Session Prep Report: Look, No Hands!
Owwww
This post is being written almost entirely through the medium of speech to text , w/ minimal post-facto editing for sense.
The reason this happening is because I am to my significant regret developing a repetitive strain injury from work in addition to trying to write for this and for games. I don't want to have RSI; that sounds unpleasant to the long term.
So instead I am going to do my writing in the immediate through this medium and I'm going to do something a bit experimental where I try to adapt my normal game prep processes from having my hands available to minimally having my hands available . This is going to make things somewhat difficult/interesting but I think offers a unique opportunity: because my usual prep method is quite intuitive it's not something I can easily explain but it's something that produces effects which various players seem to really like & compliment q. highly. I think there's something maybe-useful there - at least there is in the basic form, whether it will survive the translation I don't know - but it's also not something that's, like, a convenient method. I don't use lazy DM or whatever; it's kind of most similar to blorb (prep situations & potentials, not plots, & be true to the world as you prepped it) but it's blorb that Focuses very much on big world building with little organization and immediate prep and heavy assumption that I'll be improvving/reacting a lot once sessions come up. I need to know my settings well enough that I won't break them on the fly; that should help here.
Resources
Okay so the mission is to complete some prep. we have access to:
- An encyclopedic knowledge of the setting (precis below)
- a sheet containing notes from last session (2 weeks ago so a bit hazy in my memory)
- A player's summary of last session
- a obsidian folder containing all of the notes that I'Ve had time to transcribe from the campaign
- Character sheets copies for most pcs
- a 20000 word world building document about gender in the setting
- a couple of Of incomplete documents about religion and politics in the setting both sitting in the kind of 4-8000 word range probably
- Several NPC statblocks, but not for all major NPCs or types of them
- A list of ships that are presently in the port
- a folder on my phone full of inspirational pictures & a pinterest ditto
- first of all go on and walk & daydream about the setting/my ideas
- Second of all read through the notes when I get back in as much details as I can reasonably do given the time
- look through the pictures I have available get together 10 of them and kind of meditate on them To serve and add inspirations jumping off points things to pull in because I suspect that colour is going to be a lot of the added value here
Briefing for Blog-Readers
Basics
- World: Miaras, though often called Theon (continent near the campaign setting) as a metonym. Ingame year is 2334 Post-Didonic.
- System: Tales of Theon, my fantasy heartbreaker. DWAI too much.
- Heavy on the setting-sim rather than genre-emulation - that said...
- Genre: Self-quoting: "Deminoblegrey systemic horror in a weird moderate-magic gritty fantasy setting, with frequent slice-of-life fantasy elements and, in the case of [this campaign] elements of DaVincipunk and Neo-Noir. I think. Might need an essay to explain some of that; I’m 90% that I came up with the term ‘systemic horror,’ so that definitely."
- Not much combat, but when it happens it's lethal
- Very happy to spend a lot of game time covering a little world time
- c.1780-1805 tech.
- It's probably worth noting that all birds are sentient, and most are religious zealots worshipping the Bringer of Worms.
The Setting, Specifically
- Adoring moon bureau - priests and managers of everybody else
- Warming Stone bureau - MI5/FBI
- Radiant light bureau - diplomatic service+CIA in one
- Verdant Mountain Bureau - economists, builders - The itani are presently attempting to construct a teleportation circle on the paper in order to further free trade by making it easier to connect to the action
- black wave bureau who are the navy - the Pillar is a strategic lynchpin to them
The PCs
- Etric Ctaan. He is a Conman magic-seller with a murky past who has launched a newspaper startup. Class: resonant - nominally the games bard equivalent and is in fact focused around basically doing plot manipulation & ultimately usurping the DM. His actual abilities are quite limited for now and mostly focused on social manipulation - that is soon to change. He's also a changeling (as seen in D&D), but only uses it to adopt new identities to escape a town gone bad; nobody knows.
- Kirrin Hallowswick. Bureaucrat working for the Charter's terrifying & poss. conspiracy-implicated treasurer, Sythris Lamellaun. Driven by spite. Scholar class (like Rise Up Comus' Loremaster). Recovering from a godawful gunshot wound to the shoulder inflicted by a mysterious assailant.
- Eikald 'Eik' Brandmane is a mercenary (General class, followers-based fighter) who formerly was a soldier and minor aristocrat of a region called the Freeland, crushed by the Itani and their Imperial allies in the Intercontinental War 2 decades ago. Holds a grudge. Also a lapsed member of the Black Wolf, an antitheistic cult. He is presently in the process of starting his own mercenary company who he is primarily using as information gathers for the newspaper.
- Alexis Ballonby. Also Scholar class. an expat from the Itani's allies: the much less free-trade-Empire, much more technofascist Kosadian Republic of Tele. Still only speaks Telean, sometimes an issue. Alexis is a very kind friendly smiley young engineer with some medical experience - a bit of an Enlightenment man, very interested in politics, and the one getting the newspaper in most trouble by periodically publishing things which veer into being too radical for the Empire to be entirely comfortable although at present he seems to have reached an accomodation with the Radiant Light Bureau. Very moral, does not like hurting people and this brings him into semi irregular social conflict with Greeps Meglem (see below)
- Clio Kimir works in codebreaking for the Warming Stone Bureau & edits the paper on the side. Clio is a lizard woman with (unbeknownst to most) a strange fungal symbiote, the Rhizowyrm, which improves her language skills massively while subtly controlling her mind. She's a Mystic, a psychic, which the rest of the party, knowing her affiliation to the government, finds deeply concerning
- & two who won't be at this session:
- Eliodyn Keverne, merchant-aristocratic scion of Charter Secretary Helyor Keverne & bad poet, who is struggling with a dark force from the deep entering his soul and with the fact that he may in fact not be a he. Vaguely trying to start a cult? Sorcerer class, like D&D sorcs but less control.
- Greeps Meglem, hypercapitalistic Merchant (class focussed on manipulating the economy) primarily a papermaker and investor in the newspaper. Advocate for personal firearms; the value of guns has recently skyrocketed due to high demand thanks to his efforts.
1. Ideas from the daydreaming walk:
- Image: View down the pillar's curving stairs at angle; visible group of people, possibly arrest party for Dr. Noselala (see below) passing into and out of patches of darkness and light temporarily obscuring detail- chiarascuoro. Imagery is very much secondary to the way I approach settings in line with my broadly blorby principles I prioritise verisimilitude. As such this imagery could be used for almost any scene this involves the view of a group of people moving up or down the stairs.
- Element: we've established that Yorrick Durret, Charter member and conspirator, owns a pet octopus. It is probably in his hanging mansion in an aquarium somewhere and might be seen by anybody visiting (i.e. Etric - see below) It has not been referenced yet.
- Image: a little oil lamp in the window of a boat - classical oil lamp with starry decoration.
2. Notes on Notes
The Players' Account of Last Time
My Notes From Last Time
- first an old list of ships in port - see spreadsheet below. but by keeping app dates list of all of the ships that come in upon the pillar at an given time and will come in the image good future we have an indication that something is to
- 'Tall and pale' - unsure who that refers to
- we have a note regarding the mysterious letter Clio received in her job. it's a migratory letter, divine work of a follower of the chaos-Devourer-god Boracala, so it's silky black paper with silver characters that shift and move about the page making it very difficult to decode even with her exceptional supernatural fungal-induced code-breaking abilities. Cleo will take 48 hours Of total work to decode the thing of which she's already done 6. That's not going to happen in the course of this session - we will probably get through 1 day - so don't need to worry about that just yet.
- As she gets deeper the chaos may start to influence her. This should begin at the 24-hour-study mark. Think Cthulhu's mythos tomes.
- there's a note Eik is asking about mercenary syndication which happened in session
- there's a note that Eliodyn is sending a message to Accalon his brother asking him to come to the flat who happened in session
- There's a note about Accalon's statements that he will talk to his parents by the end of the week - see notes above
- there's a note that indicates that Radon Shek the merchant has given Greeps his card and Greeps has said that they should arrange to meet at some point to discuss his suspicions of Durret and other conspirators further which isn't included in the notes above
- Further to that, there are some notes on who might meet who in the next session
- Clio going to talk to Sunny/Sam Skull Sun, her contact in the Radiant light bureau, who seemingly gave her the package. now this will be interesting ... he didn't do that! When Clio was passed out from drinking, her Rhizowyrm parasite decided to leak classified information she is going to potentially discover this if she talks to Sunny, whilst he is going to discover that she leaked it, which will be an interesting thing
- Electric will be going to meet with Yorrick Durret after Greeps' invitation is passed on - we didn't get quite the point of Greeps passing on the message but we will enable a skip forward there because Greeps' player won't be at this session
- Then there are some more confusing notes - I understand '21st ball', that's the date of the Plutophant's forthcoming ball that Greeps has been invited to
- I understand 'Etric gateway', that indicates that Etric had a chat with an elven political scientist and has some knowledge about the kind of politics potentially involved in the opening off the Itani portal on the Pillar
- I understand the 'Greeps out in the cold' that indicates I need to increment the chance of him getting disease - he is a reasonably old fellow and I do regular checks for the PCs' health, but that will not happen in this session that will happen at the end of a week of gameplay
- I don't understand the statement 'etric notes' immediately after that
- 'mpb watch times' is an acronym of the name of a watch officer who is investigating Kirrin's shooting (the watch being the kind of local charter paid police, very corrupt, pretty much useless, nobody seems to have got the useless yet so they keep paying the bribes - at some point the officer in question will frame a culprit, probably somebody who did something unrelated)
- The quote 'I bring chaos with me wherever I go' - that was just something that Eliodyn said in the session that I thought sounded cool so I wrote it down
- Then at the bottom we have a series of updates for things that happened or times for things that happened in the previous session; a reminder for me to check the price Alexis should have paid for access to the charters' archives, and
- a note that says 'how Durret did it which I think indicates that I should remember to make notes quickly after the session to preserve my memory of my improvised description on his behalf of his process obtaining the sapphire krl - I believe he said he had commissioned from a captain from the southern isle of Scheva where it's traded to from further lands. Because he heard shipments did come in occasionally so he provided bank underwritten cheques which a merchant captain could use to buy all of it on Scheva and having secured an immense cargo of this very valuable stuff shipped it up to the pillar where its value increases still further. This was a gamble - he didn't know if the captain he commissioned to wait, Vhurrivrodraumud her name, would be able to pick up a cargo before it became unprofitable to wait, and indeed the process has taken most of a year
- Finally we have a note on Rose Hide Blade, the former Itani naval commander, who people asked about when I was talking about Clio's letter (which was forged but it was forged with accurate details insofar as Clio/the Rhizowyrm knew)
My Notes on Forthcoming Things In the World
Ship purposes generator, feel free to steal. I'll explain my system for generating ship home ports another time. |
I roll up these results and also list vessels that are definitely here for various background reasons. Where needed I determine trade goods by 'knowing what the home port has that the destination needs' or looking up import/exports of equivalent regions so that I learn. won't explain all of the made-up words here, that'd take too long, but they're more than just names, I know what goes on there from past worldbuilding
So I end up with this. Usable as a random encounter table in a pinch. Normally ships have a chance of having interesting passengers (1/12 per passenger, 1/20 per crew), who I'd generate beforehand, but as I can't make notes on them these will have to not happen this time. If they pop out of my head in play (and make sense!) they do.
- There's a Hekenrauan ship in quarantine with plague and a Malaoan ship gets impounded and searched for smuggled arms etc. before being sent on its way
- There's a Nihrian ship (the big hot gaunt things Alexis ran into) and a ship from the Watch of the Dead, both pretty distant and strange places people might want to pry into
- The Itani naval presence is high due to the great big elemental steamship here to guard their investment in teleportation. You're likely to get caught for crimes
- There are some bruisers working for a powerful kleptocrat from Ryshy in town checking up on his investments. Unlikely to run into the party, but might. Velkith's small underworld is perturbed
- An elven ship comes in selling magic items and I whack out a random magic shop using this generator. I'd normally write up a list adapting the entries for the less classic-fantasy setting but you know. So I just say here that it's selling lembas nutrition pills, talking toys, fancy magical foci, moving clothes and sending stones (which I treat as telephones) in modest bulk albeit at high prices. Also special wares; a beautiful antique charmed shield, and warding amulets against unpleasant surprises, negative energies and hostile magic. They work but they cost. Etric's likely to be interested in these if he hears.
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