Thursday, August 8, 2019

GM Diary: Project Synapsis


Unless I'm misstaken, Project Synapsis was the first campaign I ran in the Age of Information. At this point the rule book was still under revision and I remember quite a lot of the gear lists grew rather substantially during this campaign...

Setup

Set in the gnomish city of Noravon with some 75 million inhabitants (mostly humans) the initial plot was for the characters to be recruited by remnants of the Order of the Falcon (an order of assassins and spies from previous Centuria ages, still active in the city) and given high-profile clandestine missions to accomplish. The whole setup was fairly inspired by the Shadowrun setting - though unlike Shadowrun there's less place for sword wielding samurai and magic is not so overtly used.

This is usually how I begin a campaign: with a concept idea with some thought through realism. I choose a mission approach because its easier, from a story perspective, to handle players not being able to join a particular session.

The next big obstacle to tackle is group cohesion. From my experience the best roleplaying requires a balance between internal conflicts and cooperation. Obviously you don't want a group that will tear itself apart from internal strife (at least not for campaigns...) - but equally bad for story telling is a group where everyone just stick to their role and never interfere with the others. But yeah; its usually the conflicts that become a problem...
In this campaign there was an additional dimension to this issue. As the characters were recruited by the Order of the Falcon it seemed likely that a) the Falcons did a thorough job in assessing the people they planned to recruit b) the Falcons would pretty much kill off any team that did a poor job. Thus I felt it very important to get the group cohesion as right as possible directly from start.
The obvious path to achieving this would have been to let the players in on the story and have them design their team together - but I didn't want that. I find there is too much roleplaying to be had and experienced in that first encounter between players to take it away. Also the uncertainty about what business they are getting involved in adds for better playing.
The route I took was to run a single player mission with each of the players right after they finished creating their character. Not only did it give me good intel on each character but also gave each player a chance to test out their skills and really find out what their character was good at. It took more time obviously, but was worth it all the way.

The crew

The characters that emerged during this campaign deserve some space, so I'm going to give it to them. This was one of the few campaigns were I really experienced all characters growing; picking up skills and challenging some of their own viewpoints.

Deco

Darnell Lambert, shifter name Deco, would end up leader of the new team. A mind for details (not to say pedantic) and slightly paranoid, Deco always emphasized the planning phase of any mission. Preferring stealth he avoided violence when he could but was lethal when required. He used quite a lot of drugs - both as performance enhancers and for recreation after a mission. During the campaign he would develop from proficient spy to nigh-undetectable, brooding assassin. 

Loric

Loric Winkler was a talented but somewhat laid-back hacker, who also tampered with hardware. His role as the group's techwiz was quite given right from the start, but an interest in heavy weaponry and robotics would provide plenty of flavor on multiple occasions. Its easy to get stuck in improving on what you're already good at with a character like Loric, but he successfully developed new skill sets during the campaign and put them to good use (suppressive fire wasn't one of them).

November Sun

Renna Moneaux, shifter name November Sun, was a middle class wage-slave working in the underworld mostly as a rebellion towards the rule-governed corporate world that otherwise occupied her life. Unlike the other members of the group violence terrified her and she wasn't very good in social situations either. What she lacked in these skills however, she more than compensated for with her brilliant knowledge. Her speciality was cybertech and medicine, though she was generally good with any hardware and electronics. It was a very brave choice to play a character like Renna in a campaign of this type, but she provided so much depth to the group. She was a constant reminder to how most normal people reacted to violence of any kind and I believe strongly influenced the group to stick to low-profile solutions whenever they could. 

Ratman

Jack "Ratman" Reacher was a low-ranking security officer employed by Mashnar Security Corporation - one of the major such corporations in the city. He moonlighted as muscle for the simple reason that he needed the dough and his in-depth knowledge of security setups in general allowed him to do so quite well. When he couldn't bluff, talk or walk through an obstacle he was also more than proficient in a number of firearms. Naturally he became the group's fighter, but his corporate background coupled with a very vivid family description (wive and three kids) gave him a depth many characters (to my experience particularly fighters) lack. He would form sort of the backbone of the group and had a very interesting development when reaching the point where the money they earned more than covered the reason he was working a double in the first place.

Dai Kau

Huang Sun, shifter alias Dai Kau, was to most a respectable businessman - a facilitator working for a mid-sized economics corporation. However, part thrill and part gambling debts had pushed him into an underground career as well. A social player he knew how to deal with people and to weigh costs to profits. Despite this he had a rather low profile within the group - preferring to play out his social skills when needed rather than live and breathe by them. As an avarai (different etnicity to the other characters who are all goths) Dai Kau brings some interesting connections to the group. Through a personal side quest involving his family he is probably the only member of the group to actively choose to leave a "normal" life behind and submerge himself totally in the shifter life. 

Playing the game

As a Game Master, the most effort I put into this campaign wasn't into the main story itself. The main story was pretty straight forward; a corporation had stumbled across an enormous dormant dragon within a mountain far to the north. They sought to implant technology into its brain in order to extract information from it. One of the leaders of the Order of the Falcon had uncovered some intel on this operation and was eager to learn more, but without alerting her peers. Hence the characters were employed to collect data but without being given any real insight into what was going on.

So this story could run its course in the background without much work. Instead what I probably spend the most time on was keeping tabs on each characters' private economy and, for each in-game month, writing a little text about things that was going on in a character's private life and accompanying this by news bulletins about things that might or might not relate to the overall story. This turned the whole campaign not so much into an action adventure but rather a sort of documentary on the lives the characters were living. From their eating and sleeping habits, landlord problems and family arguments (some more serious than others). The depth this created behind each decision was incredible and is probably the reason why I still, more than 4½ years later, still love to incorporate or reference these characters in other campaigns we play. 

I believe I've written lengthy enough on this subject now. As for the story the characters would eventually shut down the whole dragon-brain surgery operation - but not before that same dragon had been awoken. This would form the plotline for the sequel: Will of the Beast. 

I'm hoping to collect some additional stories and memories from the players who participated in this campaign. If successful I will post them here as well, with their permission of course.

The GM Diary

Its been quiet here on the blog for quite some time now, for various reasons. The spring got caught up in a prolonged attempt to get the Age of Information rule book printed. Succeeded just in time to have the book at this year's LinCon, so after that event there has been a need for some vacation (read: only weekly roleplaying without additional massive projects).

Well, though summer is not quite over yet there are some projects in the pipe. But these are extension modules and will take some time to complete, so I don't want to leave this space entirely untouched for that period of time. Thus I thought it a good idea to revisit some old adventures and campaigns that I've played as Game Master with the Centuria rules.

The idea is to give some insight behind the scenes; hopefully giving a good picture of why some of the design ideas behind Centuria are as they are (it is adapted mostly for Game Masters after all). But I'm also hoping to collect some stories from the people who were a part of these campaigns to share and enjoy.

You will find a full list of adventures I plan to write about at this page, though I will not write about them in the order that they appear.

If you have yourself acted as Game Master using the Centuria setting I would be delighted to hear and share your story as well!

Sunday, February 24, 2019

Generator update

Centuria is launching a new character generator, available here. While the functionality stays the same, under the hood its brand new and hopefully perceived as more user friendly. Not all pages have been migrated, so the old generator is still up and running (you can find it through a link available in the new generator) if you prefer to still use it.


The might still be a few bugs present (just as in the old generator) so if you run into any please use the contact page and forward the information so it can be fixed!

The updated version contains:
  • Brand new frontend technology (ASP.NET MVC)
  • Several bugfixes
  • Adding the "Dagger's Watch" - a collection that will present characters created by other users, which can be viewed and downloaded
  • Updated family generation; parents of other races (more specifically dwarves, elves and gnomes) can now have a wider age span and the number of siblings are more in line with race descriptions.
  • Added a few new careers
  • Improved character creation steps with better descriptions and clearer separation
  • Improved debugging

Friday, January 4, 2019

Developer Diary: The Northern Dwarves

Off-topic note: It's been a while now since last post - lots of stuff going on (mostly on the positive side). But here's finally the finishing piece for the Developer Diary for the Age of Steel.

Last out in this series of Age of Steel nations and civilizations are the Northern Dwarves - represented by the kingdom of Thzud.

The kingdom of Thzud exists in the setting for two (three?) primary reasons: firstly, the already established Southern Dwarves are stated as colonies - thus a colonizing nation must exist. Secondly the human kindom of Cenowar is awfully isolated on the north-eastern coast so I needed some point of interest for it to interact with (apart from the monsters and mysteries of the Dark Forest). The hinted third reason is really a derivate from the first one; as the Southern Dwarves are colonies they lack some of the ancient luster that often surround dwarves in fantasy. Since that's an aspect I want available in the game, Thzud will fill that role.

It is a rather straight forward idea - and also quite fitting - to imagine the northern dwarves as more extreme than their southern cousins. Their city is older (and thus grander and more populous), their traditions even more integrated into the fabric of society and their legacy puts them on the very top of the who-interprets-the-scriptures-correctly pecking order (though they are too distant to their southern cousins to enforce this viewpoint).

To preserve the mystery of this kingdom, Thzud is chosen as an isolationist state. Granted that the most(?) logical explanation to having a whole city underground is that its people is seeking protection from the outside world this seems very plausible. However, to give the state an "in" into the game a limited trading contact with Cenowar is established. This doesn't seem unreasonable as Cenowar is also a very traditional state (at least by human standards) which has quite a few common viewpoints with the dwarves. The only other relation possible would be that with the elves to the west. Quite frankly I've left this one open with an abandoned dwarven city to separate the two. Was it a war? Or did the two races never meet as goblins overtook the dwarven outpost? Something else? Its just the sort of non-critical (from a game design point of view) relation I want to leave to a Game Master to develop to fit the preferred narrative.

Saturday, November 3, 2018

Game Master's Atlas

Not quite sure where it started, but somehow I ended up with an expansion module to give a short description of all the various regions of Aladron. The idea of this Atlas however is not to connect all the dots but rather supply threads and hints that a game master can use to create an interesting setting outside of Umarald that still feels connected to the rest of the world.


It is at 27 pages perhaps better used as a dictionary than a read-through, though that is left to the choice of the reader. As usual it can be found on the downloads page.

Monday, October 8, 2018

Kynri

Due to a little change of plans work has been going into completing the Centuria world map - which means work on the continent of Kynri has progressed. In fact, not only has it progressed: it has been completed! So here's a peak at the last piece of the puzzle of the world of Aladron:

A description of the continent will be added to the world atlas currently in making. It is an epic continent to be sure; not least for being the native land of the dragons! But as if that's not enough to spin a tale there's some more coming, just wait and see…

But, sticking to the news at hand its a lovely feeling to at last be able to present a completed world map! Hope you enjoy it!




Sunday, September 23, 2018

Magic Elite Skills

Just pushed out a small update of the Age of Information rule book, adding elite skills for the magical disciplines.

Note that these additions aren't yet available in the character creator.