Burning Season- The Black Wedding Part 2

After much politicking and kvetching we bumped up the time by about a week. Rested and freshly honeymooned, the54bd8fb3afdd664086d7a3620362c3d6 Family Valdemar decided to march, en masse, north to the Korningwood in order to look into the disappearance of Lord Ygram.

Accompanying them were Sir Jonas Stanton (Isla’s new husband),  ten of Roland’s mercenary force and his three new recruits. When they arrived at the village Ygram was supposed to be investigating, they found it abandoned without much of an indication of a struggle. At this point, I had the PCs make a bog-standard Perception roll with any applicable fields of related knowledge (FORKs) providing a bonus.

Not surprisingly, our sorcerer Augur and our strider Eleanor both rolled up an absurd amount of successes. Eleanor spotted some markings in the language of her missing elvish lover warning her of danger in the area. Both Augur and Eleanor spotted something at the edge of the dense woods shuffling about observing them…a spider the size of a smart car. Realizing it was spotted, it fled into the depths of the woods. Inevitably, the PCs and their retainers gave chase.

The chase resulted in two things- Eleanor put a crossbow bolt through a Spider with alarming ease–a specialized four lifepath character is extremely competent in  Burning Wheel–and the PCs ran straight into an ambush. Y’see, I felt the situation had changed enough after the spider’s death, that I had Eleanor make another perception/observation roll. A roll she managed to botch worse than should be statistically possible.

So, before they knew what was happening I had them surrounded by at close to a hundred spiders, a situation that caused their retainers to more or less panic. Orders were barked, the group went into a defensive posture, and waited…

800_185When it became clear that my second session wasn’t going to devolve into the Wild Bunch, I had Lord Ygram approach the party and request a parlay. The PCs left their retinue behind and went forward to have a chat with their missing vassal.  Or what was left of him.

Here I did my best twitching and weird voice acting in order to get across the concept that Lord Ygram wasn’t…right. Subtle ripples of motion could be seen under his skin and he referred to himself as ‘we.’ Ygram, it would seem, had become an envoy of a new ‘mistress’ who had a request for the family Valdemar. She wanted:

  • A grant of territory along the border of the Korningwood and the rights to all vassals and chattel there upon.
  • A young and healthy soldier (or ideally Rodolf)  to be given freely to the Spiders.

In exchange, Ygram’s mistress could use her forces to eliminate any one problem the PCs currently faced. All they had to do was pick a target…

A Duel of Wits ensued with Lady Isla representing the family and everyone else throwing in their helping dice where they could. And Rodolf started eyeing his forces, settling on one of the new recruits as a potential sacrifice.

Isla’s stakes in Duel of Wits were for the party to be set free and Ygram’s mistress to recognize her soveriegnty. In the end, Isla won the duel, but just barely. The compromise was as follows:

  • The PCs and their retainers could leave
  • The Valdemar’s would pick a target and, after it was taken care of
  • Ygram’s mistress would have the rights to all of Lord Ygram’s territories, with more up for future negotiation.

The group debated about where to send the Spiders. There was some talk of the savages in the far-north beyond the runewall, but apparently the spiders are unable to go beyond the Wall. They considered sending them to wipe out the Maldois family after warning the captive cousin of their vassals the Suthers to hide.

Finally, they decided to take out a town in the border regions of strategic importance to their enemies. Rodolf rolled his strategy skill and…came up without a single success. Rodolf’s player pointed at the map, made up the name ‘Montague’ for the town he decided his player had named and the bargain was settled.

A bargain that would shape the rest of our campaign.

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Burning Season- The Black Wedding Part 1

The second session of our Burning Wheel game picked up immeadiately after the first. Rodolf, the giant warrior of the Valdemar family, stood over the freshly killed body of Duke Ranulf Thorne- half-brother to the King- in front of the Royal Court and Isla’s other wedding guests.

King Alanard, whom I had painted as somewhat lilly livered, did his best to conceal his shock and grief, the Queen did her best not show her happiness at the death of her biggest rival at the hands of an enemy and Freya, Ranulf’s daughter, cradled her father’s body and hurled curses at Rodolf.

In an effort to feel a part of the family, Elanor, the wild ranger of the Valdemar family, hurled mud at Freya and the scene would have descended into chaos if not for the cool-headed intervention of Isla and Augur.

With this out of the way, the session started in earnest and I learned a valuable lesson:

Never throw out too many hooks at your players in one session.

A_Wedding_by_aleksblazeski

I had intended to basically give my players enough hooks that they could choose amongst them and steer the course of their family over the next couple of months. Unfortunately, throwing them all at once was overwhelming. Turns out that just because you want to emphasize how much choice your players have, doesn’t mean you should.

Anyways, here were the highlights of the wedding feast/period of mourning that took up about half the session-

  • After a Duel of Wits with the King and Freya’s chief councillor, Rodolf was cleared of wrong-doing and King Alanard insisted that the wedding go ahead.
  • Roland, the brother who had turned into a pirate scoundrel, cultivated a number of intelligence sources among the merchant class and the Queen’s court.
  • Eleanor learned she had a secret admirer.
  • Duke Harald, the PCs grandfather, has fallen deeply ill.
  • Rodolf used his stature and new reputation as the greatest warrior in the land to secure some new recruits for his Northern Army.
  • Augur cut a deal to secure a manuscript from some northern ruins for the King’s personal mage.
  • The King’s personal confessor, a hard-line priest, was appointed Archbishop of the North
  • And, of course, Lady Isla was wedded to Sir Jonas Stanton. She even used her wiles (and crazy social skills) to more or less bewitch the poor, pious fellow. Isla’s lady-in-waiting lover, however, was unamused.

And then there were the hooks. I’m going to stick to the two hooks that got traction in the game because, well, one can only write so much about what didn’t happen.

  • The Suthers, an influential family that has holdings along the Northern border with ‘the Gift’ (territory that was given to the Manderlays at the end of the last war), needed the Valdemars to prevent an injustice. The Maldois, the Lords of the Gift, were attempting to force a cousin of the Suthers to marry one of their children in order to seize her inheritance. The Suthers want the PCs, as their liege lords, to fix this situation.
  • Lady Ygram’s husband is missing. Days before the wedding he took a small force of men to investigate some strange goings on at a village near their far Northern keep. He hasn’t been seen since.

After wading through all of this, and much social posturing/NPC set-up my players were ready to go and do something. Their choice was to head North and investigate the missing Lord Ygram. An encounter which is worth its own post…

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If You Are Reading This…

It would seem that if you are reading this you are, in all likelyhood, a Russian spambot.

I’d just like to thank my Spambot readership and encourage them to continue submitting comments. Should I ever need penile enhancements, you will be first on the list.

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Adding Crazies to Your Campaign

peliculas.4036.IMAGEN1I recently recommended George A. Romero’s Crazies as an overlooked classic in the same vein as his much lauded Dead films. So now I’d like to recommend ways for the sticky-fingered GM to steal from this missed masterpiece.

The premise of the film is fairly simple: An experimental virus is accidentally released in a small American town. Trixie, the virus, either kills you outright or drives you homicidally insane. A bungled military quarantine and desperate attempts by some of the townsfolk to escape result. Black comedy and absurd tragedy ensue.

This premise is a scenario that bears a lot of thematic resemblance to the ever-popular zombie genre, but you’re dealing with ill human beings and rather desperate military types. Unlike flesh-eating zombies, infected crazies could very well be cured someday and, even if they aren’t don’t really deserve to be put down like dogs. Moreover, a town populated by fully mobile delusional psychopaths can be a lot more unpredictable and, strangely enough, poignant than a lot of survival horror scenarios.

Now irregardless of whether you are running Crazies as a one-shot game or are plunking it into the middle of an established campaign (more on that later) you need to keep in mind that there are three basic perspectives you can start planning your game from.

1) The Military Optioncraz3

The PCs are among the military forces, troubleshooters or agents who have called onto the scene by the Authorities. One possibility would be to have your PCs be part of the Command and Control element of the operation. Run this way, the scenario would likely involve a great deal of social contact with their superiors as the beg for adequate resources, strategic deployment of the limited resources at their disposal, and shoring up their forces as best they can as the infection spreads and their quarantine crumbles.

Another possibility is to have the PCs take on the role of specialists who are being sent into the middle of the quarentine zone to fetch a Macguffin. This lends itself to a far more straight-forward survival horror scenario as the PCs venture into the centre of the madness and try not to catch the infection as they pursue their goal.

2) Escapees

drink9The PCs are from, or were staying in, the quarantined zone. Perhaps they have reason to believe they aren’t infected. Perhaps they know that the authorities will simply nuke the affected area if a cure isn’t found soon. Either way, they know that they need to get out and soon.

In this scenario presents a few different challenges. Depending upon your set-up, the PCs may or may not have a ton of gear to help them with their escape. This should make encounters with crazies a bit more dangerous than if they were a heavily armed special forces team.

And speaking of special forces teams, the authorities will also be an obstacle for the PCs to overcome. Whether or not the authorities are effective, infected or just incompetent will have a serious effect on your scenario, so choose wisely.

3) Outside Snoops

In this version of the scenarios the PCs are outsiders sent to investigate the craziesfr04Crazies situation or recover something from the scene. They can be poorly equipped and overwhelmed journalists or hard-bitten mercenaries. Either way, this approach allows GMs the flexibility to pick as many elements from the first two options as floats their boats.

I’m not Crazy, You’re Crazy!

An element to consider in this scenario is whether or not your PCs are at risk of infection. In the film, the virus is airborne and infection seems inevitable, although the stress of the situation me be driving people mad as quickly as the virus itself. GMs also need to decide whether or not infected PCs can cured or not. Personally, unless I was running a meatgrinder of a game or a one-shot, I would opt for some kind of cure.

Settling on a fair mechanic for infection will, of course, vary from game to game. However, I would keeping players in the dark about whether they are infected or not.

One manner to do this is by messing with their perception (or equivalent) checks. Make them keep their rolls secret from one another and start giving players divergent answers. One PC may see a maniac brandishing a gun, while another may see a pretty girl carrying flowers. Do your best to keep them guessing which is right.

Crazies in Any World

Finally, I’m going to suggest that this scenario can be adapted for nearly any genre. Spells, curses or good old-fashioned plagues could cause a similar situation and a similar panic in many a fantasy game. Similarly, it would be a snap to bump things up to the plantary scale for most Sci-Fi games. Indeed, I think this just screams to be done as a Traveller or Dark Heresy scenario.

The key is to find that balance between happy theft and being overly true to the source material. Crazies doesn’t need to be run as one-shot using a modern horror game. Elements of it can just as easily be fitted into your ongoing game in the form of a cursed village or the planet-of-the-week.

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The Crazies (1973)

Are you sick of zombies yet? I know I am. May I suggest you give George A. Romero’s The Crazies a whirl as a cure for the ‘sick of the walking dead’ blues?

the_crazies_1973_poster_01If Romero’s name alone doesn’t sell you, consider the premise:

An experimental bio-weapon has accidentally been unleashed on an unsuspecting small town. Once exposed, victims either die or become homicidally insane.

The Crazies primarily follows a band of townspeople trying desperately to escape the military quarantine thrown up around the town while trying to maintain their own sanity. You also are treated to the army’s point-of-view as their efforts are hampered by misinformation, bureaucratic ass-covering and a half-hearted initial response to the crisis.

In many respects, The Crazies is perfectly aligned with the themes Romero explores in his better known Dead films.  Things fall apart, the centre does not hold, and the line between suspense, horror and black comedy is blurred, if not outright erased.

This is done pretty explicitly in the film as each character’s response to the situation’s stress and extremity seems to be driving them insane as readily as the virus. As one character observes early on (and I’m paraphrasing) “how can you tell if someone’s sick when the whole situation is insane?”

And it is tough to tell who is virally insane and who is just reacting to the craziesfr04trauma around them: Soldiers begin to loot quarantined homes and generally turn their occupation into a party, townsfolk who’ve had their home turned into a battlefield behave as much like trauma victims as psychopaths, and a ‘Nam vet protagonist quickly slides into enjoying the situations madness a bit too much.

Throw in a biting satire of the irrational and self-serving machinations of army bureaucracy, small town peculiarity and intellectual self-importance, and I think you have a winner.

So yeah, The Crazies is an overlooked classic by Romero and I think it is essential viewing for any fan of his Dead films. While the acting is somewhat amateurish, the budget low and the scenario slightly absurd, the film hangs together brilliantly. Romero’s tight editing and subversive script make The Crazies a joy to watch.

Oh, and finally, it looks like they are remaking Crazies with Timothy Olyphant of Deadwood fame. Wouldn’t you rather be one of the folks who can dismiss the new film by saying ‘I liked the original better?’ So go give The Crazies a shot!

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The Burning Season- The Bloody Rehearsal

To start off the game I stole blatantly from KtNG’s ‘Everybody Loves a Wedding.’ Honestly, it is as solid a kick-off for any politically oriented Burning Wheel game as you are going to find. I suggest every GM steal from it.

The Set-Up

Frozen_Bricks_by_Rubyfire14_StockAfter being dispersed for most of their twenties, the family Valdemar is coming back together for the wedding of Isla Valdemar, the eldest daughter and current heir to the Duchy. The family is gathered up at White Harbour, the North’s main port city and are greeted by the lord of White Harbour, Lionel Mobray.

Lord Mobray is a scuzzey up-jumped lord who wants money and status. He immeadiately starts requesting that one of the players marry one his children for political purposes…only to be severely insulted by the rakish Roland Valdemar. Something that has become something of a trend in the game.

Before this could spiral out of control, I broke out news that a smaller town north of White Harbour was about to be attacked by raiders. Lord Mobray did not want to weaken White Harbour’s defenses and was not inclined to send help. This led to our first Duel of Wits.

It was a little funky,  but Isla was created as a social monster and she easily persuaded Mobray to send help (his compromise was to have them commanded by his son). The party headed out en masse to confront the raiders.

Getting Our Feet Wet

This led to the game’s first mass combat. I’m running mass combat’s as lSea_Raiders_are_coming_by_Merlkirinked tests that end with an opposed strategy or command roll. I asked each player what they were contributing to the fight and got predictable results (Roland led the charge, Augur cast spells, Elenanor fired her crossbow, Isla cheered and Rodolf commanded). This wasn’t really meant to be much of a challenge, but it did succeed in acquainting the players with how absract the system’s combat can be.

The fight ended with the raiders fleeing to the sea and Roland’s ship in hot pursuit. As the players moved in to finish off the raiders, another ship appeared and joined in the fight: the flagship of Duke Ranulf Thorne.

Duke Ranulf was in the area because he and his daughter Freya were escorting the parents of Isla’s betrothed, the Stantons. A few hints (Stantons avoided speaking with Isla and her family) and a little awkward conversation later and we can flash forward to the feast before the wedding.

The Bloody Rehearsal

Stealing from KtNG, the wedding feast was a momentous occasion. I had the King and Queen attend along with many of the noble NPCs who were destined to play a role in future sessions. However, nothing can ever go smoothly in an RPG and this was no exception.

I had Duke Ranulf–famed as the greatest warrior in the land and the butcher of the North in the last war–rise up and raise his glass. But he didn’t have a toast in mind, rather, he declared to the gathered crowd that the wedding was off.

He had arranged a more suitable match for the young Stanton heir in the form of his daughter Freya (also in attendence). And wouldn’t it be better for the young man to marry into the royal family than the daughter of a traitor?

Our second Duel of Wits ensued, with Isla and her family having a bitter argument with the Duke. While it did end in their favor, Ranulf refused to accept the decision and challenged Isla to find a champion to settle the dispute by combat. In the morning, this conflict would be decided by blood.

The_Duel_by_PixelnaseNow Ranulf’s stats were good. Indeed, he was built to be a challenge for Roland, the pirate PC with a background as a Duelist. Unfortunately Rodolf, the massive mercenary rose to the challenge instead. And as I was to find out,  his ‘Giant’ trait gives one a great reach advantage in the Fight! dueling system.

Basically, Ranulf needed to roll an extra success to do anything after the inital positioning test. Ranulf managed to stab at Rodolf, but his shield absorbed the blow. Rodolf’s player, however, started scripting with a ‘Great Strike’ and rolled a decent number of successes. Which Ranulf would probably have survived had Rodolf’s player not spent a fate point to blow-up the sixes he had rolled.

The session ended with the dead body of Duke Ranulf, famed as the greatest warrior of Thurn, dead on the sword of Rodolf Valdemar as his half-brother King Alanard and his daughter Freya looked on…

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Burning Season- The Last War

When I started planning for the Burning Season game I knew I wanted a shaky usurper dynasty to be sitting on a teetering throne. I am happy to admit that I was stealing from A Game of Thrones and the only really tweaking I did was to make sure that the king was weak, childless and easily dominated by the Church, his wife and his half-brother.

But how did King Alanard get on the throne in the first place? Here’s where my players came in. Looking at the stats they had given their House I asked what their family did in the last war. Their answer was simple: Lose.

The Last War

The Last Great Battle by "Hillfreak"

The Last Great Battle by "Hillfreak"

Basically, they decided that House Valdemar had a fairly close relationship to the last dynasty and fought until the Duchy of the North was decimated. Their father was dead, their lands underpopulated and their enemies many. Really, a GM can’t ask for much more.

On a more concrete level, I took the player input and came up with the following bits tinder for the box I was building:

The Manderlays- My Lannisters. Sort of. This family had stood with the Valdemars, but betrayed them during the last war. They got a chunk of great northern territory (now called ‘The Gift’) and their eldest daughter married to the current Queen as a result.

Despised in the North, the Manderlays are the richest noble house and Queen Jacqueline is often pressuring her husband to ‘finish the job’ and wipe out the Valdemars.

The Thornes The Thornes are almost two families when the game starts. King Alanard sits on the throne, but is dominated by the church and generally just trying to keep the peace. His half-brother Ranulf, on the other hand, is his bloody fist and is constantly advocating laying waste to the North in order to prevent further uprisings. Ranulf was in charge of the occupation of the North in the last years of the war and is responsible for more than a few atrocities. He’s also known as the greatest warrior in Thurn.

At the start of the game, Ranulf has a 19 year-old daughter, Freya, and a 13 year-old son Judbert. This actually makes him the best candidate for the Throne should Alanard die prematurely, but his uncouth ways and questionable heritage make Ranulf unpalatable to most.

Spiderific by "Tweekt"

Spiderific by "Tweekt"

Other Threats-As the game begins, raiders from the Granite Isles (the domain of the Thornes) and wild men from the far north are both attacking Valdemar territory with impunity. And creeping in the dense forests are creatures that are awakening after centuries of slumber. Including a nest of spiders with a connection to the Valdemar family history.

Next time we will start with the actual AP with The Bloody Rehersal and the Black Wedding!

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The Burning Season- The Ages of Magic

Ok, last time I posted I ran through the cast of the Burning Season and a little bit about the world. Since I’d really like to move onto to actual play, I think I’m just going to drop two more aspects of the setting and then move on. This is the first aspect.

The Ages of Magic-
A song of fire and ice, wall by *MarcSimonetti on deviantART

This aspect of the game is just A Game of Thrones flipped on its head. The world of Thurn goes through periods were magic waxes and wanes. This waxing and waning of magic corresponds to two other areas of the world: the climate and the critters.

Basically each age lasts 600 years and is dominated by a certain season. So in the Burning Age summers are extremely long, winters are short and parts of the world that had been covered in ice become lush and habitable.

Periods of equilibrium (the ages dominated by Spring and Fall) are characterized by the near disappearance of magic and magical creatures.

As the game begins the world is thirty years into the second recorded Burning Season and the PCs’ domain in the North is transforming from an underpopulated wasteland into the most habitable place on the continent.

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Ralph Bakshi’s Fire and Ice (1983)

I loved VHS covers like this back in the day...

I loved VHS covers like this back in the day...

Jerry Beck called Fire and Ice a “more graphic episode of Filmation’s He-Man series,” and he was absolutely right. The film brings together the aesthetics of Seventies Sword & Sorcery typified by Marvel’s Conan the Barbarian magazine series with the action-figure oriented kids cartoons of the 80′s.

Dark Wolf and Larn

Dark Wolf and Larn

For a child of the 80′s like myself, it was extremely interesting to see the links between these two fantasy sub-genres made explicit. Perhaps I’m just thick, but it had never dawned on me that He-Man was as much a product of Robert E. Howard as he was the post-Star Wars action figure craze.

Fire and Ice was a collaboration between Ralph Bakshi and long time fantasy illustrator Frank Frazetta. Frazetta’s influence is palpable and large chunks of the film seem like Frazetta’s old Conan illustrations come to life. But that isn’t the only set of influences.

Me Influence, You Jane

Me Influence, You Jane

Larn, the film’s protagonist, looks like the illegitimate descendent of Frazetta’s Conan, Adam of Eternia and the Tarzan of Filmation’s 70s series. Similarly, Larn’s companion Darkwolf bears a striking resemblance to the Mighty Mightor (last seen on Harvey Birdman).

Darkwolf's Daddy?

Darkwolf's Daddy?

Visually, Fire and Ice is a treat. And not just because of Teegra. Although odd, the collision of animated fantasy styles is fascinating and inspiring. For fantasy and 80s cartoon afficiandos this alone makes it worth checking out.

That said, I couldn’t recite Fire and Ice’s plot to you if I was forced at gun point. There’s an evil guy with an evil mom. There’s a conflict between scantily dressed free-tribes and glacier dwelling neanderthals. But that’s beside the point.

Teegra...in Trouble Again

Teegra...in Trouble Again

My advice would be to stretch out and let the visuals take you, don’t dwell on the plot, characters or subtext. They will only disappoint.

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And I’m back….

Between a trip for a funeral, house painting and an educational project I’ve neglected my poor, fledgling blog.

Hopefully that should change as of today!

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