Jul 1, 2016, 9:04 PM

@SunnyJ said in The State of the Chronicles of Darkness:

@Saulot I really loved that setting as well! Surprisingly so. I've incorporated some stuff from it in Fallen World, but I am not sure how I would conduct a full game on that setting, tabletop or MUXland. How do you plan on doing it?!

Honestly? It would take a lot of things, and I wouldn't start it in Europe or use the chapter in full (the just the majority for theme and setting). I'll try to break things into bullet points now since I always ramble.

  • Everything would be "centered" around a specific village, and large portions of the surrounding wilderness. The most likely thing would have the village near the Red Sea, the Levantine Sea, or the Black Sea.
  • The game itself would allow Mages, Werewolves, Wolf-Blooded, and Sleepwalkers. Generic mortals I am very much on the fence about, and lean towards no.
  • All players would belong to the single tribe that composes the village. The tribe itself would consist of 5 bands (with veneration for their own preferred deity - each below the creators).
    ** This does beg the question of what it means for potential players that wish to be or start as outsiders to the village. It's something I'd think about later since the most I have right now are a few ideas rattling around my brain.
  • The theme of the game would be survival, and the mood is revolution.
    ** Survival: Away from home and the safety of fire the Abyss lurks. Watching, waiting. Pangeans grow greater in number and power, yet Urfarah still lives. Spirits grow fat from the wars and dissent among local tribes as warring chieftains demand resources and sacrifice to their gods above all else. Most importantly, everyone has to eat.
    ** Revolution: Things are coming to a head. Urfarah grows weaker by the day, signs of the Time Before are slowly leaving this world, and the needs are the village have grown too great for the meager land they now hold.
  • Outside of the village itself I would have 3-4 competing villages in mind with them all (including the player village) be warring over land, resources, and to appease their given gods.
    ** Speaking in terms of concepts I'm thinking this. A tribe of nomadic slash and burn farmers situated around a specific basin who are mostly proficient with stealth. A tribe subsisting on sacred cannibalism, ritual murder, and veneration of something I'd like to keep secret if I actually make this game. The last one to come to mind at present is a village essentially ruled over by a child of Rat (the Pangean and later Plague King if it needs to be said).
  • As for things to run: The usual spirit troubles, Mysteries of the ever changing fallen world and places of shattered time in unspeakable places, war, religious zealotry, and even the occasional hunting of mundane (or close enough) prey.
  • As for daily RP: I must admit that despite my extreme dislike for lords and ladies I've learned something. Players enjoy specific roles, jobs, and niches as it gives them something to do in the meantime when plot isn't being run at that moment, and a purpose to interact with others on some level. As such I'd look into seeing about working players into roles that fit their given concept or the things they'd like to do.
    ** Guards, farmers, midwives, priests/esses, attendants to the priests, attendants to the chief (the chief will always be an NPC), the war council, medicine wo/men, educators/historians/storytellers, hunters, weavers, potters, carvers, scouts, sacred fools/jesters, et cetera are all things to come to mind.
    *** It should be noted that if I were to go forward with this I'd get a very small playerbase so this much may be overthinking.
  • 1xp to start, and slow, low xp gained over time (passive as well, but anyone that has seen the things I want to do on Goetia they'll see that things won't hit high for 2e xp for a while).