Rpg City Build

download Rpg City Build

of 19

Transcript of Rpg City Build

  • 8/9/2019 Rpg City Build

    1/19

    http://ageofravens.blogspot.in/2012/12/the-neon-hedge-building-changeling-las.html

    The Neon Hedge: Building Changeling Las Vegas

    DESERT BABYLONLast night we went through the city creation process for our new Changeling theLost campaign set in Las Vegas. We used a hybrid Microscope/Dresden Filesapproach with G+. The group built some big picture elements first (some I'dalready established), then the details of the city(Persons/Places & Rumors/Questions). Each participant also added a new factionto the mix. I think what continues to amaze me about this process is that itgreats great details while still leaving the GM enormous room to construct the campaign as they see fit. For GMs who worry about control- I'd say give it up

    and enjoy the fun of building around the concepts your players craft.

    BIG PICTURE ELEMENTSNew Contracts Require Action

    Once a changeling has bought into a Contract set, they can purchase higherranked clauses as they wish. However to buy the first item in a Contract setrequires some kind of symbolic action. They can undertake a quest, seek out amentor who knows the Contract in depth, commune with a significantrepresentation of the Contract's sphere. In practical terms I'll require the

    player to spin a brief narrative riff to justify their purpose- and maynegotiate some hurdles to jump through.

    Special/Symbolic Actions to Bank GlamourEach Changeling may choose one of the Contract sets as key to their identity. They may then take actions in game to bank some extra glamour which may only

    be spent on those Contracts. The most which can be banked at any time is threepoints. The action take should be related and require some time. Sherri'sexample was taking positive and good karma actions on the part of her OgreWitchtooth to empower her curses. Players can develop this in play.

    Keeper: The Director :D (Howard Hughes)Hughes' madness reflects his change from human to Changeling. Ambitious and

    strange, he then went further eventually evolving into a Keeper himself. Hisinfluence and attention linger in the city he built.

    Dual Kiths Allowed/EncouragedPlayers may choose two kiths, one as their primary and one as secondary. Thisgrants two distinct kith abilities. Characters who opt to be single kith willgain some extra points for character creation.

    Blasted Glass Hedge EntranceThe one of the nuclear testing sites outside Las Vegas has an anomaly reachingfrom the real world into the Hedge. A plain of blackened blasted glass, stillradioactive, lies well behind military fences. It has a gateway into a sparkling Hedge made of bright crystal, with trails strewn with broken glass. Pin-prick

    glass splinters rain like snow here, making it doubly dangerous. A path to here from greater Las vegas has not been discovered. Rumors suggest amazing secretsand treasures hidden in this isolated place.

    Accessible Court ContractsThe Courts of Las Vegas don't have a monopoly on their own Contracts.Changelings do not have to possess Court Mantle to purchase those. Instead, they may gamble for access to them. These still cost XP to buy, but a Changeling who beats the house can purchase a particular set as they wish- if they win big

    they may even get a discount. Changelings may possess such contracts from

  • 8/9/2019 Rpg City Build

    2/19

    multiple Courts.

    Neon ElementalsThe nature of Las Vegas has created a new order of Elemental, born of Neon.

    Near Future 2020The campaign takes place in near-future World of Darkness Las Vegas. Thepromised year of Cyberpunk has arrived, bring with it modest changes in the form of higher gas prices, self-driving electric cars, wearable computing, and a

    fifth trilogy of Star Wars films.

    Goblin CasinosThe Goblins of Las Vegas are divided into many tribes and groups- engaged in aconstant battle of rivalries and vendettas. Instead of one central Goblin Market, there are instead many different Goblin Casinos with differing themes, terms,and goods. Changelings have to be careful maneuvering around the Hedge of theStrip where Hob Buskers bearing invitations don't take no for answer.

    Struggle between Mages/WerewolvesMages and Werwolves operate in Las Vegas. They're embroiled in an ongoingstruggle, with the Changelings who know of it wisely keeping the sidelines.However recent rumors have suggested that both sides have been secretly vyingfor an alliance with the Beasts of Vegas.

    Farewell VampiresVampires are rare and dangerous within Las Vegas and the world at large. Someform of Gehenna occurred at the turn of the millennium. Those very few

    `vampires' who still exist are...something else.

    Underworld StrugglesReduced in influence by the ongoing transformation of Vegas into a corporatewonderland, the Mafia has suffered an additional setback. They have beeninfiltrated by magical creatures, resulting in a massive power struggle.

    The Nature of DarknessThe process of building Las Vegas established or left open a number of classicWoD details. Vampires, Masquerade or Reckoning, have vanished. Geists and

    Prometheans exist- likely in the classic form from their sourcebooks. On theother hand, Mages and Werewloves, while mentioned were not defined further. Therefore they may or may not follow the classic WoD pattern (as the GM sees

    fit). We do know one thing about the werewolves: they're slightly boring and uncreative.

    New Facts of Changeling LifeTwo Freeholds exist in Vegas, one dominated by the Summer Court. Some Hobs canoperate out in the real world for short periods of time. Fetches are mysteriousand killing one's fetch has uncertain repercussions. Travel between cities canbe dangerous for Changelings. Outside the protections of a Freehold, they'resignificantly more vulnerable to the attentions of Keepers. Entitlements arespiritual blessings gifted by mysterious Changelings who have reached some form

    of enlightenment.

    VIVA LAS VEGASTHE STRIPLights and spectacle. A feast of glamour and dust running from Mandalay Bay toCircus, Circus.

    Tawdry: Neon Elemental, Levinquick/Apsaras that runs Temptation, a huge dance

    club. Charismatic/terrifying. :D Perhaps Monarch?

  • 8/9/2019 Rpg City Build

    3/19

    Nightsky: There's an observatory atop the Stratosphere

    Mirrored Waters: The dancing fountains of Bellagio are oracular

    Moths to the Flame? The huge spotlights atop the Luxor are a magnet forchangeling rumours.

    Rumor: Including that bathing in the light will grant a wish...or make a call.

    Siegfried and Roy: Changeling servants to a Beast Fae Keeper. Question: What did Roy do to deserve the punishment from his Master Wayne Newton: Werewolf Hunter, he takes on apprentices. These rarely last.

    DOWNTOWNThe central business district of the city. Once the gambling center, it stillhas some gaming, but now lends itself to hotels, convention centers, businesses, high rises, and government offices.

    25 Hour Market: While there are many rival Goblin casinos with varyingofferings, challenging obligations, and treasures galore there's also thehole-in-the-wall 25 Hour Market. This tiny consistent Goblin MarketConvenience Store always has the basics in stock. Of course there's asignificant mark-up.

    The Count: Bitter and Jaded. He's the head of the Society for thePreservation of Vampires

    Museum of Strange Things: It has a (partially dissected) `alien' body in it Rumor: Oh, it's actually a Changeling Rumor: No, it's actually a Keeper! Rumor: Dude, it's a mage, twisted by his own magic. Duh. Rumor:...Shaved werewolf. Rumor: It's that guy that told off the Count.

    PARKS & RECREATION

    Vegas dedicates itself to entertainment and away from the casinos the cityserves tourists and locals with playgrounds, gardens, preserves, zoos, sportcomplexes, and arenas. From Fairgrounds to Little League Fields to Hiking Trails to Rollerderby Rinks.

    Marquant Zola: Human Tour Guide for the Redlands Zoo. This small,tucked-away place specializes in cryptozoolological beasts.

    General Rumor: A group of beast changelings are slowly invading Vegas in anattempt to take over the protection racket from the mafia. They may be u

    singthe parks as their gathering ground.

    BACKDROPBehind the glittering façade of Las Vegas lies the real living city- all theanonymous people who serve the casinos and the lifers who only know Vegas astheir hometown. This includes local business and industries, schools andcampuses, ethnic enclaves, and apparently uneventful lives concealing secrets.

    Papa's Pawn Shop: A magical store of necessity, it varies widely inlocation, moving from place to place.

    Off the Clocks: Any changeling can use these boltholes. They have to break a

  • 8/9/2019 Rpg City Build

    4/19

    clock face off the clock to get into the tiny protected space. However they

    must pay Changeling-style prices to get out. Token Rumor: The MT Pass. This blank plastic pass card when used at a hotel

    employee's entrance will take you to what you seek. That may be for better

    or worse.

    THE EMPTIESThe Vegas dream creates a turnover population of those who come to settle andvanish quietly when things don't turn out as they hoped. The crash of thehousing market accelerated the flight of this turnkey population. They left behind half-finished sub-divisions, schools, and building projects. But there

    will always be more arriving to live in these strip-mall serviced sections ofthe city.

    Thorn Haven: Transient House for Changelings travelling through Las Vegas.Spotted new arrivals and those who have made arrangements with the Court

    sare lodged here. This keeps them isolated from the Freehold for mutualprotection. Working at the haven is a dangerous and rotated duty.

    The Rot: Deep in the sewers below Vegas lies the Grotto of Rot, full of verystrange fungi.

    The Clearing House: Banks intent on foreclosing on blocks of properties hirethe more unsavory supernatural elements to create an atmosphere of unease

    and depression--increasing their ability to accrue huge swathes of L.V.real

    estate for cheap future development

    RUNDOWNThings fall apart. Places get iffy. People vanish. All cities have dark corners, especially those that run through the night. These are all those shadowy spaces.

    The Runabouts: A Hobgoblin Taxi Service through the Hedge. They can getChangelings quickly from one part of the city to another for a price. Their

    vehicles vary from rickshaws to patchworked minivans. Question: How do the Hobs maintain an `accurate' map of the Hedge? Gren Dell's: A ªsupernaturalº bar where mages/werewolves/vampires/

    changelings have a small-area peace treaty. The owner, Gren Dell can get

    anyone most any kind of info, but the price is steep.He must be defeated in hand-to-hand combat.

    Serenissima Vindiola: A Promethean-Created who was apparently assembled outof `alien' material. She is trying to create more of herself.

    The Old Chinese Theatre: Often shows double-creature features, and kung fumovie marathons. Run by Vera Gaunt, a Torn Sin-Eater newly come from Los

    Angeles, bringing a small pack of Sin-eaters with her..

    Rumor: Werewolves think she's a vampire, and vampires think she's a mage Rumor: Changelings dunno wtf is up with that, but speculation abounds.

    THE OUTLANDS

  • 8/9/2019 Rpg City Build

    5/19

    Between the city and the desert lies the fringe- the edge gas stations, smallcommunities, truck stops, and dumping grounds. Here the protections of theFreeholds fade and the wild takes over.

    The Hedge Fun: Brothel for those whose tastes run to the...eclectic. Mortalswho make their way there rarely make their way back out.

    The White Lodge: An order of Mages operating in Las Vegas, in thrall totheir regional magical overlords. They operate like a sorceroustelemarketing firm, trying to rope people into service of their dark mas

    ter. Devout Lycanthrope: There's a container church on one of the highways run by

    an old werewolf trucker who has been born-again and is hiding out from Wayne

    Newton. He's friends to all supernatural creatures, so long as they'rewilling to accept Jesus.

    Rumor: I heard he's totally hookin' up with Sheryl at the Blue SpoonDiner.

    SUMMERLINSSummerlin's one of the largest communities of the wealthy in Vegas, but thereare many other enclaves like it scattered throughout the city. Some flauntcelebrity residents while others hide within gated communities. Wealth, power,and buried secrets.

    The Blue Lady: She knows the ways to access confessions. She's wealthy andshe owns many outlets for confessions--internet, counseling services, ph

    one.

    Pretty Gardens: Manmade lakes hide a collection of statues, that one maysight-see if one walks along the bottom. These are housewives turned int

    opretty statues! Some werewolves rent scuba equipment to supernaturaltourists. They're called the Pretty Gardens, because werewolves are notcreative.

    Welcome to Summer: A second Las Vegas Freehold controls the wealthy enclave

    of North Las Vegas. It is run by a banished Keeper who looks like an alien.He's led the Summer Court to permanent control of this Freehold and when a

    changeling makes him angry, he sells him to one of his old Keeper friend

    s. Rumor: Recently, UFO wreckage was found in the desert, and some wonder

    if this Summer King didn't come from the wreckage.

    LOST VEGAS (OR THE NEON HEDGE)The Hedge reflects the strange natures and histories of Las Vegas. From oddfeatures within the thorns to the organization of the Hobs, this covers those

    places past the veil.

    The Strip: No, the other strip. Countless Goblin Market casinos, all lockedin constant war. Like the mortal Strip, only way nastier.

    Circus Circus: A corrupted, evil place where Keepers go to `browse' forchildren that they want to take home from them. It's the least expensiveplace to visit on the strip and the games are all rigged to magically ke

    eptheir users entranced. While the parents are busy gambling, the Keepers

    take

  • 8/9/2019 Rpg City Build

    6/19

    the kids, winning them from slot machines in a Hedge version of the same

    casino.

    Grazeland: There's a Casino in the hedge run entirely by Elvis impersonatorswhere the things you gamble for are typical goblin market fair - andsometimes the odd changeling's freedom.

    The Sanitarium: A casino where changelings can gamble their clarity

    The Outback: A strange hob-podge goblin casino of redneck & Aussie themes.It has led to a plague of Australian poisonous toads in the nearby hedge

    --ºDon't lick it.º

    FACTIONS

    Department of Parks and Recreation: Weird, obsessive, and not to be messedwith. Could they perhaps be Beasts?

    The Drummers: Wild pack of street kids, information dealers and guides. Noneseem to be older than 14 or 15. Some have suggested a connection to Circ

    us, Circus. The leader tends to wear a different face, but she and herlieutenants all have inky black eyes.

    The Monorailians: Mysterious Hobs who have assumed the guise of ªGreysº.They feed on unease, panic and horror from tourists. They appear normal,

    but out of the corner of your eye you can see their images.

    AROOT: ªA Ride Out Of Townº. Some of the mundanes have gotten the sensethat there is something really bad going on--they run a sort of incredul

    ousunderground railroad to get folks who need help a way to get beyond the

    city borders and to another place of civilization. They really don't getit- but they know that the need is real.

    STARR: A group of academics who are trying to solve the unified theory ofSupernaturalism.

    ªSupernatural Arms Designers/Dealersº- secretly fuelling the various wars tocontinue bringing in the greenbacks.

    FIRST SESSION

    Players will begin the game with 10 bonus points for creation. Characters may be given flaws. Instead of granting extra experience, these

    will function like classic Storyteller, offering additional build points at

    the beginning. A character may take up to two flaws. The GM will decidehow

    much the flaws are worth. The first session will be a kind of ªPrologue.º We will play out the

    characters escaping from the Hedge simultaneously and their first meetin

  • 8/9/2019 Rpg City Build

    7/19

  • 8/9/2019 Rpg City Build

    8/19

    I haven t yet come up with a name for the city...

    ADD

    Multiple RacesÐbut with a twist. There are ªAncientº and ªNewº lines foreach of the races, including humans. Ancient versions are extremelylong-lived, taller & strong, and clearly notable as of that blood. They're

    also extremely rarer and dying out. How this split of old and new cameremains up for grabs (probably with different stories for it).

    The city is a port, but at nestled within a river delta. Upriver live andvitality cling close by the banks- with deserts and rocky terrain beyond

    that. It wasn't always this way but some event transformed the area. Hence

    it is a rich site for explorers searching for ancient ruins and losttreasures.

    The city experiences strange weather phenomena from time to time. Theseevents keep people indoors. The source remains uncertain.

    There are multiple cultural holidays in the city- representing the numbersof people who have settled here and the fragmented history of the cityitself. People have to track days for kinds of events, districts affecte

    d,and what kind of business can be held then. Almanacs and posted calendar

    sare useful.

    There are a limited number of schools of magic. Each possesses a uniqueªprimalº spell which is usually the first one taught, and the one mosteasily empowered or developed by casters of that school.

    When travelers leave to head inland, they must leave something behind. Itcan be a donation, a gift, a precious object, a letter. These are collec

    tedin various places in the city.

    Magic is taught, but it can also be innate. Some wizards are simply bornwith heightened gifts.

    BAN

    The level of engineering is comparable to the Roman era or early Middle Ages

    There are no sophisticated non-magical machines (like mass production looms,printing presses, or crossbows).

    Divination, prophecy, scrying, past visions, even speaking to the dead forinformation- none of that works in the city. Informational magics of any

    kind simply do not work here. They do elsewhere in the world, but not he

    re.

  • 8/9/2019 Rpg City Build

    9/19

    No subtle magic casting. When you cast a spell- people know it. You might beable to create a distraction, but if observed, you cannot hide your cast

    ing-as it gives off some external signs.

    No non-affiliated people. Everyone belongs to some kind of faith or cult-that's simply a given. As a result that's often taken for granted and insome cases viewed simply as membership in a club or organization rather

    thana statement of philosophy or belief.

    NEIGHBORHOOD: THE VERTICESA section of the city built vertically during the Sheten Inquisition. It isconnected by rop bridges and walkways to the Verdant Stairs. The Verticesreach close to two hundred feet in the area- a mammoth structure much wider atthe base. The interior is a hive and constantly under repair. Travelers headinginland from the city must pass through at least the lower sections of theVertices.

    Sharvasdar the Minder: An ªAncientº Elf who haunts the Vertices. He foughtagainst the Sheten Inquisition. Sharvasdar usually remains hidden, but h

    epops out from time to time with lunatic frenzies.

    Blood Oath Veranda: A covered alleyway known for sanctifying with divinefavor all covenants and contracts agreed upon therein.

    Prefect Bilious Marblespeck: Lord Judge and Assayer for the Office ofRelinquishment for Safe Passage.

    Dorada Ni'Alique: Exiled Noble of the Volosha appears to live a decadentlife off the riches her family was able to abscond with. The astute eyenotes the circle of bodyguards move with military precision, her salonsfavor tacticians & strategists, and her lovers are very rich.

    Wheels of Eternity: A group of buildings in the Vertices shaped like wagonwheels. They house the city's lawmakers and bureaucrats. Petitioners aresaid to usually have to wait forever. For judgment, the wheels of justic

    eturn slowly.

    NEIGHBORHOOD: VERDANT STAIRSTerraced Gardens rising from the flood plains to the top of the city's riverside palisade.

    Dusthroat of Gales: A lizardman gardener of note. He maintains severalpatches on the stairs. Dusthroat raises various herbs, roots, and sacred

    woods used in the rituals of cults and worship. His secret methods result in

    an amazing potency for these products.

    Harbingers of the Golden Lily, Lady of Scents: A cult in the verdant Stairs.They cultivate flowers and plants in order to make the perfect aroma ofwhich one breath will send you to heaven.

    House of Briars: The embassy of the Elves and creatures of the Fey. It is a

  • 8/9/2019 Rpg City Build

    10/19

    tangled place high on the apex of the Verdant Stairs.

    The Parade of Beasts: The High Time of the Cult of Beasts. Once a seasonduring a full moon, all of the city's animals gather in the gardens and mo

    vein a grand procession through the city until they disperse at daybreak.

    NEIGHBORHOOD: THE ARCHONS' SHADOWThe buildings surrounding the remaining three towers of the Archons who rule the city. Once there were a dozen such masters and towers, but time has worn both down.

    Reckoners Temple: One of the oldest structures in the city, where foundersand city namers must appear to ªestablishº their legitimacy. At leasteighteen foundings have been recorded. The temple also tracks the relati

    vestrength and influence of cults and gods in the city- with an eye topreventing any one god from gaining supremacy.

    Lyriel Savant: The great grand-mother of Lucias Savant, the heroic elementmage who was part of the group who most recently founded the city. TheSavant Monks care for the poor in her honor.

    Oduan's Sort: A massive labyrinth library/reliquary of curated treasuresgiven by travelers throughout history. Oduan's cult's great work ismaintaining, cataloging, navigating, researching, and guiding those with

    need to the right item./knowledge for a price.

    Boulevard of the Faithful Ones: A wide streets with the oldest (and richest)cults and religions have their main temples and cathedrals.

    Dragon Fire Temple: A great golden dragon-shaped temple where both many prayfor elder magics in worship of an ancient dragon and thieves ask hisblessing to build their own treasure hoards.

    The Blackened Day: Every year there is an extended solar eclipse and thefull day is darkened almost like night. It is celebrated by some in this

    neighborhood and feared by others.

    Shadow-Well: The name of the wells within this area. Each neighborhood has aunique name for their water supply. The city's prime magic consists of the

    fresh water cisterns and fountains of lovely cool water everywhere. The

    citydesalinates the coastal waters and distributes the water by any availabl

    e

    channel.

    NEIGHBORHOOD: THE ONYX GRAVEYARDA jet-black area of the city blasted by a mad wizards, home to the poor. Thosewho live there long enough find themselves slowly transformed into onyx.

    Palace of the Beggar King: Ancient ruined manor house, now onyx where thefamily that claims ties to the hero who ended the mad wizard live. At th

    e

  • 8/9/2019 Rpg City Build

    11/19

    center, the wizards & hero remain- locked in stone and battle.

    Truth in Secrets: A group who tracks and collects rumors & secrets- tradingtheir knowledge only among their own or in trade for other secrets.

    Cult of Wizardry: Followers of Kahleen Stillwater who claims to be adescendant of the mad wizard. She believes he sacrificed his mind to sav

    ethe world and resents the Palace of the Beggar King. There has been anongoing feud between these groups.

    NEIGHBORHOOD: THE HARBORA disciplined area of the city deemed of great importance to its livelihood.

    Fishmonger Square: Plaza inland from the docks where one can purchase any ofthe day's catch.

    Hawk's Song Plaza: A featureless square transformed daily into shop tentsand stalls where the merchants great and small sell their wares. At nigh

    t itis taken over by moving parties gathered around entertainers, food & dri

    nkpurveyors, and minor spectacles.

    Rumor/Report: Every few weeks someone hears that the Archons plan to tear upthe plaza for noble born townhouses, a great temple, or the newMoneychangers' Guild Hall, but so far these plans have not come to fruitio

    n.

    Dace Forewave: The most talented protégé of the legendary shipbuilderLast Timber! One of the few remaining shipwrights here, dale's ships aremagically imbued. They have a sentient figurehead that can navigate andpredict the weather.

    The Yards: Once a place for building fleets from the Woods of Zantyr upriver. Now the Yards serve mostly for the repair, descaling, and refitting of

    `free' vessels and ships. A mafia of folk from the conquered island nationof Volosha run the area and excludes rival workers.

    The All Seeing Eye: A tall and massive lighthouse being built from the Cultof Lathos, Lord of Flame, to watch over the harbor.

    Dead Queen's Hail: When new settlers or exiles arrive in the city they maketheir way here to his massive inn/tavern hall. There the Fellows of theDead Queen direct them to the neighborhoods and enclaves of their fellow

    natives. The Fellows have perhaps the best sense of the ethnic diversity

    of

    the city.

    NEIGHBORHOOD: PLAZA OF A THOUSAND EARTHLY DELIGHTS:An area full of the best of brothels, theaters, baths, and places to dine.

    House of Roaring Thunder: A natural amphitheater that magnifies sound comingfrom the stage. However it steals the sound from the audience in turn.Many illicit deals happen here using a silent hand language known only t

    o a

  • 8/9/2019 Rpg City Build

    12/19

  • 8/9/2019 Rpg City Build

    13/19

    Crystal Thought, one of the eight forms of non-divine magic. Bracemar is

    said to craft items for those willing to undertake one of his bizarrequests.

    NEIGHBORHOOD: SANDSTONE HALLFormed just on the outskirts of the city, one of the local blacksmiths hascreated a new sandstone material with heat and desert sand to make everythingfrom beads to bricks.

    Sons and Daughters of the Desert: Overland Scout Guild with ancient survivalwisdom and knowledge of the upper river provinces.

    The Vext: A band of desert exiles who arrived here a dozen years ago mountedon massive insects. While they normally keep to themselves, they do enga

    gein trade. Secretive and said to possess lost magics, they forge their ar

    morand weapons from the carapace of their insects and inject strange elixir

    sfrom their venoms.

    INTERESTING FACTIONS/GROUPS Cultivators of the Bountiful Harvest: Guild which tends to the food plants

    on the Verdant Stairs.

    The Grim Pallbearers: A group who ritualistically bear the city's dead tothe Onyx Graveyard. They wear masks and heavy cloaks to conceal theiridentities so they won't suffer a social stigma.

    The Unmarked: One of the oldest remaining Thieves Guilds in the city. Theywork to blend in and infiltrate their targets. Each member must find aªdoubleº in the city who they work to copy and emulate. This is said to givethem a ready patsy.

    Expansion Scouts: Often made up of random adventurer parties who leave thecity, going out into the desert wilds, expanding trade routes to othercities and reporting possible coming threats to the city guard.

    Tarsand Stalkers: Once nomadic cultists of a sky god, they can never bemore than an inch from the sky. They live mainly in tents on rooftops an

    dtravel across them as well- using a network of ropes, lines, and bridges

    .

    Observers of the Celestial Spheres: A loose group of astronomers and

    astrologers who claim to find knowledge and fortunes in the study of the night sky.

    Steampunk city building using microscope

    http://ageofravens.blogspot.in/2012/11/steampunk-city-building-using-microscope.html

  • 8/9/2019 Rpg City Build

    14/19

    WELCOME TO GREY REIGNIn a couple of weeks I'll finally be starting my homebrew L5R campaign with acharacter and family campaign (you can see notes on this here). We have a partyof five players; two of them have a number of obligations (family and otherwise). They often miss together. It occurred to me tonight that it might be useful to have a ªfailsafe game.º That way if we're missing the pair we don't have to

    skip or have these players miss important events or plot development. TonightI had the three more regular players and we built the basics for the campaign.

    I offered them three options, all of which involved the party as some form oflaw enforcement in an urban setting. A) A fantasy setting with the PCs as cityguard dealing with rivalries and out of control adventurers. B) A modern gamewhere the players serve as `police' for the secret world of monsters and magic. CSI Diagon Alley. C) A steampunk game with magic and the weird out in the open. They settled on this last one and after some discussion we decided it would be an alternate history America, set in the late 1800's.

    I posted earlier on my idea of city-building using Microscope. It owes someinspiration to the Dresden Files City-Building mechanics I read recently. Firstwe established a set of facts about the world in general. Then we did a seriesof rounds with players establishing:

    Neighborhood;

    Place/Person/Event;or a Rumor/History.

    As with Microscope these items are nested beneath one another. We did fourrounds where the lead player established a theme, and then four rounds withouta theme. After each rounds I had the player to the right of the lead playerestablish a group- a faction, conspiracy, or organization present in the city.

    FACTS ABOUT THE WORLD

    There are competing groups of wizards (the nature of that competitionremained undefined).

    Travel by water or rail is more efficient and faster than any other means(magical or mundane). These systems have been well defined and work better

    than airships or sorcerous travel.

    No Vampires

    Paganism flourishes and has active results in the world. Christianity andother like faiths are but one among many.

    Canada is a wild, dangerous, and unexplored territory. A land of monstersand untamed magics.

    Every known form of magic is cyclical in some form. It runs stronger/weakeraccording to those cycles (day/night, seasonal, tidal, lunar, etc.).

    The New World is not a United States, but instead is divided intoterritories with independent control (ala America in Castle Falkenstein)

    .Even within these territories there's a strong decentralization streak.

    Mad Science exists. Delving into it makes you mad. The more mad you get,the smarter you get. And vice versa.

  • 8/9/2019 Rpg City Build

    15/19

    In the New World, to belong to a city as a citizen and/or resident,you have to be a member of an ªorganizationº. They must have at least onevouch for them, with more memberships giving persons greater stability a

    ndpull. However membership costs dues- a kind of indirect tax.

    Firearms are of the late Victorian period. Despite Mad Science they have notadvanced into the 20th Century (so no machine guns, big bombs, etc.).

    We had four rounds with themes: Bad Places, Getting Around, Secret Things, andThe Law.At some point in the process we decided that the city, called Grey Reign,would be relatively in the location of Detroit. This would involve some slightly shifted real-world geography, but that would be easy. The city would sit on

    locks between two great lakes and have a canal system running through it.

    THE NEIGHBORHOODS OF GREY REIGN

    GARDEN OF TRANQUILITYA lovely, lonely penal neighborhood filled with special trees and flowers.Soporific, they keep the worst criminals ªpacified.º Guards on site have to beequipped with gas masks to protect them from the effect. Rumor has it that some

    guards have become prisoners after succumbing to the flowers and mixing with the prisoners.

    Madame Retunia: A Caretaker/Botanist to the Garden of Tranquility. She alsoprovides services to private parties.

    Moshi: Flower sprites. The very small creatures are mischievous and createproblems on the island.

    Asylum of ªReformationº: A fortress to hold Mad Scientists, whose brains areso consumed with madness that the Gardens are ineffective.

    GALLOWSHALL CORNERSThe governmental hub of the city of Grey Reign. This massive, maze-like building

    has expanded and now covers several city blocks. Covered walkways andconnections have been used to absorb neighboring blocks and stores. It contains offers of government, order, and justice.

    The Red & Wire Web: Law officers have access to a byzantine communicationsystem manned by minor magically talented operators. In the field, they

    canreport up the chain and receive messages.

    ªThe Councilorº: A title/position earned through deeds and accomplishments,and assigned by the ªhigher ups.º The duties are said to be mysterious.

    Vincent Ralboryo: An agent and envoy of The Windy Cities, a neighboring

    region which hopes to annex Grey Reign and the surrounding areas. He issaidto supply a network of infiltrators, but nothing has been proven.

    Corner Florists: Ubiquitous flower carts commissioned by City Government to`brighten' the streets¼and to act as a network of spies.

    EMPIRE OF THE JADE TIGERThe colorfully named area which houses the city's main rail station.

  • 8/9/2019 Rpg City Build

    16/19

    Emperor Han Zu Pang VIII: He controls the rails that move goods and peoplethrough the city and beyond.

    Rumor: The Younger Emperor is not young at all; there has only ever been oneHan Zu Pang. He uses dark sorcery to maintain his youth and hold on hisrail empire.

    The Bad Day: Once a year, bad things happen in the Empire district. Peoplego missing, buildings burn, and organized mass deaths (of things like mi

    ce,frogs, etc). Suspicions point to the doings of Emperor Han Zu.

    Aubrey ªLocklockº Sadubya: Leader of the Reborn, a group of those whothrough overgrafting have become possessed by new and mysterious identit

    ies.

    THE OVENSA center of manufacturing and processing industry for the city.

    Esterine Warbler Rescuer: Founder of the Universal Gift Mission and asaboteur dedicated to bringing down the industries which prey on the wea

    kest

    in the city. Wreckers, Inc: An underground workshop devoted to stolen tech and supplies

    for Mad Science. They've managed through various means to keep themselvesaway from official scrutiny. Has a front as a pawnshop.

    Rumor: Mockheart, the proprietor of Wreckers, Inc, has a sideline indisposing of ªawakenedº mechanical persons. Normally these beings are testedand given rights- but some owners skirt this or dispose of them illegall

    y toavoid ªproblems.º

    The Carving Hall: For a price, persons can buy or sell organs or limbs,

    magic or non-magical. The Hall conducts their operations outside of legalchannels, a ªgreyº area at best.

    HOLY HILLThe wealthy section of the city, named for a number of small but lavish shrines.

    Palace of Heavenly Delights: A brothel and a gentlemen's club. Well knownfor its exotic services and discretion.

    The Brethren's Gate: A legendary club and order for the chosen wealthy ofthe city. The rarely seen City Elders are said to hold secret ceremonies

    here.

    Climey Baste: ªAgentº for the newly arrived and unduly unconnected.Knows everyone, amiably clownish. Hooks people up with civic organizatio

    nsand guilds. Gets paid to recruit.

    Dr. Thaddeus Gue: Once a successful Mad Scientist, by accident. He is alwaystrying and failing to reclaim former glory. Some believe he's been cursed

  • 8/9/2019 Rpg City Build

    17/19

    with sanity.

    The ªUnderworksº: Grey Reign was built upon and older city, the heart ofwhich Holy Hill was built upon. It contains a maze of underground tunnel

    sand supposedly lost treasures.

    Confluence Day/Hour/Minute: Every three years or so, all of the majormagical orders reach their arcane zenith simultaneously. It is a festiva

    land a time of great trepidation.

    THE BRASS LOCKSShips locks used to pass between the two lakes and connect up with the canalsof the city. The many warehouses for the city are here as well.

    Captain Ducky King: A famous ship's captain. He's reportedly the bestcaptain for hire.

    ªGutter Railsº: An ersatz illegal system of gutters & scaffolds allowingrapid travel across rooftops- from the Locks to the Ovens to Central Hub

    toRook's Law.

    Asimov's Sanctum: An area of steamworks where clanks and other ªawakeºrobots hide to escape the wreckers.

    Drop-Penny Doors: Multiple magical societies maintainªbolt-holes for a price.º If you don't belong, you can still get in bydropping a penny in a slot. But if they do so they must agree to whateve

    rfavor is requested.

    ROOK'S LAW RUNThe bad part of town.

    The Sawtooths' Dump: While the canals of the city offer options for transit,horses remain important. The Sawtooths are a family of Wererats who have

    collected manure and nightsoils for generations. They scavenge through t

    hematerial and dispose of waste.

    Precinct of the Lost: Ruined and disgraced officers go here when theyscrew up.

    Corben Sethand: Reputed half-god summoner and ªprotector.º The children ofthe gods grow up and gain both power and madness. If they come of age th

    ey become out of control and deadly. Sethand finds and utilizes their talents

    for his own interests, an illegal trade.

    CENTRAL HUBThe city runs on canals which allow for traffic and travel through the city.The Hub is the huge network at the heart of this system. There are above groundwaterways as well as tunnels and underground networks connected to this. One of

  • 8/9/2019 Rpg City Build

    18/19

    the largest districts and crossroads of the city.

    Taffy's Eatery: A gigantic cafeteria serving hundreds daily.Noodles and sauce are the ªCity Dish.º

    The Breeder: A man shrouded in mystery. He breeds the fastest, strongest andhealthiest horses around. No one knows where his facilities are.

    Rumor: The ªhorsesº may not be horses at all. They seem to be more `aware'than they should be. This is also part of their allure.

    FACTIONSOrder of Theseus: Operators of the Magical Communications of the Maze-likeGallowshall. They're voices from the squak boxes, no one has ever seen one.

    The Constants aka Lich-Given: A dangerous group of magically gifted persons.They're a secret conspiracy dedicated to controlling the city. They increasetheir power and sustain themselves by imbibing vitae distilled from the body oftheir fallen dark master, the legendary warlock-lich, Thomas Paine.

    The Masked Lamplighters: Mysterious Guild who keep the city lit at night. They wear strange animal masks.

    The Mockingbird Signers: A criminal organization of thieves, ruffians, andsecond-story men. Notable for their use of ghosts- controlling them or usingbottled phantasms as weapons.

    Vigilant Cartographers of Grey Reign Proper: They keep and publish maps andcatalogs of civic badges. Theirs is a society of sleuths, explorers, artists,and some say, vigilantes. Misspelling the city's name will get you beat up-a point of honor.

    The Fist of Gallowshall: Enforcers of the law. The limits on their power is set by the Councilor and his cohorts in the Gallowshall. The Artists: Tattoo artists who imbue their art with power. They may or may not

    reveal this to the client, and some of their gifts may be entirely random. The Pragmatic Order of Forgiveness of Potential: Children of and formernot-quite ªMadº scientists who gather together to support each other inignoring the lure of their own shining genius.

    THOUGHTS ON PLAYIt felt like it really went well- I enjoyed the process and everyone had a good time. We had three people who had played Microscope before (myself included) and one complete newbie. She had no problem getting into the swing of things

    and developing really cool ideas. The process went more smoothly than I couldhave hoped. We managed to do everything here in under two hours, and we couldhave easily done another round or two. It feels natural. I expect we'll

    probably use some version of Fate (probably Kerberos Club) or World ofDarkness for the game itself. Both offer ways to connect characters to place, so that will be useful.

    I did notice that there's less ªinteractionº between elements in this version of Microscope. I don't think I'd realized how much of that there is normally until I played this. It really reveals some of the power and genius of the original game. Also we had a focus on the second level down- Persons/Places/Events,

    while we only had a few Rumors/History. I wonder if there's a way toincentivize those elements. I'm not sure if you could do that with the

  • 8/9/2019 Rpg City Build

    19/19

    interactivity question- unless you had perhaps more concrete themes(like people or places) from the Lens. On the other hand, it might be worth

    having one or two rounds where people have to put down Rumors/History.Alternately/additionally players might ask open questions about those peopleor places- story hooks they want to explore for later.ªWho is the mysterious cloaked figure seen on nights of the full moon aroundMcSweendon's Pie Shoppe?º

    I enjoyed it and it would be easy to come back to and expand. Nicely, whileVamps are out, I still have plenty of room to use Changelings and other classictypes in the game. I'm really curious about trying to do this in or as a G+hangout game. You could easily use Google docs to set it up. I wonder how wellthat would work.