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Post by Oliver R Shead on Oct 19, 2015 8:36:45 GMT
So for a bit of fun the other day I ran a couple of my friends through a Vampire: The Masquerade with Immersion rules, just to see how it would work. And I'm happy to say it went really, really well. It also helped me to change my style from combat-based games to much more story-based games, which I'm really pleased about. So now I've finished that campaign, one of my mates has gone back to the States, and I'm left with a solo campaign in the making! And I got inspired... as I do sometimes... to run something totally different. You may guess I like to run lots of settings - it's why I wanted Immersion to be a universal system. At the same time I've also come up with a new tweak to the one-roll damage system, and I think it's a winner - you can see it here. And now my new idea is... a Dark Western. Don't know where it came from. But suddenly I felt like playing something totally different. An 1880s to 1890s Western, with a strong horror theme, darkness, eeriness, magic and sorcery as well as a few odd technologies (not really steampunk, but maybe something else - I do love the look of the mechs from Scythe, but wouldn't necessarily want those). It will be a story of grim frontier towns, harsh wilderness, politics, strange cults and philosophies (some good, some bad), native peoples and their powerful magicks, the spirits of the land, outlaws and so forth. Many of my games recently have been slow builders, gradually setting the scene, letting the characters immerse themselves in the setting, meet lots of people, and so forth. So this will be the same. Slow build, then gradually increase in intensity. I may have an overarching theme, but that's unlikely to be anything other than the story of the pc himself. Perhaps a story of revenge, or something like that. I prefer plots that aren't "the end of the world" but rather are something that seems believable. Something localised, but no less important to the character. I'll post up as I get more ideas. There will be powers in this, of a sort. But I don't think I'm going to go with the usual powers that I've been playing with. Strange right? But it's time to experiment! ~Oliver
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Post by Oliver R Shead on Oct 19, 2015 8:38:58 GMT
The other thought I had with it is that it might be cool to set it in Australia... but we have much less variety when it comes to Westerns, or at least so I think. Funny enough, because I live in Australia, I tend to enjoy setting my games elsewhere! Ironic, right?
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ralph
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Post by ralph on Oct 28, 2015 15:41:41 GMT
You could have powers stemming from The Dreamtime...
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Post by Oliver R Shead on Oct 29, 2015 13:05:25 GMT
Hi Ralph, Yeah that's what I've been thinking. Looking into the origins of witchcraft, wicca, shamanism, totem magic (haha - our favourite!), and the origins of the word "sorcery" for example, they're all about communing with spirits, soothing spirits, setting spirits loose on people, getting powers from the spirits or essences of animals, plants, areas, or ancestors, and so on and so forth. My idea for this setting is to make magic all stemming from spirits, and to have it quite subtle in most ways. So spirit summoning, hauntings, soothsaying by speaking with spirits, dreamwalking (walking through the spirit realm, or talking with spirits directly), looking into the flames in a trance, going into drugged or hypnotic trances to be able to see and speak with spirits (though again, you're not necessarily totally lucid in such a state!), gaining strengths and powers from spirits, totems and the like. I think I'll have a couple of major facets - the first are the "natural" sorcerers, like witches, medicine men, etc., who are "one" with the land and the spirits, and use that connection and communion to call on spirits for good or ill. Usually it would be for good, but there's always an occasional bad egg, and sometimes spirits can have minds of their own after all! Then there would the "magicians" or "wizards" or "alchemists" who seek to reduce magic to mathematical formula, and essentially "force" the spirits and the magical essences to do as they command. I figure this is a very European and modern concept, taking the "spirituality" out of "spirits" (haha). These two camps would be very much diametrically opposed to each other, even while both are splintered into countless factions of their own. On the whole, the "alchemist" camp would be rising more than the "witch" camp, because of their greater acceptance by "civilised" society. People need people who can handle spirit problems, deal with hexes and curses, and combat the "evils" of black magic. And these people have a very definite view of the holistic witchcraft way... it's bad. Get rid of it. Even so, I'd say that all sorcerers of whatever ilk would often be feared. It's a bit like the gun debate. Some people think that having a gun around is useful. Some think that it's dangerous. Both sides don't agree so well! Well, the gun in this case is the sorcerer. Often considered necessary by society, and used by governments in "controlled" fashions, they are also used in other ways by other groups, by civilians and they are often the cause of ill effects... meaning that the government and other groups call for the disbanding of these people. With the Dark West setting itself, which I'm trying out first, before the Aussie setting, I'm going to set it within a roughly 1860-1880 vibe, with the American Indians far more capable of repelling the white man from their lands, though they are getting desperate. Their use of spirit magicks has balked most attempts to penetrate into the wilds of the west, but many, many people have gone over there to set up "lawless" towns out there, working rich gold veins in particular and sending the proceeds in valuable stage coaches back to civilised territories. Often the Indians put up with these places, then end up unleashing the spirits upon them (if they don't rise on their own accord) when things get out of hand. Or they ride in and burn the place down. But there are just SO MANY of them that they're rather overwhelmed, and a bit apathetic about it. Where do all these white nutters come from anyway? Why can't they stay on their OWN land?! I'm contemplating there still being a North/South divide. Maybe the Confederacy successfully seceded from the Union, and there are still simmering hostilities. That would be one reason why a concerted push into Indian territory hasn't been seriously attempted (though both sides might be sending forth their spies and agents to stir up trouble for the other). Basically, the rule in "Injun" territory is that... there are none. You get away with what you get away with. Shootouts are common, murders rife, and all other sorts of villainy. But there are "law abiding" towns, and also towns that are ruled by gangs, and places that are halfway in between. Most people are careful not to too thoroughly anger the "Injuns" lest they get peeved and come visit hellfire on the settlers. ---- As to the Aussie setting, I think it would have a similar feel, with the Interior largely unsettled and "unsettleable" due to the ancient spirits of the land resisting such violations. Mortar won't set. Buildings fall apart. People go mad and often disappear altogether. The bush is dark, endless and unmapped. Despite there being many large settlements on the coasts, the interior remains a mystery (which is slowly getting encroached upon). I'm also thinking to maybe have a French colony, and possibly even a Dutch colony, still extant on the island... aaaand maybe an Indepedent Republic of Victoria, liberated by the Diggers of the Goldfields (based on the Eureka Stockade revolt of 1854). Those are some ideas. But I may end up with a more "traditional" approach in the end. One of the reasons for that is that "bushrangers" are a huge part of Aussie culture from those periods. Quite often they were just thugs, but occasionally they also became Robin Hood types who resisted the brutality of the law and the inflexible system (it was a penal colony after all... mercy and reason aren't exactly on the menu). So I'm figuring they will have a much larger part to play, be much more powerful and widespread. I'm also really interested to think up what sort of dreamtime creatures could be in the bush. Like the Bunyip and the Yowie. Serious critters from the Dreamtime. Because Australia is so old and so untrammelled (or was so untrammelled back then anyway), the dreamtime spirits I imagine as being very, very powerful and ancient. So the humans are like bugs crawling over the face of a sleeping giant. Eventually it starts to rouse... The aboriginals would have some cool abilities too. Ability to disappear in the bush, track anyone anywhere, commune with spirits, astrally project, as well as call forth their ancestor spirits and dreamtime spirits from their rock paintings that would be like their altars, the focal points of their power. And then there could also be "modern" Aborigines forming their own "kingdoms" in the bush. As well as Aborigine bushrangers (which I think would be so seriously cool). Ah, so many possibilities!
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ralph
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Post by ralph on Oct 29, 2015 22:26:14 GMT
Are you familiar with Deadlands or Castle Falkenstein? Both have some interesting ideas about these concepts and you might want to take a look at them. Would this game be a partner to Dark Britain?
If this is the case, you would have setting for natural old style magic vs new magic in the Old World vs the New World concept.
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Post by Oliver R Shead on Nov 2, 2015 10:29:32 GMT
Hey ralph, No I haven't heard of either of those. So many games to check out! Yeah I think a matter of New World Magic vs Old World Magic would be great. I'm thinking that the New World Magic would be a "scientific" approach to magic. Alchemy, "wizardry" and that sort of thing. Forcing the spirits and the elements to do your bidding, rather than respectfully being one with them and getting your result. I've worked out some great tweaks to many of the existing powers (Pyromancy, Animal Kin, etc.) to make them more subtle and ritual based. But these are still looking like "Old Style Magic" - such as that practiced by the Wicca (witches) who use the same sort of magic as the medicine men. I'm wondering what sort of powers the "alchemists" would use. Because it wouldn't just all be potions and the like. And I wouldn't want it to be direct "blasty" magic either. But there should be a magical difference between them. Oh, and I went over some totem ideas. Here's some in a nutshell. The totems would give some advantage/benefit to one or more of the areas they influence. Spider: poison bite, crawl, leap, reflexes Snake: wisdom, deduction, deception, poison, sense of taste Wolf: Smell, hearing, teeth, endurance, resistance to cold, low light vision Bear: Tough, sense of smell, teeth, claws, strength Elk: Endurance, courage, majesty of presence Seal: Cold resistance, teeth, swimming, hold breath Mountain Lion: Athletics, courage, pride, teeth And so on. What do you reckon? ~Oliver
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Post by rupethebear on Nov 4, 2015 10:33:22 GMT
The totems could be wide and varied depending on the style of the players. If you have some serious role (not roll) players then what about: Beaver: Excels at building fortresses, tough, a team player, cooperation Owl: Wise,usually solitary, good hunter, silent
I'm not sure how you narrow it down to a select few but you may have to just pick a few Major ones and leave the minor ones to the Narrators' discretion.
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Post by Oliver R Shead on Nov 7, 2015 11:53:18 GMT
Hey rupethebear, yeah totally, it's all about that role play! I suppose the trick is to work out a way for Narrators to easily gift totem wearers with the right level and kind of ability, without it becoming overpowered or underpowered. Food for thought! ------ I have started playtesting the setting now, in [Dark Australia]. It's a tie-in with the steampunk, but with a scary magic and monsters theme. After all, it is Australia. I've augmented the local wildlife with some ancient species - such as the Banjo dinosaur, long-legged running crocs, massive snakes and so on. It's a one-player campaign, and he's playing a German hunter sent to Australia to capture and bring back all manner of beasts. So far he's managed to hunt down and capture one Banjo dinosaur, blasting it with a freakish electro-zapper-gun, though he's been hexed by a local Aboriginal medicine man, and if he didn't have an African witch doctor working with him, there's no doubt he'd be dead (had a dream of a spirit thrusting a spear into his chest, and nearly had a heart attack, and can't use his left arm). It's proving to be quite a colourful setting, and I'm looking forward to really expanding it over the coming months, in between churning out the manuscript! Speaking of that...better get back to it!
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ralph
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Post by ralph on Nov 8, 2015 16:38:32 GMT
Of course you'll have to call the dream shaman a "dream catcher "...
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Post by trevor on Nov 9, 2015 9:32:23 GMT
Is there plans to add rules and explanations for "powers" in the infected core rule book, too give us the tools to be able to make our own worlds?
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Post by Oliver R Shead on Nov 9, 2015 12:02:00 GMT
Hi trevor, to be honest not in the Infected book, but in the core rule book that I will be releasing right after it. They are, however, already available in beta form on the Immersion RPG website www.immersion-rpg.com/If you sign up for the mailing list, then it will send the rules to you straight away. Alternately if you don't want to sign up, then just let me know and I'll email you a copy.
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Post by Oliver R Shead on Nov 17, 2015 11:05:29 GMT
I played another game last night with the Dark Australia setting...and it was awesome!
I think part of that is aided by my playing style, which is leaning more towards storyline, slow build ups, and action only when it would make sense (and then it's kind of unusual a lot of the time, because of that point).
Here's the essence of the plot to date:
Our hero (Fritz Fuchs, the Prussian Hunter), has claimed a Banjo dinosaur and set off a hex against himself, which nearly killed him. The next night, the mate of the captured creature methodically hunts down and kills dozens of cattle and sheep, sending the town into a panic. It couldn't get too close to the barn where its mate was caged, because a series of copper rods (with very steampunkish copper balls on their ends), were set around it by the Prussian inventor Schultz who also lives in the town - they make an electrical field around the barn, and anything entering it gets shocked - it can be fatal. That very evening, returning from Schultz's house, Fritz sees an aboriginal elder standing on the hillside, watching him. He's sure that's the guy who's been cursing him, so he takes a shot - and hits him! Then, as he turns around, he finds the stream behind him has started to fog over - and black, ghostly figure has emerged from it. Fritz shoots it, but the bullet has no effect (it wasn't runed), and the figure plunges its hand into Fritz's chest. Schultz lets rip with the zap-gun, and the thing vanishes, along with the mist. However, something is very wrong with Fritz, and he soon discovers (thanks to Dr Bones, his alluring witch doctor), that he has lots his shadow...which doesn't really feel very nice. The next day, with the outraged turn turning on him and saying that he had caused all this mayhem, and with an outraged mother after him too (uh oh), Fritz asks his Aboriginal tracker Charlie what's going on. Why are the elders out to get him? Charlie says that it isn't the elders at all - they were trying to warn him. Instead, it was "old swamp man" who lives in the billabong. He's a dreamtime spirit who's been around there long - long long time. Bugger. Fritz decides to head off and see the elder he just shot at (Pilli Pilli, of the Oonbarra tribe), to see if he can work out what to do about all this. They reach the Oongbarra camp later that day, and Pilli Pilli appears to be unhurt, despite a bullet clearly hitting him in the chest last night. Fritz doesn't quite know what to make of that. Fritz apologises, and Pilli Pilli says that the apology is incomplete. To achieve forgiveness he must allow Pilli Pilli to cast a spear at him. Well, nothing for it really! Fritz takes off his shirt and stands at the ready in the middle of the circle of old boab trees. Pilli Pilli winds up, then casts with such blinding speed that Fritz scarcely sees it. He drops flat, and the spear glances across his chest, lancing pain and shock through him - but leaving him alive. Wow...lucky! Suitably impressed, Pilli Pilli forgives him, then they get down to business. After some conversation, in which Fritz promises to get rid of Useless Loop (the town), because it's sitting on an old sacred site (but skillfully avoids the blood-bond promise with a beer-bond promise, "that's even more solemn and important in Prussian culture!"), Pilli Pilli agrees to take him down to the river and summon Old Swamp Man. The problem is, Old Swamp Man derives his power from an Aboriginal rock carving. But outsiders aren't allowed there. If anyone outside the tribe goes there, all those in the tribe will see the person as a marked man, and will do nothing to help them. Furthermore, they will send medicine men after them to point the bone and hex them with death. Instead they try to summon the spirit and talk with it. It doesn't go so well. The spirit watches them malevolently, then starts changing its form, to look like Fritz, the girl from the town, her father, and others... then Fritz shot it in the face with his zap gun. Aha! Killed it! Oh... no... Pilli Pilli left saying that Old Swamp Man doesn't die so easily. You don't really want to upset him. Just leave when he's upset and come back later. He'll be asleep then. He's only woken up because the town is so noisy and breaks so many trees and doesn't let him sleep. Instead, Fritz decides to have Dr Bones summon Swamp Man so they can kill him.
As she chants by the summoning circle, the river starts to dry up, the water flowing back up the stream. Then the snakes, frogs, birds and everything that can move start slithering and hopping away... and Fritz decides to run, just as the ground begins trembling and a surging mass of dirty brown water comes hammering back down the stream, tearing up small trees, tossing along boulders - and nearly swatting them all flat. When they get back to the village, they find the Aboriginals leaving. Fritz tries to tell Pilli Pilli to gather all his warriors and kill it - but why should he? He can just go away and come back again later. And soon enough, Fritz's small party is alone in the steadily darkening day. They try to head down to cross the river, but they see figures rising out of the water... waterlogged, rotting figures... not good. So in the end they take the long way round, which takes four days! Avoiding every scrap of water, they finally reach the town, and have to charge through a massed knot of dripping zombies blocking them at the river. They bring Schultz with them and race to the barn, which is fortified with the electrified rods. For all down the river, come hundreds of shambling, drowned people. Inside, they shoot down at the mass, barricade themselves in and hurl out molotovs, as the mob tries to force its way through the rods. Countless corpses burst into flames and explode with the electricity frying them. Many still get through and bash at the barn walls. Meanwhile, the water is rising... and then the Old Swamp Man comes surging forward, heaving his immense bulk out of the river and unleashing a flash flood on them, tearing away half the barn. It's a huge monstrosity, half the size of a bus, a mass of mud, rotting wood, and countless corpses, reeking of death and raw power. It slams into the barn and tears it apart, tossing Fritz into the water. He holds on under the flood, and kicks the power supply of the electrified fence towards Old Swamp Man... then shoots it. Pop. The whole world turns into a ball of frying electricity. Finally, he wakes, seeing Dr Bones staring down at him...and knows that he should be dead. Why is he not?
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