floater have been made, though they are not available to
anyone other than state actors. It does seem that by the Vampyro
campaign, some level of commercial airship travel has become
available, at least to adventurers with the money to pay.
General notes
Part of what made the
Quadrarchy a possibility was the chaos in the wake of the War of
Ideals. There was, by that time, a large surplus of mercenary
warriors for hire and this was something which a force with enough
money and influence could take advantage of. This was aided by the
discovery of the Great Trove of Diamonds, which also was found in the
days of Jarlaxle (a hero of the days around the same time of
Aceries).
General trends
I'm really not sure what to
make of the whole Belghast plotline. This is something that needs
serious consideration.
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