In Dragon World, I'm going for a certain rhythm.
Basically: go on a mission, pay rent, have a party, go back out.
As you go on missions, you acquire wealth. Hopefully. In sessions after the first, you can start building a safe space and a community. Instead of making characters, you'll answer questions about your community.
Always, there is the threat of upcoming blight upon the land. If you stop for to long to try to build a perfect community, the blight gets worse. It infects those you love, works its way into your community, and makes everything terrible. If you don't build a community at all, then you won't have the morale support to continue to fight the blight; community helps you remain a protagonist.
I've had one successful playtest, and hope to play through a full campaign.
After that, I'll want to toss together a few basic settings. The Caliphate of Azithan. I'd adore a page or two on settings other folks are working on (hint hint, Adam Dray and the city of brass).
That's a ways away. I got to do a full campaign first.
Subscribe to:
Post Comments (Atom)
I'd be happy to help.
ReplyDeleteReminds me of old school D&D Name-level stronghold building, followers and domain management, all things I'm obsessed with.
ReplyDeleteGustavo Iglesias Yes! But, a lot simpler. A whole lot simpler, and in a pbta way. Like, the paying the rent move is literally called "Pay the rent", and there's an advanced more called "Collect the rent".
ReplyDeleteAdam Dray Cool. Over the next weeks or months, I'll put together the first setting. It'll probably be the Caliphate, as that's on my mind. They should all have very different economics.
I am very interested in this!
ReplyDeleteIf you want to read the current alpha draft:
ReplyDeletehttps://docs.google.com/presentation/d/1l6mopJc52Z388xM4Q0_c7lmCGi1QijizXaKio4WqPp4/edit
I've enabled comments.
I'm pretty happy with the basic moves and the first seven playbooks; the barbarian I put together today, so ignore it.
What I think you want, Gustavo Iglesias and Brandes Stoddard , is page 27 and 28. Those are the building a community rules.
Sounds a lot like the day and night system for Night Witches. It could be a good touchstone to look at.
ReplyDeleteI have, David Rothfeder . Oh i have.
ReplyDeleteThought it was likely, but it's worth mentioning to make sure you don't forget to steal that gem.
ReplyDeleteThere's a lot of DNA here from Night Witches. I reread it after playing The Watch (which I directly took from), and realized again how much The Watch owes to Night Witches. Or at least it seems that way: Anna and Drew are sufficiently good that it may be convergent evolution to a Jason game. (That, by the way, is the highest praise.)
ReplyDeleteLooks like I didn't mention some things in this post, since I was talking about the rhythm.
There is literally a move for "Lead A Band"and "Lead A Journey" -- Each PC has a single die roll for combat and travel. Similarly, there is a move for "pay the rent", taken from the start of session move in AW2E. There's a move to check if you kept to your agenda before going on a mission, which gives you some cool options if you do it.
There is a narrative structure baked in -- a game in three acts. Once PCs are cool enough, they can choose what mission to go on in the current act, or can make up their own missions unrelated to the main plot.
The hope there is to start with railoading, but with the rules specifically ending it as the PCs gain advancements. They get more narrative authority as they increase in rank and power. Finally, this should increase PC autonomy, but only after they learn what the game is like.
And what I want, what I really really want? Useful comments.
ReplyDelete